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Psych 2 - Game Environment Creation Log

Making Of / 27 October 2023

Hello with the second post for the Psych project! Previously I posted the discovery phase of the base layout. You can check it: Psych 1 - Game Environment Creation Log

Also, you can check the full recorded process on this playlist: Psych YouTube Playlist


My focus has now gracefully transitioned toward researching the art style for objects within our envisioned environment. It's not merely about creating models, but painting them with a touch of realism intertwined with a unique style, ensuring they resonate with the thematic essence of the AAA world I am crafting.

Model Creation and Painting:

The journey on the road of artistic creation has commenced with modeling, followed by painting each model, cherishing the transformation they undergo with each stroke. With a plan to create a range of 30-50 objects initially, I am on a quest to see how they amalgamate to belong to the same world, embodying a realistic yet unique style.

Employing Technological Aid:

Of late, the utilization of DALL-E 3 for generating concept images has been a boon, making the conceptualization phase considerably more straightforward. This technological companion has been instrumental in streamlining the creative process, at least for the time being.

Narrative Development:

Simultaneously, the narrative aspect of the project is also brewing. I am nurturing the story, with plans to soon share the process in a distinct blog series, linking it here for a seamless narrative experience.

Iterative Process:

This endeavor is indeed an iterative one, especially given the solo venture of being the creator and director. Post developing a coherent style on the primary objects gracing the environment, the voyage will advance towards polishing and adding finer details to the space, enriching the environment's aesthetic and thematic essence.

Conclusion:

The expedition of creating an interactive space laden with a narrative is an exhilarating one. With each model crafted, painted, and placed within the environment, alongside the narrative slowly unfolding, the envisioned world is inching closer to reality. The excitement burgeons with each passing day, and sharing this creative journey through subsequent posts is something I look forward to. The process, though meticulous, is highly rewarding.

 Stay tuned for more updates as we delve deeper into the realms of environment modeling, object styling, and narrative development. Your engagement is the fuel to this creative endeavor. Much love and anticipation for the chapters yet to unfold.


Material Tracker: A Unity Editor Tool Adventure - 1

Making Of / 26 October 2023

Once upon a chilly morning, as I navigated through the labyrinth of my Unity project, a thought sparked in my mind. My scenes were bustling with materials and shaders, each contributing to the aesthetic appeal of the game. However, tracking them had become akin to finding a needle in a haystack. It was then that I envisioned a tool, a trusty companion in my editor that could list all materials, the game objects they adorned, and the shaders they employed. LOL, what a story.

With a goal etched in my mind, I embarked on a quest to create a Unity editor tool. Below is the fruit borne of my endeavor:

I'm honored to share this with you guys: 

.cs file on Google Drive

You can also get it free at the Artstation shop: Material Lister for Unity

The inception was simple; a button to list all materials used in the open scene. However, as the list grew, it was a mere text dump, bland to look at. I decided it needed a touch of elegance. Introducing sections and boxes added a structured layout, making it visually more appealing and organized.

The first draft of my tool was functional but primitive. It could list materials but finding them in the project or inspecting them was a manual chore. "Why not add a 'Find' and a 'Select' button next to each material?" I thought. And so, with a few lines of code, I made it possible to find a material in the Project window or select it for a closer inspection in the Inspector.

However, the plot thickened when I realized that materials with identical names but residing in different folders could wreak havoc. It was crucial to use the path to distinguish between these materials. Instead of adding that feature for now, I tested it with well-named materials and added a note as "Works with proper naming and no duplicated materials in the project." which is clean enough for now.

 As I beheld the tool, I realized it could do more. A small addition allowed me to view statistics at the top, like the total count of materials, shaders, and renderers in the scene. It was not just a lister anymore; it was a dashboard providing a glimpse into the material landscape of my scene.

With each iteration, the tool became more than just a lister. It was a reflection of my growing understanding of Unity's editor scripting. It's fascinating how a small spark of thought can lead to a tool that stands as a sentinel, overseeing the materials in my Unity scenes. And as I gazed upon the neatly listed materials, a sense of satisfaction enveloped me. The tool was a modest yet significant step towards a more organized and efficient workflow. And who knows? The morrow might bring forth new ideas to further refine this humble companion of mine.

Further Development Ideas

For the next version of the tool, I have an idea for now to sell them in the shop by increasing price with the each valuable feature. Let's see how it evolves.

Psych 1 - Game Environment Creation Log

Making Of / 18 October 2023

About the project

Lately, the absence of engaging in environment modeling due to various assignments sparked an initiative within me. I decided to craft a segment of the AAA world in a new project. On one hand, I yearned to experience artwork creation over an extended period, documenting the journey effortlessly, which will act as a rich log for future reflections. This somewhat mirrors the years-long endeavors of Renaissance artists. Though, I'm not chasing a years-long mission; a three-month project sounds thrilling enough. Given my daily dedication of a maximum of two hours, that totals around 180 hours—equivalent to a month's production in a full-time job. This time frame will be a cornerstone as I delineate my vision for the project.

It's a Game Environment Project

Now, let’s saunter into the game development realm. I'm keen on not only crafting artwork but also ensuring it adheres to technical norms. Hence, I foresee myself delving into level setups and optimizations within Unreal Engine, enriching my repertoire. You're probably already familiar with the pipeline among Blender, Substance Painter, and Unreal from previous endeavors.

Throughout the process, whether it's through discoveries or resolute progression, I'm documenting live logs, aggregating them in a playlist.

In essence, my objective is to create an interactive space. I'm inclined to intertwine it with a narrative. As a user, while scavenging for loot in a game, I decided to craft a level piece resembling a psycho doctor's office. By solving puzzles or exploring the level, you can stumble upon various loots and a mini-story. The primary criterion was to tell a story—an aspiration rooted in the past. Despite its compact spatial structure, I aim for a content-rich environment. The ambiance aims to evoke a mysterious vibe, insinuating dark undertakings.

Production Log

The initial narrative, visuals, and process videos unfolded as follows:

- Here's the short video for the 2D layout and story concepts. 

In this research, I aim to find a bunch of good compositions in terms of art and storytelling. There are some camera spots that aren't visible on the following sketch yet. Here is the initial discovery on based the timeline and quality target.


Project Full Logs will be collected on the YouTube playlist: Psych Work Log Playlist

- I'll make shorter videos share them here and update the post. This is such an optimistic wish. I hope I can find a time to do that. 

Story Development:

A 'Sanity Room,' the haven where the doc alleviates minds from the shackles of insanity. Besides work-centric props, personal belongings also lay scattered.

Upon a crucial discovery on the map sprawled on the floor, the doc hastily vacated the room. The carpet was shoved aside to accommodate the map and slightly pulled back later.

A portion of the map is absent—either taken by the Doc or perhaps the doc was abducted, leaving behind a problem.

It’s a gloomy, maniacal place where the doctor administered illicit treatments—erasing memories or implanting false ones. Before the treatment, a ghastly liquidation of the brain takes place through nano chemicals, a horrific spectacle indelibly etched in every patient's memory.

The doc's personal touch is evident—a picture with his child, a red hat similar to the one worn by the boy in the picture, and an official accolade from when his practice was lawful.

The scene hints at a possible abduction, with unfinished meals and a chaotic sprawl of cargo, chemicals, and other items.

The heating system, running through pipes across rooms, the collectible objects tucked in various corners, and a locked door with its key concealed somewhere in the room, add layers to the environment.




In subsequent posts, I'll delve into design decisions. Live broadcasts and recordings have already leapfrogged this blog post series. Should you wish to witness the ensuing phases, do check out the playlist.

Stay tuned, and much love.