Throughout Semester B I have been aiming to improve the speed at which I create 3D assets and the efficiency of their implementation within Unreal Engine. I have been identifying techniques environment artists within the games industry use to streamline their workflows.
Using modularity within game environments is an essential technique of creating large levels quickly. I successfully utilised this method during the production of my Rewind project to create assets that were repeated throughout the environment. Beyond constructing the level in a modular fashion however, there were techniques that I either wasn’t aware of, or wasn’t utilising in the most efficient way.
After studying the work of Thiago Klafke a senior environment artist at Blizzard Entertainment, I found that he both explained in great detail the process of modular environment design but also expanded the concept to new levels that I hadn’t considered. Techniques such as using trim sheets to simulate details across multiple assets, not only saves time but offers a lot of customization and flexibility with the assets further down the line. I was eager to learn this concept and apply it to my own workflow, as when it comes to the creation of my assets I have been using a custom texture per model which has often limited the asset to a set look. If I want to make changes to the texture I would have to go back into Substance Painter and edit it there. The goal of me wanting to utilise trim sheets, is to skip this process and have a set of pre-built textures that I can apply to any asset with confidence, thus saving time and allowing a greater freedom to change the look of objects on the fly.
I found an example from Insomniac studio at the Game Developers Conference in 2015. Artist Morten Olsen gave a great overview of how trim sheets are designed to work. He was able to break down the concept and explain each step with example images from the production of Insomniac’s Sunset Overdrive (2014). I feel that standardizing my environment art workflow in a similar way could boost my production speed. The only problem is I don’t feel I have the time to invest setting up a consistent workflow during the production of my major project.
In light of my recent visit to Rewind Studio and the feedback I received from the team, I have been aiming to make my environment art stronger through the inclusion of visual storytelling in my work. I have been examining games at the forefront of the industry and one title in particular that inspired me to change the focus of my major project was Nintendo’s The Legend of Zelda: Breath of the Wild (2017). Originally I wanted to recreate the Brighton Pavilion in Unreal Engine and whilst I felt it was a challenge to model, I couldn’t help feel like I was playing it safe. Once I watched Nintendo’s presentation at GDC in 2017, I knew I wanted the scope of my project to be bigger. Hearing the developers talk about all the changes they had introduced to the Zelda series with the latest installment as well as all the risks they took to break from tradition, made me want to shoot for something special with my project.
With The Legend of Zelda: Breath of the Wild, the games story takes a backseat to gameplay and exploration, the player can choose to traverse the giant landscape at their leisure and tackle problems in any way they choose. I found this game to be a tremendous source of inspiration as the environment immerses you completely into the experience. This was something I felt I was lacking with the Brighton Pavilion and why I ultimately changed my idea for the major project.
With an emphasis on atmosphere in mind, I examined first person exploration games such as The Fullbright Companies Gone Home (2013) and Bloober Team’s Layers of Fear (2016). These games do a superb job immersing the player into a story rich environment despite the lack of what is traditional thought of as gameplay. It was these facets of their game design that led me to try and convey story and meaning through the environment art of my game. As an environment artist, the highest honor I can think of is successfully conveying a message simply through how I present my level to the player. Whether I achieve this or not, it’s something that I want to try and aim for with my major project.
I feel that my skills in relation to Unreal Engine and Substance Painter have improved over the course of the module. These are the programs that I have wanted to develop my skills in since Semester A. By Using Substance Painter for the Rewind brief I was able to create some nice texture maps and use hard surface transfer techniques to simulate detail. The area I would like to improve in, is how I then used the texture maps from Substance to make materials within Unreal Engine. I didn’t experiment much with my material settings and simply loaded in the relevant maps to the desired material attributes. I believe this lack of customisation led to the environment looking rather “gamey” when I was aiming for a photorealistic result. I believe this paired with my lack of experience at lighting scenes within Unreal, stopped the environment from being better than it was.
With the major project I am aiming to incorporate physically based material setups as well as improved post-processing settings to create a realistic looking final scene. I have been looking at the breakdowns of physically based materials from artists and notice the node setups are quite complicated when compared to my own.
On the whole I feel I have broadened my knowledge this semester but there is still a lot I have yet to master. I feel like I finally have a strong grasp on the basic principles of game environment creation I just need to refine my process so that I can be consistent and efficient.
References
BLOOBER TEAM. (2016). Layers of Fear. [Video game]. Austin: Aspyer.
GDC (2017) Breaking Conventions with The Legend of Zelda: Breath of the Wild. [Online Video]
Available from: https://www.youtube.com/watch?v=QyMsF31NdNc [Accessed: 29th March 2018]
KLAFKE, T. (2010) Creating Modular Environments in UDK. [Online] Available from:
http://www.thiagoklafke.com/modularenvironments.html [Accessed: 18th April 2018]
OLSEN, M. (2015) The Ultimate Trim: Texturing Techniques of Sunset Overdrive- GDC 2015. [Online] Available from: https://gdcvault.com/play/1022324/The-Ultimate-Trim-Texturing-Techniques [Accessed: 19th April 2018]
THE FULLBRIGHT COMPANY. (2013). Gone Home. [Video game]. Portland: The Fullbright Company.