In order to schedule my Unit 68 Work progress I created a Burndown chart in order to plan my work process. I gave myself the same amount of time as Unit 68, because I wanted to allot as much time as possible to Unit 4 and 5, without leaving 67 and 68 out. I planned a months worth of work for Unit 68 within a 4 week period. During this period I was to complete Unit 68 to the standard of a pass or above. I chose to use a Burndown chart, because they are easy to create and read. They are also easily changed, in order to help me plan out the production progress of my work. I also feel I can create a Burndown chart quicker and easier than other types of chart.
Unit 68 - 3D Enviroments
Monday, 8 May 2017
Task 1 - Schedule
Schedule:
In order to schedule my Unit 68 Work progress I created a Burndown chart in order to plan my work process. I gave myself the same amount of time as Unit 68, because I wanted to allot as much time as possible to Unit 4 and 5, without leaving 67 and 68 out. I planned a months worth of work for Unit 68 within a 4 week period. During this period I was to complete Unit 68 to the standard of a pass or above. I chose to use a Burndown chart, because they are easy to create and read. They are also easily changed, in order to help me plan out the production progress of my work. I also feel I can create a Burndown chart quicker and easier than other types of chart.
In order to schedule my Unit 68 Work progress I created a Burndown chart in order to plan my work process. I gave myself the same amount of time as Unit 68, because I wanted to allot as much time as possible to Unit 4 and 5, without leaving 67 and 68 out. I planned a months worth of work for Unit 68 within a 4 week period. During this period I was to complete Unit 68 to the standard of a pass or above. I chose to use a Burndown chart, because they are easy to create and read. They are also easily changed, in order to help me plan out the production progress of my work. I also feel I can create a Burndown chart quicker and easier than other types of chart.
Task 2 - Research
In order to plan my 3D environment, I began to look up possible settings for my environment. As such, I began brainstorming different ideas.
Medieval:
For my first setting, I looked at a Fantasy/Medieval setting. My idea was to either create a castle or town. As seen below are images I found that show what I would aim at making. As can be seen, my castle inspirations are actual castles, which would enhance the historical accuracy of the 3D environment. The town inspirations are drawings however, which will pull down my games historical accuracy. Also the drawings are someone else's work, meaning that my town would be different opposed to copied. If I was to create a castle, I would make sure it is taller than normal castles, in order to make it more imposing and to adhere to the fantasy genre. I would also give it a bulky design in order to make it more imposing which would give the overall design a fortress feel. I would make it broad as well giving it towers and ledges.
Science Fiction:
My second idea for my 3D environment is Science Fiction. I would create my Sci-Fi environment to be a base on Mars. In order to gain an idea of what my base will look like, I searched up space settlements in order to gather inspiration. As can be seen, the images I found are based on real space settlement designs with their architecture being based directly off NASA buildings. For my final designs, I would aim for a mixture of realism and fiction, allowing for more exotic designs that would capture the attention of those who see it. I would maintain a layer of realism, so that the environment isn't too off putting to an observer.
Medieval:
For my first setting, I looked at a Fantasy/Medieval setting. My idea was to either create a castle or town. As seen below are images I found that show what I would aim at making. As can be seen, my castle inspirations are actual castles, which would enhance the historical accuracy of the 3D environment. The town inspirations are drawings however, which will pull down my games historical accuracy. Also the drawings are someone else's work, meaning that my town would be different opposed to copied. If I was to create a castle, I would make sure it is taller than normal castles, in order to make it more imposing and to adhere to the fantasy genre. I would also give it a bulky design in order to make it more imposing which would give the overall design a fortress feel. I would make it broad as well giving it towers and ledges.
Science Fiction:
My second idea for my 3D environment is Science Fiction. I would create my Sci-Fi environment to be a base on Mars. In order to gain an idea of what my base will look like, I searched up space settlements in order to gather inspiration. As can be seen, the images I found are based on real space settlement designs with their architecture being based directly off NASA buildings. For my final designs, I would aim for a mixture of realism and fiction, allowing for more exotic designs that would capture the attention of those who see it. I would maintain a layer of realism, so that the environment isn't too off putting to an observer.
Task 3 - Design Pack
Asset Mood-boards:
Asset Inspirations:
Command Bridge:
Armory:
Medical Bay:
Asset Design Pack:
Due to the fact the assets were created before being properly implemented into my game, they lack any proper meshes or materials, and are in their standard grey colour scheme.
Barracks:
Command Center:
Hanger
Residential Building:
Space Settlement 2D Map:
In order to help plan my 3D environment, I created a Map of my planned Space Station utilizing Microsoft Paint. While simplistic in design, it can help visualize my environments layout and give me an idea of the scale and layout of my final design allowing for a greater quality when it comes to the creation of my final piece. Using such simplistic software, also allows me to create a map quickly, allowing me to devote more time to my main 3D piece improving its overall quality.
Space Settlement 3D Map:
Upon completing my 2D map, I began working on a 3D variation. By creating a 3D version, I can begin to gather a sense of scale of my 3D environment and how much space the final environment will take on the Mesh. The relatively simple nature of Blender as a 3D software, allowed me to create this map quickly and to a standard superior to what was produced with the 2D version.
Visual References:
http://halo.wikia.com/wiki/Bridge
http://half-life.wikia.com/wiki/Santego_Military_Base
https://www.pinterest.com/pin/325666616777124469/
Asset Inspirations:
Command Bridge:
Armory:
Medical Bay:
Asset Design Pack:
Due to the fact the assets were created before being properly implemented into my game, they lack any proper meshes or materials, and are in their standard grey colour scheme.
Barracks:
Command Center:
Hanger
Residential Building:
![]() |
Space Settlement 3D Map:
Upon completing my 2D map, I began working on a 3D variation. By creating a 3D version, I can begin to gather a sense of scale of my 3D environment and how much space the final environment will take on the Mesh. The relatively simple nature of Blender as a 3D software, allowed me to create this map quickly and to a standard superior to what was produced with the 2D version.
Visual References:
http://halo.wikia.com/wiki/Bridge
http://half-life.wikia.com/wiki/Santego_Military_Base
https://www.pinterest.com/pin/325666616777124469/
Task 4 - Legal and Ethical
Legal and Ethical
![]() |
| An example of normally offensive symbolism made acceptable via context. |
In regards to Legal problems, issues could arrive with building designs. For example, certain buildings cannot be recreated without legal permission. An example of this is with the game Resistance Fall of Man, where the game environment featured a replication of Manchester Cathedral which was recreated without permission. Church leaders found this offensive and called for copyright infringement. This prove as an example of what happens if certain legal obligations are not fulfilled when creating a 3D environment that borrows from other influences be it fictional or real. If I am to base my architecture of real buildings, I need to ensure that it doesn't copy any particular details in order to avoid being legal penalized for copying real architecture.
![]() |
| An indoor shot of Resistance: Fall of Mans recreation of the Manchester Cathedral interior. |
Visual References:
http://callofduty.wikia.com/wiki/Berlin
http://culturalinteractivity.com/index.php/listing/manchester-cathedral-in-resistance-fall-of-man-circa-unspecified/
Written References:
https://en.wikipedia.org/wiki/Controversy_surrounding_Resistance:_Fall_of_Man
Task 5 - Environment Build
| As seen in the image above, is the first stage of my Unit 68 3D Environment. |
Upon the camera being properly set up, I then chose to create movement for my character. I selected logic editor, in replacement of my animation timeline. Upon bringing up the logic editor, I created a set of 5 keyboard sensors. The keys selected where WASD and Space. These would be used for directional movement with the latter, and jumping for the former. I then added in 5 motion actuators, in order to pair with my sensors and add the actual movement commands. I started off by naming the keyboard sensors as the respective keys they will be used for. I then selected the appropriate key for the different sensors. Upon doing that, I connected the sensor to a motion actuator. With the actuator, I then entered various location or rotation axis, appropriate to the movement wanted with the connected key. As seen with the example below, I chose 0.20 for my W keys location, which will allow me to move my character forward. I also set the motion type to character for all my motion actuators, to prevent any stiff or unnatural movement from my character motion.
| As seen, is the fully completed keyboard sensors and motion actuators for my front movement key in this case W. |
Upon sorting out my characters movement, I then added coloured textures to my floor and character mesh. I used the diffusion texture and gave the floor a red texture in order to create the martian surfaces signature red hue, and blue to the player, in order to differentiate it to the surrounding environment. In order to experiment with importing images for textures, I gave the floor a mars surface skin which I unwrapped to complete. As can be seen, the contrast between an ultra detail texture and the materials made in-engine show that they don't contrast well, so I then removed the mars texture.
After adding textures to my floor and character, I began creating the buildings for my Mars Space Settlement. The first building I began to create was the barracks. As seen, I aimed for a more futuristic feel, with my barracks design being architecturally unique, with multiple large outcroppings, and a large base in greater expanse than the buildings centre.
| The back of the barracks building |
| The front of the barracks building. |
Upon the basic shape of the barracks being completed, I then began the creation of the Mars Base Command Centre. As can be seen, the overall basic shape of the command centre is toned down in architectural complexity to the barracks, due to narrative reasons (By looking basic, attacking forces would think it is unimportant and attack more complex buildings). As can be see, the front of the base is extruded and shaped differently to the rest of the building. This is to give the Command Centre a sense of importance despite its overall lack of complexity in regards to the rest of the buildings within the settlement.
| The command centre |
Upon the Command Center's basic completion, I then began work on the settlements transport hanger, where all the vehicles would stored and deployed from. As can be seen, the Vehicle Hanger has a raised roof. This is to fit in the bases vehicles and also provide room for the drivers or pilots. The shape is also different and unlike any seen in current times. This was done to emphasize the futuristic nature of the base.
| Hanger Front |
| Hanger Back |
Task 6 - Fly-through Video
Unit 68 Environment Flythrough
All necessary annotations can be found in my Presentation task.
Task 7 - Presentation
Presentation:
As can be seen, I recorded a Fly-Through video for my 3D environment. I recorded this upon completing the creation of my environment's buildings. I chose to go for a sweeping visual, and as such, I come from the back of the level, and pan over the rest of the layout upon turning my camera around. I chose this method in order to give my final video a cinematic look, however, I feel that I have not quite achieved this, due to the camera's stiff movements though I do feel that I have shown all that is needed of my 3D environment.
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