Week 3: Blockout Part 1

Before I can start my final level design, I have to create a blockout design which is the level design, but with white cubes and blocks to make out where each asset. This proved to be more challenging than I thought it would be with Unreal Engine 4 having issues with some files which were the background for the entire level design. To fix this issue, I have saved the current map which is the blockout onto another unreal project by transferring the file.

To start the blockout, I first created a rough layout of the mountains and cliffs that are in the plan of the level design using the landscape tool in unreal.

The ditches within the land is were water and mud will be placed. The water will not be able to be passed through. The mud would slow the troops, in the actual game, along with the water applying debuffs which would apply negative affects to each troop.

After I created the foreground landscape, I started to add the blocks where the buildings and walls will be placed; this includes the houses, towers, walls and the gatehouse within the fortress. The Next step for my level design will be finishing the blockout which will include trees, rocks and the final background landscape. Once the blockout is completed, I can move onto making the final product which will include the assets from the previous blog post.  

Week 2: Assets

For my level design I need a house, castle, castle gatehouse and rocks assets. I out sourced these from the internet from various websites. Once I found a few different versions of each I decided to narrow each asset to find the one that best suits my level design. The website I used the most with finding the assets was ‘Turbosquid.com’ which is a professional website that sells 3D models at a price however some are free. Within the legal section of the website all assets are ‘royalty free unless otherwise noted’ meaning I am allowed to use these within my project.

The options for the houses were:

‘https://professorhephaestus.wixsite.com/professorhephaestus/download’. The creator of this is Samuel Richardson who posted it on their person website for anyone to download and use royalty free. The only issue with this model is that it is individual pieces which means to create the house I need to place each piece perfectly, I would need to repeat this process many times for my level design and it is not time efficient.

Another option is:

Which is from ‘https://www.turbosquid.com/3d-models/3d-terrain-vue-deserts-model-1601115’

This model came in a pack of houses however, the other houses did not fit the theme of the game therefore I chose this asset only.

The model I have chosen for my final level design is the second one from Turbosquid due to it being only one asset and easier to duplicate and has less polygons which would affect the framerate of the engine.

The options for the castle were:

 

This is from Turbosquid however, it is too low poly meaning the detail and overall look of the model doesn’t fit within my level design and the rest of the assets.

The other castle model I chose was also from Turbosquid. This time it was a full castle rather than just the front gates. This model was too detailed and I did not want a full castle however, this came in sections so I took each section I needed for my level design and exported them to unreal to see if they worked.

The other option is:

The final 3D asset I am going to use for my level design is a rock which will make cliffs and larger rock foundations throughout the level design.

The final asset I will use is a foliage pack which includes trees, grass, flowers and other types of foliage.

Week 1: Research

The research I did was through historical websites such as history.com for the factual information however, to understand the basic story of the Trojan War I watched the film Troy even though some parts of the film was made up the basic story of the Trojan War was explained. For example how it started and what happened to each key character such as Achilles and Agamemnon. The final part of research I did was playing the game Troy: Total War, to understand what a level was like to play as the player, after assessing many levels I created my own map design. My level will be based on this was created with the use of mood boards using real images from ruins, the game and the movie adaptation of the Trojan War.

When playing the game, Troy: Total War, I found the most interesting part of the game was attacking and defending provinces with their unique design which changes the outcome of the battle with positioning of troops and using the land as a advantage to either side.