Monday, 7 March 2016

Initial Library Research Summary

I grabbed a few books from the Massey library about game design and creation to give me a starting point for my research -

Game Character Creation - with Blender and Unity
Chris Totten

Blender -
  • Full-featured and powerful program that has been used on many movie and mobile game projects
  • World's foremost free and open source 3D graphics application
  • Flexible in terms of fitting into the game designer's workflow
  • All 3D creation, that would be otherwise used in various different programs (e.g. ZBrush and Maya), can be accomplished all in Blender
Model Requirements for Games - 
  • Amount of polygons depends on three thing - importance, distance and interactivity
  • Also depends on the power of the engine and console
  • High profile character clocks in at around 15,000 polygons with over half in the face alone
  • Topology should be created with consideration to animation
  • Make sure all polys are quads to begin with
  • Joints on extremities should have at least three edge loops
  • Layout out facial loops around openings and muscle placement
Baking Normal Maps -
  • Takes texture information, lighting sculpting etc. then renders it to the models unwrapped UV
  • In Blender, this is accomplished by baking a high-poly geometry onto a low-polygon copy
Rigging for Games -
  • Many games run between 30 fps to 60 fps
  • Complicated rigs drastically reduce frame rate
  • Armatures/rigs should be built according to real body parts
  • How much detailed articulation (facial features, fingers, feet etc.) is dependent on the same three things as the polygon count is
Unity - 
  • Is a Y-up program, Y is the axis that points upwards
  • Building a whiteblock level
    • A prototype level out of simple geometry
    • How level designers test whether game play mechanics in their levels work together
  • First person controller
    • Appears as a giant capsual
    • Attached to the Main Camera object is a mouse look script which allows the camera to follow the motion of the player's mouse
  • Importing models
    • Imports assets by having them in the user's directory, but need a copy of the program on the computer for this to work
    • Exporting your model as a FBX makes Unity's job importing models easier
Unity Scripting - 
  • Uses variables: containers for storing information
    • Utilized to assign characters speed, a gun's fire rate etc.
    • Can change variable settings in the Inspector view
    • Float values: store number information with the ability to use decimals points
    • Boolean values: true or false statements used to switch object functions on and off
    • String values: one or more words that can be stored in a variables
    • GameObject: allows you to store an entire in-game object in a variable to be used later
    • Transform: similar to GameObject but also give you access to transform the data 
    • Collision: to tell the game what to do when certain objects collide
  • Using functions: messages to tell the compute what to do with the data provided


Japanese Game Graphics - Behind the scenes of your favourite games
Works Corporation


No comments:

Post a Comment