Year 3_T1 - VFX

Year 3_T1 - VFX

The End Product //

\\ My Submission Content

See below for the posts I made when submitting this for my final assignment for immersive design.

\\ Post 1 V - The Plan !

Video Game Intro Video :

For my VFX sequence, I’m going to create an animated into sequence being sequences of the in game world and environments the player will face. Giving the player a glimpse of what is to come on their journey. The video being played on startup and can be skipped.

The video game intro will not be a pre rendered but a real-time render sequence. Making the sequences match the player’s graphics settings and resolution. So there isn’t as much of a disconnect between, watching the intro and playing the game. Figure 4 (Jenkins, 2021) similar to how they mention how real time, scenes allow the player to be more deeply invested with seamless transitions and visual presentation. I believe this is due to, if the scene was pre rendered its constraints are the render resolution and encoding artefacts.
Visual inspirations :

Visual inspirations :

Fallout 3 :

A major inspiration for my opening sequence is Figure 1 (Fallout 3,2008) opening cutscene. Lasting 1 minute 35 seconds, being one continuous shot from inside the bus to slowly revealing more of the world. Intertwining music for the reveal of the brotherhood of steel character in a post apocalyptic Washington DC.

Taking influence, I plan to have a single continuous shot to show the game environment and player reveal. While adapting the shot to turn and rise to show differences in complexity of the game and world.

Figure 1 : Fallout 3 Into cutscene

Life Of Pi :

Figure 2 (Life of Pi ,2012) use of aspect ratios and black bars. It uses of aspect ratio by overlaying a fish during an important part of the film. Making the scene more impactful as using the black area of screen, what is normally aspect ratio black bars. Being something what is not thought about in being used in that way.

In my piece, I want to play with aspect ratio to make scenes feel more significant. As well as, overlaying some content over the aspect ratio back bars to also make it more impactful.

Figure 2 : Life of Pi | Flying Fish | 20th Century FOX

Game VFX Inspirations :

Black Mesa :

As my visual effects are not taking a fantasy style but more of a stylized look because I’m planning to hand draw these elements. Figure 3, (Black Mesa,2020) to understand how these VFX elements interact with the world and how they are constructed. While in instances of Figure 3, water and spark effects and water pooling and spark effects are similar, their environmental impact is the same but visual style are different.

Figure 3 : (Black Mesa,2020), water and spark effects

Water and spark effects being better at showing danger as the electricity make the water glow, with small sparks hovering along the water surface.

Figure 3 : (Black Mesa,2020), water pooling and spark effects

Water pooling and spark effects, less impactful and visually representing the danger of going into the water. While having impressive water VFX with ripples in the water below.

Figure 3 : (Black Mesa,2020) , Fire and smoke effects

Fire and smoke effects, having a great example of smoke, heatwaves, and fire. All these elements work well and show the amount of damage done to the surrounding area. Implementing these affect when creating my particle affects.

League of Legends :

A good example of a company what relies on VFX to communicate well with its gameplay. Figure 6 (League of Legends,2009) In this video, they go over the import parts of making a complex visual effect like a fireball. Breaking it up into 3 pieces, head, tail, and sparks. Something I need to take into consideration when, I’m creating some VFX for my project.

Figure 5 : League of Legends, Parts of what goes into making fireball vfx

Tying the effect colour to the character’s colour pallet helps the player identify who is casting the spell. Taking this into consideration, but for the environment when adding detail to my scenes. When creating my VFX, I will take into consideration everything covered in figure 5 a video by (Riot Games,2019) So You Want to Make Games? . It covers the creative process for VFX in games.

References:

Figure 1 : Bethesda Game Studios (2008). Fallout 3 [Video game].Bethesda Softworks. Available online: https://store.steampowered.com/app/22300/Fallout_3/ [Accessed 13/11/2022].

Figure 2 :20th Century Studios (2012) Life of Pi | Flying Fish | 20th Century FOX [Video]. Available online:https://www.youtube.com/watch?v=XDaxDvHkWfw&t=43s [Accessed 13/10/2022]

Figure 3 :Crowbar Collective(2020). Black Mesa [Video game]. Crowbar Collective. Available online:https://store.steampowered.com/app/362890/Black_Mesa/ [Accessed 13/10/2022].

Figure 4 :Jenkins, B. (2021). How Video Is Failing To Enhance And Promote Games. [online] forbes.com. Available at: https://www.forbes.com/sites/forbestechcouncil/2021/09/17/how-video-is-failing-to-enhance-and-promote-games/?sh=218f4b676b7b [Accessed 13/10/2022].

Figure 5 :Riot Games (2019) So You Wanna Make Games?? | Episode 7: Game VFX [Video]. Available online: https://www.youtube.com/watch?v=3QKK2o5rWSQ&t [Accessed 13/10/2022]

Figure 6 :Riot Games(2009). League of Legends [Video game]. Riot Games. Available online:https://www.leagueoflegends.com/en-gb/ [Accessed 13/10/2022].

\\ Post 2 VFX - Storyboard

Template ideas :

o be able to create my sequence, I needed to create a story board. Looking at some examples of how famous studios approach storyboards. Looking at (Figure 1) an example of how they storyboarded, SpongeBob episodes. Having scene number at top left, timing, and notes on what has been drawn. I like this approach of detailing what is in the scene but doesn’t include colour.

Figure 1 : SpongeBob storyboard

Another story board example, I decided to look at was (figure 2) My Neighbor Totoro what has a storyboard what flows down and fits more on a page. It’s easier to follow and contains more data compared to the (figure 1) SpongeBob storyboard.

Figure 2 : My Neighbor Totoro Storyboard

For my storyboard, I’m going to follow a similar format to (Figure 2) My Neighbor Totoro storyboard. However, I cannot read the text as it’s in Japanese, but it does visually come across as better. I will take some aspects from (Figure 1) SpongeBob storyboard, like including notes and what’s occurring within the frame. To help me further, I plan to include details of props or the visual effects of what will occur within the frame.

Initial Idea Generation :

To get me started on potential frames, I want to include I drew with colour. Including the aspect ratio of what the sequence will be. As I added colour, it took a much longer time to get these 4 panels done. If I had done something above with minimal colour. Much more could have been done, so because I was in early development. I started again. Taking into consideration the research done in how studios do their story board.

Story Board Improved :

 

Environment Inspiration :

Most of the environments will be simple in style like this figure 3 , with some assets populating the scenes like this in (Portal 2,2011). Set in a large underground base, there will be different sized rooms with no external light coming in. While making the space feel as if it’s lived in.

Figure 3 : Portal 2 Office area

References:

Figure 1 :Miyazaki, H. (2001) My Neighbor Totoro Studio Ghibli Storyboard Collection, Volume 3 Japan:Tokuma Shoten. [Accessed 13/11/2022]

Figure 2 :Spongebob Art & Production (2022). Dying for Pie but it’s the storyboard. Available online: https://www.youtube.com/watch?v=m6tOcflox98 [Accessed 13/11/2022].

Figure 3 :Valve. (2011). Portal 2 on Steam. [online] store.steampowered.com. Available at: https://store.steampowered.com/app/620/Portal_2/ [Accessed 13/11/2022].

\\ Post 3 VFX - Animatic

Animatic In Drawing :

To expand upon my storyboard, I would like to produce an animatic, as it gives a much better visual representation on what the final product will look like. Using my storyboard as a basis, expanding upon the visuals.

Figure 1 : Gorillaz – Feel Good Inc (Animatic)

A good example of how to create an animatic is figure 1 by (Gorillaz,2010). Where the core concept of scenes is animated using, lines or colour to show the importance of what’s currently being displayed. Changing opacity of layers and creating basic movement of some drawings to add detail.

Animatic In Engine :

To make my animatic, I’m going to create a basic block out within unreal and animate objects similar to this example figure 1 animatic by (Gorillaz,2010). Except of drawings conveying what’s going on using 3d assets. Allowing me to fine tune the timings of sequences and experiment and adjust the animatic more easily. Giving me a core to work upon to improve the animatic to a more finished process as well, streamlining the process and making it quicker to produce. I created an animatic within unreal figure 2 : My unreal Animatic : URL / https://youtu.be/3-Y15wBrsGA  

Figure 2 : My Unreal Animatic

References:

Figure 1 :
Gorillaz(2010) Gorillaz – Feel Good Inc (Animatic) [Video]. Available online: https://youtu.be/MRyPSOyC7_c [20/11/2022].

\\ Post 4 VFX - Visual FX Plan :

Particle System :

To help me create my VFX, ill be using the knowledge gained from the lab sessions. In the labs, I experimented with the Niagara emitter and the Niagara system. Creating Niagara emitters and blending multiple of them in the Niagara system. To help me understand how the system works, I used the official documentation on Figure 3 Unreal Engine’s documentation website.

To help me create the smoke VFX and get a better understanding of Unreal Engine’s Niagara emitter and system. I watched this video by (game Dev Outpost ,2020) Figure 4 .

In my experimentation, I created these Niagara affects figure 10 My Smoke VFX Experiment. I have a better understanding on how to manipulate particle system and how similar it is to the blueprints’ system for scripting and materials.

Figure 10 : My Smoke VFX Experiment

To improve this VFX, I will be using figure to add more detail by adding in extra VFX particles like fire and darker smoke to create a more visually interesting effect.

Breaking Down VFX Using Slow-motion :

Smoke :

To give help me understand how smoke flows and its visual composition, I will use(The Slow Mo Guys,2020) figure 8 4K Slow Motion Backdraft . Breaking this down in its stages, fire , movement and density of the smoke through its lifetime.

Figure 8 : 4K Slow Motion Backdraft

Electricity :

While to help me with creating electricity, I will use figure 7 (The Slow Mo Guys,2019) a video of a Lightning Strike at 103,000 FPS. Using slow-motion video to help me capture the small details for these effects.

Figure 7 : Lightning Strike at 103,000 FPS

Texture Creation :

To create textures for the Niagara particle system, I will be using (Adobe Photoshop,2022) Figure 1 . The colour of the smoke, I was able to adjust in Unreal Engine material editor as it needed to be darker to show properly when being emitted. For transparency to work correctly the material had to be set to unlit, translucent and 2 sided texture. This is to make sure the texture showed on both sides.

Filming Techniques :

To help me create my scenes and evoke the right emotion and correct visual hierarchy. As there are going to be multiple components in a scene, I need it to be believable and readable for the player. For the visual hierarchy as (Herman Tulleken,2015) put it “For example, the player, followed by enemies, followed by interactive objects, followed by background elements. Colour can help make this hierarchy visually clear. In visual works, such as painting and film, this principle is used to guide the viewer’s visual focus to what is important.” Even though this is aimed at 2D games, I feel it can be adapted to 3D environment by giving them a visual hierarchy in the scene.

While to add colour in the scene, I need to be careful with what I make them. As some elements are puzzle oriented, ill make them blue. This is because as Figure 2, (Karolina Cieślak ,2022) “Blue, on the other hand, motivates players to perform tasks that require the use of intellect and creative tasks.” So, colour is important as it can give off different feelings and understanding.

In the same article by Figure 2, (Karolina Cieślak ,2022) “A monochromatic palette consists of different shades of the same colour. The main use of monochromatism is to create a point of focus and make the chosen aspect clearer.” I’ll take into consideration the overall colour pallet of the overall scene.

When filming and setting up specific scene, I want to take into consideration what lenses, I’m going to film specific scenes. So to help me decide or make changes to the overall composition of my sequences. I created a simple scene to test different and common lens types. To see what would fit into the scene and what effect it gives off.

Experimenting, I kept the cinematic camera in the same position. Changing the lens for each shot. Figure 11: 50 mm, Figure 12 : 24 mm and figure 13 : 180 mm. Understanding how these lenses work and what effect they have on a scene is important, as it’s changing what’s visible. As figure 6 (Lewis Mcgregor,2022) put it, “Every lens has a unique voice and will alter how the audience perceives the image they see.”

Lighting :

Implementing 3 point lighting I needed backlight, key light and a fill light. To help me understand 3 point lighting and how to set it up correctly, I followed a guide by Figure 5 (Lannom, 2022).

To improve the basic lighting scene. I implemented 3 point lighting into the scene, figure 15 3 point lighting. This is to improve the image visually and apply (Herman Tulleken,2015) hierarchy. Then change the colours of the backlight to red, key light is blue, and the fill light is white. Having the key light and backlight complementary colours, and it caused a purple glow in the background. As the colours clashed, it causes a mixed and confusing feelings in the scene. For my actual production, I will be careful to make my scenes easier to read.

References:

Figure 1 :Adobe (2022). Adobe Photoshop (24.0.1). [Software]. [Accessed 01/12/2022]

Figure 2 :Cieślak, K. (2022). Color psychology in game design – how do colors help design better games? – Try Evidence. [online] tryevidence.com. Available at: https://tryevidence.com/blog/color-psychology-in-game-design-how-do-colors-help-design-better-games/ [Accessed 01/12/2022].

Figure 3 :Epic Games. (2022) Niagara Key Concepts. Available online: https://docs.unrealengine.com/5.0/en-US/key-concepts-in-niagara-effects-for-unreal-engine/ [Accessed 01/12/2022].

Figure 4 :gameDev Outpost (2020) UE4 – Introduction To Niagara [Video]. Available online: https://www.youtube.com/watch?v=VEG-Xp92cBk [Accessed 01/12/2022].

Figure 5 :Lannom, S. (2022). Three-Point Video Lighting: Key, Fill, & Backlight Setup Guide. [online] studiobinder.com. Available at: https://www.studiobinder.com/blog/three-point-lighting-setup/ [Accessed 01/12/2022]..

Figure 6 :Mcgregor, L. (2022). How Focal Length Alters the Psychological Impact of Your Images. [online] premiumbeat.com. Available at: https://www.premiumbeat.com/blog/various-focal-lengths-for-images/ [Accessed 01/12/2022].

Figure 7 :The Slow Mo Guys (2019) Lightning Strike at 103,000 FPS [Video].Available online: https://youtu.be/qQKhIK4pvYo?t [04/12/2022].

Figure 8 :The Slow Mo Guys (2020)4K Slow Motion Backdraft [Video]. Available online: https://www.youtube.com/watch?v=ZyCCWuO0mQo [04/12/2022].

Figure 9 :Tulleken, H. (2015). Color in games: An in-depth look at one of game design’s most useful t. [online] gamedeveloper.com. Available at: https://www.gamedeveloper.com/design/color-in-games-an-in-depth-look-at-one-of-game-design-s-most-useful-tools [Accessed 01/12/2022].



\\ Post 5 VFX - Production Plan :

Character :

I do not plan to use this character but if I’m short of time, I will use this model Remy Figure 7 from (Mixamo,2022). This character would be the main protagonist of the story. If the model was used, I would use shadows to hide his face and just try to get the outline of the body. If I created my own, the way, I would do the opposite and show the character.

Animations :

To help me spend more time creating and experimenting with the niagara particle system in unreal. I will be using animations from (Mixamo,2022) as there won’t be as much of a focus on the animations. I plan on using these animations sparingly, as most sequences will not need an animation of the main character.

For basic movement of the character, I will use the animation Basic Locomotion Pack figure 5 . As it includes basic walking animation, jumping and turning.

Figure 5 : Basic Locomotion Pack –

https://www.mixamo.com/#/?limit=96&page=1&query=Basic+Locomotion+Pack

Figure 4 : Action Adventure Pack –

https://www.mixamo.com/#/?limit=96&page=1&query=action+adventure

Figure 6 : Male Locomotion Pose –

https://www.mixamo.com/#/?limit=96&page=1&query=Male+Locomotion+Pose

Sounds :

For music for my sequence, I will use Creative commons sounds. From sites like Figure 8 (YouTube,2022) audio Library or Figure 2 (Freesound,2022). I’m not sure what music or exact sounds will work with my sequence yet. Any sounds assets I use, will be referenced at the end of the sequence video

Assets :

For the environment, I will be using BSP brushes in Figure 1 Unreal Engine. Adding in detail by creating my own assets and creating textures. I have an asset list in my time planning software. Some examples of assets I will be creating, character, door, computer, desk and office chair.

Time Planning :

To keep me on track for this project, I’m using Figure 3 Focal Board. An open source project and task management software. Where I can keep track of what needs doing, the date it’s due, the priority and estimated time it will take to complete. Easy way for me to keep on track of completing my work without forgetting something.

\\ Post 7 ID - Production Piece

This button will bring you back to the top of the page !

Back to Top