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Final Year Project - Introduction: (30th January)

  • Ryan Harlee Jones
  • Feb 6, 2017
  • 3 min read
What is this and upcoming posts about?

At university I am currently undertaking my final year as a BA (Hons) Computer Games Art (with Foundation Year) student.

I am now planning and getting to work on my final year project, and plan to update this website with weekly progress updates.

These updates will be placed for my own sake of good practise, and possibly to use as a deliverable for the project marking scheme.

What is your project about?

Considering that I am titled as an Environment Artist, I plan to create myself an environment diorama to place on display on websites such as Sketchfab. The environment will be created with reference material from World of Warcraft: Legion, and Darksiders 2. These two games will influence the art style, the way 3D models are built up, and the sculpting and texturing methods that will be applied.

The environment itself is a temple / tomb like level selection hub, similar to what is seen in the earlier Crash Bandicoot games when selecting the levels to play.

Fig 01. Crash Bandicoot 2 (Naughty Dog, 1997)

Fig 01. Crash Bandicoot 2 (Naughty Dog, 1997)

What do you plan to accomplish in your project?

During the creation process of this project, I would like to have learnt more about ZBrush sculpting techniques, specifically in relation to high to low poly baking. Along with also learning more about the way the Unreal Engine 4's special effects system works. I also obviously plan to create the environment itself, this will have the special effects and normal maps applied to the environment for quality and style which I will have been researching.

The environment creation process will contain the planning phase of the project, moving then on to the 3D modelling phase, sculpting phase and then texturing phase. Along with making sure to built up the environment efficiently in the Unreal Engine, which includes set dressing, lighting, post processing and other polish.

Fig 02. Wow: Legion Concept (Blizzard, 2016)

Fig 02. Wow: Legion Concept (Blizzard, 2016)

Why have you chosen an environment?

I have specifically chosen an environment as a test to myself. During my time at university, I have taken part in a handful of group projects, during these projects along side other modules, I have worked on a variety of things from trailer editing, particle effects creation, set dressing, leadership roles and more. Although during the last two years, I haven't had much of a chance to create an environment piece that entirely consists only of my work.

Doing this will allow me to personally understand what my work quality looks like when working by myself, I have accomplished so much in group work that I want to prove to myself that I can stand on my own as an artist, and create something by myself which I am pleased with quality wise. This will allow me to make sure that I'm not just piggy backing off of others success, which I don't believe I am, but at the same time accomplishing this for myself will allow me to be more confident with the pieces I create.

Fig 03. Darksiders 2 Concept (THQ, 2012)

Fig 03. Darksiders 2 Concept (THQ, 2012)

What can we expect from future posts?

I plan to post weekly on my progress, either on the Sunday or the Monday depending on my personal schedule. Each blog post will give an overview of my progress and what I have learned / achieved over the course of that week.

-Ryan Harlee Jones

References:

Naughty Dog (1997) Crash Bandicoot 2 Level Hub [JPEG Image]. Available at: http://www.mobygames.com/images/shots/l/273282-crash-bandicoot-2-cortex-strikes-back-playstation-screenshot.jpeg (Accessed: 01/02/2017) Fig.01

Blizzard (2016) Legion Environment [JPEG Environment]. Available at: http://media.blizzard.com/wow/legion-6a153ad2/images/media-artwork-6.jpg (Accessed: 01/02/2017) Fig.02

THQ (2012) Dead Plains Architecture [JPEG Image]. Available at: https://s-media-cache-ak0.pinimg.com/originals/95/b3/75/95b3755b1fa3c1691b55da8360926b95.jpg (Accessed: 01/02/2017) Fig.03

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