Keepers of Intheris: Story and Aesthetics MASTER PROJECT
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PM Keepers of Intheris: Story and Aesthetics MASTER PROJECT Tatiana Severim Vieira MASTER IN COMPUTER ENGINEERING January | 2017 Keepers of Intheris: Story and Aesthetics MASTER PROJECT Tatiana Severim Vieira MASTER IN COMPUTER ENGINEERING SUPERVISOR Sergi Bermúdez i Badia CO-SUPERVISOR Eduardo Leopoldo Fermé Keepers of Intheris: Story and Aesthetics Tatiana Severim Vieira Constituição do júri de provas públicas: Karolina Baras, Prof.ª Auxiliar da Universidade da Madeira, Presidente Pedro Campos, Prof. Auxiliar da Universidade da Madeira, Vogal Sergi Bermúdez i Badia, Prof. Auxiliar da Universidade da Madeira, Vogal Março 2017 Funchal – Portugal ABSTRACT The recent releases of new and affordable software for developing video games, combined with an educated population and the large amount of knowledge available for free on the internet has created an explosion in the number of video games being developed and released independently. This project details part of the development of a video game based on a previously existing board game. This project focuses on the aesthetics and story, two elements of the game design tetrad that, all games possess in varying degrees. During this project the interface of the video game was designed, prototyped, tested and iterated upon. The game world, its props and characters were also modeled and a background story was established for the world, the monuments on it and, for each character and where they came from. The development of this project followed processes applied and thought by professionals of the game industry and was successful to implement a proof of concept of a video game. This work provides a deep insight for anyone that wishes to understand the game industry and learn the process of creating a game. RESUMO Os lançamentos de novos pacotes de software a preços acessíveis para o desenvolvimento de vídeo jogos, juntamente com uma população formada e a grande quantidade de conhecimento disponível de graça na internet geraram uma explosão no número de vídeo jogos a serem desenvolvidos e lançados independentemente. Este projeto detalha parte do desenvolvimento de um vídeo jogo baseado num jogo de tabuleiro previamente existente. Este projeto centra-se na estética e história, dois elementos da tétrade do desenho de jogos que todos os jogos possuem em graus variados. Durante este projeto a interface do vídeo jogo foi desenhada, foram criados protótipos desta, estes foram testados e iterados. O mundo do jogo, os objetos neste e as personagens foram modelados e uma história de fundo foi criada para o mundo, os monumentos deste, para cada personagem e a sua origem. O desenvolvimento deste projeto seguiu processos aplicados e ensinados por profissionais da indústria dos vídeo jogos e foi bem-sucedido na implementação de um vídeo jogo. Este trabalho apresenta uma visão aprofundada para que qualquer pessoa que deseje aprender sobre a indústria de jogos e o processo de criação destes. i ii KEYWORDS Game development Board game Interface design 3D production pipeline Unity3D. PALAVRAS-CHAVE Desenvolvimento de jogos Jogo de tabuleiro Desenho de interfaces Processo de produção de 3D Unity3D iii iv ACKNOWLEDGEMENTS Firstly, I would like to thank and acknowledge my parents and brothers who, are very important to me and always believed in me. Without them and their support on all levels I would not be here today. I would also like to thank João Serina for always believing in me, for his patience and for helping me in everything I needed even if sometimes I did not know that I needed help. To my supervisors, Professor Sergi Bermúdez i Badia and Professor Eduardo Leopoldo Fermé, I would like to thank for all the time they dedicated to this project, even during their holidays and, for always being ready and eager to help. I would like to thank Yuri Almeida because without him this project would not exist and for his patience and time when planning parts of both our projects. Furthermore, I would like to thank Juan Ponte for his assistance in improving the quality of the 3D renders and for making my days better with his, often, obscure humor. Finally, I would like to thank all my friends, relatives and former professors that always believed in me and supported me throughout this journey. v vi CONTENTS Introduction .................................................................................................................................... 1 1.1 Motivation and Objectives ...................................................................................................... 1 1.2 Project Division ....................................................................................................................... 1 State of the Art ................................................................................................................................ 3 2.1 Game Industry Evolution ........................................................................................................ 3 2.1.1 The Evolution of Strategy games and the Rise of MOBAS .............................................. 6 2.2 Game Interfaces ...................................................................................................................... 8 2.2.1 Evolution of game interfaces .......................................................................................... 9 2.2.2 How information is displayed in Other Games ............................................................. 11 2.3 Texturing and Texture Maps ................................................................................................. 14 2.3.1 Color Maps .................................................................................................................... 14 2.3.2 Transparency Maps ....................................................................................................... 14 2.3.3 Bump Maps ................................................................................................................... 15 2.3.4 Specular Maps ............................................................................................................... 16 2.3.5 Light Maps ..................................................................................................................... 16 2.3.6 Creating Textures .......................................................................................................... 17 2.4 Standard UV Projections vs UV mapping .............................................................................. 18 2.5 Animation Approaches In Games ......................................................................................... 19 2.6 Game Asset Creation – Standard Game Industry pipeline ................................................... 20 2.6.1 Creating the Concept .................................................................................................... 20 2.6.2 Creating the Model ....................................................................................................... 21 2.6.3 Mapping the UV’s .......................................................................................................... 23 2.6.4 Adding Textures ............................................................................................................ 23 2.6.5 Animating ...................................................................................................................... 24 2.7 Software Tools ...................................................................................................................... 25 2.7.1 3D Modeling, Rigging and Animating - 3Ds Max vs Maya LT vs Blender ..................... 26 2.7.2 3D Sculpting - ZBrush vs Mudbox ................................................................................. 28 2.7.3 Texturing 3D Objects – ZBrush vs Photoshop ............................................................... 30 2.7.4 Popular Game Engines – Unreal Engine 4 vs CryEngine 3 vs Unity3D 5 ....................... 32 The Board Game ........................................................................................................................... 35 Game Story Development ............................................................................................................. 37 4.1 Game’s Universe and Story ................................................................................................... 37 4.2 Game World - Where the Game Takes Place........................................................................ 38 vii 4.3 Character Classes .................................................................................................................. 38 4.4 Game Clans and its Aesthetics .............................................................................................. 40 4.4.1 Clan Creation Process ................................................................................................... 41 4.4.2 Clan Aesthetics .............................................................................................................. 41 4.5 Game Characters’ background and Aesthetics ..................................................................... 43 Game Interface ............................................................................................................................. 45 5.1 Game Interface Requirements .............................................................................................. 45 5.2 Menu ....................................................................................................................................