The grey boxing was a good way of me being able to judge the idea of my scene and the sizing of it. Below is my WIP grey box with the floor plan, the idea behind it was to create a small room filled with assets and effects to create a full atmospheric feel alongside the realization of how people are now living in certain areas of the world. The idea for the placement of things is so that we can see the previous occupier of the scene was a old collector who appreciated architecture and structure. I will be building it based around a pillar and using lighting techniques to further enhance my overall project. The placement of things within this scene are very specific and necessary to ensure people understand this isn't for structure but more for show-boating.
The reasoning behind me choosing to do a floor plan and grey box is to get more of a feel and concept of my scene before starting, learning from last project that you can't just throw things into UE4 and build the scene without first having a understanding of the layout. I got lucky last time, I doubt it will happen again. A few more iterations are done below, these don't have floor plans because I done these first before actually planning out my scene.
References for room layout:
https://www.artstation.com/artwork/dgdkK
https://www.artstation.com/artwork/nYPmO
https://www.artstation.com/artwork/gJPE1K
The overall idea behind my scene although mentioned slightly beforehand I have a more developed understanding of how I want my scene to look/feel. The idea is to create a Syrian Bombed Household which is styled to the idea of a trap that was setup to capture people or bands of army troop travelling through the area. The idea I've had is to create a gears of war 'horde' style room, there will be 4 entry points including a en-caved roof which will be a 'choke point' in which the team will have to fight for their survival in this antique collectors house out in Syria. Although the idea of Syria isn't what Splash Damage is after talking to others made it feel as if this would be a more ideal portfolio piece rather than tailoring to one company. The second grey box below is going to be around the final one with some other bits being added in, I didn't want to have too much in the scene as the players must have some area to run around and dodge bullets, survive but also have enough cover in the room for them to hold themselves off from the oncoming enemy.
Although the floor texture is in already you understand the concept of the grey box being that there will be things to hide behind in the room but also that there is breathing space in-between. The idea here is to feel claustrophobic yet having enough room to move around in, the reasoning for this is so that the player has a understanding of what Syria is like right now with some aspects of what they're ruining around them but also not being able to enjoy it because of the onslaught of enemies with the same feeling most people are having in Syria. This idea has a lot to change including lighting, placement of objects and the roofing itself but it's coming along the way I wanted and asking constantly for feedback from peers and tutors on everything (Textures, assets, placement, lighting the lot).
Constant change and understanding in this project is key, meaning that the overall grey box will never be exactly the way it's laid out here. Since producing this grey box I've developed a lot more in terms of creating a nicer and more game ready looking scene. Especially seeing as this is designed primarily for gears of war I needed some level of cover to cover sequence. The image below shows that level of development in terms of grey box, although lighting has been touched nothing else in the scene has yet to be touched.

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