Learning experience. Thoughts
Wednesday, March 12, 2014
Tuesday, December 17, 2013
Feedback for Vinyl on EAE day
I asked suggestions and comments for people who play our game for a while and got following response:
1. Most people don't get the power system and they think power bar is not make sense for them on the UI. (Some suggestion want exchange position for power bar and song procession).
2 Most people think that shaking on the pipe is awesome especially when it corresponding to music rhythm. However, some people had point out that shaking on the screen make them uncomfortable and dazzle.
3 They also want our pipe to be different at some extend like it may turn right (Our game just turn left right now..) or boarding on ceiling.
Sunday, December 1, 2013
Principle I have concluded
It is the first time that I working as an
artist in the team. So I did learn lots of valuable lessons on this semester.
1. It's important to communicate with team
members especially producer or director who responsible for art
part.
The best art asset is the one that fit for
your game theme most. Make sure you got "key word" right. In other
word, you need know what kinds of art style that the team really wanted through their
description or picture. Double check art style that you figure out in your
brain is the same one that director willing
it to be. Because it is fact that different
people have different understanding in same word and concept. Take our project
"Vinyl" for instance. We have a meeting after IGF to discussion
and changing our art style. On the meeting, they knock down a key word
"Night Club" for new art asset. So I scratch out this skirt and high
heel shoes for fitting the night club style. Because my
understanding about girl (Character) in night club is equal to sexy
and attracting.
However, it turns out that they want the
night club environment not the character style. They want neon and shining
light as night clue theme but a character which have decent suit fit for the
boarding sports. (This conclusion is made after lots of
communication)
And finally I have balance their ideas and
built
out a character fit boarding, night club, and music style.
2 It's
hard to make everybody happy on one art asset, it may be a good idea
to give them some tiny choices.
That is a trick which I learn from
my mentor Mark. I do remember
that he always ask me to show the character to team with three detail changed, Like changing
hair color, tattoo style, tattoo position or something else.
"People are wired. They always want this or that and......"
"People are strange. They always have lots of different opinion and
ideas". Above two conversations was given one by other artist in our team
and the other was by my mentor. Yes, people have different of opinion about beauty
and fairness. It's inevitable that someone in your team may dislike your work.
But if your give them some choice to combine their preference. We can optimize
negative opinions and comments at some extend.
3 Get
some buy off when you are working.
It's easy to understand this one. You can avoid
changing details or even the whole thing again and
again.
4 Put you
art assets on the game earlier.
You may experience some unexpected
problems or visual changing when you put you assets from art software to game.
In my case, three big issues happened in this process. First
time is when I totally done the mesh, I gave it to engineers to put it on the
game then I found lots of detail that I working so hard on it cannot be seen on
the screen. Like tattoo and fingernail:
Second, when I finish two animations
and gave them to Jason K (Lean from previous mistake I just try two and asking
him to put it on see what it would like.) .....Just as my concern, since they
have shrink down the character, it's hard to see some motion animations since I
made them based on full size and real life motion style. So I have to rebuild
some new animations that exaggerated a lot.
Last one is lots of formats
detail and animation detail between Maya and Unity and stuff that I need
working with engineer to solve it.
All in all, the earlier you
put you art asset in your game , the more time you get to solve unexpected
problems and get know what kinds of parts you need focus on working
process. It is very important in working efficiency and making you model
and animation perfect fit in game.
Tuesday, September 3, 2013
Technical artist road begin
Thanks
for my mentor professor Mark. I got a new road for experience game
industry—technical artist. I found this area is promising and valuable, and
most important it’s just fit me so much for the so many reasons.
I do like programming,
but programming in C++ especially debugging is very painful for me. I like
scripting which focus on function itself.
Same to art part, I don’t have any foundation knowledge on drawing, but
I do enjoy visual effect on the screen generated by computer.
I just feel I can
sit in front of computer do modification in detail for character like
sculpture, rigging constrain, painting the weight, animation for whole day. I
may say that those learning experience is kinds of like playing video games indeed.
Yeah~ when I get some free time, I prefer to open Maya or Z brush to do some
funny thing now.
Saturday, April 27, 2013
Particle Effect on Vinyl
My core concept was to express the feeling that Needle (main character) moves
on very fast speed to corresponding to music mood which would be DJ in our
design process. So the high frequency
music works together with flashing game scene to catch player’s attention and
make them immerse in this music world.
Thursday, April 18, 2013
Summary of what I have learnt on graphic class
At first, I want to say” Thank you very much” to John-Paul
Ownby for giving us such nice class on this semester. I intend to go to class
tonight for got some new information and choose option 1 to build a nice scene
at first. But I have to back China to do internship at April 29. So option 3
seems good for me because I should finish all the Assignment as soon as possible
and do some preparations for summer travel.
For computer graphic and coding skill aspect, honestly
speaking, I know nothing about computer graphic and DX11 before this class. So
starting from a rectangle to a scene with shadow, transparency, light, environment
map, translucent effect is truly a long but colorful road. I still remember the
day that John explains the graphic pipeline in such an easy way but turn out to
be a huge code structure (which has been proved a very expandable and nice
frame right now.).
My understanding of game graphic is a process that lots of
vertexes that encased with position information, color information, texture UV,
normal, tangent, bi_tagnet and other information we may not know from now on.
These vertexes ordered by index buffer (with left-hand rule in DX) then sent to
vertex shader to do some math problems like normalize, dot, matrix handle.(generally
speaking, is a transition process model position between world position, then
world position to view position). After that the vertex shader work out the
data which fragment shader use it as input and do lots of magic work (for my
understanding blending color in different way.) to show the scene on the
screen. And this also the reason why
graphic hardware is such an amazing stuff—do magic work behind screen, under
the code.
Imitate Light is the most impressive creation for me compare
to all of our assignment. I already pointed that out in older blog that how
this inspired my mind. This method solves the problem on different way,
the way usually opposite to us (at least me). I should keep in mind
to try to solve problem on some amazing different way in daily life. What
is more, I think environment map, render target as Texture and translucent
effect are all based on the method inherited from imitate light.
Code structure is another critical part for me. From this
class, I got deep understanding of I/O demanding and why expandable quality is
important to a code frame. We use “Scene”
file to determine which Entities and Lights are in the scene. Then use “Entity”
file to determine Mesh and Material. “Material” includes Effects and Texture. “Effects”
file responsible for which shader we may use. As assignment became more and
more complicated, I can feel how important to have this stuff to expand
function.
Besides class, I think JP has lots of excellent personality I
should learn from. He demands people (including himself) to finish task as
perfect as possible. CADE stuff is a good example. The time he spent to help me
to solve this tiny problem is totally enough to just let me use whatever kinds
of online driver. But he did this, he give me a detail email comments and link for
asking help. No matter how classmates may complain about the assignment, he
never canceled it out. “Just use more time to finish what you should finish and
learn what should understanding”
All in all, I am glad that I chose this class and it’s truly meaningful
experience.
Friday, April 12, 2013
Game Graphic 10
This Assignment ask us to finish soft intersection. So we had to built depth pass first to store opaque bucket information first, then use it on soft intersection Effect. This time we name this information as "view depth texture". Similar to Assignment 9 except that we only output value to red channel. So D3DFMT_R16F texture was used.......... Nothing beyond clear, preparing data for use, send data to shade for rendering.
Some detail to mention: Lots of trick parts in this assignment, especially to implement comparing current fragments' view depth with the previous view depth. And remember normalize Z value at first=.=
Here is the result of soft intersection:
Depth Buffer:
Depth texture in red Channel:
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