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Project

Week 2: FMP

Week 2 was consistent of creating, uving and texturing models and doing my best to keep on track with the schedule that I had ordained myself to stick to. Current progress is here:

I am quickly approaching the more complicated models and the modelling techniques I am the least familiar with, namely Soft Surface modelling. I am quite satisfied with my progress and I feel my plan to get all the things I have confidence in modelling out of the way first will aid me a lot with having lots of time to struggle and wrestle with learning unreal while under a time constraint.

Currently an issue with my radiator model due to the way I set up the UV is that the repeating pattern is too obvious. While I’ve done this with some other smaller parts of models in the past to save space on the UVs it is too obvious here. So I plan to come back and fix the radiator model at a later time though I am not to pressured about it as I feel I will be able to mask that issue in unreal should it come to pass that I don’t have time to fix it.

The hardest thing this week was surprisingly the small grid atop the oven.

https://www.beaconelectrical.co.uk/freestanding-gas-cookers/zenith-50cm-single-oven-gas-cooker-with-gas-hob-white-ze501w/

The smooth curves of the hooks and the flat side with a beveled top was something I struggled with emulating in anyway that didn’t result in a strange topology. However a friend was able to show me a technique that made it quite easy! I would break it up into three parts, the base, the middle, the far end into three separate objects. Then using the bridge tool to connect them you can set it so that it curves in exactly that pattern.

Overall I am satisfied with my progress on my FMP.

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Project

Week 1: FMP

This week marks the official start of my final term and for full one production of my final major project that I proposed previously. Over the summer I mostly worked on my thesis, wrapping it up in anticipation for this final term. In my summer I blocked out the animation that I wanted to do for my FMP so that I would fully grasp what models I need and what I want.

The idea for my Final Major Project is to create a 360 degree diarama piece featuring a dead body in a post apocalypse setting. The idea behind it to make it very melancholy. The corpse would have a half face half skull set up with the face part being composed of a texture I will create from multiple different people’s faces creating an idea of a “universal” person in that sense. This person would be smiling, having passed on satisfied with their life.

Screenshot of blockout

After getting back to university I also realized that I needed to maintain a proper schedule so that I am on top of what it is that I need to do and how much time I will have to do it. I created an asset list and a calendar.

Asset list
Schedule

I also made a padlet for inspiration and references for my work and to maintain citation for everything that I use.

https://artslondon.padlet.org/tschweizer0620221/fmp-inspo-njtmji41eczb36e1

Lastly this week I worked on assets from my asset list. Im very pleased with myself on how quickly I was able to achieve what I thought would be very difficult assets like the leather chair, mostly in regards to the complex structure of the back with the divots that go inwards. It makes me realize how much I’ve progressed in the short year.

I would say the hardest thing I faced this week would be getting myself organized and re-learning some software elements in maya and adobe substance as I hadn’t used them in-depth in a while and needed to work off the rust that I’ve developed for them but I very quickly got through that. The other difficult thing is not letting the daunting idea of working now on my final project for university affect me.

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Reels

Term 3 Show Reels

Group
Personal
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Personal

Week 10: Personal Project

This project has helped me learn more and more about not only game design but properly making use of prebuilt assets, with rigging, texturing and guiding user experience. I have also published the game on itch.io.

https://crosstar.itch.io/monster

walkthrough

My show reel for this will have been uploaded in my show reels tab.

The people who have played it so far enjoy it a lot and I hope that that continues with any others who decide to play it.

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Group

Week 11: Group Project

With this week the project comes to a conclusion. It has been a difficult but also amazing experience to work on this project and see it all come to life in the end. As I had some additional time in comparison to the other members of my group I spend a day adding sound effects to our scene to further highlight the fantastic work all my teammates have put in to creating this project.

I used a combination of sound effects from online and from ones that I recorded after renting sound equipment from the school. The final version of our work can be found in my show reels tab.

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Thesis

Week 9: Thesis Development

Developing the literature review has been difficult mainly due to the fact that it is incredibly long and I very rapidly approached the word count of the thesis proposal and I have yet to write the draft chapter. I spoke with Nigel however and he suggested that I keep the literature review long as it is the part of the thesis I have the least experience with and would require the most input on. As such I will likely make the draft chapter only a paragraph or so long. Here is my literature review and bibliography:

Approaching this ‘false’ nostalgia is difficult, it as a feeling that while can be described has yet to receive a collectively accepted term to describe it yet. In addition to this applying this feeling to approach a media form that has yet to be agree upon if it should count as an art form or not has brought this paper into difficult territory. First to discuss the literature that raises the various arguments for and against video games as an art form.  

Bourgonjon, Vandermeersche Rutten and Quinten in Perspectives on Video Games as Art discuss the arguments around video games as an art form. Bringing in a large collection of other works made by artists, critics and opinions of common peoples like gamers. Collecting an impressive mass of diverse opinions. While a great resources on the arguments for and against the paper ultimately takes no stance on either side of the argument and as result contributes greatly in knowledge but little in the way of persuasion on either side which this paper would require a focus on arguments for rather than against as this paper takes the stance that video games are an art form. In counter to this Smuts Are Video Games Art? offers a shallower range of arguments in contrast but actively participates in the debate on the side of video games as an art form and challenges the arguments presented against it. While this is useful for this paper with it being designed inherently for video games as an art form it is a paper that must be carefully tempered against using arguments that were not addressed as to keep this paper balanced.  

Another important framework for this paper is this idea of ‘false nostalgia’. While this paper has opted to use the word Anemoia this feeling has also been described with the phrases Sehnsucht and Nostalgia. Anemoia is most easily defined in Nostalgia doesn’t need real memories – an imagined past works as well, a shortened version of an essay previously published in The Moral Psychology of Sadness, outlines Anemoia and discusses this type of nostalgia closely. Unfortunately as a shortened version of an original article that access to has not been found it does not go into as much depth as it could and thus limits its application to this paper’s later points on why this feeling may be present and lacks the specificity of application to an artistic medium delivering it. Sehnsucht is addressed in detail in Kehl’s Writing the Long Desire: The Function of Sehnsucht in the Great Gatsby and Look Homeward, Angel. This article helps to cover the reasons why this feeling of Anemoia, here referred to as Sehnsucht, is present culturally. While this article helps to further ground and define this amorphous feeling it specifically addresses it in the context of literature and not video games thusly applying its conclusions to this paper’s analysis is something that must be handled carefully as the analytical frameworks would not necessarily apply. Howard’s Nostalgia is a useful resource as it delves deeply into nostalgia and specifices a distinction between nostalgia for an experience one has had and one that one hasn’t experienced. This is useful as these two nostalgia are sometimes conflated and frameworks for nostalgia Howard explains can be used to support this paper’s own arguments later on however Howard while making this distinction does clarify that the nostalgia his paper develops frameworks for is not the kind that includes Anemoia and as such limits the applicability of his frameworks.  

But how do these video games function as vehicles? Garda notes in Nostalgia in Retro Game Design that games can function as vehicles for nostalgia by recreating a perceived mythological essence of an era. As a specific example Hotline Miami and it’s ‘1980’s-ness’. Garda provides a through framework of nostalgia being carried by video games inclusive of anemoia under the guise of ‘reflective’ nostalgia. Though an issue is that this reflective nostalgia ‘does not demand personal memories’ (Garda, 4) which will includes anemoia is not exclusive to anemoia as one can have personal memories in this frame work. Craving Analogue Sensation in A Digital World: Exploring The Collecting Behaviour of Digital Native Vinyl Collectors aids in covering this gap as Dingelhoff speaks directly of Anemoia and how the medium of vinyl functions as a vehicle for this feeling, whether intentional or not on part of the musicians, though again something to be weary of is that this covers vinyl discs and not video games.  

Lastly why this feeling may be present is covered by both Makai and Suominen in Video games as Objects and Vehicles of Nostalgia and The Past as the Future? Nostalgia and Retrogaming in Digital Culture respectively. Each dealing, in part, with why both creators and players may engage with ‘retrogaming’ culture. Though neither deal specifically with anemoia they do serve to highlight how the reception of nostalgia can be independent from both creator and player, that while a creator may intend for their product to carry a nostalgic feeling this may not come across to the player and that a player may infer nostalgia or anemoia from a product that originally had no intention.  

 
Bibliography  

Aeon. (n.d.). Nostalgia doesn’t need real memories – an imagined past works as well – Felipe De Brigard | Aeon Essays. [online] Available at: https://aeon.co/essays/nostalgia-doesnt-need-real-memories-an-imagined-past-works-as-well.  

Bourgonjon, J., Vandermeersche, G., Rutten, K. and Quinten, N. (2017) ‘Perspectives on Video Games as Art.’, CLCWEb: Comparative Literature and Culture, 19.4. Available at: https://doi.org/10.7771/1481-4374.3024  

Dingelhoff, D.(2022). ‘Craving Analogue Sensation in A Digital World: Exploring The Collecting Behaviour of Digital Native Vinyl Collectors.’ Available at:   https://theses.ubn.ru.nl/handle/123456789/14120     (Accessed: 01 May 2023)  

Garda, M.B. (2013) ‘Nostalgia in Retro Game Design.’ In DiGRA Conference. Available at: https://citeseerx.ist.psu.edu/document?repid=rep1&type=pdf&doi=3fb3134a29cdcf28a05cf5e6bd120ab5da295a7e (Accessed: 25 April 2023)     

Howard, S. A. (2012). Nostalgia. Analysis, 72(4), 641–650. http://www.jstor.org/stable/23359115  

Kehl, D. G. (2000). ‘Writing the Long Desire: The Function of Sehnsucht in the Great Gatsby and Look Homeward, Angel.’ Journal of Modern Literature, 24(2), 309–319. http://www.jstor.org/stable/3831913  

Makai, P. (2018). ‘Video Games as Objects and Vehicles of Nostalgia.’ Humanities, 7 (4), 123. Available at: http://dx.doi.org/10.3390/h7040123.  

Smuts, A. (2005) ‘Are Video Games Art?’ Contemporary Aesthetics (Journal Archive), 3(1), 6.  

Suominen, J. (2008). ‘The Past as the Future? Nostalgia and Retrogaming in Digital Culture.’ In The 7th International Digital Arts and Cultures Conference. Available at: https://citeseerx.ist.psu.edu/document?repid=rep1&type=pdf&doi=9594059f378fd5c427eb151933429ec9509c8efa (Accessed: 01 May 2023) 

Categories
Personal

Week 9: Personal Project

This week was spent implementing more of the narrative elements of my game and a shader to help evoke that ‘older’ game aesthetic I am trying to use. I got the code of the shader from https://godotshaders.com/shader/vhs-and-crt-monitor-effect/. As shaders are something I have interest in in future I’d like to research to build my own but currently I do not have the time.

For the narrative elements I made four different ‘title card’ style images that would be shown to the player before starting the game, when they quit the game, when they defeat the creature and when the creature defeats them.

I also worked on adding sound to the game which was mostly comprised off copyright free swishes and nature sounds that I retrieved off of Youtube and edited them in Premiere Pro. I still need to implement a player injured noise and a creature injured noise to help with feedback to the player. I also had some classmates play the game and from that worked on some AI pathfinding bugs that they discovered and exploited.

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Group

Week 10: Group Project

As I have concluded with my aspect of the project, namely as a look dev creating and texturing models, I have offered myself as an assistant to anyone in the group in need of help. Daniel than asked me to retexture another member’s model, a couch, as that person was too busy and Daniel felt that the couch’s current texture clashed too much with the current design aesthetic of the scene.

And that was what I spent my time on this week in regards to the group project. While not as much as the previous weeks things are winding down and focusing on the final renders so new models are not needed. I will continue to offer my assistance to anyone in our group who feels that they need it.

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Group

Week 9: Group Project

After the strides of the last week this one was more relaxed but still plenty of work was done to progress my parts of the group project forward.

In regards to new creations I was able to complete the texture for my sculpture model after the topology was finished last week and was approved.

As mentioned last week I spoke with Daniel and he informed me of the texture issue that he would be facing because of how I had set up my model’s textures. This week I was able to go back to the model and reorganize the textures and standard surfaces and as a result was able to reduce the textures from 18 separate textures down to 5. A much more manageable amount that should make Daniel’s life as the CG Lead a lot easier.

Before
After
Categories
Personal

Week 8: Personal Project

As I had gotten a lot done for the group project last week this week I was capable of spending a majority of my time on my personal project and have made significant progress! This week I have managed to:

  • Texture my weapon and my creature
  • Add a sleeping and wake up animation to the creature
  • Add hit flash so there is visual feedback on striking it
  • When the creature attacks it stops moving to give player’s time to reposition
  • Used assets to make the arena more visually appear like a forest
  • Re-adjust lighting to make a more evocative atmosphere

Overall the progress this week in my personal project has made me very happy and given me hope that I will be able to add some of the original narrative I had planned to the game that I had thought I would no longer have the time to implement it!

The most difficult part of this week was the creature animations as I am still getting used to understanding the tools at my disposal in Godot and on occasion ended up causing issues for myself by overwriting reset points which messed up all my previously made animations. I was able to quickly identify and solve the issue!

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