Babel – Development and Final Product

Development

This is the Asset list for my game

Here you can find the Production Log for my game

This is the final look of my map, and a Development board that we printed professionally.

Evaluation

My original map design was a supercity based in 2065. Babel is the only habitable place on planet Earth after the rest of the world was wiped by famine and depleted resources, caused by extreme pollution. Since it’s the only “active” place on Earth, it gets its energy from the PowerGem – a small stone found in the middle of the map. This stone was stolen by the government, that is using it mostly to their advantage for nuclear weapons, and not providing electricity to the rest of the inhabitants of the city. Because of this, people are furious, fighting over a stone just for a pinch of energy. It is your job as a military soldier to take this stone and put it in the the right hands, providing energy for everyone.

The feedback I got was mainly positive. Everyone liked the feel of the game and how it looked accurately futuristic, despite it not fitting in the Overwatch style. The size of the map was good, not too big to lose yourself in, and not to small; perfect for free for all matches (as the map was intended for).
The main negative feedback was that the graphics did not match the Overwatch style. This was totally my fault, but I could easily fix this by hand painting cartoon like textures in Photoshop instead of using Substance Painter, which used physically accurate shading.

I was able to complete my assets list by the deadline given. This is mostly because I planned ahead and set specific deadlines to complete individual tasks. Being organised with my work helped a lot.

During the modelling process, I had a problem with the stairs collision where the player would get stuck on a step because it was too high. I fixed this by making a custom collision mesh, which looked like a smooth ramp with no steps, that I used instead of the stairs collision.

I also ran into a problem in UE4 with the light map for my outer walls. Since the walls had two sides, the maps would collide and create weird shadows. Since you couldn’t see the walls from the outside, I fixed this problem by deleting one side of the walls and making sure that “two sided material” was ticked in the wall material. I made sure to do this last step to retain shadows, if not the sky would act like one side of the wall is missing and wouldn’t cast a shadow.
This is the difference between sigle-sided and two-sided materials.

The final problem I found was that the shootable targets, that were part of the interactivity of the level, would spawn on top of each other. I would fix this by first, in the spawner BP adding a boolean variable named “isAvailable” (and make sure it is ticked by default) which would tell the target if the spawner is available to show a target mesh. In the Target BP I would then set “isAvailable” to ticked when the target is destroyed, making it available again.

The part in the code that is missing, which would fix this problem, is setting the “isAvailable” variable to un-ticked when the target spawns in the level, making that specific spawner unavailable.
To fix this I added two functions in the level blueprint. One that found available spawners and the other that would get set spawner.
After this I added the following code, which would find available spawners every two seconds, spawn a target and set the target to not available.

This fix was a bit of a headache, as coding is not my strong point, but with help I managed to correct it in the end.

Thinking about how I could improve for next time, I would definitely make smaller resolution textures, since some of mine were unnecessarily high detailed, which is great for a 3D photo-realistic still or product shot, but not in a video game map where the player will most likely not stand still and admire the detail of a small gas canister. This would also benefit running speeds, as smaller resolution textures will save up processing power.

The main reason why I think i was able to create my whole map exactly like I wanted, with little to no problems, is modularity. Before even attempting to model a single asset, I planned and made an asset list where all the assets were broken down into modular parts. For example, for the main circular building I modeled the ground floor piece and middle piece but in halves, so I could easily hand paint textures on the inside of the sections too, cause of course you can walk into the building.
This made the final process a lot easier, since I just duplicated a single piece a few times and re-positioned them to create a high tower.

Taking a brief overview and test of the level I can safely say that all of my assets show up properly with their according textures, the 3D normals all face the right way (there are no parts where on a model the normals are inverted, and therefore a hole appears in it).
The animations work well and are smooth. There is only a small bug where the player’s “camera bob” when walking, to simulate a slight camera shake, doesn’t stop sometimes, when the key is released, despite it being expressed in the PlayerBP’s code.

The sound also works perfectly fine and is in sync with the animations (the gun shooting sound matches the weapon animation, and the footsteps match the character’s camera bobbing).
Regarding the HUD, everything is displayed correctly, the scoring system works well, and the instructions that appear on screen are displayed for long enough. Part of my feedback for my game was about how the HUD was a bit intrusive when staying still, but when actually playing the game it seemed like the player was wearing a mask/goggles (this is the result I was aiming for) and was not intrusive whatsoever.
People said, because it was so subtle, it seemed like it disappeared in a way when you were moving around and concentrating on shooting targets.
The feel of the game is right and it is overall fun to play, despite it not matching the style of Overwatch, and matching more Call Of Duty’s graphic style.
Overall, the audience liked my level, finding it particularly realistic and having decently fun interactivity to play with. If we had more time to develop this level , along with other maps, to work with multiple players at once, my map would have been pretty good for free-for-all matches.

For the future, I would definitely develop a real, working loading screen instead of an image in a HUD that loads before the level for an aesthetic purpose, but does not actually load anything.
I added mine in the level because it made the whole project look more professional, even though it did prevent the player from playing the game for 8 seconds, which is like a waiter handing a steak to a customer, but waiting 8 seconds before allowing them to eat it. It also was used to give a brief introduction / backstory to the map so you knew what you had to do as soon as you spawned, instead of waiting and figuring it out on your own.

Optical Maser – Production Log

Concept

Modelling the gun
DAY 1 –
Today I started to model the basic shape of my gun using cubes and basic primitives, working on from them, adding detail as i went. Before modelling though, I imported my concept art as image planes to aid scale and have an easier reference to model from. I started off by making the main body of the gun using a basic cube ( roughly shaped like the gun), adding cuts and extruding out the grip and adding detail bit by bit. I used the same principles to model the scope (using a cylinder instead of a cube as a base object), the stock and the blade. To create the trigger guard I made a line straight through the model by selecting all the middle faces and “Edit Mesh > Connect” and clicked enter. Then I selected two vertices where the trigger was going to be, bevelled them, and extruded one of them towards the other, connecting the two with the bridge tool.

DAY 2 –
On day 2 I divided my model into shells and unwrapped the UVs. First of all, In Photoshop, I planned out how my gun would be broken down. I came to the conclusion that my model would be made out of 4 main UV shells: the main body (including the grip and trigger), the scope, the blade and the stock. One by one I unwrapped these shells into flat UVs, using cylindrical projection for the scope and planar projection for the rest of the gun. Finally I moved all the shells around to fit the canvas, which I then exported as a 2048×2048 UV snapshot.

DAY 3 –
On day 3, I painted the gun texture using Adobe Photoshop and applied it to the gun using Maya’s Hypershade.
I wanted my gun to look like something out of Overwatch, so I stuck to bright saturated colours. After I had my idea all drawn out in Photoshop, to add that extra depth and sense of realism, (on a new layer) I went over the gun with a big soft black brush covering all the lower areas of the gun. This gave my gun the illusion of global illumination.

To make the energy channels on the gun seem like they were bevelled into the actual weapon, I created a normal map and connected it to the normal texture node in the hypershade editor, giving it three dimensional detail.

 

Animating the gun
DAY 4 –
Today I animated my gun’s reload, primary firing and secondary firing animations in Maya. The first step was to draw out the skeleton / bone structure that my gun would have to make it easier to animate. I chose the grip as the parent and the trigger and stock as children splitting half way.
I chose this specific structure because for my animations it would be easier to rotate the whole gun (simulating recoil) since the grip is the parent, and to move the trigger and stock as children of the grip so that they would move accordingly with the gun, and not stay in place.

When animating I looked at a couple of guns from the game Overwatch for reference to the firing speed and recoil speed / amount. This made it easier to keyframe. The rest of the process was adding keyframes to the timeline (by pressing “s”) and moving them along by trial and error, getting the whole animation to play out smoothly.

When I was happy with the final result, I exported them as a .fbx animation


Implementing the gun in game

DAY 5 –
On Day 5 I implemented the gun into my game so it would replace the stock weapon in an Unreal Engine 4 BP.
I did this by importing the three animations and the main gun mesh into Unreal Engine (selecting the main mesh skeleton as reference when importing the animations), then, to replace the stock weapon with mine, I opened the FirstPersonCharacter BP and replaced the stock weapon mesh to my gun mesh and replacing this code in the event graph.
After re-positioning the gun in the viewport to a desired look, this was the final result.

Babel – Developing a First Person Shooter Game

Concept Generation
I want my game to look and feel like an Overwatch style game.
I came up with 3 different ideas:
A western-style game wth a futuristic spin on it
Moodboard showing the general look and feel of this idea
   
A pirate-style game
Moodboard showing the general look and feel of this idea
 
   

A standard futuristic FPS


In the western-style game, I love the character idea and the concept of a gun shooting piercing energy beams, but it overall resembles Bioshock Infinite a lot so this will not be my final game Idea. In the pirate-style game I really like the idea of a blade on a gun for easier close quarter encounters, but it is pretty niche; I don’t think many people would play my game if this was my final idea. Lastly, the futuristic FPS based in Babel; I love this idea overall. I think I will add the elements I liked from the past ideas to this one, and make it my final game.

My final game will be based in Babel, a super-city of the year 2065. Babel is the only habitable place on planet Earth after the rest of the world was wiped by famine and depleted resources, caused by extreme pollution. Since it’s the only “active” place on Earth, it gets its energy from the PowerGem – a small stone found in the middle of the map. This stone was stolen by the government, that is using it mostly to their advantage for nuclear weapons, and not providing electricity to the rest of the inhabitants of the city. Because of this, people are furious, fighting over a stone just for a pinch of energy. It is your job as a military soldier to take this stone and put it in the the right hands, providing energy for everyone.

(If close enough to the gem, you can absorb some of its energy to have the ability to shoot piercing energy beams from the Optical Maser (gun)).

Audience and Market Research

All the information I have for my game was gathered with primary / desk research, through a questionnaire. From my questionnaire, I now know that my target audience is aged between 16 and 18 years of age, so blood, gore and violence won’t be a major problem. Also, most people said that they play videogames for 10+ hours a week, so my map will have to have to have an engaging flow to maximise its possible playing hours before getting bored. Additionally, the target audience’s favourite game genres are Adventure and Multiplayer First Person Shooter games, so my game will be perfectly suited for my target audience.

From the research I made I can see that PC, Smartphones and PS4 are the main platforms used to develop games for in 2017. Although VR and Xbox are really close, I would plan on releasing my game for PC or Mobile.

This chart shows the percentage of video games sold by genre. As we can see, shooter games are the best selling
This list shows the top grossing games for PC in 2017 (three of which are FPS)

Shooter games, specifically Arena based first person shooters (like Overwatch and Paladins) sell so well because these games are played in short burst round games that add elements of fun and tactics as well as a challenge. This accompanied by their quick and easy progression systems make these games so popular

According to a news article, first-person shooters specifically are highly addictive and sell well because they create an absorbing experience. Video games are essentially about decision-making, what might be a very simple decision if you have all the time in the world becomes much more attractive and complex when you have to do it split second. The more realistic the game becomes the easier it is to lose your own identity in it. It isn’t just the first-person experience that helps to create flow; it’s also the shooting. This deviation from our regular life, the visceral situations we don’t normally have make first-person shooters particularly compelling. It’s not that we necessarily want to be violent in real life; rather, it’s that we have pent-up emotions and impulses that need to be vented. If we look at it in terms of our evolution, most of us have office jobs. We’re in front of the computer all day. We don’t have to go out and fight a tiger or a bear to find our dinner. But it’s still hardwired in humans. We miss this adrenaline-generating decision-making.

Regarding Level design, to make a good multiplayer FPS level you have to consider:

-Terrain Options
One good way to provide players with interesting choices in a multiplayer FPS map is to give them a variety of terrain options to choose from. (Elements like walls, cover, high ground, and low ground are all examples of these terrain options.) A good multiplayer designer is always thinking of terrain options and trying to engineer them to provide as many good choices for the player as possible.

-Multiple Paths
In single player games, it is often beneficial to lead the player towards the best gameplay experience your game has to offer. Often, this leads to a linear level design (which is, in most cases, best suited to the experience you want to provide). In multiplayer a linear path is rarely beneficial. A good player is constantly varying his route through a level, sometimes to shake off pursuers or sometimes in order to go after desirable weapons or pickups. Either way, it is always advantageous for the player to have a number of paths to get to and from every major area in a multiplayer map. As a general rule, a good multiplayer design should strive to make sure all major areas have at least three ways in and/or out of them.

-Flow
A good multiplayer level designer is constantly thinking of how he wants the players to move globally through a multiplayer map. This level of understanding, called flow, affects everything from pickup placement in a deathmatch map to node placement in a node-capture map.

-Focal Points
Particularly important features of multiplayer maps. Not only do they divide up the players’ interest to many different points on the map, they also provide areas of visual interest. Every well designed map will contain a focal point at the most important point on the map (usually the center) as well as minor focus points in every major area.

-Cover
It’s important in multiplayer that your players not be able to shoot too far ahead of themselves most of the time. Large open spaces should usually be broken up with a lot of full cover. This also allows players to advance through areas without being vulnerable for too long.

Through my research, I have determined that my map will be inversely symmetrical. It will be small to medium scale since it will only support a death match game mode.
It will be made of different areas. The focal point will be the middle of the map, where the energy core can be found. Buildings with stairs and interiors, hills and power generators will be implemented to add cover and terrain options/verticality. There will also always be at least 3 paths to choose from from any point in the map (rule of 3).

Every map should strive to have one major focal point that the whole map is based around. The focal points must serve to add visual interest and to drive players towards a goal; this goal is the energy core, a gem that paired with a weapon, will give the gun the ability to shoot energy beams.

Risk assessment

When developing a videogame there are many possible risks that can effect its popularity and overall income. An example could be trademarked/ copyrighted objects or landmarks that if implemented into a game without consent, may result in a hefty fine. Since I will be making my gun and map completely from scratch (including textures), I will not have any problems with copyright. Other risks could include, not enough planning leading to shortage in people working on the game or lack of funds. A really important risk is not doing enough research beforehand. Developing a game “blind”, not knowing the current and future trends of players can result in the game not selling at all. This is why I generated more than one idea, gathered some research through a questionnaire, and chose the best idea that fit my target audience.

Technical Restraints
Technical restraints when developing a video game means: do I have the technical ability to make my game, or is my idea so crazy that even a big developer company would find it difficult.
In my opinion, the only technical restraint I have at the moment is not enough coding and programming knowledge to implement 3D modeled assets into a game, as well as advanced knowledge of Autodesk Maya, to model numerous tiny animated details on my gun.; but I will learn this as I go as part of this course.
Another technical restraint can be polygon count as well as texture size. If a model has an immense amount of polys, it will take much more time to load (it will need more constant processing) than a model that is low poly with high poly UVs attached to it. The same goes for a high quality texture. If an object in a level can only be seen from really far away, there is no point in making a 8k texture for fine details, it would be more effective to make a mid-to-low quality texture for this object, and focus on others that are much closer to the player for high quality textures.

Legal and Ethical Issues
The main legal and ethical issue when developing a video game is Copyright. Copyright is having the legal right by law for the creator to have free use and distribution of their original work without others claiming the creators work as their own. As I said above, I will be making my gun and map completely from scratch (including textures), and I will conduct intensive research to make sure that my idea is original and creative. This because I will not have any problems with copyright claims.