Animation for the Creative Industry assignment 3: Industry-facing material. Summary and reflection.

This post will document all my progression of my industry-facing material for the 3rd assignment of my animation for the creative industry module. I have been periodically developing all of this material over the course of the 2 semesters this year, prior to when the task was assigned.


Initial research.

At the time when I started developing my industry-facing material, I did not really have a clear idea of what studio I would like to work for nor what role I would prefer most due to my lack of experience within a professional animation setting. So, I went and gathered studios which I felt would be interesting to work for, along with a list of roles which sounded interesting too. I then started developing my material based on these factors. In retrospect I feel like I should have not kept my specific profession too vague, but at the time I was still quite unsure of what it should be and as a result I have mostly branded myself as just an “animation student” for the time being to try and keep my potential utilities open for now. But of course, this will be subjected to change as I increase my overall experience and come to a final decision of what I want my animation profession to be in future.

 


 

Show-reel.

This is the first piece of industry-facing material I started working on during the last weeks of the first semester as at that time, I was trying to contact various companies regarding placement, so I wanted to create a quick show-reel to show off my work. The first drafts of my show-reel mostly contained work I had done for the first semester as I felt it was the best work I had done up until that point, I also created a title card based on some show-reels I found on YouTube and decided to use for inspiration. Currently at the end of the assignment, the position I am interested in is an animation generalist, so I tried to incorporate many different projects I have worked on in the past so that it can show my flexibility to work within more than 1 medium of animation. For compiling and editing my show-reel, I mostly used CapCut as it was the best free editing software I could find, and its editing properties very much suited the type of editing I wanted my show-reel to have. My show-reel would be altered multiple times to add sequences I felt showed my ability to animate the best, along with removing any sequence I felt was unnecessary and or lackluster compared to the other entries. I would also eventually change my intro and outro card to match the design of my CV which I would create a few months later.

Inspirational show reels I found

 

Initial developments

Final Cut


CV.

I started developing my CV quite some time after my show-reel, the main reason I did was so that I would have it prepared if any companies that I contacted wanted to see some of my professional information, I would have a CV at my disposal to present to them. I mostly looked at some formal designs first, but I felt that these did not really represent me as an artist, so I decided to try making my own template. I would mostly gather inspiration from multiple stylized CVs I managed to find online, and I then came up with a new format which I felt displayed all my required information in the correct format. This would also be the point where I would receive some great advice from my lecturers, I was advised that I should try and design all my aspects of my industry-facing material to be in the same style, so it can be bundled together as a consistent and complete package when providing it to studios I am applying to. I ended up having to adjust a lot of the box sizes for my information as the font I was using did make it slightly hard to read in some parts where a lot of information was present. I tried to mitigate this problem as much as I could by changing up the formatting slightly, but in some way or another a section of information needed to be slightly down-scaled. Regardless, Once I completed my CV, I then made the necessary changes to my show-reel too including a fully animated intro and outro to match with the CV’s design as suggested by my lecturers.

Initial insperation

   

Early format development


Finalized format and design


Final CV

 


Cover Letter.

The final piece of industry-facing material I would complete was my cover letter. I kept this one to last primarily because I was unsure how I should start it, nor was I aware of what information I needed. Along with this, my other assignments were nearing their due-dates so I ended up dedicating most of my time to these before I would finally get around to writing my cover letter. Around this time, NI Screens had released applications for their undergraduate student placement schemes. While applying to some of the schemes, I found that 1 opportunity sounded quite interesting to me, this opportunity being an animation generalist role with Flickerpix. I  was interested in this opportunity particularly because I felt this placement would give me the most experience within multiple roles in an animation production. After getting some advice from my classmates, I decided to tailor my cover letter towards Flickerpix’s placement opportunity. Along with finding an extremely helpful guide through “Indeed”, I then wrote out my cover email, trying to tailor it to the requirements Flickerpix had provided in the job listing. Overall, I feel the outcome of this letter was satisfactory and met what was required to sell myself further alongside my CV and show-reel.

Conclusion.

In an overall conclusion, I do feel that my industry-facing material came out extremely well and I feel it represents my professionalism and individuality very clearly. Of course, there are a few things I would want to do differently when writing material like this again. Possibly the biggest change I would make is researching various roles in a lot more depth to get a better idea of their requirements and more importantly, to determine if I would be interested in certain roles and able to carry out their required tasks daily. In retrospect, I feel if I took the extra step, I would have a much clearer idea of what I would like to do most within a professional animation setting. Another aspect I would like to have done differently regarding my show-reel, is incorporating some of my other work prior to when I started this course. I had a few more animation pieces I had done before I started here and looking back, these could have been a great addition, however I wrongly believed since my work done here was the most recent, that it would be best suited for my show-reel. Regardless, I am satisfied with how all of my industry-facing material came out and this assignment has given me much more knowledge of how I should approach presenting myself in a professional way towards the animation industry.

Animation for the Creative Industry, Verticle Slice: module portfolio and reflection.

This post will cover the entirety of the work I completed for the Animation for Creative Industries’ vertical slice project. Over the course of the semester, I was assigned with “Group H” who were responsible for the game “Thalassophobia”, a game that revolves around a scuba diver navigating the deep sea in a submarine that is constantly taking on water and the player needs to perform tasks throughout the sub, while constantly draining the water with a pump before they drown. Along with having to deal with the challenges of the submarine, the player also needs to simultaneously travel to caves and collect treasure to meet the quota of the scuba diver’s contracted company. The game also utilized a 2.5D art style like Fallout Bunker and Paper Mario, that used 3D environments and 2D characters.

 

 

Character Animations.

Within this game project, I took responsibility primarily for the playable character’s design during the first assignment within this module and as a result, the first and possibly biggest responsibility I took up for the project was for the character animations. For this part of the project, I took a lot of experience I gained from the previous semester and used it here to create many of the animations present within the game, using the exact same method I used previously, where I traditionally drew out the key frames and then finished them and added the in-betweens digitally. The biggest priority I had when approaching the character animation was to ensure that the character movements weren’t just effective at conveying movement, but also quick and snappy to ensure they do not hamper with the quality of the character’s controls. I got a lot of my inspiration for these animations from multiple 2d plat-former games including Sonic the Hedgehog, Super Mario Bros., Cuphead, Rayman and Kirby. I first completed the run cycle and idle animations. Once these were completed, we imported the frames into the Unreal file to get an idea of how the character would look in game and the results were extremely impressive. However, it did make it clear that more character animations were needed. So, I quickly got to work on the other animations including the jumping, climbing, sliding, swimming and drowning animations over the duration of the project’s development. Although I am mostly satisfied with the results of all the animations, the swim animation is noticeably weaker than the others. This is purely because I ended up making some of these animations much closer to the deadlines as I got caught up with other parts of the project, and thus did not have enough time to fully refine and improve the animations before the finalization of the project. The problem with the sequence is that  it looked stiff in comparison to the other sequences due to the lack of torso movement. Furthermore, the legs were also slightly stiff and did not move like rubber hoses as stated within my art guides. I tried to fix this with some secondary actions, but I ended up having to adjust this animation constantly as I decided to add some bubbles as the secondary action, which worked okay for the upper torso, but the legs always looked off because the bubbles were constantly covering the legs and did not look like a secondary action. So, after some suggestions from my group, I adjusted the sequence at least 5 times before getting something both me and the group were satisfied with. I’m aware now in retrospect that this could have been avoided if I properly determined what animations where essential for game-play, which may have allowed me much more time to refine the swimming animation.


Initial inspiration and references.

 

 


 

character animation key frame sketches.

 


 

Finished character animation

 

 

 


Submarine Engine Room and Cave interior sets.

Around 3 weeks into the production, I was assigned to work on some of the environments within the game as me and my team collectively agreed that we needed to have more input into this aspect particularly. Me, Tiernan O’Donnell and Robert Taylor chose a room in the submarine we would work on, and I chose to do the engine room as I felt I had a good idea of what props and assets needed to be present within it. I first began by sketching up a design based on the layout of the sub created by the games design team and then started modelling the engine room based on the sketch. I was able to complete the first version quite quickly, however this was eventually rebuilt because I felt it did not match the style my teammates were building their rooms in, and my room did not follow the colour guidelines that had been set in place, so I took a colour guide Tiernan developed and would use it when I would start texturing the final model. Eventually after a few adjustments and implementations of some modular assets Robert created to ensure that all parts of the sub’s interior were consistent, I managed to get a design I was happy with and began texturing. This proved to be by far the most frustrating part of the entire process as I constantly ran into trouble with the UVs of the room and had to constantly go back and adjust the seams and then start texturing all over again and this cycle repeated several times before I got something that worked. Looking back This was purely because I did not pay enough attention to how I unwrapped my models and built some of the walls. This is due to the abnormal shape of the back wall, which led me to use the Boolean modifier constantly which greatly deformed the geometry of the walls creating edges which I constantly missed while trying to unwrap the model, and this led to the constant problems I had. Eventually after much trial and error, I finally managed to texture the room fully with no issue. However, then our lecturers advised that the engine room was too detailed which led me to go back and remove some props and details I felt were unnecessary  and luckily due to the number of adjustments I made previously, I was able to finish the texturing quickly and move on with the other environment I would be assigned to. Along with the engine room, I took responsibility for the cave interior as well. I primarily used some of Tiernan’s concept art as a basis and began to develop the interior. The construction of this set was simple as a lot of the modelling consisted of me just positioning the vertices to create spikes as well as uneven terrain across the floor, walls, and ceiling. I would also run into difficulty with the textures of this model too, as the spikes caused some of the textures to distort due to some of the planes being stretched too much. This proved to be a big problem as in the concept art the cave gets its light from sources deep within the cavern and a lot of the light reflected on the spikes to act as the light source. I would try to add an emission modifier in Substance and draw on the highlights, but due to the geometry problems, I ran into constant difficulty with trying to get sharp line art for the spike highlights. I eventually came up with a compromise for this issue by creating a set of implied light sources in the form of some green gems. Although I did want to try and resolve the issue and get the final product to look like the visuals that were developed for the concept art, the time limit, and other parts of the project I was working on prevented me from fully resolving the original issue and having to use this compromise. Furthermore, The final submission version of the game does not have the same cave interior and engine room models as presented in this post, as I ran into difficulties when trying to commit all my finalized changes to GitHub and as a result the environments in the final submission do not match up with how I originally designed or altered both of these environment sets.

 


Engine room development

   

  

 


 

Concept art by Tiernan O’Donnell.

 

Cave interior development

 


 

 

Props I worked on.

While I was working on the engine room, I also thought about what props I could add as well as the turbine. Eventually, I settled on modelling a telegraph system for communications between the engine room and navigation. For this prop, I took a lot of inspiration from traditional brass telegraphs found more so on ships. Despite this prop not necessarily being appropriate for a submarine, I felt that this design was more distinctive and would fit in well with the art style. I would end up developing the model and texturing it quickly, but I would encounter an issue. I wanted to add a detailed face on the telegraph’s textures that showed the different inputs that could be selected by moving the levers either clockwise or ani-clockwise. So, I drew a face design in Krita and exported it as a transparent PNG into Substance. Upon doing this however, the face design was repeated as a grid across the entire UV map, and it needed to be resized and rotated to fit correctly. Luckily, the rest of the grid could be hidden with a black mask and the result came out exactly how I envisioned it. As stated before I also developed a set of gemstones that would act as the compromise to the cave’s lighting difficulties. The first thing I kept in mind was that a collectible gemstone prop had already been designed and completed, I didn’t want it to be the exact same design as it was not going to be interactive with the player at all. I took some inspiration from some of the gems found within Labyrinth Zone in Sonic 1 as I felt it appeared different enough to set itself apart shape-wise from the collectible gemstone. I would first create and position the gems in the stone in a rather straight fan-like formation but was advised to change it to make it look more natural, in the end I did not run into any problems while texturing it thankfully. After more feedback from our lecturers, I was also tasked with modelling a set of vault doors to act as the sub’s implied treasure storage system. For this I wanted to give the vaults a more stylized design to match some of the other props, So I gave the vaults hexagonal wheels as I felt this would look more like something found within stylized Saturday morning cartoons. Eventually this model would also be utilized as the sub’s entry hatch too, as we were extremely pressed for time at this point to develop an entirely different model for it and it worked well in this regard, despite being repurposed.

Along with working on my own props, I was also tasked with texturing some props Tiernan had created including the vent, porthole window, ladder, and boxes. At the time I was assigned to work on these props, I did not have access to Substance outside of university, so I tried to see if I could texture the models by exporting their UV maps to Krita and drawing the textures on by hand, and the results were not satisfactory and rather sloppy. So, I would get my hands on a substance package and start texturing the models based on how multiple Saturday morning cartoons would have their environments rendered, this meant a lot of line art patterns across the models as well as highlights being depicted with sharp white lines rather than gradients. I did run into some problems with adding the patterns to some of the models like the ladder, where the geometry caused some of the lines to come out as gradients rather than sharp lines which did hinder my ability to make coherent patterns across it in some places. However, I am satisfied with how the outcome for all these models looked and I felt I matched the art style we were going for very well.


Telegraph development process

 

 

Submarine Vault development

 

Cave light stone development


The vent, box, window and ladder models were created by Tiernan O’Donnell, and textured by me.

 

 

Early texturing attempts

 

 

Final vent textures

 

 

Box Textures

 

 

Window textures

 

 

 

Ladder textures

 


 

Animated ocean backdrop assets

Towards the end of the production. I also took up the task of developing some foreground and background imagery that would pan past the subs windows to make the environment feel more alive, rather than having the sub go through completely unpopulated water for the entirety of  the game. For this task, I took some inspiration from how some SNES games like Super Mario World and Super Mario All-Stars had backgrounds with multiple moving layers that implied depth, I would use this to create the images that would pan past the background at random to act as the background animation. Due to the deadline I was advised to just keep them as simple silhouettes, however I first developed a set of 4 coloured rock backdrops that could all be combined in multiple ways to differ the terrain as each of the segments passed by the screen, I would eventually create a blacked out version however and it definitely did feel more in line as we did not want the background to be too distracting which may have happened if we had went with the coloured version. I also created some foreground assets including some shrubs that would sit in front of all the other assets to act as the main foreground animations as well as several images of various aquatic life forms such as a school of fish, a shark and a bloom of jellyfish which would alternate and pan across the screen randomly to add some more variety to the activity within the background. Again, all these assets were also made as basic silhouettes to not distract players too much and the result was satisfactory for what we required.


 

 


Overall reflection

In retrospect, I think I was able to deliver all my requirements to this project very well and my contributions towards this project were solid across all the aspects I worked on. However, there are quite a few things I would like to improve upon in future projects. By far, 1 of the biggest factors I would change is my distribution of time among each of these developments, as a lot of these assets ended up being created simultaneously and so my attention was constantly pin-balling across various assets at once. I believe this caused me to lose sight of what my biggest priorities were and as a result some of the aspects of each of my contributions suffered some drops in quality compared to the rest due to the lack of time I left myself with. In future, I am going to keep a note of what aspects need to be classed as high priority and go through development working on 1 aspect at a time to keep the quality consistent with itself. Another aspect I really want to improve is taking initiative for some aspects of a project and be able to identify what needs to be done myself, although I did do this for some parts of the project like the character animation and the design of the engine room, I feel like I could have done more through my own volition. Possibly the biggest example of this is learning how to properly use Github by myself. I would constantly run into trouble with it up until the final submission and I’m now aware that I could have easily prevented all of the trouble I faced by taking more time to look up and understand how GitHub actually worked. To resolve this in future, I shall take dedicated notes when attending to the early development of projects and determine what aspects I would be able to work on and provide the best results with and then work on other assigned parts of a project once I finish my top priorities. Overall, I learned a lot from this module about how I should work within a team on a production. From both the strengths and weaknesses I displayed during this project, I am now aware of what parts of my practices I will need to work on to ensure that I can work within an animation team effectively and how I should approach working on multiple aspects of a production at once. I should take more time to establish how I would approach each task so that I can produce them to a consistent and decent quality. But in any case, I am extremely satisfied with the result of this module, and I feel we managed to make a very solid game demo as a team for this semester.

Submarine props Modelling and Texturing Process

Initial idea for a prop and modelling.

While working on the Engine Room. I also wanted to develop a specific prop for the set of the game. At first, I was unsure about what prop I could create and implement, I initially thought about some of the appliances found within aquatic crafts and was eventually reminded of Telegraph systems which were used as a medium of Communication between the Bridge and engine room of a vessel. Although this system in more associated with ships, later submarines did carry this system and I felt that the slightly old-fashioned look of early telegraphs would look aesthetically pleasing. After finally deciding what to model, I got to work developing the model of the telegraph. The model itself was relatively easy as it was primarily constructed out of cylinders and it didn’t require any parts that needed a large amount of modelling. I already had a clear idea of how a telegraph is meant to look thanks to my interest in old fashioned maritime technology and so I only used this image as a point of reference mostly for the face details as that was the most intricate part of the model.

 

Texturing Process.

The model itself was quite simple and quick to develop, but the toughest part of this process was actually the texturing. The largest difficulty was developing the face of the telegraph, which shows all of the directional and speed controls that can be selected, and I didn’t want to leave the faces as a blank colour texture. So, I created a simple face design in Krita and created a PNG from this design, upon trying to add this to the textures within Substance Painter. I found that instead of the PNG being a single image, it was too small and was imported as a large plane that had multiple duplication of the design. However, this was not too tough to fix as all I needed to do was resize and adjust the positioning of the face within the telegraphs main console, and the rest of the PNGs duplication could be hidden with a black mask. Along with creating a green version of the telegraph’s textures, I also created a magenta version for use within the magenta sector as it is where the submarines navigation room was located and it would communicate to the audience how the engine room was able to communicate with the engine room. Another difficulty I faced was due to the layout of my UVs, it was hard to draw on the highlights onto certain parts of the model, so I needed to draw the highlights carefully while trying to avoid the sections of the model where the UVs were not formatted correctly.

 

Other Textures I worked on.

Along with developing the telegraph model, I was also tasked with texturing several models created by my team mate Tiernan O’Donnell. Overall, I was assigned to texture the vent, box, window and ladder models. I first started by texturing the vent as I felt it was a simple model to start with and get a feel for how I should texture the other models I was assigned to. Because this was 1 of the earlier tasks I was assigned with, I did not have access to Substance painter on my own device anymore and so I tried to supplement the texturing tools of substance by exporting the UV map of the vent model and then drawing out the textures in Krita. As seen below this did not present promising results and I knew from this point, I would need to use substance to make textures that were consistent with the rest of the game’s environment. After securing a new Substance licence, I then began the texturing process. using a colour guide Tiernan developed, I made 3 texture sets for the vent, giving it the colour pallets of all 3 sectors found within the submarine, these being green, magenta and blue. Going by our original agreement for the art style, which was saturday morning cartoons I attempted to add some line art and highlights depicted as white lines to convey a slightly 2D look.

I would continue to use this texturing convention with the other models and would constantly communicate my results to the team and make adjustments based on feedback regarding the parts of the textures such as the line patters, shadows, colour coordination etc.  again, I ran into the same issues that I had with the telegraph where the UV layout models had parts that it was impossible to draw sharp line art and details and it is noticeable on the ladder especially. However, despite this road block, I think I was able to texture these models well and make their final presentation look in line with our required art style

 

 

Conclusion

If there was anything I would’ve done different looking back on the entire process, I would try to develop more props for the environment as I feel I could have provided much more props across the entire submarine, this would have been a great way to increase the visual appeal of the environment designs. Regardless, I feel I was able to complete this development exceptionally well and I have gained much more experience with using Substance Painter and the multiple tools that it has to offer.

Submarine Game Cave Interior: Production process.

Initial Modelling

Along with developing the engine room I was also assigned to work on the cave interior where the player would collect treasure to sell on to their company between intervals of doing tasks throughout the submarine. Along with this I took my main referencing from the conceptual artwork developed by Tiernan O’Donnell to develop the interior of the cave and with this reference I then began the modelling process.

The construction of the Cave interior was constructed simply out of basic cubes which had their geometry increased to add the spikes, this was easily accomplished by taking some vertices to the top of the cube and lifting them upwards to create spikes with lower geometry I also adjusted the sides of each of the walls to create a more uneven rocky look for the walls. along with the walls I also need to create a set of platforms for the player to reach to collect more treasure. Unlike the concept art, I wanted to incorporate the platforms into the walls instead of keeping them separate and isolated in the middle of the interior as I felt that would look slightly unnatural. adding second platform required me to raise the roof of the cave quite a bit to stop the player from bumping into the ceiling when jumping up to the highest platform and possibly causing frustration to the player. The entire progression from initial concept art to the finished model can be seen below.

  

 

Texturing Process

Like the engine room before it,  ran into some difficulty with the cave interior’s texturing process. getting the base colour down based on the initial concept art was easy and I was able to add some more detail with some lighter shades of blue but the real difficulty came when I needed to do some of the highlighted accents. As seen in Tiernan’s concept art, the cave gets the majority of its natural lighting from luminous green lights emitting from deeper parts of the cavern and the light projects itself onto the spikes of the cave’s walls in fine strokes. For the highlights I was recommended to use an emission layer to create a more luminous glow off the highlights marking this as the first time I used an emission layer within substance and I felt that it created an affect that would work perfectly. But this is where I ran into difficulty. As stated before the highlights were simple fine strokes, this proved to be extremely difficult to do and I attribute the problem to my geometry as some of the spikes caused me to stretch some vertices quite a bit resulting in more thick gradient-based textures that filled entire polygons and sometimes overlapped with completely separate polygons rather than the fine sharp lines used in the concept art. I tried to rectify the issue in various ways from increasing the geometry to unwrapping the UVs of the entire model multiple times all of which resulted in my desired outcome for the cave’s highlights as shown below in my various attempts.

 

 

Further Developments

After trying to resolve the issue with the cave’s highlights with multiple methods with none of them working, I had to come up with another solution. As I thought about another solution I took in something about the concept art’s lighting and felt that the light source should be coming from a physical source rather than an implied source and immediately I came up with an idea of implementing a bright green gem stone that has luminous properties, gem stones were already present within the caves as collectible treasure so it wouldn’t be out of place for some of the gems within the cave to be the key light source. So, I ended up coming up with a new gemstone design that was different to the existing gemstone which could then be added to the far side of the cave’s floor and platforms and act as a light source. My first initial design Gathered a bit of inspiration from some of the luminous crystals found in “Labyrinth Zone” from the first “Sonic the Hedgehog” game. For the first version of the “light gems” I created a simple rock with 5 gems fusing into the top of the stone all in a straight line based on the Gems of Labyrinth Zone. However, upon showing it to my teammates, I got feedback that it looked a bit too symmetrical and looked more like a hand fan which I can see where the feedback came from so I promptly made the changes to make the gems jut out a bit more as well as varying the size, angle and placement on the stone.

 

Final Unreal Implementation

Conclusion

Overall, I felt that the end outcome for this model and its textures were satisfactory and tied in well with the concept art I used to develop the cave interior. Although I am happy with the finished article, I do wish I could have done some aspects of this project I would like to do differently with future works. The most notable change I would make is to how I handle UVs in general, most of my issues with this creative process stemmed from this factor and the use of geometry in this piece did not help at all. In future, I want to be able to structure my UV maps more professionally and allow for easy and clean texturing of props and sets made in 3d modelling and texturing software.

Engine Room development process.

I was tasked with developing some environments as this was an aspect we all felt we needed to have more input and thus we all needed to work together and develop an environment each. I decided I would be responsible for the development of the Engine room.

Initial sketches and models

After gathering some points of reference for the design of the engine room, I then took the layout the Game Design course and marked out where the Engine room may be located and from this point I then sketched out a rough idea of what the engine room’s layout. Initially I was going to incorporate a nuclear reactor into the lower halve of the back section of the sub’s layout but in the end the room I had below was insufficient as not only was it too small but also It was going to be used for another mini game entirely. So in the end it was decided between me and the other group members to not worry about the reactor and just focus on the engine room itself. After all of this preparatory was completed, I then began working on the Models for the engine room.

 

 

Engine Room Modelling Process.

Going off of the initial sketches I developed, I began modelling the engine room by blocking out the basic shape of the the room which turned out to be slightly challenging at the start due to the fact that since it was at the back of the sub, I wanted the engine room to slightly taper at the back wall and get thinner as it  progressed tot he back of the room. since I initially decided to create it using a cube and a tapered cylinder, this resulted in a rather sloppy looking block out but for the time being, I stuck with this as the basic shape for the back wall. I would later resolve this when I was alerted that the design I had come up with for the walls did not match with the modular design my group had come up with for all of the submarines rooms which resulted in me coming up with a more reserved design that removed the cube entirely in favor of 3 walls with one of them being created out of a tapered cylinder and the result were much better and tidier compared to what it looked like before from a design standpoint.

 

 

 

Reworking Models and adding Detail

After reviewing my initial models of the turbine engine, the first thing I did was mess about with the shape of the turbine module’s by having the bases of the  modules be a bit wider and have a thick band around them to make their shape a bit more interesting and on top of this I made the top half off the modules taper slightly at the bottom and the end results of the remodeling of the turbine can be seen below. After I was happy with the look of the turbine, I then began giving the walls more detail like metal plate patterns and rivets and a skirting on both the top and bottom of the walls to match the design of the other rooms within the sub. Once I completed this step I felt that the entire model was finally starting to come together and at this point I added some final details in the form of various pipes along the walls and floor to clutter the inside of the engine room more as one of the most common traits I noticed from looking at real submarine engine rooms is that they are always very crammed and packed full of machinery. Whilst I did want to emulate the cluttered look of a sub engine room, I did of course want to keep the room open enough for our playable character to move inside the room and go to the far end. On this not, Initially I wanted to put the mini game interaction point of the engine room right where the main turbine was located right at the entrance of the room but one of my teammates suggested that the console should be put on the far side to force the player to walk through the engine room which makes more sense as if I had went with my initial idea, all of my work modelling the engine room would have been wasted as the player would have no need to go to the far end of the room otherwise especially if they are doing tasks against the clock. Once I completed this step, I was able to unwrap the UV maps for the entire engine room and its props and then bring them into Substance Painter and begin the texturing process.

 

Engine room Texturing process

By far, this was the most tedious step of the entire process as Due to the way I unwrapped the models and also handled the geometry in some places, alot of the time when applying a mask to a texture and trying to shape it around the models the way I wanted would constantly result in errors meaning it was a constant process of exporting finding an error and then making adjustments to either the geometry or the UV seams. This step overall took at least a week to troubleshoot and get to a point which felt was “Acceptable” but regardless the textures are far from perfect regarding some parts most notably the rivets lining the back was as some textures are mismatched entirely, I was able to slightly resolve the issue in some places by increasing the margin sizes in the UV map but it did not entirely resolve the issue.

 

Further Adjustments.

After finishing the engine room’s modelling and texturing, I took a look at the other models that my teammates had completed and I noticed that my models details did not match up in various places most notably in the placement of bolts and rivets. Upon seeing this, I knew that I would need to make necessary changes to both the models and the textures. Initially I wanted to create the rivet details the same way that my teammates achieved it which was done through using height maps in substance painter. I initially tried to use height maps like my teammates, but quickly found out that this wouldn’t work I found that the height paintings would come out more like gradients rather than sharp shapes like the art style required, I tried to overcome the problem several ways like adding more geometry, joining the parts of the engine room together and even completely rebuilding parts of the engine room. In the end, none of these attempts reap successful results. To compromise I simply modeled the rivets using basic cylinders with the back face removed to conserve geometry and I think that the end result matches up better with the other rooms within the submarine’s interior. The only thing I wish I could add to the room is a set of rivets on the back wall, I tried to do this with the same methodology as with the rest of the engine room, however this did not work due to the abnormal shape of the back wall, at the time I could only think of 2 options which were to add and position each rivet individually like I did with the previous version which resulted in a rather sloppy pattern or using a shrink wrap modifier. I ended up trying the latter but found that I could not find a way to make it work correctly without distorting the rivets or massing up the placement of the pattern. In the end I decided to keep it blank but in the end I think it may work very well like this as then the player’s attention will be directed more towards the actual turbine rather than the wall behind it.

Further Revisions and Unreal Implementation

During our Game playtest sessions, our lecturer gave us a suggestion that despite the detail of the Engine room being done to a really high standard, it may have been too detailed in comparison to the rest of the environment. To compromise, I decided to just remove some of the pipes to reduce the clutter and also the rivets from the turbine as they were slightly unnecessary. In the end the changes did make the level of detail within the engine room match up more with the rest of the sub. This would become the version of the engine room that I would implement into Unreal.

Reflection

Although I’m satisfied with the outcome of the development of the engine room. There are still aspects of this process I would do differently with future projects. By far the largest change I would make to approaching a project like this would be to do some more preparatory work before committing to anything such as establishing what would be the best way to construct the room in a way that will not compromise the geometry in any way and allows for the model to be textured properly reducing the amount of errors presented in the UV maps of the models especially for large rooms.

Playable Character Animations Progress

Initial inspiration.

Once our group had pitched our final idea and art style guides to our Lecturers and got the approval for them, we could then begin the full production process. First, we were all assigned beginning roles within our group. Due to my previous work on the main character design, I took on the responsibility for developing the main character animations. I primarily wanted to not only make my animations appealing and portray a sense of personality but also make sure that the animations were appropriate for use in a game so I needed to ensure that all my animations where snappy and fit the speed of the actions of the players movement capabilities. I took inspiration from a few different games which I felt matched the movements I wanted for my character. My primary inspirations for my character’s animation came primarily from Cuphead as not only did its animations fit the rubber hose aesthetic I was going for but also the animations where specifically designed for a game environment so they where perfectly timed for player inputs while also possessing a large level of personality. Another point of reference I used specifically for the jump animation came from the original Rayman as I felt the jump from Cuphead was for too exaggerated for our character design and I wanted to get a jump that did not incorporate flips as it would seem out of place for a character that has alot of heavy equipment attached to them. So with these Initial forms of inspiration I then began Developing the keyframes for each of the essential animations required for my group’s vertical slice. However I don’t think I drew my poses correctly as after I had completed the keyframes and tested them I found that the movements were very noticeably off and I would have to fix this by adding several in-betweens but thankfully this seemed to correct the problems with the run cycle. After this we imported it into the game’s UnReal file and tested it on our playable character rig with great results. But we also needed an idle stance for the character. So, taking more inspiration from Cuphead, I made it so that the character would bob up and down while idle to give it more live than just being a simple still image and I feel this makes the character far more expressive. As for the ladder climb and slide frames, I wanted to these animations to be quick and easy primarily because, if i created a highly smooth animation it could be quite slow which may be frustrating for players as they are essentially playing against the clock. As a reference, I felt that the climbing cycles found within the 2D Kirby games as these animation sequences have extremely clear and established poses despite the fact that some of the earlier versions had a frame-count of only 4 sprites. To me, this was perfect as not only were these animation very clear and conveyed the action very well but it does it with very little frames and is very quick.  

Development of initial Key-frames.

I then beg I ended up getting alot of advice from Richard Williams’ “Animator’s Survival Kit” as I have done since the previous semester, I primarily used it for the run as I found the survival kit extremely helpful in my past experiences but unlike before I decided to utilize the slightly more simple and quicker method of developing a run cycle where it only consists of 5  keyframes rather than 7 as I believed this would make the movement more snappy and thus felt it would be more appropriate.

   

Completed Animations

In the end, I came up with animations for the character while idle, running, climbing, sliding down ladders and a set of jump frames. All of the frames were easily imported into UnReal with its Flip book tool, after adjusting the timing of the frames we got a look at how the run cycle looked in-game. Overall Im satisfied with the and result of these animations and I feel I followed the art guides I developed for this character design. I do want to add more animations to this game project but for the sake of our time limit for the project, I have prioritized just the essential animations but if I do have time for adding more animations I will definitely want to give this character more movement and actions to make the character seem more alive and not just a blank slate.

Assignment 1- art-style development: Playable character design development and reflection

This Post marks my summary of the entire development process of the playable character design for use in Group H’s vertical slide project.

Initial Planning and Inspiration

While Brainstorming Ideas for our game, we all settled on the idea of a game based around a submarine that has to collect gems and treasures for an organisation but the submarine constantly runs into mechanical and technical difficulties which you will need to resolve. When we where happy with the initial game idea, we then established That the art-style at first was going to be a cross between clean sci-fi and Saturday morning cartoons but this was later changed to purely Saturday morning cartoons as a result of lecturer’s suggestions. what aspects we will be working on and designing. For my work I was tasked with developing the design of the playable character. As a collective, we all agreed that the main source of inspiration for our Art-style had to come from the likes of “The Super Mario Super Show” (especially the “Star-wars” Inspired episode “Star-Koopa”) and some of the character and ship designs from Disney’s “Lilo and Stitch”. This was chosen as the main reference point due to the fact that these two works not only used a more sci-fi aesthetic than other animations like them, but they also still had a greatly stylized presentation which we felt would work perfectly with the general style of game we where going with which in this case was a slightly stylized and surreal but not to the point where it becomes too bizarre. From this basis we then began working on establishing our own art style for the project. Along with these first two references, I also found more references to use when designing the playable character. I first began observing the different ways saturday morning cartoon characters can be drawn  by taking various character sheets from shows by the likes of “Hanna-Barbera” and “DiC Enterprises” to get a feel for how the character’s proportions would be handled. Along with this research I also got some inspiration for the actual character design obviously from old fashioned scuba equipment but I also found some inspiration especially from the suit design from “2001: A Space Odyssey”  as I reasoned that both scuba and space gear are designed to do a similar task of acting as a barrier to a person as well as a way of supplying them with oxygen. It was with these sets of inspiration I then began to experiment.

   

 

First character design experiments

The first step I took when designing the playable character once I gathered my referencing and inspiration, was to sketch up some initial tests to get an idea of how the character’s silhouette would look. I came up with four initial sketches, each with different proportions and from there I chose the proportions I felt held the same aesthetic of our game which in this case was between the first and second sketch as although I wanted to create something with a more angular design, I still wanted to add some more flexibility in the arms and legs for more appealing animations later on. Once I was set on the proportions, I then began trying to refine the details and develop a design that wasn’t just unique but also appealing. I then began to experiment more with the helmet design, this is where my inspiration from “2001: A Space Odyssey” really shows as I felt that the helmet design fitted perfectly, of course I did try to make the design as “aquatic-esc” as possible by adding the collar beneath the helmet as well as a small torch on the right-hand side etc. The final outcome of my experimentation can be seen on the far right of the second set of drawings.

 

 

Finalized Character reference sheet and Art-Guide

Main Reference for the art guide format

After I me and my group agreed upon a final character design, I then began developing the final art guide for my character design. To gain an idea of how an art guide should be formatted, I used some art guides for “Molly McGee” from Disney’s “The Ghost and Molly McGee” which help me immensely.  One aspect I constantly kept an eye on while developing the Turnaround was making simple mistakes and finding ways to resolve them when drawing the character over and over again. By using this technique, I was able to develop an art guide that also documented how draw parts of the character where mistakes can easily be made along with also have a few principles of how the character would articulate and how some of its alternate expressions would look. This was by far the most interesting aspect of the entire development process for me as I found it interesting taking a character design from a final concept sketch and then observe how the character is drawn and develop a guide for other artists to be able to draw said character in a consistent manor. After I got the basic guides complete, I created a set of working colour pallets we could potentially choose for the character using a monochromatic, complementary or square tetradic colour pallet to choose from.

 

Conclusion

Overall, I felt I was able to complete this process to a good standard and I learnt how a character design and art guide should be designed to ensure that all artists in a team can draw a character consistently and the overall outcome of my research and design process fits my groups game plan very well. As stated before I feel the best aspect of this entire process was the development of the art guide itself as I found the entire process very interesting in how a character goes from a concept art piece to a fully functioning character design with boundaries that need to be followed by artists who are drawing said character. Although I’m satisfied with the outcome, I do have an aspect I wish to improve upon next time I’m tasked with doing something similar. That change is how I manage each stage of the development of the character, due to being used to have a lot more time to develop a character from the ground up, I found that my time-management was not that adequate and I found myself being caught up with the designing aspect of the development process for too long in my opinion which meant I wasn’t able to dedicate as much time to the finalization of the character design. I am aware that deadlines will be far tighter in the actual industry and this type of deadline may be normal, so I do want to keep this in mind and try and balance out the entire process and try and improve my time-management during a much tighter deadline to meet with the possible demands when working for a studio.