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Monday 24 May 2010

FMPA2 Project Evaluation (Final Post)

FMPA2 is probably the most thorough project that I have ever worked on. It is also a project of which I have created some of my strongest work to date. The long length of the project allowed me to spend a lot of time on my Half-Life 2 custom game level entitled Light Pollution. I feel that I have made good use of the given time and produced good results despite being a bit ambitious at times.


I was very pleased to receive good feedback from people who play-tested my game level. The good comments that I received have made me really believe that I can take talents to the next level and create triple A, commercial game quality levels. Having a play-test session was a terrific idea, even though it took place on the final possible day. It was very encouraging to see people playing and most importantly enjoying my work. That has to be one of the most rewarding paybacks from all the effort of creating a playable single player experience.

In the early stages of FMPA2, I decided to participate in the Bishop’s Art Prize 2010. A new competition at the university that is judged by the Bishop of Norwich. For the prize I decided to focus on creating a new game concept whilst sticking to the competition theme. I produced concept artwork and a promotional trailer. I am glad that I decided to engage with this opportunity as it gave me something different to work on from time to time. It was more work to do in total but I am glad that I now have this work for my portfolio.


If I had the opportunity to work on this project again from the beginning there are lots of things I would have changed. For example, I would have tried to get more involved with 3D modelling and create 3D props for my level as opposed to creating them inside the Half-Life 2 game editor (Hammer) which takes up a lot more memory. I would have been more decisive when placing the level’s geometry and it would have been a good idea to plan out the level on paper down to even the most intricate of details. This on-paper planning approach may have saved me a lot of time and headaches during the stages of implementing my level’s basic geometry.


A particular feature of my project that I have managed to pull off with style was the lighting throughout the level. During FMPA1 I carried out a lot of research into lighting in game levels, colour theory and colour temperature. The lighting looks most spectacular within the outside locations of the level. The tall background buildings are illuminated by bright spot lights and the bridge is illuminated by yellow and cyan lights which contrast superbly against the dark blue night sky. I feel that I have also done well with the placement of enemies and items within the level and I would like to think that I have managed to achieve a decent difficulty curve.


On completion of the project, I feel a lot more confident in my ability to design first-person shooter game levels. This is a skill that I would love to develop further and I believe that I have the talent to pursue a career in game level design. Using the experience that I have gained from FMPA2, I believe that my future projects will progress a lot better and hopefully achieve progressively more impressive results. I am glad I pushed myself to be ambitious with both FMPA1 and FMPA2 because I have learnt so much many skills that would be useful to any employer within the games industry. My aim at the start was create a playable single player experience that would be challenging, fun to play and visually strong. I feel that I have achieved this and from achieving this, I now have the confidence to raise my standards even higher when working on commercial projects that I may hopefully have the pleasure of working on after completion of my BA (Hons) Games Art and Design at Norwich University College of the Arts.

Play-test session feedback #2

More photos and comments from the play-test session . . .


"Interesting and fun to play. Good Work, A++"
Matt Ware, 3rd year Games Art and Design



"Fantastic stuff! Love the arabic script (very authentic!) Good level design - sentry turrets behind areas of cover. It's all about the magnum for me! Well done."
Nigel Potter, 2D game art tutor


"I'm determined to beat this level on the hard setting!"
Mark Wickham, 3D workshop tutor


"Good pacing and innovative level design. Really enjoyable experience."
Will Tiddy, 3rd year Games Art and Design

Play-test session feedback #1

Here are some photographs of students and tutors playing my finished game level accompanied by a comment from them. Here's what they had to say . . .


"Easy to navigate, nice game flow and level design. Fun to play"
Alex Whitehead, 3rd year Games Art and Design



"Expansive, engaging and fun. Kept me challenged. Would play again."
Felix, 2nd year Games Art and Design



"Good flow, easy to navigate, nicely designed. Really liked the toilets!"
Kayliegh Branham, 3rd year Games Art and Design



"Streamlined, good difficulty curve, good variety of weapons."
Sam Gross, 3rd year Games Art and Design

Finished Level Screenshots #3

Most importantly, I feel that the level's title of 'Light Pollution' is well justified as you can see in the following screenshots . . .


Finished Level Screenshots #2

More screenshots of the finished playable level . . .

Finished Level Screenshots #1

The level is finally finished and ready to be play-tested! The screenshots below show the level in it's full, finished glory . . .



Hammer Editor Screenshots #2

And the here is what the other half of the level looks like in the Hammer Editor's 3D viewport . . .



Hammer Editor Screenshots #1

Here are some screenshots taken from inside Valve Software's Hammer Editor of the level in it's near-finished state . . .


Station Ticket Barrier

This feature that I have added to the waiting room makes it feel much more like a train station . . .

Finance Building Interior

The interior of the finance building is looking a lot classier after some texture changes. There is also a certain warm ambience to the atmosphere of the room.

Toilet Block Overhaul!

I made some drastic decor changes to the station's toilet block but the feedback that I have recieved on this choice has been positive and people have likened it to the toilets in Chapelfield Mall, Norwich . . .




Bright City Lights - Illuminating the buildings

One of my biggest and most frustrating challanges was getting the buildings around the level's perimeter to look illuminated. I managed to solve this problem by adding a spotlight in front of each building. I am very pleased with the result!





Floor Plans #2

Three more floor plans depict the floor layout of the subways, finance building courtyard and finance building rooftop . . .


With the floor plans complete I can now go ahead and build the remainder of the level's geometry with confidence.

Floor Plans

Below are some floor plans that I developed so that I could really set my level's design in stone. I split the train carraige, station platform, waiting room and courtyard into four seperate sections and designed a floor plan for each on A4 graph paper.