Thursday, June 18, 2009

References

Here are some references we used.

Textures:
www.cgtextures.com

All quotes have been extracted from
www.landonreiszahnarchitects.com

Pictures have been taken from many places but all rights belong to the original architects

Final Fabrication

The final fabrication of our Bodo Cultural Centre has finally been realised after weeks of hard and consistent work. After receiving feedback from our last submission we needed to include more interactivity, add interior textures, create landscaping near the surrounding buildings, add more AI and include interior furniture. We feel that we have successfully addressed all these elements within the final stage of our fabrication.

Our intent for this final submission was to create a successful environment within Crysis that adhered to and fulfilled the architects and our initial outcomes:

· a social, public and communal space;
· a space that connects both the local community and its visitors;
· a space that responds to the expectations and imagination of both the local community and its visitors – tourists and/or migrants;
· a space that enhances the local democratic and social traditions, as well as the natural and pre-existing built environment;
· a space that seeks interaction (open to communal and diverse ranges of activities), playfulness and poetic contemplation
· an accessible space, a place to be proud of and belong to.
· a glistening jewel which plays with the diverse qualities of light in the arctic region and brings the spectacular atmosphere of the northern landscape into the buildings
· an urban project that seeks to create a cultural ecology
· a space intrinsically linked to the sense of human scale, participation and creativity.

Working on from our last submission we have included detailed immediate surroundings to the building in the form of parks and communal walkways that lead from the pier along the sides of the building. We have designed the landscaping to reflect the sense of community use and public space that is an essential aspect of the Bodo Cultural Centre. The juxtaposition between the stark white features of the culture centre and the surrounding landscape and harbour further enhances the architects notion of creating a building which emulates the ‘natural glacial topographies and the rigid city grid’ of Bodo harbour. We have explored this through the addition of detailed harbour features in the form of drainage pipes that lead out to sea, access ladders along the piers into the water, as well as rock walls that run the length of the pier. We feel that the implementation of these elements creates a greater sense of understanding and coherency within our environment and creates a realistic representation of what the harbour would actually look like in Bodo.

Being a highly conceptually motivated building, we have expressed particular efforts in modelling the environment and context of which the Centre belongs so we have also implemented much more realistic 'time of day' features which represent the overall environment within Bodo and the harbour. The inclusion of interior furniture and realistic textures inside and outside the building further enhances the overall sense and understanding of the space within the crysis environment.

It can be seen that the forms and masses of the Culture Centre emulate carved forms and a same solid mass; through this final stage we have developed and refined the angular and irregular walls that make up the shell for the Culture Centre. After receiving feedback there were certain elements within our building that needed to be analysed and re-evaluated. We feel that we have successfully implemented these changes within our building to create a more uniform and consistent culture centre. Within our environment we have also implemented various elements from our specialisation tutorials, such as advanced AI, custom loading screens and videos as well as custom animated models.

Within the final submission we have further developed the most significant element to the Bodo Culture Centre is how well people can use the spaces created by the forms. We have considered people using our space from a macro perspective (walking through the city) and then from a micro perspective (using the actual Centre). Through artificial intelligence we have been able to analyse and understand the dialogue between The Cultural Centre and the people who use it.

Finally, we have successfully managed to implement our own custom trailer videos at the start of the game launch. This then leads on to the menu where we import our custom map and it starts loading along with a custom loading image. We have then packaged the map so that a cut scene is triggered as soon as the game starts, which flows through the map up to our building where the cut scene stops and we can walk around and explore our building.

All in all we feel that we have successfully and coherently realised our final fabrication environment of the Bodo Culture Centre. The realisation and achievement of our intentions has created a successfully and pleasing environment within Crysis that adhered to and fulfilled the architects and our initial outcomes.

More Final Images

There are many more images on the team blog, here are a few select ones.







Specialisation

My specialisation area was AI. I wrote 3 tutorials on how to program AI to achieve various tasks. These tutorials vary from Beginner to Medium to Hard. They can be found either on the wetpaint wiki or on this blog. I suggest you do them in order.

The first tutorial teaches you how to create AI that follows a path. The second 2 tutorials talk about making AI randomly walk to tag points and doing tasks.

I think i got along way with my tutorials and learnt alot about my specialist area. It would be good to continue to work on the area and see how far i could take it. I didn't quiet get as far as i orginally set out, but that is because it seems impossible to have completely random AI, they need to be told where to go to a large extent.

Wednesday, June 17, 2009

AI Problems

In our final fabrication there is a few problems, one major problem is that the major AI objects do not work, some stage in the last few days of the project the Random AI disappeared, this means we are missing a lot of the crwod behaviour. In some original fabrications we had a fair number of people randomly walking around and doing things. This would have really added to the environment but we did not have time to reimplement it into the environment, as well as when we tried to place it all back in we had alot of problems with the program crashing.

Contribution

Here is a list of some of my contributions.

Building Model:

> Find objects (artworks, furniture, lighting etc)

Surrounding Buildings:

> Research
> Modelling
> Façade
> Textures

Presentation:

> 10 Still Images
> Trailer video
> 2 minute video
> Cut scenes within crysis
> Presentation boards

Crysis Environment:

> Skyboxes
> Time of day
> AI
> Birds (seagulls)
> Sound (natural / artificial)
> Water (level, colour, movement)

Individual:

> Blog
> Specialisation

Final Fabrication

So we have finally finsihed out final fabrication. I am quite happy with how it turned out. There are still some problems but there are also some very good parts. We put alot of effort into finishing this fabrication and doing our final videos.

The way the environment turned out was really good, we have good attention to detail and it really gives people a great idea of the building and how it fits into the harbour and environment.

The AI gives a good sense of the community aspect of the building and the environment.

30 sec Teaser Trailer

2 Minute Extended Trailer

Tuesday, June 16, 2009

More Screens



Some Screen Shots





Team Meeting

Today we met up at uni again to get as much done as possible, and to finish off the main environment. The main areas to work on where:

Implement final building model

Cut Scenes

Screenshots

Level Loading Screen


We started off doing the cut scenes which where fairly easy to put in, it is just a case of moving the camera around and recording, and then telling the game when to load the cuts from the flow graph. So we placed in 2 Scenes, one for the start of the level and one for the end.

While doing this we realised all the AI i placed in on Saturday was missing. So sometime between me leaving on Saturday and Today someone has edited something and deleteded my big AI system. This means we will have to rely on the AI paths and basic AI for the level because there isn't enough time to place it all back in.

When Ken got to uni we implemented the final building model with much higher detail that the previous one. While he was doing this, Alichia and I worked out how to place level loading screens in, so when we load our level from the game a picture of our building shows up.

Finally we took a few screen shots to palce on our presentation boards. I will upload these later.

Sunday, June 14, 2009

Team Meeting

So yesterday we all got together at uni again to work on the environment. We wanted to get as much done as we could. The main things we where working on was.

AI - Make the AI as Random as possible

Loading Videos - Make the game display our own personal loading screens

Cutscenes - Make some cut scenes for our environment

Building Model - Finalise the building


We completed alot of work and got most of these things done. Firstly i created a big AI system involving about 30 people who all randomly walk around the building and do various things. After that was implimented i made some quick loading videos in After effects. Me and Alichia then implimented these into the game so that when you start the game our screens show up instead of the default crysis ones. This adds a good look to our environment.

While we where doing this Ken was working on the model and finalising it.

I worked out how to do cut scenes and an elevator but we didnt have time to place them in the level itself.

Saturday, June 13, 2009

Hard Specialisation Tutorial

For my hard specialisation tutorial I added onto my medium one. In the medium one we created AI that pretty much walks around randomly. In this tutorial I extended onto that to make the people walk around stop for a little bit and then complete a random action.

This tutorial is posted up on the Wetpaint Wiki.

http://arch1392-collaboration-2009.wetpaint.com/page/Tutorials

Sunday, June 7, 2009

Medium Tutorial

For my medium tutorial I have created random AI. This tutorial tells you how to create a number of tagpoints around the environment and make the AI randomly walk between these points. Once they get to one point they will walk on to another point.

The tutorial is located on the Wetpaint Wiki

http://arch1392-collaboration-2009.wetpaint.com/page/Tutorials

Week 11 Lecture

For week 11, Russle Lowe came in to talk about real time environments and how he has used them. Russle is a lecturer at UNSW and takes a number of real time courses.

He is currently working on a big hospital project and he is using Real-Time to allow doctors and nurses and others to walk around the hospital. This means they can check if there is adequate spacing and other things in the rooms. They already ran into one problem where the lift in the rooms for heavy people didn't have enough room to work and it also collided with the doors when opened. This may not have come up if they where not using real time and could have been a really big expensive problem if the hospital had been built with it like that.

He then went on to show us some of his work in Crysis, such as a piece he is working on to go in a small Sydney alley way. He is working on the theory that global warming happens and the water level rises to flood a lot of the city.