Showing posts with label Inspiration. Show all posts
Showing posts with label Inspiration. Show all posts

Friday, 25 April 2014

Inspiration: Ubisoft

After staring at alleyways and texture maps and so forth, the eyes needed a quick break from the computer and were swiftly relieved by Far Cry 3 via the PlayStation. I'm only at the start really so can't say much about the overall plot or story-line, however, in terms of the environment, it is outstanding. In keeping with Ubisoft's reputation of large, open maps, Far Cry 3 certainly does not disappoint! The vast size and range of environments is actually insane! From beaches, to forested, thick vegetation to hut styled villages the game oozes with cast away imagery and is therefore completely captivating.


Far Cry 3. No copyright infringement intended

Other than Far Cry 3, Ubisoft are responsible for Rayman (1995), Tom Clancy's Ghost Recon (2000), Tom Clancy's Splinter Cell (2002), Assassin's Creed (2007 - present) and Just Dance (2009) to name but a few.

Founded in 1986, Ubisoft is now the third independent publisher of video games worldwide hiring more than 9,200 team members worldwide including 7,800 dedicated to production with offices in 29 countries. To further prove the success of the studios, in October 2013, Ubisoft invested $373 million to create 500 new jobs over the next 7 years in Quebec, Canada. 

Assisin's Creed IV Black Flag. No copyright infringement intended.
 Upon looking through the website, there are graduate schemes available in programming and game production which sound fascinating! However, through looking at the high level of detail in the environments and the characters I need to get experience and land junior roles to be part of the designing team!!

Thursday, 20 March 2014

Inspiration: Anthony Vaccard

During some slight procrastination on my part, I came across some game environment work with perfect colour schemes for my redo of the Waiting Room which will have stronger sci-fi influences.





The dark greys with orange and blue make the scene immediately sci-fi to viewers. Also, the high level of detailing is achieved without displacement maps but rather leaving the normal map to do the work which brings down render time. Therefore, will work with normals for the re-do of my project. The modelled piping/wiring also adds a technological feel to the scene which, given the intended nature of "The Waiting Room" will be highly effective for my scene. Grand!

Wednesday, 5 March 2014

Inspiration: Rockstar

I knew that research for studios to aspire to working for would need to begin pronto given that graduation is coming up and, well, I need a game-plan/next move. Although third year is daunting and, as a graduating student, we are expected to be "heads in books" or (more appropriately) eyes locked onto the computer screen with our life revolving around Maya. But, for a week, I allowed myself odd breaks to to play and watch Grand Theft Auto V. And just, WOW.

The detailing of the environment was absolutely insane! Not just the actual map size, but the quality of textures, the number of different models (for example, how many different types of vehicles). The extras and crowds. The characters. And the range of styles from environments in the outskirt/desert environment to one of a beverly hills. Jaw droppingly fantastic. So, here I am speeding down the pavements thinking, I need to work for these people. I need to be apart of something that through skill, passion and dedication (it took Rockstar 5 years to create with over 300 designers) they are able to create a game which, in my humble opinion, is flawless. Here's some examples from a quick google!

No copyright intended, I do not own any rights to these images!
This intrigued me to look into how Rockstar became the superpower of gaming that it is today...

It all began with two English brothers striving to work in music video production named Dan and Sam Houser and landing a job with the music label BMG in London. However, in 1933 BMG opened a new department named BMG Interactive with the aim of creating new video games. Realising that music videos were not their true calling, they began searching elsewhere for another outlet of their creativity. Enter the world of gaming!
During this time The Lemmings, Courier Crisis, Fire & Flawd and, most importantly, Grad Theft Auto were created. The Daily Mail took an instant dislike to Grand Theft Auto because of the high level of violence. However, despite the bad press, Take-Two saw its potential. And after buying BMG Interactive from BMG they shipped the studio over to New York and Rockstar was born!

The games released after can be found following this link (http://gta.wikia.com/Rockstar_Games) but the most famous and note worthy are as follows:

Grand Theft Auto (1997-present)
Red Dead (2004-present)
Manhunt (2003-2007)
The Warriors (2005)
Max Payne (2001-present)
L.A. Noire (2011)
Bully (including 'Scholarship Edition') (2006; 2008)
Table Tennis (2006)
Midnight Club series (2000-present)
Oni (2001)
Wild Metal (2004)
Smuggler's Run (2000-2002)
The games themselves are produced using the Rage engine (Rockstar Advanced Game Engine) developed by the RAGE Technology Group at Rockstar San Diego, with contributions from Rockstar North.

Now, Rockstar North. They are a studio to be reckoned with!
http://www.rockstarnorth.com/
Founded in 2002 and now the main studio behind the Grand Theft Auto series, these are responsible for the modelling and texturing of the characters and the environments and my gosh, do I want to be part of it!

Friday, 21 February 2014

Inspiration: Martin Teichman

I came across Martin Teichman's work in Crisis 2 whilst researching cg examples of back alleys for Cloud's project. Although not necessarily a back alley, being a rooftop, the scene does have the style and feel of an alleyway. If you look at the Rooftops - Interiors 2011 work from Crisis 2 on his website (http://www.martinteichmann.com/), there are the following examples:















What is interesting is the repetition of windows which I have in my scene. However, they are not as obvious in Teichman's work because of the other props added into his scene. For example, the air vents or fire escapes.

Inspiration: Tim Spanjer

While looking for low poly environments and props and more importantly, the best techniques to create them, I came across this artists whose attention to detail really exited me.

A cg artist residing in Atlanta, Georgia, Tim Spanjer works mostly on game environments. Everyone should check out his website at:
http://timspanjer.com/

Here are just a few examples of his work:

Tim Spanjer - 3D Environment Art - UDK Level Artist
Notice the added objects/bricks on the floor tiles to avoid the floor seeming flat.


I especially like the format of presentation of the work here showing the breakdown of the prop. 

Although I'm a long way off from finishing clouds project, this has given me inspiration and further understanding of the possible quality for the final outcome which is really exciting! So, thank you Mr Tim Spanjer!

Thursday, 6 February 2014

Inspiration: PIXAR

I wanted to begin this blog with the studio that have inspired me most. As cliché as it sounds, as, everyone loves Pixar - they are the first. They had the vision and inspiration to create the luxo lamp short in 1986 and then the determination to not sit on success but push further still. From creating worlds in cars, underwater or floating away in a house lifted by balloons, Pixar push the boundaries of technology to achieve the best visuals and story-telling possible. This is shown through their award success including 27 Academy Awards, seven Golden Globe Awards, and eleven Grammy Awards, among many other awards and acknowledgments. Finding Nemo, The Incredibles, Ratatouille, WALL-E, UP, Toy Story 3 and Brave were all Academy Awards for Best Animated Feature.

So in terms of whats on paper, PIXAR tick all the obvious. But what inspires me the most from this company is the work, more specifically the detail of the environments. For example, the mountain terrain of cars is made of millions of triangles with scenes taking over 3 months to render! Because their films are so varied, so are their environments. From camcording the garden outside the studio to visualise the world from ants point of view in Bugs Life to endless visits to aquariums for Finding Nemo. Research is flawless and the results are mind-blowing!

For example:

Throughout all of the scenes,the colour schemes match the feel and style of the narrative and is something I need to be constantly aware of with The Pursuit!