My research into audience profiles and demographics returned a conclusion that did not influence my work regarding the diorama of units 9-10. Toward the end of task 2.1 – Audience Research – I summarised that the data I pulled from the sources linked on the page suggested that video-game players and film fanatics in general consist of an approximately equal split in terms of gender, and will continue to merge over the next coming years. The same applies to the age groups that participate in playing or viewing games and films, which are slowly leveling out as these products become more accessible and inclusive of/to the elderly and very young. However, I did also break down the audience warning labels of Rockstar’s Red Dead Redemption 2 as a prime example of audience targeting in relevant titles/genre. This breakdown guided my own work to suit a demographic that is mature enough to understand references to gambling, violence, and other controversial themes. The final piece focuses on a poker game, including playing cards and chips, with an ashtray containing smoldering cigarettes. I made sure to research and understand how a game of poker is played, and what the colours of chips represent in a common game, while also considering the rate of inflation since the 19th century, before adding these assets into the scene. This is evident within both the problem solving and development log sections of the blog.

My research into the different types of diorama and the theme of ‘western’ influenced my initial design immeasurably, and so the above blueprint was created and labelled appropriately, including examples of assets already used in Rockstar’s triple-A title, Red Dead Redemption 2. The interior scene was split and isolated into a finite corner that would represent a vertical slice of a saloon environment. This design consisted of ‘Wild West’ themed assets, such as: 19th century style wallpaper/wooden paneling; pale and worn floorboards; a Georgian-influenced door design; old, framed oil paintings and posters; vintage wall-mounted light fixtures; and a stereotypical cowboy hat. The trim around the ends of the corner would serve as a neat cap or border so that the product could be displayed properly on platforms such as Sketchfab or Marmoset Toolbag Viewer.

However, as time went on, the plan began to change exponentially. I was torn between being lazy by following the initial design, or expanding out into a ‘full’ interior environment. New assets were added to the list to ever-growing spaces and a tangent began to snowball until it became what it is today, as a final result. As the space changed to reflect a more complete product, new suggestions were made: large props to fill the floors, such as tables and chairs. Afterwards, additional suggestion were made to fill the more minuscule and precise spaces: small props to fill the table tops and wall space. Eventually, the scene morphed into a new, better plan. The research prior to the initial plan may not have directly contributed to the finished environment, but the research never really stopped at the end of task 2 either, so it would be extremely naive to state that the research (task 2) did not influence the end product despite not being its sole contributor.

Units 9-10 as a whole have taught me an abundance of new skills, techniques, and solutions to common problems when building an environment like this one. This array ranges from small bug-fighting solutions, such as applying 2 normal modifiers onto a mesh that’s displaying incorrectly in 3dsmax, to understanding and using IES profiles to light the scene accurately. Starting with this unit, I’ve begun to access Facebook groups and sub-Reddits for help on small topics, asking for advice regarding material properties and texture compression settings. In addition, my continuous contact with Dan Tyler on LinkedIn has proven to be a brilliant source of information. Through YouTube tutorials, I’ve learnt how to create particle systems in UE, which I’ve used to create a plume of cigarette smoke. Artstation learning has taught me how to create AAA style props through a pipeline followed by Ubisoft (not that I’ve finished the whole course, yet). Baking a HP model onto a LP mesh has been the trick that has truly saved my work this unit, and it really shows. Although I had experience doing so during the FMP of last year (there’s a reason why I didn’t display any wireframes then), it’s not something I’ve had a great grasp of until watching Emiel Sleeger’s Artstation tutorial series. Similarly, this unit has been the first project I’ve studied and utlised a non-linear pipeline; moving back and forth between each stage has been a new and useful experience, especially when it came to imitating the materials’ height maps with simple geometry for the floors and walls.

A fantastic example of something that didn’t go very well would be the wall-mounted light textures (above); something, despite accessing every forum possible, that would not display properly no matter what I tried. Other than having to remodel the ceiling light and windows, this issue has been the most troublesome and infuriating part of units 9-10, to the point of having to ditch the asset entirely in the final product. On the other hand, I felt the best part of this project would be the procedural materials I created toward the beginning of the timeframe (below). Substance Designer is a software I really enjoy using, most of the time, and is something I’d love to continue studying in the future – Daniel Thiger‘s work on Bungie’s Destiny 2 is one of the biggest inspirations to the effort I put into my projects every day.
Task 5.2 – Peer Feedback – includes screenshots of both tutor and peer feedback that I will continue to refer to here. Interim 1 consisted of the entire research and initial ideas stages, in which I didn’t do as well as I would have liked. However, I felt because it was the first unit of the year, I would reduce my stress levels by focusing on what I thought was more important: the practical work. There is no doubt there was large room for improvement during these sections. An example of which would be not inserting primary research sources. It was suggested to me via tutor feedback that I include more visual examples of the topics I breached in my research. By the time interim 2 rolled around, I had been referred on every section by a peer, which was completely understandable at the time. As discussed inside task 5.2, my blog was a mess of concepts from where I couldn’t decide on which route to take. This was amended as soon as the official interim date came around so that the written work reflected my goals for this unit. Similarly, interim 3 had parts missing that were crucial to a passing grade, including the renders of the final product. Overall, I felt my time was managed poorly and is definitely something I’ll need to give more attention to next time around. In the end, I’d created a product I was happy with but the bare passes toward the beginning still bother me somewhat.

