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This presentation will present the results from my research and explain how this information will help me develop my concept art sketches and final product. Unit 1 assignment 4

Unit 1 assignment 4

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Page 1: Unit 1 assignment 4

This presentation will present the results from my research and explain how this information will help me develop my concept art sketches and final product.

Unit 1 assignment 4

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Types of researchDuring the idea stage of creating a game I used three different types of research on games. The first research method I used was creating a Mood board and a mind map. I decided to use these ideas because its easy to get your own thoughts and other peoples ideas into one thing, especially when creating a mood board and mind map. When looking at games with the same graphical style as im going to use which is Photorealism I researched 3 different games with the same art style, this allowed me to use games that I have played before and to compare it to my game and see how I could develop it into my real game. Lastly I used a questionnaire on the British public to get some additional information which could help me with my final product.

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Game title 1 Call of duty: Black Ops

Publisher Treyarch

System Xbox 360, Ps3, Wii u

Genre FPS (First person shooter)

Release date November 9th 2010

Graphical Style Photorealism

In call of duty the photorealism graphics and the FPS genre compliment each other very well because it makes the game feel real, its almost like you are really in the war. The photorealism graphics are put there so that it gives the player a sense that the player is actually there, The sounds of war being there too makes it feel real. The First person shooter aspect makes it even more realistic because its like your actually controlling the character.

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In this picture you can really see the photorealism graphics in action; you can see the detail put into the wall design, On the floor you can see the cracks, broken concrete and debris scattered around the place.

Here you can see a blood stain on the floor, this gives out more realistic graphics.

Realistic things included; Ripped clothing, flesh hanging, arms missing, burnt skin. The scenery is a wrecked ship,

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The texture used in the grass and snow has been tweaked to look as realistic as possible. Also when the player walks on the snow you can hear the sounds of someone one actually walking on it, as well as the snow kicking up from under the players foot.

On the weapon design you can see the detail on the gun; Scratches, bits of writing, attachments, light shining onto it.

These annotations can be useful in my game sketches because I can take some of the ideas that these games have; Detail put into the Scenery/Environment, Weapons, Vehicles. Scenery ideas; Snow, Rain, Level based in a Asylum.

The details used on everything is quite incredible, this inspires me to want to include the photorealistic graphics into my game.

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Game title 2 The Darkness

Publisher 2k games

System Xbox 360, Ps3.

Genre First person shooter

Release date 29th June 2007

Graphical Style Photo Realism

The Darkness is a Photo realistic First person shooter horror game. Photorealism graphics are used to make it feel like you’re actually there, the movement of the weapons make for realistic movement which enhance the players experience. This is quite common in the FPS games which makes for easy sales. Inc. Call of duty, battlefield, crysis ETC.

Photorealism compliments FPS very well, not only is the first person mode realistic but the graphics and the sounds make it incredibly amazing.

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The characters in this game with the Photorealistic graphical style is quite intriguing. The creators have put great detail into the Clothes they’re wearing, their facial features; eyes, nose, mouth, facial/hair. (make it look like a real person)

The graphic designers have also put some great detail in the scenery; Sofa, Wall paper, objects on sofa, the incredibly complex design on the carpet.

The darkness has a inspiration on my game design because I admire the fine detail that the designers have put it to make it look realistic.

In this image there are many aspects of a greatly made Photorealistic game, Including the broken blood-stained concrete floor. The concrete walls have little chips and bullet holes in them, this helps keep the realisticness in the game.

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The editor has definitely put some effort in here; You can see the cracks in the pavement, the graffiti artwork on the garage door, cracks, dents and holes in the walls, also the newspaper on the floor to create the impression of the street to be dirty, old and ruined.

Nice designing on the clothes.

I think that these images really show the fine detail used in the photorealistic graphics. The main reason for me wanted to use photorealistic graphics is to create the impression and feel that you’re actually in the game.

Posters, maps, Graffiti on the walls, debris on the floor (newspapers, rubbish) cracked floor, people walking around, variety of different clothes.

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Game title 3 Battlefield 4

Publisher Electronic Arts

System Xbox 360, Xbox one, Ps3, PS4 and PC.

Genre First person shooter

Release date 29th October 2013

Graphical Style Photorealism

Battlefield 4 is a First person shooter published by EA in 2013, this game uses Photorealistic graphics which is perfect for this sort of game, the graphics complement this games genre very well, it makes for realistic gameplay. This is because the game is based in war; explosions everywhere, bodies flying, Vehicles constantly on the move ETC. All these things make up what its like to be in the war, as well as having the realistic graphics to top it off.

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A few things that this games inspires me on; The wet, rainy weather, detail in the broken, beated and scarred concrete, realistic looking weaponry. I think this will help my game because it features high quality photorealistic graphics.

In this image you can see the fine detail in the skyscrapers, detail at every window (light, reflection), the sky, clouds, scale of the buildings with the sky ETC.

The lighting on the waves cause to make the water look real, the reflection of the buildings in the water are incredible.

When designing my concept art for my game, I will have to bare in mind the fine detail in the players surroundings making for a realistic game. The character and items also need fine detail, I could use real clothing for a slight idea of how it should look, same thing goes for everything.

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Q1 - in a zombie survival game, which setting do you think is best?

I asked this question because it is essential for a game to have a nice environment that people can enjoy. I Found that people were most interested a zombie game based in an Asylum. This information will be useful to me in my concept art sketches because I'll know what to create by having a look at some haunted asylums in real life.

Asylum (Morgue)Quiet GardenSchoolIn the woods

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Cel shadedPhotorealismAbstractExaggerated

Q2 - What art style do you think would work well in a FPS game?

I asked this question because it is essential for my game to have a certain style preferably that liked most by the public. I Found that people were most interested in having photorealistic FPS game. This information will be useful to me in my concept art sketches because I know and have played many photorealistic games so I should have a good idea on how to make it look real.

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CharactersItemsEnvironmentLevel Designs

Q3 - Which area of a game should have the most focus when it comes to concept art?

I asked this question because I wanted to get other peoples opinion's on this matter before I make up my mind. I Found that people were mostly saying that the item is most important because its essential to a FPS game. This information will be useful to me in my concept art sketches because again, I have experience with games that use photorealistic graphics on weapons so i have decided to go with the public and focus on making a photorealistic weapon.

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SwordShotgunPistolsAxehammerCrossbow

Q4 - What weapon do you think is most efficient in a zombie apocalypse game?

I asked this question because I wanted more information on my weapon and what I should use as weapon in my game. I found that people were mostly saying that I should use a shotgun as it is really cool and a deadly weapon to kill with. This information will be useful to me in my concept art sketches because I can research different shotguns online and see what type of shotgun I want to create and implement into my game.

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ScientistsPatientsFamily membersSuperhuman creaturesAnimals

Q5 - In a zombie game set in an asylum, what kind of zombies would you most likely see wondering around?

I asked this question because I wanted some specific information for the AI (CPU, zombies) in my game. I found that people were mostly saying that I should use scientists as it not only a cool and creepy but it also goes with the fact that my game is based in a Asylum (Morgue). This information will be useful to me in my concept art sketches because I can research some old scientist and get an idea of what they would usually look like; Old man/woman, white hair, glasses, lab coat. ETC.

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Screams of the dyingLittle girl cryingZombie moansScary music

Q6 - In a zombie apocalypse game, what sounds are you most likely to hear?

I asked this question because I wanted some ideas and opinions from people about the sounds in my game, should I have music or human noises. I found that people were mostly going for the little girl crying, maybe this will lead in with the main plot of my map. This information will be useful to me in my concept art sketches because I can imagine a creepy little girl and try and base a character around her; Long night dress, long hair (in face), maybe holding a teddy bear or some sort of item, abit Cliché but very still a very cool idea.

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Ex ScientistPatient Ex war veteranAverage worker

Q7 - Who do you think should be the main protagonist in a zombie apocalypse game?

I asked this question because i wanted some opinions on who the main character will be. Most people have answered for a patient to be the main character, I think I would agree because it could tie in with the story, for example the beginning of the game could be he wakes up on hospital bed or something. This information will be useful to me in my concept art sketches because due to him being a “regular guy” I could main him look how I want and play around with it.

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Old manEnemy of main character Little girlEx Girlfriend

Q8 - In the Zombie apocalypse game, there is an evil thing talking through the speakers around the building, who's best for this role?

I asked this question because I needed help deciding who to make the mysterious voice belong to. The popular choice was ex girlfriend which I personally agree with, I have a great idea of how to bring this person into my storyline. This information will be useful to me in my concept art sketches because I could just take a regular young woman and base a character around her.

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Q9 - What should be the main objective In the game?

I asked this question because I want to get a grip on what the main objective of the game should be. The common choice was to find out who the evil person is, I was stuck between that and to find a cure, but I think with this information I should make a decision soon.

Find a cure Try and find other survivorsFind out who the evil person isFind out how this infection was caused

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Zombie with clothes onZombie with torn clothes and minor decayDismembered body partsRipped and torn Flesh

Q10 - In a rated 18 game, what graphical visions would you see?

I asked this question because I want to know the rough basis of how much gore should be involved in my game. From my feedback pie chart I can see that people have mostly taken to dismembered body part, personally I think I agree with this, not only is not too gory but its easier to implement compared to the others, it doesn’t involve too much detail. This information will be useful to me in my concept art sketches because I could make many different sketches on how it should look and what body parts will be missing.

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Overall summary (how this research helped me).

Overall I think that all of this information will help me with my sketches and ideas because with all of this information I can take opinions from others, and thought of my own together to make a wonderful game. During the concept stages of creating my game I used three different types of research on games. The first research method I used was creating a Mood board and a mind map. With this I started to brainstorm ideas on how I want my game to develop, firstly by brain storming the setting for my game, old ruins, broken bricks, pillars wrecked ETC. Then moved onto the item that will be used in my game, which turned out to be a shotgun, I had many other ideas before the shotgun but from my questionnaire research method it helped me choose which weapon to use. I used some ideas of shotgun's used in other games which helped me create my weapon to my own liking. Lastly I moved onto my character concept art. In my head I had many ideas of how my character should look like, this caused a problem for a while until I got one really good idea and stuck with it.