Summer Show 2017

 

Thomas Whitehead - Alternate History

My game will be based in an alternate reality where Germany emerged victorious from World War 2. This chapter is based in Liverpool and would involve the player taking on the role of a freedom fighter as part of the resistance, fighting back against this establishment.


 

 

 

 

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Madison Riley - Terminal

¬I have designed and created a playable game with textured models alongside concept art / character designs to display. From the given list, I chose the word horror as I am a fan of horror games and films and I feel I represented this well due to my research into the genre. I conveyed this by using ambient lighting and music to create tension and fear, as well as in the level layout. The gameplay concept also used traditional horror tropes, creating panic and tension.

My influences included artists, books, games and films. I was heavily inspired by Firewatch and Sylvain Savvailh in my colour theory, which can be seen in how I arranged and coloured my ambient lighting and my textures. In addition to these, I was influenced by the recently released Little Nightmares. You can see this influence coming through in my level designs and the third person perspective. Despite completing what I set out to create, I feel if I had more time to develop my project further you would better see the influences I had from Journey. Although the playable demo of my game is single player, the actual concept for the game itself is a multiplayer puzzle-game and so you would have better seen this research. In its current state, you can see this research in the character designs.

 

 

I used a variety of techniques for this project, applying my skills across an array of programmes. Using Photoshop, I digitally painted concept art for my two character designs, working from a concept to a finished character design alongside a full biography including in-game abilities should the game be developed further. I manipulated primary sourced photographs to create textures, painting up seamless textures. Photoshop was also my main program for designing UI icons and designing my main menu/graphics. I used Unity to code and create my game. Finally, in 3DS Max I worked on designing a character from a concept. This included creating a 3-point turnaround showing all angles of the character and then modelling a finished, textured character. Using ZBrush, I worked into this further, although this was not the version that made it into my game. Due to how many changes occurred, it was difficult to stay on track. I consistently updated my deadlines and work to stay on track and was always aware of the deadlines.

Throughout the project, I referred to my time plan to keep on track. If there were any changes to my proposed outcomes, I documented this by detailing what my original intentions were, what had then changed and my reasoning for these changes, altering my deadlines accordingly. I referred back to the project proposal so I was always aware of what my outcomes were, evaluating my completed project by looking at my original outcomes and then at how much further I developed my concept, going from a single diorama to a working game.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Sam Millar - Otherside

For my game concept, I created a 3d diorama / Environment, in which I created all of the 3d models and textured them separately, using 3ds max and cinema 4d The diorama was for the final level of my game concept, it is in this level that the player would be able to complete the game, I named the environment "The Otherside" and it represented the main characters ideal, utopian world. The environment consisted of a landscape of snowy mountains and a large temple, as well as some artefacts placed around the area.

I started researching into the style I wanted my temple to be created in, inspiration from the architecture inside The Elder Scrolls: Skyrim, and certain parts of "The Hobbit" trilogy. As my game involved extra-ordinary visions, i also researched surrealist art, particularly Salvador Dali, Dali created art which represented other-worldly / fanatical landscapes which were similar to the type of environment I wanted to create. I also researched into the Greek architectural style, as their tendency to add small finite details into small areas and carve shapes out of objects was something i wanted to replicate when creating my temple. I also liked the colour scheme of white marble and gold which is present in a lot of modern Greek architecture.

Overall, I am happy with my project as I believe I created a high level 3d model. I am happy with the majority of the texturing on my objects however I believe I spent too much time on the modelling aspect, and I should have dedicated more time to making the textures more realistic and varied, It was difficult to keep to my schedule especially towards the end of the project as some of my textures didn't render properly inside 3dsmax and didn't appear as they did in the viewport, therefore I had to import my model into cinema 4d where I had to re-do all of the textures and take new renders, also the process of rendering my images for the final video took much longer than expected due to the high polygon count of the object.

 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Thomas Bradshaw -Linking Worlds

I made a prototype of a game, named 'Linking Worlds', with one working randomly generated level. In the game you play as a character which can switch between two forms, and the aim is to work through the levels and eventually work towards separating them. An angel, and a demon. The angel is controlled by the mouse and is used to build up momentum and speed, and the demon carries through that momentum and can fly through the air with little control, and can also attack. This is accurate to my original idea that I wanted to create for my mechanics. I also added some extra features such as areas only one of the character forms can pass through and collectible crystals, which would have been used for score systems and an unlockables menu if I would have had more time.

My main influences were the mobile games 'Rodeo Stampede' and 'Nimbus'. These two games are referenced in my project through the mechanics and level style. My randomly generated level is similar to rodeo stampede, as it has level blocks that are randomly shuffled each time the game is loaded. This is also referenced in the overall mobile style game, with simple controls and the high score system. I used these controls so it could easily be transported over to a mobile platform. My momentum mechanics reflected the influence from nimbus, adapted in my own way to suit the project with the two separate characters. Another influence for my game was a game called 'The Witness'. However, this was only a visual style, as both games had a stylised art style, which included very bright and vibrant colours, while keeping a smooth overall look to it. A lot of the process of creating my work was trial and error. I would try one way of writing the code, and if it didn't work I would completely rework it. Looking back on my workflow, I could have been a lot more efficient. Rather than half finishing something before moving onto the next part and returning to it later, I could have completed the section I was working on first. I believe this held my workflow back as I was constantly backtracking to finish features.

 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Aaron Bates -

I created a DLC map for Overwatch, a MOBA (massive online battle arena), set in the year 2076. I have created a full model environment with concept art. The main style of my map has influences taken from Overwatch, but the area I have conceptualized only has a story and no visuals, so I have given my own impression of this environment based on the existing lore and my own interpretations of it. The lore to my chosen area, Australia, already exists so my map has two constraints. One being the style of the game the other being the lore. The story behind Australia is after the war with Omnic's (robots) the Australians gave a large amount of land to the Omnium (large factories that build robots) as a peace offering. This displaced a large number of the Outback's residents who late formed a group called the Australian Liberation Front. They fought back to gain what was once theirs, as events spiralled out of control the Liberators sabotaged the omnium's reactor causing it to explode and irradiated the region as well as scatter wreckage for kilometres around.

 

 

My main influences are from Fall-Out. With Australia being irradiated I feel that the struggles shown in Fall-Out are transferable to my depiction of Australia. Another inspiration was the concept artist for Overwatch, Arnold Tsang, the designer of Junkrat and Roadhog, two characters which descend from Australia and have very similar colour palettes. The style I have used was exaggerated while using primary images that I edited to work with the environment. I was also influenced by Ilya Nazarov for my concept art as his use of colours are something that I incorporated into my own work.

Jack Procter - Cataclysm

missing statement


 

 

 

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Matthew Beech - Specify

The theme that I went with was Exploration and Evolve. I chose them two because I thought it was a good idea to mix two themes into one. With me doing this, it given me, a lager range of ideas for a game. I ended up going with an idea where you would be exploring an area, searching for hints and a brand new creature that has not been seen before. I feel as if my game would be enjoyable for the audience. The sense of mystery is played throughout the game. There maybe be some sense of confusion when looking around, because you might get lost due to how large the area of the map is, but the more you play it, the better you will get.

Throughout this project, my main influences were Pokémon. Pokémon helped to give me the ideas for how to come with designs for my creatures. I would have to put thought into, not just, what they looked like, but also how useful they would be if they were to be an actual living form. So I would think about if they could use any of their body features to survive, could there be something unique about them, etc. For example, the creature I created had unique features to it, like the arms, they are just one huge

 

 

claw on the end of each arm. It would use them to bash trees to drop fruit, it can use them to dig away, or even to help climb mountains. Pokémon has been a huge help for me.

In terms of my organisation, I have been successful with using my timetable. I made it so I would give myself so much work to do in one week. I would try to spread it out so I would not be stressed with completing the work I set myself. The techniques I used were involved in ZBrush. I would use the layering technique, where I would lower the strength of the brush, so it would apply a small pressure of clay to the model. I would do this to add layers, to make the body features more visible. Sometimes I would increase the pressure to add more clay, if it came the adding muscular features. This worked very well when I had to change certain features of the body, so that it would be small improvements, and then once I was happy with the layering, I would smooth out the whole body.

 

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Lewis Bibby - Chivalry Isn't Dead

For my FMP I chose to base my game off of the theme of exploration. First I did a lot of research into the genre looking at movies and games. I generated a multitude of different ideas and chose one that suited the word the best. I decided to create a medieval based dungeon crawler. I found that it fit the word best because there would always be a different layout for the player to explore. Coupled with difficulty and loot to find at the end. The game is focused on finding the end before the score runs out. Therefore they have to explore different paths until they find the end. Though due to the random generation. They should never feel like they're exploring the same place twice

My main influences included Monty Pythons: The Holy Grail (THG), the movie. As well as the game Binding of Isaac rebirth. Many more references were included. However, the previous two were the main. I liked the comedy and the setting used within THG as it was medieval and based off of a legend. Therefore I used that idea to influence my setting and create the characters such as Tarthur. My other influence Binding of Isaac influenced more of my style used and the gameplay. I needed to make sure the visuals weren't difficult to look at as the game would be played for long periods. So the pixel art style worked well. However this influence

 

 

effected my gameplay more than anything. I like dungeon crawlers. However I fail to find any that focus on ranged attacks instead of melee based combat. Therefore it inspired my idea further to not use ranged combat.

For the majority of the project I stuck to my time plan. However I did occasionally find myself straying from the plan to finish parts that I had more motivation to complete. This improved my workflow and interest in the project as I always had something to do and was more than willing to do it. However I made sure that deadlines were complete on time. Additionally creating the time plan I allotted time to allow myself to learn new things so that I knew that would not consume allotted time for work. As planned I spent the majority of my time using unity programming in monodevelop. However I also ensured to use other programs that I have learnt like Photoshop. I moved between different pieces of software fluently. However, ensured that the work I produced met my own standards.

Personally I believe that my work is successful and relates to what I initially had planned. However I have additionally asked a multitude of my peers to try my game and give me information that I could then use to improve my work. Further developing the game. Development was simple and was mainly just improvements. However there were parts that I overhauled completely after multiple people had suggested that I do so. This meant that development lasted long. However it helped to improve both my skills and the quality of my game and work overall.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Owen Leigh-Mullins - Paper Skies

Paper Skies will be a flight simulation game in which the player will control a paper aircraft and have to complete different tasks or missions. The aim of the game is to complete the tasks set which will vary depending on the game mode being played, The missions could be from a basic death match mode, to objective hunter and many more.



 

 

 

 

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Chloe Jones - Rhizone

In this project, I created multiple models based off of terrariums full of nature, the final outcome resulted in all these models (5) being connected somehow and all having their own fully working animations, e.g. the volcanic terrarium has working lava and smoke, etc. My theme was exploration in which I presented with making models based on different parts of the world e.g. Arctic, forest, ocean, etc. which Is what the player would explore if this was a game. I think the audience will understand my work as I did a fair amount of research as well as different experimentation and preparation to lead to my result. Hopefully the audience will understand the meaning of making the models and how they link into the concept story as I think that plays quite a crucial part. Terrariums are different shaped glass containers that hold different things such as plants, layers of nature and whatever the creator desires. As you can tell, my models fit nearly exactly this description apart from the fact that my terrariums are taken to the extreme i.e. they have objects such as volcanoes, pyramids, moving water, etc., which wouldn't really be possible to have inside of a real terrarium. I was influenced by the game 'Journey' which I personally think is a beautiful looking game that also feels atmospheric. This is what I was aiming for when creating my models. Someone who influenced how the models move is Anya Elvidge, she created multiple dioramas based on different scenes and had certain things animated such as a small waterfall and snow.

For this project, I mostly used 3DS MAX, Photoshop and an app called Procreate. I used 3DS MAX to create the models, then once they were unwrapped, I painted the textures in Photoshop and then applied them, then I rendered them with working animations made from 3DS MAX and recorded them. I also used a lot of experimentation in this project, as I wasn't too experienced with 3DS MAX but I felt as if this project really allowed me to practice and learn new things.Overall, I am extremely happy with how this project has turned out as I think it displays my skills in modelling, texturing and animating quite well.

 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Travis Frost - Atomic Attack

missing statement

 

 

 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Aiden Wray - Horror Museum

In this project, I created a walk around horror, exploration and educational game. I represented horror through events that have actually happened, realistic horror events that are scarier than any campfire story. The audience will understand the theme as I chose rather well known serial killers and partially known torture devices to really get to the audience.

I looked around 5 museums to observe the architecture, the composition of the exhibits and the lighting of them. This research was a key part to modelling the environment. The main part of the game, the sofa room is composed of mainly brick and has a curved ceiling; this is reminiscent to the maritime war museum, which is one of the locations I explored. I took a lot of influence from Andy Walsh and Andree Wallin, especially their styles of concept art and I took that inspiration and but it into my own concept art.

I used mainly digital work. A few concept sketches for models were done traditionally to get the idea of the shape and theme of the product. They were later modelled digitally, within 3DSMax. I used Photoshop to create my concept art and in-game art. In the first half of the project, I was ahead of the timings I planned. When it came to modelling, I slowed down a bit because each model took time. In ending parts of the project, I was behind because all of my modelling, unwrapping and texturing. I planned to have a few weeks to compose together my UNITY. The UNITY only took me a few days to compose so being behind wasn't a problem.

At various points in my project, when I felt like I finished a section of work, I stood back and looked at what I had completed, how I like it and what I would change. Alongside this I collected advice and opinions from my tutors and peers and how I felt about them, whether to include criticisms and advice or whether it was just compliments and aspects that they liked about my work.

 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Andrew Smith - Variance

I have made a video of a fight scene between two characters that works smoothly and is continuous and creative. The way I represented my theme was having the character wielding the sword and attacking another character, which I have created an entire sequence between the two characters. I believe the audience will understand my work, identifying the different colours / opposing colours of the characters.

My influences for this were games such as Bloodborne for its smooth fight animations and the overall look of how they're pulled off. My research consisted mainly RPGs (Role Playing Games) like Bloodborne and games similar to it like Nioh and Final Fantasy because of their smooth fight scenes and animations for each attack. The idea of my video came from such animations and games. I was also influenced by The Legend Of Zelda, with characters such as toon link being my main influence for my character, and I think it is noticeable by a small margin. I also took influence from Final Fantasy for the massive sword design, it being very over the top and large. I used numerous techniques such as animation and modelling, including texturing done digitally. Using 3DS Max Biped animation, I have come to create a decent and smooth sequence that reflects the effort that I have put into my work. I had a schedule to follow that I myself created, and whilst I stuck to it most of the time, there were times where I had to change a few dates because I didn't get something done thanks to setbacks. I believe I was able to achieve a somewhat successful project because I did achieve what I set out to do.

I assessed my work by looking back at what I had set out to do, from changing it from a game to video, but carrying out processes well, such as character creation and working in after effects to create the whole video at the end. I had a few issues with the animation rigging and some issues with software at home but I was able to get back on track and do the work necessary.

 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Brandon Leech - Send Off To Valhalla

My FMP was based around a Viking, historical theme. I made a game based around the Viking ship funerals, and mainly tried to represent it with the game idea of shooting flaming arrows at a slow sailing broken ship. The word theme of my FMP is Historical, Armoury and Exploration. Historical is for how it bases around the Viking era. Armoury links to the different tools used in the game. Exploration links to exploring islands to find materials. I have tried to make my designs somewhat like a Viking era tool of that type so hopefully the audience will be able to understand what the games about and when it is based from.

The main influences for my project was the How To Train Your Dragon series. Models such as the Viking axe, Viking ship and other designs were based from How To Train Your Dragon and the different designs used in theseries. The majority of my research went into this series to try to be as accurate as I could. These sources are referenced in the designs of my

 

 

models and textures as they are based off of a few How To Train Your Dragon designs as well as it is shown in my documentation with my research.
I mainly used techniques based in Photoshop, 3ds max and unity to progress through my project. I used each software for multiple areas of my FMP and used them to help me get from A to B in modelling, textures, coding, to be able to get my game done. At the start of the FMP we made a work schedule / timetable to try to keep on time with different sections of my project. I did not fully stick to my timetable, as I preferred to do things as they came. However, I do believe I achieved a successful project.
To assess my project and if it was successful or not as well as to find any development issues, I asked some colleagues of mine to play and test my game to see if anything is wrong in their eyes and for them to comment about it as well as I tested it myself to see if it satisfied me for being successful or not. After a lot of testing and helpful comments from peers I was able to see whether my game was completed or not and whether it was successful or not. When I was at a satisfied point for my project, I could happily comment on my work and say it was a completed project.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Scott Onions - The Gelbach Experiments

For my FMP I created a playable game including multiple levels, the theme of my FMP was horror and I represented this through sound, visuals and events, for example my visuals are dark and realistic in game to add realism to the game, some of the texture I have used portray damage, gore and eeriness, these combined with the lighting in my game make a very creepy ambience and sets the scene of a horror game. I have also included sounds to express certain factors of my game, such as the passive AI having a creepy distorted breathing to make the game more tense, I believe the audience will understand my work as I have portrayed horror through a variety of medias and resources, I have also included notes to keep the game interesting and give it a story that the audience can follow which was one of my initial goals.

My Influences include Richard Raaphorst for his work on Frankenstein's army, this film and the artwork for it heavily influenced my early stages of development and helped me decide on the idea for my game and the functions in it such as the camera and gathering footage, another influence of mine is Keith Thompson, his artwork helped me make my final designs as he shows more realistic and proportionate human/machine splicing, his artwork also influenced my choice of colours for the designs and the whole game, he uses plain dark colours to highlight his designs and so I used this in my designs to make the characters stand out more, The main influence for my game play was outlast, this game includes similar features to my game and so it helped me make final adjustments to the functions and clean up areas of the map to make it more interesting, I also used outlast for influence on my level design as it uses similar locations as I was and so this helped with the architectural designs.

 

 

To make my game I used a variety of software, these include 3Ds Max, Unity, Zbrush, Substance Painter, Substance Designer, Audacity and Photoshop, I have used most of these programmes previously however I was new to the Substance Programmes and had to learn quickly how to use them, doing this however made my final product even better than I planned for, using all of these programmes meant I had to switch which piece of work I was focusing, to keep this organized I created a plan, this included the specific work I had to do and the time zone I had to do it, creating this was helpful as it kept me on track at all times and helped me see what I had left to do and where I could improve, using these techniques and programmes I was able to achieve what I set out too , with time to improve and polish my final product.

To evaluate my work I constantly looked back to my influences and my proposal to make sure I was following what I set out to do, I also often asked for feedback from my peers on how they thought my game looked and what I could add to improve the final product, doing this really helped me as there were certain things I didn't think could be improved until someone else pointed it out, whenever I came across a development issue I put my focus into solving it, most issues where simple fixes however there were a few which jeopardised my final outcome such as corrupted or missing files, these issues took priority and where all resolved after a short time, I did not comment anywhere on these issues and just focused on fixing them, I have added a small area in my documentation on unity which explains how I made functions work, as for my final production I have documented the whole development showing the difference in textures, quality and gameplay, and I have commented on how I made these improvements and what they changed.

 

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Kathryn Tate - Mercury

The theme that my project revolved around was the concept of reveal. I wanted to play around with historical aspects bringing another theme to the surface. As I am doing an Animation course in University however I wanted to try out different types of animation and look at creating a fully animated piece. I accomplished this after consulting and looking at styles with my tutor.

A large influence for this project was Venetian masks and political intrigue that surrounded throughout history. In order to make sure it was accurate as possible I researched the history of the country that I would be basing the game in. Another influence was games such as Dragon Age Inquisition that involve a section revolving around a court and the goings on within it. I noticed how the developers of the game had also been influenced by Venice and its rich past.

 

 

When I first set out establishing a timetable for my work I compiled a list of things that I would need to have completed and established when. While I was doing this I was also considering how long each task would take. Through this I was able to mark a starting point for the production of the frames that would make up my overall animation.

I believe that my project was successful as I was able to explore the world of Animation that I intend to enter as a career later in life. I got to research and experiment with different styles finally establishing my own that carried me throughout the project. However if I was to do this project again I would better manage my time in order to ensure that I could meet all the deadlines I had set myself.


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -