Graphics Essay Task 1
I’m planing to produce a video game with the RPG and hack and slash genre with a supernatural theme. I’ve researched whats already in the market so I can find some inspiration and avoid any copy right mistakes.
This is a video game called “Devil May Cry” which is a action-adventure hack and slash. I like this video game as it has given me inspiration to create a supernatural story however I have involved demons, as theres not many games out there that have already done this. My target audience ( 18+ ) really enjoy the supernatural demons.
I also like Devil May Cry’s main character, Dante, as he has an attitude which brings comedy into the story and gameplay. Dante also has a appearance of an over-confident, mysterious character which brings additional emotions, something I want my character to bring to my project.
Devil May Cry’s “Dante” Character Evolution.
Even though I like Devil May Cry’s main characters I don’t like the enemies. I feel it could do much better than the original designs, as they just look like dolls with knifes.
Devil May Cry’s “Stygian” Profile Photo.
So I’m planning to bring my myths into the video of zombies, demons, witches, dragons, vampires and werewolf to create a difference to other video games.
I also found another RPG called “Bloodbourne” that has a dark, mysterious feel and a map that is similar with the famous myth of Dracula. I like this video game because of how difficult it is; giving the player a challenge.
The player can also have their own special created weapons like the saw cleaver (see the below picture), which was created by the developer himself. It gives the player something new and different to try out. I want to be able to do this myself as it will separate mine from other games out there.
BloodBourne In-Game Weapon
Bloodbourne is also what inspired me to make my video game an RPG, since this genre the player can upgrade their character by levelling up, and from my own experience, it can be an addicting part of gaming.
Bloodbourne Screenshot
Bloodbourne is what influenced me to use blood as an in-game effect as it makes it feel more realistic and adds more of a thrill to the playing (See Picture above).
I didn’t like the guns in the game of Bloodbourne because their only used to stun, where in my game I want them to be a more offensive weapon as it gives the player more options in the game.
Bloodbourne In-Game Gun
Bloodbourne Screenshot Of Gameplay.
I have also found the post-apocalyptic RPG called “Fallout.” This game is what inspired me to feature an apocalyptic world in my own as it adds buildup and excitement.
The world actually feels abandoned and struggling for survival which draws the player into the game. I’ve also consider making my game into a series if it is successful, as Fallout improved and became more popular for every game they created for there series.
Fallout Screenshot Of Environment.
There was another an open world RPG called “Skyrim.” This video game is what inspired me to use myth like creatures for enemies: like dragons, werewolfs, vampires, zombies etc because it makes Sky more entertaining for the player as they would have to use different techniques, to fight different enemies.
Skyrim In-Game Monster.
I’m going to make my game in modern times instead of Skyrim’s medieval time era to create a difference between the two. I also believe my target audience will enjoy the game more if its in a modern time.
“Dark Souls” is an RPG game called which inspired me to use knight armour and swords as one of many of the available weapons, because swords are very popular when sword and armour are involved so I want my game to be successful.
Dark Souls Varying Armour Designs.
Below I have created a digital sketch of a basic building that I have based off of an apartment building, for my apocalyptic city. Its made from a simple rectangle to keep it a basic building shape.
Basic Apartment Building Sketch.
I’ve added windows as well to make it look more like a city building. I’m also planning to add detail to some of the roof to make them look like they’re damaged and collapsing. I’ve also added some rubble to add some realism to my buildings.
Damaged Apartment Building Design.
I’ve also created digital sketches of lamps, benches and a bridge as simple shapes just to give my city a little bit more detail, which should draw the player into the game more as its more realistic.
To improve my games realism I’m planning on adding normal vehicles like cars and buses and also damaged vehicles, to improve the atmosphere in my video game and add an appearance of chaos in my video game.
So Below are the simple digital sketches I’ve created.
I want to be able to do this myself as it will separate mine from other games out there.
Sketch Of A Public Bus
Sketch Of A Car
Sketch Of A Lightpost
Sketch Of A Bench.
Task 2
In my video, here I have display how I created the shape of a building with the Extrude Tool, to give it the look of a flat building with balconies and windows.
In the screenshots below I have added brick textures, with a Physical Sky and the correct Render settings to make my building look photorealistic.
To make my damaged building seem damaged I’ve used the Live selection tool to select what parts of my building I want to destroy before pressing Delete which gets rid of the selected polygons.
Apartment Building – Fully Textured.
Apartment Building- Fully Textured (side View).
Apartment Building – Fully Textured and Rendered.
Here ,in this video I have created a bridge by using the Extrude Tool to give it a straight, long shape.
In the picture below the picture I’ve shown what the bridge would look like without the stone and road textures and Physical Sky and certain Render settings, seeing it in only its basic form.
The Bridge – Without Texture (Rendered).
In this video I’ve shown how I created a simple car without its wheels. I used Subdivision Surface on a object to give it a smooth round look.
In the pictures below I’ve added metallic car paint textures and I’ve added wheels to make it more clear that its a car/bus.
A Car – Textured and Rendered.
A Public Bus – Textured and Rendered.
I also created smaller objects for my environment like: street lamps and benches, just to give my city more detail so it looks more realistic.
To create the lamp I used a Spline and the Sweep Tool to create the correct shape.
Street Light – Un-rendered.
For the bench I just used the Extrude Tool.
A Ben – Textured and Rendered
Tools used :
Live Selection
This tool lets the user select every/ any faces of the object the user needs to select to edit in that particular area.
Move, Scale, Rotate
These three tools (from left to right) allow the user to move, scale or rotate your selected area/ or object.
Freehand Spline
This tool lets the user draw a 2D shape freehand, which can then be used in things like Sweep to to create a 2D shape into a 3D shape.
Subdivision surface
This tool effects the selected object and makes it smooth, with rounded corners to make it more realistic but also it produces a lot more polygons which takes longer to Render.
Summary
City – Textured and Rendered (Ground Level).
I’m really pleased with the final version of my 3D environment as it is suitable for my aim of a apocalyptic city theme, and there are photorealistic buildings some of which are damaged.
In comparison to my concept art, they have become exactly what I was aiming for in the shape and size of my buildings.
I’m also pleased with how the textures have made my environment more realistic which should help with player immersion.
Aesthetically, I’d say my buildings were a 7/10 in a professional rating as they are missing some crucial details, like doors and smashed windows to go with the apocalyptic theme.
I’ve created this environment by using basic textures, Spotlights to create the right lighting for my apocalyptic city, and to Physical Sky but changed the settings further darken the surroundings.
I had challenges with using the lights and sky as I struggled to create the light and shadows I was aiming for. I overcame this by using the Cloner of the lamps in my city, creating a Spotlight that looked like a streetlight, and duplicating it so that it seemed like nighttime.
I also had the problem of creating many buildings without making the polygon count too high for the computer to Render. So I used the Cloner again but this time on both a damaged building and on a normal building so I didn’t have to do unnecessary work.
The only other thing I had to do then was to create the rubble for the damaged buildings to give it the detail and feel of being a apocalyptic city. I did this by using the Shatter and Explosion Tool to make the object look like rubble, so I could move it around the bottom of my damaged buildings.
Comparison Of My Concept Art And Graphics: Buildings
Basic Apartment Building Sketch.
Apartment Building Rendered.
In comparison with my final product and concept art of my buildings, I would say that I’ve given them a very similar size and shape, as well as the pattern of the windows.
The damaged areas are the same, so I think I’ve achieved what I’m aiming for.
Sketch Of A Bench.
Render Of A Bench.
Sketch Of A Lightpost.
3D Model Of A Lightpost.
With my lamps and bench with my final product and concept art, I’m happy with the basic shapes and how they’re exactly the same and how you can see the effect the textures give to the objects of the city.
(Proofread by Yasmin Bradford)