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Practical Skills

Planning and preparing

Before even attempting to block out my scene, I used dungeon scrawl to create a visual representation of what I am wanting to create. Upon first entering the website, you are given a few options of what background and layout that you want to use. I just stuck with the original since it would suit me better. I used a rectangle to symbolise where I want the tracks and tunnel to be, I also did this for where I wanted the external room to be, though this will be a low priority and would only consist of only a fence blocking the player from entering. Meaning no props will be needed for behind. 

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Looking back on this, I did make a small oversight. I didn't draw out the main tunnel to be long enough. Due to this it might be a little harder to plan where everything is going. However this shouldn't hold me back.

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Overview

When the player starts the game they will be at the beginning of the tunnel, the space behind them will be blocked off with a large black block, this is done in the example I have seen and is very effective. This method gives a visual reason not to try and go through as well as a physical barrier. From this point, the player is able to walk along the tunnel until they reach the other end, this will give them the main aspect of a walking simulator, walking. As the player you will be unable to see any form of character, however since I will be using the standard first person player template there maybe visibility of the arms. This would be a single player game.

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The planned ending point of this beginning scene is when you reach the other end of the tunnel. By having it end here it leaves room for the game to continue in the future. 

Mood Boards

After using dungeon scrawl, I moved onto the next stage of my pre-production. Creating another mood board. In the beginning days of this project, I created an inital quick version however I just put a lot of images together without paying much attention. This was a good choice since it gave me further ideas, but now it is time to pick out the best of them. 

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I was originally going to have the best images all on one page, though I thought of a better idea. Now this mood board has a combination of the most helpful images I have found. Each of them showing the parts I favour the most. I felt that although the end result does seem a bit empty it was still a good use of my time. I still get the same effect from this that I would from my previous idea.

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Creating my Asset List

Before creating any asset for a game, it is a good idea to put everything onto a list. This allows you to separate the must haves from the less needed. The main assets such as rails and sleepers are obvious, however some such as pipes are easier to forget yet are still important to include. Creating this asset list will allow me to gather everything I will need into one accessible place. As time goes on, I will be able to add to this list if I find anything else that needs to be created.

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As seen, I have divided my list into 2 sections. One for the objects, this will contain the main assets for the game. The other section being building, this is all the main structure such as the tunnel it's self and other building features.

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I believe that by separating the list like this, I will have a better idea of what the main things are, for example the structural features need to be made before the other assets. 

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Objective & walk through 

1. The player will start at one end at the tunnel. They will clearly know what way to go since the other end will be blocked off. 

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2. Continue walking through the tunnel. 

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3. Find the electrical box - possible interactive future in the future. 

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4. Above this asset there could be a collection of signs, the player would choose which to follow. This would be good for a crossroad element in the future. 

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5. You will continue to walk further and further down the tunnel, continuing to the end of this section. 

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By creating my game like this it leaves a large opportunity for me to expand in the future. 

Asset Creation

Electrical Box

The first asset that I made was an electrical box, it wasn't as hard to create as I thought it would be in the first place. I first imported "Scale Guy" into my maya workspace, this allowed me to get a suitable size appropriate for what I am creating. After this I scaled my cube to the correct size. Then I began to add edge loops all around the model. Once done I selected one of the faces near the bottom left (on the front) used Ctrl + E to extrude. This inset the face, creating a gap. I proceeded to do the same for a large face on the other side (of the front). Now I went to the back of the model. I extruded and pulled out the face in the middle, once this had been done I extruded it and then used Ctrl + B to bevel it. This led onto adding segments. I also had a few issues with the top and bottom parts of my model, I took my friends advice to figure this out and remade those parts. This concluded the model making process, next was texturing in Adobe Substance Painter. 

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Now in substance, it was time to texture my model. I used the search bar to search the existing textures, I liked the look of the standard metal texture. I dragged this onto my model, but it didn't look how I wanted it to. I then added a rust texture. Having added two generators to my model I set one to metal edge and the other to dirt. This allowed me to get the result I wanted for the metal. For the rust I added a dirt generator. Now I have a model I am happy with and ready to import into unreal. 

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The Tunnel

Obviously when you are making an environment based around a subway tunnel, you need to create the tunnel its self. Despite what I first thought, it wasn't as hard as I had imagined. I placed a cylinder into the workspace, from here I got it to the desired size using the scale tool, I next had to enter face mode and remove some faces, thus making the cylinder hollow. I also removed the faces on the bottom Once this was done I reserved the model. This meant the inside was now the outside.

 

Now this has been done I could create flat part that will make the base part of the tunnel. Since I had to remove these faces earlier, I entered edge mode and selected the opposite edge. Once done I bridged. I now have a base where my rails can be placed.

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The Indented Tunnel

As well as the original tunnel model, I have also made two other variations. This one has an indent in the wall. I plan to use it as a way of incorporating my assets without them clipping through the wall. To make this I duplicated the main segment, added edge loops and then extruded them back . Once the model was made I had some difficulties with UV mapping. This was due to the indent and the additional walls it made. However I was able to fix this with the planar map approach from the UV editor. 

IndentedTunnel_001.PNG
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The Flat Indented Tunnel

Since it wasn't going to take long, I wanted to create another quick variation of the tunnel. To create this I once again duplicated the original, then I got a plane and positioned it just in front of the curve to make it flat like I wanted. This will fit in well with my scene if it is needed

FlatIndentedTunnel_001.PNG
FlatIndentedTunnel_Textured_001.PNG

Tunnel Light

I cannot just add lighting to the tunnel without a lighting model. However, I would like to keep it as simple as possible since it wont be the main focus. These lights will be able to fill the gaps and guide the player through the tunnel. I want this to be an opportunity to not only develop my understanding on the lighting in Unreal Engine 4, but also fill the "white space" otherwise my tunnel will be looking empty. 

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To make this model I first looked at another model similar to what I wanted to make. The light bulbs are long and made out of cylinders, I bought a cylinder into the workspace and scaled it up. I then selected the faces on either end, extrudes then and softened the edges. This was the same for the smaller cylinders I also made as additions to the lights. Overall these were simple to make. 

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After the bulbs, I had to make the frame for them. This was harder to do. To start this, I had to get a cube and change it into a rectangle, from here I needed to get the side parts so it looked like a frame. To do this, I selected the front face and scaled it outwards. Then I extruded it so I could push it back into the model. Now my light has been completed. 

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Due to time constraints, this asset will not be textured. However, if I were to have time then I would have the bulbs as a soft yellow colour this would resemble the time they have spent in the tunnel. The back plate would most likely be a dark red or black metal. They wont cause any visual issue now since the tunnel will be dark and they will be near the top.

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Train Tracks

As well at the tunnel walls, another essential part of my scene will be the train tracks. I was unsure of how to start making something such as these. I first looked at the examples and research materials. 

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I then brought a cube to the workspace, made it into a long plank and added two edge loops in the middle. I entered face mode and selected the new face inbetween the edge loops, I extruded this a small amount to create the bottom part of the rail, this is where the train wheel would rest. From here I had to add two more edge loops, once again the face was extruded, this time I dragged it up a bit further, this formed the main rail part. 

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On the top of this part I added an edge loop[ on the side, this would allow me to make the top of the rails. I used ctrl + E to and adjusted the thickness of the extrude. I chose to do it this way so I could do the same on the other side, meaning everything would be even. 

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Once this had been done I beveled the top face, this made a nice curve and a good out come for my rail.

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After making this I duplicated the rail and moved it over to see how a completed track would look. It didn't meet my expectation. Therefore I looked into other train track examples. There was one key issue, I was missing the slabs under the rails. This was a surprisingly easy fix, using a curve made into a rectangle I positioned it under the rails, making sure it lined up. I then added edge loops matching where the tracks were on top. This let me add edge loops to other areas to edit without affecting the rest of the model. Using the middle edge loop I pushed it down to create a dip in the slab. This proccess was repeated for the outsides.

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Now I had a fully completed rail model. Although the model is complete and in the game it is also missing a texture, again this was due to the like frame.

TrainTracks_002.PNG
TrainTracks_001.PNG

Smaller Electrical Box

This is the second of my two electrical boxes, it was a lot easier and less time consuming to make compared to the other. This is likely because of the more simple design. To make this model I dragged a cube into the workspace, I then had to make the size suitable for my environment. After this I ended face mode, extruded the face scaled and then extruded again. Now the model was complete.

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The texturing took longer than the model since I had to first decide on all of the textures I wanted. I kept it simple and only used a combination of three main textures and some additional decals. However, on those three textures I used multiple generators to get the look and effect I wanted. 

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I made a folder for one of the texture groups. I also used a black mask on some of the textures. This allowed me to click for where I wanted the textures to go instead of them covering the whole asset. I first applied "Concreate Dusty" this was to give an old look and feel to the asset. After this, I added "Rust Coarse" & "Steel Rough". 

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Next it was time to add some decals, I chose to use the "Text Danger" and "Sign Electrical" from the Substance assets. I positioned these onto the front of my model. The default colour was white, do to it being a warning sign I wanted to make sure I changed it to a suitable yellow. Once done, my last asset was finally complete.

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Unreal Engine Scene

This image is the first I took after adding the basics into my scene. I started by creating different folders, these included assets, structure and textures. From here I imported the tunnel walls, the pivot points were in the centre of each which made snapping the parts together a lot easier. This was done by placing the model in the centre of the maya grid, deleting history and freezing the transformations and exporting from that postition.

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Once I had enough on the walls in the viewport, I started to snap them together. I tried to make them as close together without causing much z framing, however there was still some. This shouldn't be too noticable whilst playing the game. 

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Once this was done, I had to move onto positioning everything. I first inserted some lights at the top of the tunnel this allowed me to come back later and place the light models over them and adjust everything. 

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With this complete, I moved onto the other assets. I imported both of my electrical boxes, they were then places into the respective folders. I arranged them to where they needed to go. With my main assets inplace, the only thing left was the textures. I created sub folders, named them corisponding to the assets and inserted them. With all the textures applied, i could finally move onto the final steps of completing my scene.

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Now it was time to add all of the lighting. To do this, I created a new time of day level and coppied all of the sky lighting. I thin pasted it into my current level, this allowed me to have everything ready and easy to adjust. I configed the sky light until it looked good, i then moved onto the individual lighting.

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Start of the tunnel in unreal.PNG

Scene Narrative

The Final Narrative 

I orriginally discussed my narrative when conducting research and planning my project. Now my scene is finally complete, I want to go over it and explain how it links to what I have made. 

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When the player first starts the game, they spawn at one end of the tunnel, this resembles where they will have woken up after falling through the ground. From here the player will proceed to walk along this segment of the tunnel, they will look closely at the walls seeing if there are any signs of loose rocks to knock away and break through. Realising this isn't going to work the player will then continue walking along, after a few seconds they will reach one of two intented tunnel walls

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Once here the player will see three black electrical boxes attached to the wall. The players character is meant to be an office worked meaning they have no knowledge of electrics. In this situation the character would feel very uneasy about their discovery, they should stay away since it could be dangerous. However this wont discorrage them since they are desparet to escape this tunnel. 

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As the player moves past these electrical boxes they will be met with two more, larger, reder, more powerful boxes. These look older and less intimidating to the character despite their large size. Ignoring these boxes the character would likely move on and continue walking down the tunnel, they would eventually reach the end. 

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However, they would not be able to leave, there is no exit. Have they done something wrong?

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