Saturday 4 January 2014

Elements of Game Technology: Part 1 – Game Engines

Game engines are where the game is brought to life. Stitching together all of the so far separate elements and making them one. Game engines are like the mixing bowl where by you throw in all your prepared ingredients to make something whole and complete. Game engines allow a game developer to enhance the creations further by adjusting lighting, placement of object and assets in contrast with each other and so much more.

The list of different game engines is endless. There is a huge number of free software for small time projects, such as indie game developers or people who just fancy having a go at game creation. There are programs that are used for commercial use that obviously produce a high quality finished project. My personal experiences of game engines only stretches as far as UDK (Unreal Editor) This is considered a freeware software. It is available to students studying game development courses and produces a professional finish. Another engine we use called Cryengine, that produces a high quality result. CryEngine 1 was used to create the whole of Ubisoft’s, Far Cry series. Unreal Engine 4, which is a newer game engine from Unreal, the company behind UDK, was also used for games such as, Mass effect, Gears of War, Bioshock Infinite and Dishonoured. This website shows a list of the considered top 14 game engines  http://www.develop-online.net/news/the-top-14-game-engines-the-list-in-full/0114330



The list also considers 2D games engines that are used to create 2D side scroller games. Obviously for 2D and 3D games, they require different elements. Considering light had very little impact on a 2D object I find the biggest main difference between the 2 modes of engine would be lighting. 3D objects occupy space, an environment, all things that the human eye needs light to see. Also as lighting can help the human eye depict different surface textures and also can create mood and feel within a game. 2D games have to consider strong imagery to get across what they’re trying to communicate. I feel that this would require some clever trickery. With 2D there is obviously less to work with which means using resources more intricately. 3D has a higher technical demand as is has to create space and extreme levels of detail.

A vast pool of easy access game engines, make any budding you g game developers chances to try out their ideas a reality. The engine GameMaker, has been around for a while creating small personal projects. However, small time production games that used this program have become highly popular. Games such as Hotline Miami, made by a small company called Cactus Games.  This link has a review on this particular game engine. http://moacube.com/blog/professional-developers-look-at-gamemaker/


The list of game engines is endless, allowing armatures to produce some high quality, professional looking work. Each and every one has different qualities to produce whatever type of game the creator desires.

Elements of game design – Part 8: Documentation

For this blog task I was asked to write up documentation for a Video game idea.

Game Specification

With this project I plan to create an epic adventure game, which resides in a vast land of origin and grandeur. A land where a small being would struggle to make a difference. I want to create a fully immersive world whereby the player becomes lost in this world of epic proportions. I plan for it to be available on all major platforms. (PS4, Xbox ONE, PC, Nintendo Wii and WiiU)

The player will be in control of the main character. Who has to travel the world in search of the truth about her past; the main protagonist is a female character. I feel that a game with a story, that unfolds along with play is such a highly praised feature in a game. To connect with the character the player must be, I feel following along on the adventure, learning as your character does, really creates an emotional bond between character and player. Making the character female, will attract a wider audience. It is common knowledge that Video games are seen mainly as a male interest. However, more and more females are picking up games controllers and getting involved. This is a growing market and I feel this project would sit perfectly well, within this growing phenomenon.

For the modelling of my assets and characters I shall be using 3ds Max and Zbrush. Then plan to import these into Unreal Editor UDK To model, light and animate the game itself. Below are individual specifications as to the main components.

Lead Character
A young female character who’s strong willed and prepared for anything her journey will throw at her. She has been on her own for as long as she can remember, raised by a distant relative after her parent mysteriously vanished. Below is a quick mood board of female protagonists to help gauge the look I’m aiming for.


The tri limit for my character (modelled in Zbrush and in 3dsMax) will be 10,000 tri’s. I will allow for 3 texture sheets, two 1024x1024 and one 512x512 targa file. (diffuse, normal and specular) The character will have full rigging for realistic animation when it comes to in game footage and cut scenes.

NPC
This character will be a side kick to my main character. I plan for it a to be a creature who’s species is native to the main characters homeland. This creature can help with in game puzzles and other tight spots. I want it to be a constant companion throughout the game, to help bring the player closer to the relationship between the 2 characters. Below is a mood board showing different ideas of inspiration.



The tri limit for this character will be 6000 tri’s. I think 2 texture sheets, one 1024x1024 and one 512x512 targa file. (diffuse, normal and specular) This should be enough for this character.

Vehicle
For the vehicle I want it to be compact and big enough for just the 1 person. It needs to be portable and light, but so it cannot be used whenever the player need to get out of a tight spot. I feel having to require fuel for the object will make the player weary of when best to use it. Below is a mood board of images of existing idea’s.


The tri limit for the vehicle will be 5000 tri’s. The texture budget shall be one 1024x1024 targa file. (diffuse, normal and specular)

Environment/Props Scenery
Environments, Props and Scenery will vary as the game goes on and as the character explores the world around them. Below is a variety of images of different environments and props that I’d consider trying to create for the different environments throughout the game.  






For the environments that are mainly vast land, they would be made using the available tools and assets in Unreal Editor UDK. Any buildings/man made structures would be made in 3dsMax, however these would vary from building to building, in terms of tri count and texture budget.