Friday 30 November 2012

Elements of Game Technology, part one: game engines


After reaching the first project where I have used a game engine, which was UDK, (http://www.unrealengine.com/en/features/) it got me thinking about other types of engine that are available to me in industry. As games are becoming more advanced so are the engines behind them.

A game that stands out in my collection is ‘Rage.’ Rage uses id software’s id Tech 5 engine which is currently still in development and only supports Rage and the up and coming doom 4. The initial engine had 20 GB of texture data which is a more advanced texture approach called virtual texturing (VT). VT supports textures with resolutions up to 128,000x128,000 pixels. This allows automatic streaming of textures as they are needed meaning that the developer doesn't need to worry about texture constraints and limits. Other advantages of this are that it simplifies the creation of content meaning that adaptations for other platforms aren't necessary.
Unfortunately, at the minute id Tech 5 is only being used for first person shooter games, yet id software have stated that they are not ruling out the transition to other genres yet.  Although it will be available as open source, it isn't as of yet and the software wasn't  going to be available for external licensing until id announced in 2010 the first external developer to work with id tech5 would be machine games.



Another impressive engine that I used recently when playing the latest installment of the Hitman franchise, absolution, was the Glacier 2 engine. This engine can display up to 1200 characters at any given time whilst still working a 30 fps (frames per second). This was a requirement of the developers IO interactive because they wanted to created dense crowds that you could interact with. Here’s a screen shot of the game achieving this. 


The Anvil engine that has been used for the Assassin’s Creed and Prince of Persia franchise was also able to densely populate itself with smart AI, supposedly with up to 2000 characters. In the latest Assassins Creed (3), AnvilNext has been used which is an updated version of Anvil. This supports a highly detailed weather cycle system. This version all supports a dynamic game world that will change itself on its own accord in the course of time. This means, that for example, settlements that were previously in a certain area, may have moved or completely disappeared relating to the events of the game. 

The Frost Bite engine, which debuted in 2008, has been used on numerous battlefield titles, including battlefield 3 and others like medal of honour and need for speed: the run.  Version 1.0 featured a HDR audio which adjusted different type of sound volume according to importance for example as the gun fired the background music would lower and the gun shot would get louder. This was an advantage because even though there were other sounds going on you could distinctly identify the ones that affected you as the player. Destruction 1.0 was also a feature allowing entire walls to be destroyed in game.  The destruction feature improved in version 1.5 and 2 allowing entire buildings to be destructible.

The CryEngine3 that’s the power behind the Crysis franchise for PS3 and Xbox 360 and also other games like home front and D.R.I.V.E.  is in my opinion, through experience playing the games, the most visually pleasing engine. Others feel strongly that it’s the best engine that you can use 



The features that the Cryengine 3 has would be exhausting to list, therefore I have included a couple of links to visually stunning videos to show you what the engine is capable of, from visual effects to developer controls.

Wednesday 28 November 2012

Elements of game design, part seven: level design

All video games, whether you are playing the latest call of duty or the classic Pac man have had some form of level design to look and interact how they do. Although these examples give a completely different experience, the fundamentals of level design are visibly present in both. So how do you get the ball rolling, Ideas? Like every process it all starts with an idea. These ideas can be triggered from anywhere at any time, like reading a book visiting the shop and so on. All these ideas can be tailored to a design document if one has been set. It is useful to make note of your ideas to refer to as you go along. With all these amazing ideas you’ve come up with how do you chose the right one? Personally I think it depends on the person, what motivates you and how exciting you find that idea. If I’m not passionate about the idea I go with it reflects in my work and the final outcome is poor, that’s if I haven’t scrapped it half way through. Also, make sure the idea is manageable; don’t start something that you know you’re not going to finish. From this stage I would treat designing a level like any other visual design task, set some specifications, collect reference and concept some ideas. With levels, because they are playable a lot of other considerations have to be made. To get an insight into the process I had a look at how others went about designing a level. On world of level design, (http://www.worldofleveldesign.com/categories/level_design_tutorials/how-to-plan-level-designs-game-environments-workflow.php) a level designer describes how objectives and obstacles are considered early in development. He or she looks at how objectives influence the path you would take through an environment and what obstacles they would need to overcome to progress through the level. This also influences focal points for example a well-designed and textured assets in the environment would want to be shown off therefore you could make this an obstacle or position this asset on route to an objective. A good example of this is the assassin’s creed franchise. The highly detailed architecture is used as a synchronization point so that you can view more of the map. 

An aspect of this level designers approach I thought would be useful is the use of a mind map decision tree. He or she briefly outlines objectives and obstacles and the knock on effect it has if the player choses to take this path. This seems an efficient and quick way of generating design ideas and asset placement. 

Another early consideration to make is the location and setting. This will often be defined by a brief. You would need to think about the time it’s set, past, present or future? The season or seasons it takes place in, maybe a specific time period like Edwardian times. This will help when it comes to collecting reference and stylizing concepts Another aspect that needs to be considered within design is the interactivity of playable areas. Defining what you can interact with makes a game like call of duty miles apart from a game like Pac man. All the fundamentals are still there in both, like style, map, objective, obstacles but being able to shoot a chain and a pile of well-placed rubble fall on an enemy is what gives a level depth and makes it more immersive. Hitman Absolution demonstrates an impressive level of interactivity in its levels because there are endless ways in which you can eliminate an enemy using the environment.


To get a feel for what you have designed so far, you could quickly prototype the level using standard primitives in a modelling program. Set up your designs to see whether you like the layout as it was planned. You can then make alterations if you feel aspects don’t work. 

 When all these considerations are planned and executed in visual development (the concept art), you have a strong base for modelling. A good example of a well-designed game is Assassins creed 3. 


You can clearly see the depth of planning and designing process the ubisoft team went to in order to make all aspects of the game true to the American civil war. As I feel many do, here’s some opinions that agree with my view on the games attention to detail. http://www.guardian.co.uk/technology/gamesblog/2012/oct/31/assassins-creed-3-review and http://www.ign.com/blogs/blaze_fury/2012/11/12/assassins-creed-3-review

Elements of game design, part six: visual composition

Visual composition is an important aspect within visual design is composition. Good composition is always pre-determined and very rarely stumbled upon. Composition is simply how you arrange the elements in an image. It’s a form of organization. There are a range of techniques that you can utilize to successfully achieve an aesthetically appealing piece. The artist chose the main vocal point and organizes other elements around this. In doing this several principles are taken into consideration, these are known as the principles of organization. They consist of: 
• Shape and proportion 
• Positioning/Orientation/Balance 
• The area within the field of view used for the picture ("cropping") 
• The path or direction followed by the viewer's eye when they observe the image. 
• Negative space 
• Color 
• Contrast: the value, or degree of lightness and darkness, used within the picture. 
• Geometry: for example, use of the golden mean 
• Lines 
• Rhythm 
• Illumination or lighting 
• Repetition (Sometimes building into pattern; rhythm also comes into play, as does geometry) 
• Perspective A technique that I find beneficial is the effective use of viewpoint. This can determine the subject’s dominance, equality or vulnerability. For example if you were drawing a picture of a super hero, the piece would have much more of an impact if you positioned the viewpoint looking up at the character because it would suggest and emphasise this superior power that this character has. 

There are also specific compositional techniques that can be combined to improve the aesthetics of your work. The rule of thirds 
The rule of thirds is a simple guide. The aim is to stop the subject and areas of interest clashing in the piece, by placing them near one of the lines that would divide the image into three equal columns and rows, ideally near the intersection of those lines. 

The Golden Mean The golden mean is a ratio that has been used by visual artists for centuries as an aid to composition. When two things are in the proportion of 1:1.618 (approximately 3/8 to 5/8), they are said to be in the golden mean. 


Focus A technique that I find best works digitally, is limiting the focus of an image. This basically emphasises the focus of the piece and makes everything else vaguer. I achieve this in Photoshop using blur filters or in photography with a wider aperture. 
Rule of odds 
One of the simplest ways to make a composition more dynamic is to have an odd number of subjects in the composition. This is the rule of odds. An even number of subjects produces symmetries in the image, which can appear less natural. 

Intelligent organization of elements in any concept can really make the difference. This is why it is important to produce a wide range of thumbnails in preparation to a final piece. The thumbnails make a good elimination process into what works the best. You can also take small aspects from different thumbnails and combine them with the principles outlined above in mind. Having good knowledge and a solid grasp of composition will strengthen your technical skills, transitioning your work from sketches and doodles to industry standard final pieces.

Elements of game design, part five: planning and concepting

The process of planning and concepting, done right, is the difference between a disaster and an accurate, well presented, successful piece. The thought of planning is always daunting, for me anyway, mainly because I’m too eager to throw myself into the first idea I like the sound of. Planning is simple; it’s basically working out a method of how you’ll tackle things before you get to them. It helps to write a brief if you don’t already have one, just some simple but precise guidelines to prevent you from straying off the path to the finish line. For example, a 3D brief will outline a problem or aim: ‘For this exercise you will be required to model and texture a box of trash similar to the one seen outside shops based on the photo reference to a fixed set of technical requirements.’ This pretty much tells you all you need to know about what your expected to achieve, from here constraints are addressed like poly budget, texture sizes etc. The same can be done within 2D, for example a character design would have set styles and aesthetics in a brief that you would need to stick to in order to make the character fit to the game. (Specification for asset example: http://www.gamasutra.com/view/feature/3115/common_methodologies_for_lead_.php 
From the brief it’s time to get stuck into research. I can’t emphasise enough how crucial gathering reference is. Why try to magic masterpieces out of your mind when there are so many visual influences out there for you already. If you’re trying to get a certain pose for a character, don’t settle for something similar off the internet, grab a friend and ask them to pose for you. Using material you've sourced makes your work unique. You also can’t ever have enough reference. If you've found or created a scene you’re happy with, photograph it from multiple angles to build a better understanding of something’s form, lighting and composition. Constantly refer to your research as you progress, mood boards are very useful for this because all your reference is in one place and easy to glance at as your working. It’s equally a good idea to put reference up on the walls where you work. From the reference you can begin to pull ideas from aspects that fit the brief, you like and think will complement each other. In my opinion, and industries, the best way to concept is through quick and simple thumbnails. This is an effective way to try out different compositions. These can also be easily adapted into more detailed storyboards. Not everything translates perfectly on to paper first time, so repeatedly producing the same thumbnail or slightly tweaking it as you go along works as an elimination process to find the best result. Look at it as an interview process, you wouldn't chose the first applicant that came through the door would you. 
 I found that using this diagram as a rough guide to designing helps to cover the main areas and if you can’t honestly say you've answered each area accurately, then do it again.


Reflection on year one, and ambition for year two

Reflecting over the summer, I think that I have developed a lot in the last year. I have learnt how to use computer software that I had no experience in, mainly 3ds Max, and improved in traditional drawing techniques and the range of medias I can use. Last year I found the designing projects using research the most engaging and productive for learning. I think this was due to the high level of creativity the tasks required. I hope to see plenty more design tasks like last years this year, but this time with more detailed specifications because I like to have strict guidelines when designing, too much freedom makes my mind wander. Now fundamental skills have been built up from the first year, I would like to move towards a more specific field within game art and develop a unique style to my work using a combination of traditional and digital techniques. I am kind of torn between two paths that I would like to do, either a concept artist or art director within game and or films. I’m particularly inspired by the likes of Ridley Scott and Sylvain Despretz story boarding in Black Hawk Down because I can see strengths of my own in their work due to both coming from a traditionally art taught back ground. 
From the course this year, I would like to see more encouragement in using digital methods because I feel confident with the traditional side to art now and would like to broaden the ways in which I work. I would especially like to use digital media when it comes to environmental aspects of game art. I am particularly inspired by digital matte painters like Dylan Cole (http://www.dylancolestudio.com/) Although I am keen to progress digitally, I think the constant reinforcement of using traditional methods is crucial to what makes this course stand out and improved my abilities so far so I wouldn't want that aspect to have any lesser role this year. 
I would also like to see tutorials on color theory so that I can get a better understanding of it and introduce color into my work after focusing mainly on black and white studies last year. When it comes to game production, whether it’s through tutorials or self-taught, I would like to experiment a little in Zbrush. I wouldn't want to over use it this year because I know from the first year it is important to be able to low poly model in 3ds, which I am still developing in. I think it would be good to learn in preparation for third year FMP’s just so that it’s an option I can use if I would like to. The aspect of modelling I struggled with the most last year was characters, so this year I would like to see a few character projects so that I can develop more on my organic form modelling.