Environment Design Based on LOD/ Milestones for Fall Quarter 2011

 

 


 

Concept Art

3D Low Poly

3D High Poly

Level Design

Texture Art

Approved:

Pending

Pending Pending Pending Pending


Milestones List...

Milestone 1...
Description:
The first milestone will focus on establishing the initial cathedral architecture style and the surrounding environment located on the top of ring city. Low res. models with various design will be build.
Completion Date:
September 18, 2011
Test for Completion 3DS Max:
* There is an example of the hero architecture rendered in the bird's eye/ established view in the 3D space.
* There is an example of low res. modeling testing for the final art style in players' view.
* The camera can to move around to view cathedral square. 3D turn table for this initial cathedra build.
Risks:
The risk to be addressed in this milestone is the all around approval of the look of the in-game art assets.  Since I need a playable level by the end of quarter, getting an early sign off from all potential issues is critical early on. I anticipate this to be a process that will require some back and forth before it can take off for full speed.
Production Dependencies:
Communication with Professor Fu.
Additional Cathedral Architecture Style Design Documents:
Refer to all collected architecture/ art books for modeling references.

Milestone 2...
Description:
The second milestone will focus on finishing the exterior of the cathedral modeling and implementing all the surrounding architecture in the square
Completion Date:
October 02, 2011
Test for Completion 3DS Max:
* There is an example of the rough build 3D environment in the players' view. 
* The key architectural structures needs to have enough poly count to show details of the models without textures.
* The over all environment is implemented to establish the look and feel of the cathedral.
Risks:
The risk to be addressed in this milestone is getting the structures modeled and look somehow decent. They must maintain consistent look without textures, in a way that meshes shamelessly with the medieval age. I plan to reuse a few comment architectural buildings within their unique look on each side of the wall so the building styles don't repeat.
Production Dependencies:
Communication with Professor Fu, show progress and improving from feed back.
Additional Internal Design Documents:
* Refer to all collected architecture/ art books for modeling references. New concept art may be needed.
 
 

Milestone 3...
Description:
This milestone texture creations and implementations will begin to add the entire cathedral square.
Completion Date:
October 16, 2011
Test for Completion 3DS Max:
* List the texture of material needed for the environment. Collecting and retouching photo reference for in game textures.
* Normal, specular, occlusion maps will also need to be generated in Crazy Bump.
*32 bit TGA textures need to be edited and created in Photoshop.
*Cathedral architecture modeled, UVed and textured.
* Sub architectural structures, modeled, UVed and textured.
*Ambient light testing begins.
*Creating various moods with preliminary light effects in 3DS Max. Rendering different camera views for progress evaluations.
Risks:

The main risk to be addressed in this milestone is establishing an art process which determines the amount of time that will be required to create each hard-surface model; especially the Cathedral.  I hope to complete nearly every asset in this level, which makes the list of 2D and 3D assets to be created fairly extensive.  

Production Dependencies:
Pray for no technical difficulties and don't get sick............
Additional Internal Design Documents:

* Complete Textures List

* Complete Modeling List.
* Render the environment with some lighting effects..

Milestone 4...
Description:
This milestone implements all the static meshes from 3DS Max to Unreal.  Cathedral square level is playable.
Completion Date:
October 30, 2011
Test for Completion Unreal UDK:
* The materials have been implemented to Unreal library and ready to use.
* The static meshes are imported to Unreal and broken down as individual modular.
* The base environment has been implemented.  Players are now free to explore the cathedral square.
* Adjusting the each static mesh for proper scale in order to create the mood and the LOD.
* Initial lighting for this level to create the base of the look and feel.
Risks:

Much of the fundamental assets importing to Unreal engine is very time consuming. Additional collision meshes will need to be created in Unreal. The goal is to keep things simple while allowing players to explore the space in in-game environment and get a good sense of scale for the surrounding architecture. 

Production Dependencies:
Some learning curves may still require to work with the latest monthly release of Unreal SDK.
Additional Internal Design Documents:

* UDK tutorials.


Milestone 5...
Description:
This milestone implements the cathedral square, additional details like greens and vegetations will be added.  More detailed texture maps and refined models are implemented.
Completion Date:
November 6, 2011
Test for Completion Unreal UDK:
* About 80~90% of the environment have been implemented.
* About 50% of the lighting have been implemented.
* Players can explore the level.
* Level of details of the cathedral alone with other design aspects await player to discover.
* In-game cinematic (Unreal Matinee) will be tested.
* In-game sound effects might be implemented.
Risks:

The milestone schedule assumes that this game will not require an E3 demo.  If this changes, priorities in the schedule may have to be adjusted.

Production Dependencies:
Unreal Matinee feature is known but never have experience with, same as audio implementations. Some training and learning are require to overcome the technical aspects.
Additional Internal Design Documents:

* UDK tutorials.


Milestone 6...
Description:
First Playable.  An entire level of the Cathedral square can be played.
Completion Date:
November 17, 2011
Test for Completion Unreal UDK:
* All first pass textures are implemented.
* In-game hard-surface models are implemented.
* First pass of the cathedral have been implemented.
* About 85% of the Cathedral square level have been implemented.
* About 60% of lighting effects have been implemented.
* Championship Mode screen flow is implemented.
* At least one cut-scene (Matinee) is implemented.
* At least one sound effect is implemented.
* Players can now take control of characters (first person view) within the integrated level.
* The camera control is functional.
* The Controller Select Screen is functional.
*The Progress/Movie (Cut Scene) Viewing Screen is functional.
* The collision on most static meshes are functional.
* The lighting effects are functional.
Risks:

The pipeline, length of time and resources needed to create each visual component will be determined during this milestone. The design calls for many visual effects and functionality based on Unreal UDK. The feasibility of this plan has yet to be proven due to depth of the engine.

Production Dependencies:
None
Additional Internal Design Documents:

None


Alpha...
Description:
The alpha milestone is considered "content complete". It demonstrates that all the technology needed to complete the game has been implemented.  Approximately 75% of all assets have been implemented in order to meet the 45-hours presentation.
Completion Date:
Winter Quarter, 2012
Test for Completion 3DS Max/ Unreal UDK:
 
 
Additional Internal Design Documents:

None


Beta...
Description:
The game thesis is feature and content complete.  Only bug fixing remains.
Completion Date:
Winter Quarter, 2012
Test for Completion 3DS Max/ Unreal UDK:
 
 
Risks:

Debugging, improving visuals in this milestone.  Focus testing for imperfection may be necessary.

Production Dependencies:
* QA Testing
* List of Publisher Credits
Additional Internal Design Documents:

None


Gold Master Candidate...
Description:
All major bugs have been fixed.  The thesis game environment is ready for final approval.
Completion Date:
Summer, 2012
Test for Completion 3DS Max/ Unreal UDK:
* Credits Implemented
* No major bugs and art issues.
Risks:

Debugging and tuning are still issues for this milestone. 

Production Dependencies:
None
Additional Internal Design Documents:

None


Migo's Thesis Project X Milestones 2011