A downloadable asset pack for Windows

Introduction

For the Rising Star competition, the Environment art brief was set for the artist to create as scene around 4 key assets, following through the complete production pipeline from concept through to in engine implementation. This document will breakdown my initial thoughts and understanding and then detail some of the technical steps I took to achieve the final scene shown.

I wanted to create a small interior scene with a realistic art style using PBR textures. I wanted to not only demonstrate my skills as an artist but challenge myself to learn and improve. To this end I wanted to really push my understanding of lighting in scenes to take advantage of things such as volumetric rays and using light as a key factor when focusing player attention towards certain object or area. I wanted to support this with the use of particle effects to increase realism within the scene. 

This led me towards wanting to create a scene set at night or in low light. This would allow me to experiment with particles to create flames and moving light sources and would also allow me to focus on lighting a scene in a subtler manner using a number of lights to create the right atmosphere.

After a recent trip to a dinner on the HMS Victory in Portsmouth. I was captivated by the use of small confined spaces on the ship and seeing how the evening dinner event was lit mainly by candle light, it inspired me to try and recreate a small scene using a 1700’s era naval ship. With all this in mind, I decided to try and recreate a Captains Desk in order to keep the scene focused and within size constraints. This also meant that I had to be focused to try and tell some story. To kick off the design and implementation, wanting to keep the scene as true to life as possible, I set about gathering as much real-world reference as I could.

The scene is designed to highlight the Compass sat on the captain’s desk. In a gameplay context this may be an item that the player would have to acquire to navigate the ship of complete a puzzle. This played in well to my goal of using light to aid towards narrative and highlight what is important to the player without obvious glowing arrows or other “gamifying” elements.

Final Thoughts

On the whole I think the project has turned out well. I have achieved my overall learning goals of understanding and implementing lighting better. I have also achieved the secondary goal of learning more about particle systems. 

Some of the high points of my work are:

1.         Well establish scene mood. Use of light has helped to focus player and viewer attention and has helped to add ambience to the scene.

2.         Setup and positioning of the cameras. The beauty shots of the scene highlight the key assets well and give a high quality finish for the scene.

3.         Texture authoring. Using a combination of Substance Designer, Painter and Photoshop, I have been able to create realistic and high-fidelity textures for all the assets in the scene. I have created good final textures with a reasonable texture size. 

In hindsight and having worked on the project there are a few areas that need improvement to really make the scene perfect and to also help me inform my design process.

1.         Model fidelity. This point is especially in regards to the compass. This was a hero asset and will remain close to the players vision. Some of the curved elements such as the dome that the compass sits in when closed are too low poly. In my aim to keep tri counts down, I have noticeably reduced the fidelity of the final product. I should have used a higher number of sides to avoid this.

2.         Planning and concept stage. As mentioned earlier in this analysis, there were some drastic changes to the final piece when compared to the block out. More thorough research and compositional planning would have meant a much smoother development journey and would have allowed me to nail the look and feel of the scene I wanted to achieve earlier on.

3.         Shader optimisation. By trying to include various glass elements in the scene, I have impacted on shader complexity. This is not the end of the world, but there is probably a better way to implement material translucency in a realistic fashion. This is something that will come with further research into material properties.

In summary, my aim to create a scene with 4 key assets and to showcase my skills as a 3d environment artist in training has been achieved and I am happy to have learned and created a portfolio piece.

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Download

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Captains_Cabin.zip 879 MB
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Development Process Document.pdf 2 MB