Wednesday, 10 February 2021

NEXT-GEN Nescot Year 4 HND - TopDownGame Advert (Planning and pre-production)

For an upcoming Game Development project (TopDownShooter), we were tasked with creating a Game Promo to advertise the game before it's release.

For this promotional advert, we were required to intersplice live action footage with VFX elements in advertisement for the game, leading me to the creation of multiple itterations of similar storyboard designs.

In the creation of my storyboard, I first started by creating a series of images; by drawing them, or using assets from the game to create them and illustrating what actions and movements the characters would make using red lines as an indicator.


Once this was done, I then began writing what each panel showed, explaining the movements and actions shown within each scene; as well as colouring over the existing images to give the storyboard a much more polished appearance.
Eventually, due to some feedback, I re-created the storyboard with further ideas for VFX shots and new scenes. This was because the storyboard didn't illustrate enough options for VFX shots intertwined with the live action shots, therefore leading me to show a selection of possible ideas that could be used in the final video.
Finally, I moved the text down to the bottom right so that the new panel I created could fit into the storyboard. Unfortunately this text is harder to read, however, I did attempt to clearly segment each part of text and align them with the number associated with the shot they correspond with.

Overall, I believe my storyboard went well, however if I was required to change anything else with the appearance of the storyboard I would attempt to improve the visibility and clarity of the text explaining what happens in each shot.
 
Meanwhile, in order to better understand and visualise the live action shots and VFX that go with them, I decided to create a VFX mock-up to showcase the different possible VFX shots I could create and how they may end up appearing.

Shot 1
Shot 3
Shot 5-6
Therefore, for this advert/VFX project I will need to create a large number of different game and VFX assets to be showcased within the trailer. This list of required 2D and 3D assets includes:

3D Assets:
  • (possible) Rat/mouse Rigged 3D model
  • (possible) Tracked Gun
  • (possible) Table
  • (possible) Chair
  • (possible) 3D moddeled enemy
2D Sprites:
  • PlayerSprite
  • AlienWithLaserPistol
  • BikerBoss
  • SuperVillan
  • GeneralNoGun
  • GeneralWithGun
  • ScientistNoGun
  • ScientistWithGun
  • MotorBike1
  • MotorBike2
  • MotorBike3
  • MotorBike4
  • LongTable
  • TableChair
  • DeskChair
  • BasicCrate
  • BasicDoor
  • BikerGrunt1
  • BikerGrunt2
  • SuperVillanDesk
  • SuperVillanGrunt
  • Pixhell-Title
  • Map-BasicTutorial
  • Map-Biker1
  • Map-BikerBoss
  • Map-SuperVillanBasic
  • Map-SuperVillanBoss
  • Map-AlienBasic
  • AlienSpaceshipCentre
  • SuperVillanWallDecor
  • BasicLamp
In order to better organise and prepare for the production phase of my project, I created a Production schedule/GANT Chart to create a better idea of what I need to do and when. This allowed me to segment the tasks I am required to complete, as I do not have other Project teammates.
Also, in relation to the storyboard I decided to create a Risk assessment, assessing the different risks and problems that could arise during filming the live action scenes and problems that could arise during the development of the final trailer.

Risk assessment

Risk

/Hazard

What might cause this hazard?

Risk severity

Risk likelihood

What can be done to reduce the Risk?

(general development) Loss of work/data.

computer crash/data corruption.

High.

Low.

Keep backups of saves on multiple devices to reduce loss of work.

(Shot 5) damage to door.

The actor kicking the door too hard or the door being fully closed or locked when kicked.

Medium.

Low.

The door being slightly open so that it would be pushed open rather than actively forced and checking if the door is locked before kicking it open.

(Shot 5) damage to actor’s leg.

The actor kicking the door too hard or the door being fully closed when kicked.

Medium.

Medium.

The door being slightly open so that it would be pushed open rather than actively forced, to lower the force needed to open the door.

(Shot 1, 3, 5 and 6) danger of falling over.

The actor snagging their foot on a raised surface, actor losing balance and falling over.

Low.

Medium.

Using carpets and mats to increase the friction on the floor used, making sure to maintain balance when kicking the door open (The door being slightly open lowering the force needed to open the door could help).

 
The VFX requirements for this project are effectively the different processes and tasks I've set myself, that are required to complete the creation of my advert. For example, for the first VFX shot, I need to create a (possibly 3D modelled or 2D) animated rat.

Meanwhile there are effects that are proposed to be in multiple scenes, such as Tracking and compositing. Tracking could possibly be used in shot 3, 5 and 6, being used to track a 3D modelled gun the character's hands, making it appear as if the live action character is holding it. While composoting would be used to insert different effects and VFX elements into the scene.
I also decided that I could possibly add some smoke effects during the live action scenes, to give the environment a "drug den" appearance and feeling.
 
Rotoscoping is a large part of the project, as I will need to rotoscope the character's boots to appear in front of the rat in the first shot, in the third shot I could possibly require rotoscoping to better fit the (possibly) tracked gun into the scene. Finally, in the fifth and sixth shots I need to use rotoscoping on the doorway, in order to add the digitally created room on the other side of the door.

On the other side of the doorway, I decided I would create a series of 2D sprite animations in a 3D appearing setting. This was to better link the appearance of the VFX shot to the game and to lessen the amount of work required for the last two live action scenes (shot 5 and 6).

The overall processes related to the creation and different phases of the project can be seen in the VFX production Pipelines (flowcharts) below.



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