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Glossary of Terms

The Glossary of Terms is an outline of technical and artistic terms used within the document.

3D Modeling- The process of developing a mathematical representation of any surface of an object in three dimensions using specialized software.

Alpha Masks- In computer graphics, alpha compositing is the process of combining one image with a background to create the appearance of partial or full transparency.

Bevelling- To add a curve and definition to a straight edge of a shape.

Cinematic Sequence- A sequence is a series of scenes that form a distinct narrative unit, which is usually connected either by a unity of location or unity of time.

Exporting- The process of converting a file to another format that can be used in other software.

Extruding- To pull/ expand something outwards.

Foliage Tool- Enables you to quickly paint or erase sets of Static Meshes or Actor Foliage on filter-enabled Actors and geometry.

Level Design- Involves the creation of video game levels, missions, and stages. This is done using a level editor – software used in game development to construct digital environments.

Level Sequencer- The “container” for your cinematic scenes, and must be created in order to begin working inside of the Sequencer Editor.

Material ID’s- A sub-object polygonal material selection. It is generally used to apply more than 1 material to an object without breaking it up into multiple objects.

Post Processing- Quality-improvement image processing methods used in video playback devices, and video players software, and transcoding software. It is also commonly used in real-time 3D rendering to add additional effects.

Sequence Editor- The cinematic editing tool inside Unreal Engine 4.

Texturing- the process of applying an image to a 3D model. Textures are the flat images that are applied to a model to give it color and detail.

UV Maps- The 3D modeling process of projecting a 2D image to a 3D model’s surface for texture mapping.

UV Unwrapping- It is the process of translating your 3D mesh into 2D information so that a 2D texture can be wrapped around it.

 

Project Reflection

What went well?

Regarding the practice of my project, I found that the areas which went well include having creative flexibility in the software of my choice and having complete control over the final artifact and subject area of specialty. Whilst experimenting with the software, I could decide which methods suited my needs the most and explore which path to take to achieve my desired result.

The area in my workflow which I found worked the best for me was the concept development stage where I gathered inspiration to produce an artistic vision for the style and mood of the final artifact. I then brought this to reality when I built the scene in the Unreal Engine using assets that emphasize the Asian inspired architecture and tranquil mood. I found using my technical skills to build a level in Unreal to be the section that I found the most enjoyable, as I was given creative flexibility and I was able to bring my vision to life.

In relation to my learning outcomes, I think my skill development in relevant software worked well because I challenged myself and managed to learn skills in not only the Unreal Engine but also Blender and Substance Painter. I have not only built an in-depth and highly detailed scene in Unreal which focuses on a variety of areas such as opening a project in Unreal, adding assets into a level, building a landscape, adding layer blend files and painting the terrain, foliage tools, alpha brushes for sculpting, building water planes, material IDs and texture maps, post-processing and lighting, fog, cinematic cameras, and the level sequence editor, etc. But I have developed new skills in 3D modeling which includes modeling the object, smoothing the object, UV map unwrapping, and exporting as FBX files. Then I went onto the texturing process which includes adding material IDs, painting, and exporting the texture maps for the Unreal Engine.

From my key findings, I have researched a lot about my specific discipline which has provided me with essential knowledge about industry standard practice and software. I have useful insight into game level design in the Unreal Engine from case studies and my critical analysis. From this research, I now understand the artistic and technical process of building high quality, industry-standard work in my chosen sector.

What did you find challenging?

The area I found the most challenging regarding my practice was problem-solving any technical issues with software/ hardware and understanding the technical terms, processes, and solutions for any issues encountered. There were a few times where, due to my level of knowledge and experience in the software, I was unsure what the actual issue means and I was so unsure that I did not even know what/ who to ask for guidance. One example of this is where I was editing the final sequence in the Unreal Engine and the video exported as an AVI file, and for some reason, the built-in media player on my laptop would not play AVI files, meaning that I needed to preview the renders in Premiere Pro. I then edited the renders together and exported the final sequence in the format for YouTube 1080p. My laptop still would not play the video and I kept having an error screen appear. I tried so many different things such as, exporting renders as a png image sequence and importing that into Premiere, finding an online video converter to convert the AVI to MP4 but nothing worked and I was worried I would not be able to use the final render with the guitar. In the end, I thought to upload it to YouTube anyway because if it played in Premiere Pro, maybe it would work in the YouTube player. This worked, which meant I could just upload the original export in the end. This taught me to try everything and not give up.

Regarding my overall workflow, I found keeping within the time deadline challenging because I pushed myself to learn new skills and software, and I was worried I would run out of time, in case I encountered more issues than expected or struggled understanding how to use the software. From my timescale of the whole project, I did manage to complete everything I wanted to, which includes building the level and making my own 3D assets. If I had more time I would have been able to experiment more and create better/ more assets that complement the scene. Such as building my own temple, or modular building pieces.

The most challenging learning outcome for me was documenting all of my work effectively. When I have projects which require hours and hours of digital work, it is difficult to get into the habit of recording every step and areas which I find the easiest I tend to forget to recognize and include this into my research. Therefore I decided to use a screen recorder to keep track of everything I do. I thought using voice narration over it would be an easier way to explain what I have done and my thought process behind it. I am glad I did this because it is a useful habit to have when reflecting on my learning process.

Strengths and Weaknesses

My strengths are designing artistic scenes in Unreal with careful asset placement for photographic composition and using post-processing, lighting, and fog to build an attractive environment that creates a mood. Another strength is the organization of my research, development to ensure a clean and accessible method of supporting my work. One strength that has helped me overcome boundaries and get to my final result is by challenging myself and following the process till I reach my desired result and not giving up when it gets tough. I found that I am good at problem-solving through experimentation to find an alternative solution.

Some of my weaknesses include working in a tight timeframe and still maintaining a high level of detail at a high quality and industry level. Due to being a perfectionist, I had very high expectations and found it difficult to maintain this in a shorter timeframe, therefore challenging me to either sacrifice aspects or work at a faster pace. To improve this I will research methods to increase the speed of my workflow and prioritize elements of my work.

R+D Conclusion

To conclude my Research and Development blog, I will bring together all of my findings from this project.

From gathering relevant research sources I have enabled myself to develop and learn new skills such as researching, reflecting, analyzing, and compiling knowledge and then applying it to my own work. I used visual influences such as mood boards, case studies, and images for artistic inspiration which is reflected in my final artifact. From this, I took forward the skill to document my progress through screen recordings, screenshots, and frequent write-ups, then allowing me to look back and reflect on my development and growth.

Using video tutorials, case studies, articles, and previous findings working alongside practical experimentation, I have learned how to use new software such as Blender, Substance Painter, and the Unreal Engine. Such required software has given me the opportunity to practice skills in 3D modeling, texturing, and level design.

All of these skills combined, resulted in a high-quality level design in Unreal, using a variety of custom and sourced assets, and finally bringing all of these elements together in a cinematic sequence.