Over
all I am pleased with my final result. It was a mammoth task and I
think I had efficiently planned my time to get the most out of the
scale I was after. Designing the interior from scratch was more
challenging than I expected as for the most part I had overlooked
realistic structure and form in the early stages of planning. However
this was the part I was most excited about as well and managed to put
up with it and really get into it giving each section a unique style
and design. This kept me fresh and interested when moving on to the
next part.
The
initial idea remained a constant through out production and new ideas
were only planned to bridge gaps in existing ones. I feel I
successfully completed what I set out to achieve from the concepting
stage. This is because I spent such a dedicated portion of my time
frame to getting the structure to fit and flow like a real building.
The biggest problem here was the stairs, both main and office. These
were tricky to fit into the buildings structure and where hard to
imagine in the third dimension when sketching in my notes. This left
me going through many ideas that changed the shape of the rooms
themselves in order to accommodate new design.
Prepared
a well made archive of textures that I had found both in London and
Leicester. This allowed me to quickly not only texture but inspire
design for individual assets. Of course inspired design meant new
imagined creations without photograph textures but with a good
understanding of photoshop and the assets I had created I could
generate my own. This however softened off the realism and contrast
but I still think its of strong visual quality.
There
where many problems that arose during production but because of well
managed time I didn’t find my self battling to rush them. One main
problem that couldn’t be fixed was the real time reflections. I
wanted a shiny marble floor and a large glass fronted window but both
these would require RRT's to look real and effective, this however
drastically drained the performance of the level. Even one of these
was enough to half the FPS. To combat this I had to opt for a cube
map on the marble floor which did give reflections but did not line
up with objects it touched. This meant I had to fade it out enough so
it only hinted at the fact it was a well polished floor. As for the
window this had to be kept an RTT but I managed to lower the settings
just enough for it to level out on performance.
The
most enjoyable bits and the parts I felt I succeeded in the most was
the planning and ideas. I felt each new idea was incorporated
seamlessly into the existing model. This is not to say I felt I
lacked in my modelling or texturing but I felt some of these areas
could have been improved. The project was set over such a long time
period I found my self to be learning more things and better more
efficient ways to do things faster than I was meeting each phase of
the brief, this left me looking back at some parts of my level and
not being happy with the final result only to find I didn’t have
the time to go back and update them. An example of a successful
update to my quality of work was when I made the second desk. I
really didn’t like what I had done with the first desk even though
I had taken it all the way to the finished stages and placed it
within my level. Something wasn’t right and I decided to remodel it
using new techniques and skills I had learnt since making the first.
Now I am much happier with the final design and could fit it into an
essentially more modern setting.
If
I had more time I would continue to update and tweak areas I felt
were a little lacking but suffice. You can only tweak it so much
before you have to move on and I had to leave some parts as they
where. This goes for texturing and modelling as well. I feel I can
always add more and this is probably the cause of the scale and
magnitude of the level, I just kept thinking of better parts to add
on. I still am and Steve and myself were looking into extending it
further, adding an underground station and possibly a rooftop. This
would round it off as a completed level and something whole.
I
understand that the level was more of a scene than to be something
playable but I couldn’t stop thinking of new story telling devices
and areas to explore.
Not
only does it showcase what I know and can do, it also showcases my
ability to design, overcome problems and make something to the best
of my abilities.