Final lighting for the greenhouse is complete as seen above from both the exterior, and below from the interior:
This is one of those old blog posts, it sits in the drafts section getting a bit stale, its still tastes good but the texture isn't as fresh as it once was and you're not quite sure which tense to write it in now, two weeks since the last post.
Team Kernel made a city. It doesn't have a name but its in keeping with the Kernel visual style, conveys the oppressive and ubiquitous theme of ignorance, and the majority of it was in fact modelled and textured by our faithful second year Sebastian. Since he completed it I've been going through tweaking the textures very slightly, creating reflection maps for the windows, and applying shaders to it before I could light it.
Shiny Window Shaders
I started with the same workflow as the greenhouse with a final gather sphere, and this time a directional light. The colours from the sphere were overly green though, while I like the effect, its not contrasting enough to the greenhouse. Also its hard to tell anything for sure without the atmospherics and smog in the scene.
The Greenhouse Effect
I tweaked the final gather incandescence map to create a more neutral colour palette but lost too much of the character of the environment so opted to create a more controlled incandescence map. I wanted to create a bright spot in the center for the sun and have that tail of into the darker edges of the city. What I ended up with is this bluer, smudgier, more focused lighting map:
Final Gather Incandescence Map
The city is really simply lit scene, by far the quickest I've made, but still pretty slow to render once I added the smog Alan made which has raytraced shadows through it. There are just some really simple point lights filling out the hollow buildings and a spot and point light combination illuminating the frame buildings to highlight the architecture.
...On Rock & Roll
I'd neutralised the colours of the final gather and sunlight at this point, but it just lost all sense of atmosphere. Getting the sunlight onto the smog was tricky because I had a mental ray physical sun shader on the directional light to create quicker soft shadows on the buildings, which worked great, but this meant that it would work with the fluid. So I separated out the smog onto a separate render layer and created a layer over-ride that made the directional light ignore the physical sun shader and just do a simple raytrace shadow. But this didn't create the correct shadows until I'd made a duplicate city, that was invisible, but still casted shadows. After this elaborate work around it turned out fine.
Billboards have they're own dedicated spot lights.
The Smog of Ignorance
Now that all the assets have been generated for Kernel, all the sets, props, dynamics most people have moved onto animation. This means that instead of our one man animation army we have at least 7 animators at the moment, progress as absolutely blitzing and I can barely keep up with lighting each shot, its fantastic! We have every shot accounted for by an animator for two thirds of the film. It just go to show that there comes a tipping point in every project where all the manufacturing of pretty things is completed, allowing the actual film making to start, the performance, lighting, and rendering of each shot. Morale seems to be up, productivity seems to be up, at this rate we're going to finish with something not only pretty, but quite substantial. Have a render, click to enlarge:
Leonard Enters The Greenhouse
Apparently I wrote a dissertation in my down time, no big deal. I even made a front cover for it which just reminds me of when I went to a Steiner school and there was a lot of emphasis in taking pride in your work and the presentation of it. I wanted to illustrate the main argument pictorially so I made a triangle of game mechanics (cogs), ideas (lightbulb), and the thoughts and feelings they generate (brain/heart). It would be awesome to get this published somewhere but I'm not sure how to go about doing that. Maybe I'll post it on the blog in chapters, or smaller installments, but I don't know that anyone would actually read it.
The Process of Meaning
Pixel Propaganda
Frictional games, creators of the excellent Amnesia: Dark Descent, often have interesting things to say about game design. Thomas Grip here talks about their approach to game design and how its unconventional, it seems like its most definitely the best direction games could be going in.
He crops again in this interesting gamasutra article on storytelling in games which also features the writers of Portal 2.
I love Braid, I love Jonathan Blow, and everyone should always listen to everything he says because hes always right. While that may not be true, its the feeling I get when I hear him speak, all his design philosophies come from the right places.
Autodesk released a bunch of talks on their youtube channel and this one was actually given by a student and some of the points he made were particularly familiar to our work on Kernel. Especially the emphasis on each team member filling multiple roles over the course of production.
There was another talk on the lighting in Killzone 3 and a part about the use of volume lights, something I'm not used to using which seemed to work really well and was very interesting.
Quantic Dream, the studio behind my favourite game of 2010 Heavy Rain recently released a short film which doubles as a tech demo for their new game engine. I'm excited for whatever they do next from a design perspective, but graphically, having moved to PC, this looks dated in comparison.
Writing is something I've often enjoyed, especially when it comes to writing about things that I care about or find interesting. So when we are tasked with writing literature reviews in the style of cold and calculating academia, I often struggle to confine myself to the path of pure analysis and often ramble of into the sunset of impassioned subjectivity. Something this blog is usually a prime example of. But I want to do better with this next set of literature reviews so I've disciplined myself and broken out the verbosity. Here is the first of the rambling type reviews.
A Literature Review of Chapter 4: Immersion
From Janet H. Murray's Hamlet on the Holodeck. (1999, The MIT Press)
Janet H. Murray's book on interactive narrative art form, and where she sees it developing, is an insight into the potential of storytelling in all kinds of interactive media including videogames, hyperlink fiction, and interactive TV. Though the book is twelve years old and even some of it's more conservative predictions have yet to manifest in any of the formats mentioned above, while others are just starting to emerge on the cutting edge of interactive storytelling.
In this chapter the author outlines the quality of immersion offered by the fictional holodeck of Star Trek and other more readily available platforms. She begins by creating some context and framing the progress of the narrative art form with a quote from Don Quixote, which holds a warning of the fictional realities presented in books and their hold over an individual's imagination. This enticing promise of an immersive virtual reality is present in many media and Murray states this with comparisons to theme park rides and “thrilling movies” (Murray, 1999: 98)
The addictive and alluring properties of experiencing an immersive story is programmed into our brains according to Murray. She emphasizes the attractive nature of these experiences through lust orientated semantics like “the age old desire to live out a fantasy aroused by a fictional world” (1999: 98) and “the pleasurable surrender of the mind to an imaginative world” (1999: 110). These technique appears throughout the entire chapter to varying effect depending on your disposal towards the kind of narrative experiences she describes which are wide ranging and well related.
Murray goes on to talk about the metaphorical meaning of immersion as opposed to its literal meaning, and how its relevant to understanding its effect on the audience in an interactive story. She compares the experience of psychological immersion to that of swimming in water. The difference being that with a videogame, and it's unique set of mechanics and systems, the player has to learn how to swim each time they dive into a new experience which makes the interactive process of learning unique to videogame immersion. In this way the player becomes integrated into the way the world itself works quite rapidly when done correctly. Her use of water based metaphor continues as she describes a similar phenomenon in other media like music and television and then concludes the information heavy introduction to the chapter with the summary of “This chapter is about such digital swimming” (1999: 99) bringing the paragraph to a close with style and good use of repetition.
The liminal state between realities is then discussed and introduces psychological terminology and applies it to fictional realities in an attempt to better explain how this transition between states is made by the player or audience. The authors use of the fourth wall as technique to enhance or break immersion does well to illustrate how immersion is so “inherently fragile” (1999: 100) and its effect can different even from person to person within an audience, she cites an account from James Barrie as an example.
Avatars, hyper-realism, perpetual existence of a virtual world, and interaction are all techniques Murray states enhance immersion through out the rest of the chapter. She even references Windsor McCay's Gertie as some of the earliest interactive animation giving the writing historical credibility. While the chapter isn't always as coherent as a reader might like, it definitely succeeds in relating the methods of immersion unique to interactive storytelling in an informed and enthusiastic manner.
I spent some time practising that highest of arts during the holidays: colouring in! Noel Paisley is nearly finished, I haven't yet finished shading him. I found my method has come to mimic that of render passes, I have an ink layer, then colour, tone, and often these are further broken up into face, body, arms etc.
Noel Paisley
I've continued work as much as I can with The Last Trophy and being back its really good to finally see the characters lit. As I'd only been working with the environments before, there were some problems to sort out once the characters were imported. Here are some examples of the tweaks I've been making:
Shadows turned on (and changed from depthmap to raytrace) to darken the mouth, lights repositioned to fake sunlight.
Surround lights turned on plus shadows, light repositioned to mimic sun.
I always love the Contrarian Corner articles, and though Dragon Age doesn't interest me, this piece makes some good points, and made me laugh.
While the extent to which a war shooter should aim for realism remains questionable, I downloaded the high quality version of this trailer and couldn't stop thinking, this is real. Not just in terms of graphical fidelity but also the character animation is gorgeous.