Wednesday, 1 October 2014

Blockout Stage and Planning

After deciding on where I wanted the project to go I began to create a simple blockout in Unreal 4. This would help get a good scale for the environment and make it easier to work out how a camera could move out the environment. I used the geometry brushes in Unreal 4 for the basic wall sections and created a few quick static meshes for other assets to represent the scene better. I will go back and improve these models later on and do high poly bakes.



After creating a blockout I made a quick mock-up of what a cinematic fly-through of the level may look like. I focused on key features such as the central fountain in the patio and other assets that told the story of what each room is.





Planning:
After creating the blockout I began to plan out the rest of my project. I created a simple asset list that included the minimum amount of assets I needed to produce. If I end up feeling the room are too empty or that I have time left over I will create more meshes and assets to bring the scene to life.

Main Patio Area:
·         Lion fountain – one complete lion, one slightly broken to make some variation
·         Modular sections of columns 
·         Spare column for corners and extras
·         Water channels
·         Foliage – bushes, trees?
·         Roofs
Living Room:
·         Sofas
·         Chairs
·         Cushions
·         Tables
·         Lamps
·         Central fountain/water pool
·         Shutters on windows
·         Chandelier
·         Plants
Bedroom:
·         Four-poster bed with drapes
·         Bedside table
·         Lamp
·         Ceiling light
·         Dressing table
·         Wardrobe
·         Chest of drawers
·         Shutters and drapes on windows
Other:
·         Sky out of windows

·         Terrain out of windows and over walls on patio

By calculating how long it will take me on average for each asset (and overestimating slightly on each) I then created a basic gantt chart. This shows that if I stick to the plan below I can be finished about a week before the deadline. I would like to stick to this plan as it means I will have a week to polish the level however I am aware that other modules, events and circumstances may get in the way.

I had originally created a few basic milestones for myself. I aimed to get all the assets modelled and UV'd by week 6 latest so I have time to base texture before the alpha milestone at week 8. After creating the gantt chart I realised that this may be unacheivable and a more realistic milestone would be week 7. I had also thought about having a milestone for week 10 of everything finished but this again was pushed back to week 11 on my gantt chart after looking at the hours required for each task. If I find that I get things done quicker than illustrated in this gantt chart I will return to my original milestones of week 6 and 10.


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