MA Course Summary and Reflection

In this project a static Pirate cabin environment, a weather particle system, an explosion particle, custom world aligned materials and fluid simulation in bottles were created. In addition, a water system with 7 different features, a Pivot Painter asset, a dust material and a dynamic game environment were created. It was learned that most of the game art trick assets encountered tended to begin with either blueprints, external rigging and animation or materials. They then utilised other animation techniques if necessary, such as particle systems for VFX and animation blueprints for physics animation.


At the beginning, an experimental Pirate Cabin project was created to consider whether the animation techniques project was worth pursuing.

Weather Particle using Niagara Particle system
Explosion VFX Using Niagara particle system.
World Aligned Rain Material 
Bottle Fluid Simulation



Finally, an environment was created showcasing the Water system with 7 modular features and Pivot Painter. The Seven modular features include Distance Field Flow, Vertex Paint flow, Distance field water foam, Waterfall/River variant, Gerstner Wave, Stencil Shader for boats and Render target ripples. However the environment was unable to showcase the stencil and render target ripples as they were not needed in the final game environment.

Here is the image showcasing Stencil shader:
Stencil Shader that can be used to mask boats on the water
Render Target Ripples, which broke, due to issues with blueprint-material connections for the Render target. However, it wasn't necessary as it required having a character which isn't part of the Game environment research


Here is the Final Game Environment:




What Next?

My interests still rely on adding animation techniques as they are are a powerful asset for my workflow. However, I still feel I have a long way to go to reach the level of someone like Ryan Brucks or James Burton. In the future I also intend to explore either the old school rigging and animation or HLSL shaders as that is something I wasn't able to fully explore and I'm curious if I can create something interesting with those things. 

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