Brutal
Legend has an art style focused towards looking like the cover art of the heavy
metal albums of old. This art essentially looks apocalyptic with stormy environments
and very dramatic scenery. To create these environments, Brutal Legend uses a
lot of particle effects. To light these particle effects appropriately, they
use “center-to-vert” normal. Center-to-vert normals have every triangle’s
vertex normal facing the direct opposite direction to the center. This creates
the illusion that a particle (2d plane with texture) to have a volume;
appearing to have depth that is spherical. Using this technique, particles such
as smoke, which would almost have a flat billboard like appearance, looks
realistic; three-dimensional.
The sky in
Brutal Legend is very dynamic, constantly shifting, changing and blending with
many factors such as weather, time of day and location. The difference from the
conventional method of using sky domes/skyboxes was not used here, instead
giant particles emitted far into the distance was used as substitute. Layers of
these sky particles were used to create the appearance of a realistic sky
(layer for stars, moon, lightning and types of clouds.
In order to
match the dramatic sky of the game, Brutal legend took to creating equally
dramatic environments. It is interesting to see how sequentially, a dull
looking environment is step by step enhanced by adding in the elements of sky,
fog, shadows, lights and post-processing effects.
Development Progress
This was
quite a hectic week; a filmmaking and animation assignment due. I toiled away
into the night working on the pre-visualization (prototype cutscene) that may
ultimately be finalized and integrated in-game. I also took the effort of using
textures and actually models rather than just blocked in primitives; as a
result, created a scene very close to what we want our finished game to look
like.
Other than
that, there has been little progress as far as our game goes. Having to upgrade
our first level from the dull maze, I needed to implement terrain. As you can
see in the video, we have a map all ready for importing into our game; the
issue is of course how to do collision with it. Using a height map will work
though there is a cave in the map. We could also try to use ray-casting from
the character to the terrain. Another option would be to use shaders…
This reading
week, I plan to drudge deep into development and not idle; to work on integrating
the new map, and doing a few homework questions in the process.
Demoreuille, P.,
Skillman, D. (2010). Rock Show VFX - The
Effects That Bring Brutal Legend to Life. Double Fine Productions.
Retrieved from http://gdcvault.com/play/1012551/Rock-Show-VFX-The-Effects
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