For the concept of my game i took inspiration from already established game genres such as; The Last of Us, Fallout 4 and Fallout New Vegas, all of these games have post apocalyptic themes throughout so i knew that when it came down to me researching the architecture, color themes and interface id have atleast 3 strong titles to reference from.My project idea game from inspiration mainly from Fallout 4 however.
One of the main things i wanted to focus on when planning for my project, was what made the other titles standout with their gameplay and environment designs, this consisted of me searching for steam reviews on Fallout 4 and reading reviews on metacritic.com for what people look for in post-apocalyptic games and the key game features which stick stand out for them, whether its the stealth aspect of The Last of Us or the gritty survival Fallout 4 promotes.
I knew that my target audience was going to be almost identical the games i had been already researching therefore i just found out Naughty Dogs target audience for when they developed The Last of Us and then adopted it to my game. This information allowed me to decide on what i should aim for the game to look like visually, a low-poly, bright and vibrant game wouldn’t suit the mature target audience who will be expecting a gritty post-apocalyptic survival game. Although when i decided the genre for my game i already had the idea that it would be for a mature audience.
I never got round to creating a survey for my product research as i didn’t know what to base it on or how i was going to use the information id gain from using one, so instead i used the time i would’ve spent having one just doing more secondary research
All the images i sourced in my work were related to what i wanted to achieve with in my environment and interface, ranging from; real life examples of abandoned buildings (Chernobyl), Googie style architecture (similar to the buildings in Fallout 4, and its 80s futuristic design) these and the mood boards i compiled together were fit for purpose and aided my design process.
I used the tools available to me in cinema4d to speed up the modelling process such as, one technique i came across was using the pen tool and lathe tool to creating certain objects which would take longer to create if i modeled them out of cubes and spheres for example.
I didn’t have anything planned out i just used lesson time and spare time in the evenings after college if i had anything to finish off.
I believe my creative ability was highlighted the most when i was creating the story behind the game, setting the scene for the game/ environment.
Although i kept the genre of the game the same the environment went through changes as i came to deciding what the final scene was to look like.
The main difficulty i ran into when i was first developing my assets was getting used to the modelling software and getting familiar with all the different tools and texturing possibilities i could experiment with.
The professional work id be comparing my product to would be the games which i took inspiration and reference from in the early development stages (The Last of Us and Fallout 4).
Developing the lighting technology for The Last of Us
Engine programmer at Naughty Dog-Michał Iwanicki
Since The Last of Us takes place in a post-apocalyptic world, there’s almost no electricity, therefore theres no artificial light sources. Because of this the majority of the lighting in the game comes from the sun and the sky, so most of the environments are lit just by bounce lighting. “There was a very strong art direction: we wanted to show the beauty of this lighting, its softness, how it interacts with different surfaces, the soft shadows it creates.”
concept art for The Last of Us.
Although, all the lighting is very soft, there is still a very clear view of all the surface details.
Character interactions with lighting
Its very important that a character casts a believable shadow onto the nearby surfaces and objects so that it looks like its an actual part of the environment, not something added later on. (although usually it is)
The vast majority of of 3D objects created for games are made up of polygons. A polygon is an area defined by lines, to have a polygon you must have at least three lines. These lines connect to a series of coordinates in the three dimensional “space” the computer creates the point where the lines connect is known as a vertex. Each vertex has X,Y and Z coordinates.
X determines the position relative to right or left in the virtual space
Y determines the position relative to top or bottom in the virtual space
Z determines the position relative to front or back in the virtual space
Once each polygon has a set of vertices to define its shape, it needs information that tells it what to look like. There are four common ways to do this;
Flat shading
Gouraud shading
Phong shading
Texture mapping
Flat shading:
A single colour is assigned to a polygon. It is very simple and fast, but makes the object look artificial.
Gouraud shading:
Is more complex then flat shading because, colors are assigned to each vertex and then are blended across the face of the polygon. Since each vertex is typically associated with at least three distinct polygons, this makes the object look natural instead of looking artificial.
Phong shading
Improves upon Gouraud shading. Whereas Gouraud shading interprets colors by averaging between the vertices, Phong shading averages each pixel based on the colors of the pixels adjacent to it to create smooth surfaces.
Texture Mapping
Mapping requires the use of another image. Essentially, this other image is stretched over the object like a skin. This technique allows for games to have incredibly detailed 3-D environments that can be interacted with in real time.
Interview with lead designer of the Fallout New Vegas – Josh Sawyer.
When asked “What do you think are the key elements of any post-apocalyptic story?“
Sawyer mentioned a few key points such as; the physical world in ruin is an “absolute must”. Even if there are piston pockets, the world we know has to be broken apart.” This can be reflected in nature: blasted trees, mutated plants, cracked earth, bizarre weather. It can be most strikingly shown through the destruction of everything humanity has created: Sawyer included that this with details of having critics in ruin, highways of empty cars, skyscrapers with every window blasted out.
According to Sawyer this ruin has to extend to human society, the world has to be socially and physically in shambles, with people living in small communities having very few organisations of any significant size in the wasteland.” Fallout: New Vegas shows post-2077 society at its most structured and ordered, but the Mojave Wasteland is still engulfed in chaos and warfare. Without order and under duress, human nature quickly turns very bleak.”
What do you think have been the key apocalyptic influences behind the Fallout series?
Sawyer mentioned there being a huge number of influences, but some of the more obvious were the Mad Max series, A Boy and His Dog, The Omega Man// I am Legend, and the documentary summaries of the Cold War era.
Art style of the Fallout series and the inspiration behind it
The series art style is heavily influenced by a unique brand of 1950s retro-futurism that was established in the original Fallout. “In Fallout: New Vegas, our lead artist, Joe Sanabria, pulled heavily from the Googie style which was very popular in the art and architecture of late 1950s Vegas.”
Googie style architecture
Ultramodern architectural style popular in post WWII American futurism. Its a style built on exaggeration; on dramatic angles; on plastic and steel and neon and wide eyed technological optimism.
Los Angeles (1958) Googie coffee shop by Alan Hess
Googie style was a popular branch of 1950s Retro futurism
Retro futurism is evidence of what people of the past envisaged the future to look like. Made up of popping neon colors, svelte steel, curvy geometric shapes, and as much glass as possible, the designs are now laughable from the perspective of the present.
Fallout 4s art designs take on 1950s futurism seems to be that of an alternate history. The Art Deco stylings of interior decorating to the retro-futuristic technology of robot butlers is reminiscent of the ideas people had of the future.
Images taken from Fallout 4
Lighting study
The lighting choices you make when developing your determine the mood for your game Lighting is one of the most influential roles in your game’s world and can make or break the visuals.
Interactive lighting
Almost every modern game is interactive, meaning that the lighting can often change based on the character’s actions. For instance, the player may have the ability to shoot out a light and completely alter the game world instantaneously. The lighting in a scene can also change simply based on the player’s current position and perspective in the game. If the player moved to a different spot, they’d see reflections and light rays very differently.
Lights in games are typically created by the many different built-in light tools found in the game engine. One of those tools is the ability to bake lights on to the materials in order to save render time.
Light has a drastic effect on the feel of a game; it determines how a player interacts with and views the world they’re playing in. For instance, look at a horror game. There’s always a specific lighting technique used throughout the game to help achieve a sinister and ominous feel to keep the player on edge. The lighting is much darker with deep shadows for creatures to hide in. Sometimes the light may only be coming from the flash light the player is holding, giving the player complete control of the lighting.
Establish a Light Source
Establishing light for your game is determining the light source. These sources can vary whether it’s the sun, moon, a street lamp or a light on the ceiling etc.
Post-apocalyptic/doomsday scenario based survival game which is set in and after the 21st century.
DESIGN PILLARS:
Fully immersive survival experience, forcing players to explore the wastelands resulting in them having to scavenge in order to survive.
Designed and based off of the abandoned ghost towns of Chernobyl’s disaster zone years after the fallout occurred.
Players need to feel isolated in this now destroyed wasteland.
GENRE, STORY, MECHANICS SUMMARY:
Genre: Post-apocalyptic, open world action-adventure survival game.
Research for story – possible apocalyptic scenarios. NUCLEAR HOLOCAUST
Nuclear holocaust, A nuclear apocalypse is a horrific scenario where nuclear weapons cause widespread destruction and radioactive fallout, collapsing all civilisation, making some or all of Earth uninhabitable. Casting any survivors into darkness, with complete government shutdown and nationwide riots in whats left of the streets.
Consequences of nuclear warfare; Firestorms, these are very intense and destructive fires which attains such intensity that it creates and sustains its own wind system, this would be a direct result of nuclear bombing. Nuclear winter, a severe and prolonged global climatic cooling effect which will occur after the firestorms. The idea of a nuclear winter comes from the hypothesis that such firestorms can inject soot into the stratosphere, resulting in it blocking any direct sunlight from reaching the surface of the Earth dropping the temperature rapidly. Radiation sickness, is a result of over exposure to ionising radiation. This radiation then damages the stomach and intestines, blood vessels, and bone marrow. Most people who die from radiation sickness are killed by infections or internal bleeding. Temporary loss of modern technology would also occur as a result of electromagnetic pulses.
Story perspective: Based in Eastside Seattle, Washington.
Based 10 years after the nuclear fallout and firestorms caused by large-scale nuclear warfare spreading across most of the western world, those lucky enough to survive the initial bombings are now cast into darkness as they’re forced to live amongst the aftermath. The streets of Seattle are starting to become more overgrown and run down. The first phase of riots which occurred in the first days after the fallout left most of the city ransacked by raiders. The now collapsed skyscrapers and burnt-out suburbs have been divided into territories, creating a mini-scale civil war amid the gangs and private armies who live in whats left of the Seattle streets. Due to the total shutdown of all government services and buildings law has been thrown into the hands of the citizens. In the wake of the oncoming catastrophe everyone left without second thought leaving behind whole lives and businesses its in these places where the resources needed to survive must be scavenged. The highways leading out of the city are now littered with vehicles as people rushed for a chance at safety in the surrounding Evergreen forests.
GAME MECHANICS:
Mouse Dexterity – The player must move the mouse in a specific way without making errors. Unlocking locked doors and crates in game.
Scarce Resource – There is an easy way for the player to fight enemies, but ammo and medical supplies are scarce, making sure the player balances their resources and uses them effectively.
FEATURES:
Use of a Geiger counter to detect locations of radioactive sites and enemies, louder and more frequent the crackling the bigger danger risk there is or the stronger the enemy(s).
Geiger counter sound effect.
INTERFACE
research into similar titles in game interfaces:
NEONAKIS, A. (2014) – UI DESIGNER
How We Made The Last of Us’s Interface Work So Well
” There were eight months left in development of The Last of Us and while some of the UI elements had already been roughed out, an overall design of the HUD (heads up display) had not been established.”
Due to the short time frame it was challenging to have a ful UI developed in time, therefore details such as the user interface, because of this in the end of development Naughty dog took on a second designer.
” The pipeline we found worked the best for us was wireframe, implement, iterate, and then style and polish. “
UI design roadmap for The Last of Us
ORIGINAL DESIGN
This original design was used for the official E3 release demo.
WIREFRAMES
When Neonakis built the wireframe her main focus was on how the UI felt and functioned and didn’t focus on how it would look until it was perfected.” If you can get something to feel right, then you can dress it up however you want later.” Her reasoning for this order was due to common complaints about games UIs as people mainly complain about it cluttering the screen, and/or that it feels clunky to use.
ONE OF MOCKUP DESIGNS
“Early mockups showed a menu system where the player could swap weapons out and also upgrade them. I initially wanted these systems to appear together on the same screen. My reasoning for this is that when additions like upgrades are designated to their own screen, I have a tendency to ignore them until I absolutely have to use them.”
Implementation
Later on after weeks of implementing designs back and forth on photoshop the following was added.
The upgrades tab was then moved over to the other tab, removing any cluttering of the screen.
Final Design and Skinning
“The final design would require separating upgrades completely from weapon slotting, but I was fine with this because it wasn’t worth keeping them together if it meant compromising how it felt to play the game”
For the user interface of my game a similar design to The Last of Us own final user interface would be suitable, although changes would be made to allow for a 3rd tab to be used as a “bank” for a players items they collect as the scavenge across the open-world.
The game will be played through a first person perspective, giving players a hands on view over the resources they hoard and craft with, this will also improve gun play/combat i feel as personally i prefer first person games rather than 3rd.
SOFTWARE
Cinema4d, unity engine, logic
ART STYLE
My end goal is to a achieve a similar aesthetic to titles such as far cry 5 which arguably has one of the most recent high end photo realistic cinematics and graphics.
AVERKIN, A.
Andrew Averkin – Far Cry 5: Bar Scene
In-text: (Averkin, 2019)
Averkin, A. (2019). Andrew Averkin – Far Cry 5: Bar Scene. [online] Andrewaverkin.com.
“During the process of creation this scene, I decided to use day lighting in order to easily make bunch of tests and to see how everything – objects, lighting, small details and materials will react on each other and work together.”
“At the end, Blur team made big magic at look development stage and made beautiful night lighting which you can see in final cinematic.”
Renders before Blur team.
FINAL CINEMATIC (2017)
Far Cry 5: Official The Resistance: Mary May Trailer | Ubisoft [NA]
However Far Cry 5 is built on the same engine behind the last few of its previous games, the Dunia engine.
Primary research: Sound in TV – Netflix series Narcos
When completing task 2 for unit 5 I used mainly used primary research as my main research outlet, this was because I was able to use my own knowledge in order to explain how sound had been used in the cinematic introductory credits for the Netflix series. Because ive watched the series I had a clear understanding of why the song was requested to be especially created for the shows intro and how it captures the character(s) lifestyle. Therefore I had no need for secondary research for this specific part of my work.
Secondary research: Beginners guide to sound
Whilst researching task 1 for unit 5 i researched most of the terms I wasn’t aware of and or to make sure my own understandings of the terms were correct. So I knew that secondary research was the right research avenue to go down. My information was taken from various sites, although I mainly used Google Scholar however, this is because Google Scholar only shows peer-reviewed articles so I know that the information from those websites was credible and also reliable.
Primary research is useful, as it is information without delay from the consumer, that’s normally greater credible than information discovered on a website. Primary research involves having customers answer questionnaires/surveys so that researchers gain information and statistics, this will then expand further into improving marketing and the product if the questionnaires/surveys imply so.
However, secondary research isn’t exactly useless, secondary research gives the ability to view past data and compare more recent data, this is important for a researcher because they can begin to determine data trends such as what is popular now and what has fallen in popularity.
Whilst completing my prior tasks i used both forms of research, primary and secondary aided my responses, ranging from information I got online and some of my own knowledge on the subjects.
Keyword tools, question-and-answer sites, open discussion forums and back link analyzers, are tools designed to help with market research.
Google AdWords: Keyword Tool
This tool shows which keywords are searched more than others based on broad, exact or phrase match volumes. This tool allows you to also view local or global data, which is essential for location-based organisations. Additional data includes local search trends and location and languages for international research. This tool useful for the optimization part of any content marketing campaign.
Quora: Question and Answer Tool
The questions and answers on Quora are reviewed, edited, flagged (useful or not) and organized by users.The site makes a great resource for finding out what type of content could be useful to customers by learning what industry questions are frequently asked.
What technological tools are available for research?
Online surveys:
Much faster than traditional research gathering,as information is being gathered automatically, there is then no paper questionnaires to come back making response time almost instant.The results of the online survey are ready to be analysed at any time.
Different research methods
Quantitative research:
ADVANTAGES:
Data collection occurs rapidly with quantitative research. Quantitative research involves surveys, experiments, and real-time data gathering, there are few delays in the collection of data.
Quantitative research uses a randomized process to collect research information, this then prevents any bias from entering the data. This data can then be applied to the rest of the group which is being researched.
DISADVANTAGES:
You cannot follow-up on any answers in quantitative research.
Quantitative research is limited as you cannot go back to participants after they’ve filled out a survey if there are more questions to ask or follow up points. Therefore there is less data points to examine when compared to other methods.
You cannot determine if answers are true or not. There are no face-to-face contacts with this method, which means interviewers or researchers are unable to gauge the truthfulness or authenticity of results.
Qualitative Research
ADVANTAGES:
Qualitative research provides more content for creatives and marketing teams. By going through the qualitative research approach, it becomes possible to congregate authentic ideas that can be used for marketing. It allows for stronger targeting towards a specific group.
Subject materials can be evaluated with greater detail.Qualitative research centers less around the measurements of data that is being collected and more on what can be found in that information. Because of this the data has an enhanced level of detail to it, which can provide more opportunities.
DISADVANTAGES:
Mining data gathered by qualitative research can be time consuming. A key point is that it’s also a subjective effort because what one researcher feels is important may not be pulled out by another researcher. Making the time consuming effort even longer if groups disagree on opinions.
Qualitative research is not statistically representative.It is a perspective-based method of research only, which means the responses given are not measured.