Cutscene - Evaluation
Evaluation
For this assignment, I had to work in a team of my peers to
design and produce the intro cutscene for an imaginary game of our choosing. We
worked together to come up with ideas, create pre-production and eventually a
final product. Throughout the course of this assignment, we ran into a few
difficulties but were able to overcome them.
The first thing me and my team did was to brainstorm ideas for
an intro cutscene. We started by making a list of genres and deciding which we
didn’t agree on until we had narrowed
down the options. We then decided on what we wanted to make and chose a man who
is in purgatory, which we chose to design as a prison cell, and has a
conversation with the ‘Good and Bad’ spirits on his shoulders about what he had done to help
decide if he goes to heaven or hell.
We then started working on the pre-production, delegating
different roles among us to help speed up the process. I worked on helping to
make the moodboard at this stage while other team members were beginning to
work on the script and storyboard. I gathered images of things such as prison
cells, prisons, depictions of heaven and hell and other images that matched
with the prisoner theme.
After a few weeks into this project, we had a team member
leave and not pass on the work they said they had done. This caused a large
delay in our production and we decided to change our idea slightly to help
lower the complexity as we were now a few weeks behind and a man down. We
decided on keeping the prison theme and instead of having the character be
dead, he is instead making drawings of his past wrongs. This is how we decided
to go with our idea.
After some small tweaking to the moodboard and storyboard, we
were ready to start making a model sheet while the animatic was being made. During
this time, I worked on making the script for the cutscene and allowed other
members to work on other aspects. With all the pre-production finally finished
we were able to start working on production.
Since this assignment is also heavily based around foley
sounds, we spent one lesson a week for two weeks working as a team to collect
audio for our project. We made a simple sound list to make sure we knew what
sounds we needed that we didn’t already have. We needed sounds
that would fit in with our scenes and went around the college grounds to gather
as many sounds as we could such as ambient noise from classrooms, loud bangs
and crashing to help make explosions and other similar sounds.
We started production by meeting together as a team and
deciding who was going to model what from the list. I worked with one team mate
to start making models for the first scene as well as some for the second scene
such as the vault door. Most of the assets were fairly simplistic and easy to
make so we were able to catch up fairly quickly on how much time had lost with
our previous setback.
Leading up to Christmas my team had roughly half of the
assets we needed modelled, so we were on track to complete the assignment in
time. As we were about to break up we delegated who was going to animate which
scene over the break and I chose to do the scene where the protagonist break
into a bank.
I started by making a simple box-out of the scene against our
character model for scaling. This let me put in the walls in a roughly proportionate
position. Thanks to my research and looking up reference images online, I
boxed-out the area where transactions are done over a counter and started with
this. I made the dividing wall and added in the side wall to cordon the area
off and give myself a space to work with. I made the desk roughly stomach
height on my scale reference model and added dividers to mark off each section.
I then added in a thin box above this to act as the bulletproof glass banks
normally have. I placed in a simple box behind this area to act as a work desk
for the clerks, but I didn’t add much detail to this because
it wouldn’t be in view much, thus letting me
lower the poly count.
I move away from the desk and added simple poles and ropes to
section off each line for the bank tellers. I had an issue here because when I
tried to add a bend modifier to the rope to make them look saggy, no matter
what I tried they would only bend across a plan and severely warp the asset, so
I had to leave them straight. I would probably try a different method to make
rope if I were to try a similar technique again. It was then as simple as
copying both the pole and ropes a few times to make enough to section off a few
lines.
From here I thought bank looked a bit bare, so I decided to
create a chair to copy into multiple. I didn’t know how
to make a chair other than a few simple boxes and extrusions, so I looked up a
tutorial that showed me how to make a tidy looking chair quickly and easily
with a line and a few modifiers.
At this point it was nearing the end of the holidays and I
wasn’t as close to finishing as I had
originally meant to be and as such, I had to leave out a lot of small details I
could have added in to make the scene look better such as some potted plants or
some stand in characters but because of time restraints my team was unable to
get enough characters modelled to have as a stand in.
After modelling all my assets, I unwrapped the whole scene to
be ready to texture. I didn’t have many difficulties whilst
unwrapping until I realised, I needed to make glass. I hadn’t done this before so I looked up a tutorial that showed how
to make a reflective glass texture without the need to unwrap, so I was able to
save a lot of time with this.
The final thing I did before animating was to texture my
scene. I have very little artistic skill so texturing has always been difficult
for me. I tried to make the walls of the bank a muted yellow with a bumpy
texture by making a normal map of some darker dots sprinkled over the texture
but this didn’t work very well. I continued to
texture everything else in the scene to the best of my ability but was overall
unhappy with it, but I have a hard time being artistic.
With everything textured I only had a small amount of time
left until the deadline date, so I had to shorten the number of scenes I had
originally wanted to add. I tried to make up for this by adding some physics
such as wind blowing a paper into the store when the door opens but was
unsuccessful in my endeavours. I finished my animating and rendered it out as
images to import into Adobe Premiere Pro.
After importing the images and editing them together as a
video, I added sounds. I have a very large sound library, so I was able to get
a working sound very easily. With everything edited I exported the video to
hand on the deadline date.
Overall, I’m a little unhappy with my product.
This is mostly due to not managing my time well and will strive in the future
to follow a strict deadline for my assignments.
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