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Final Project Report - Yash Kolekar Bfa 20
Final Project Report - Yash Kolekar Bfa 20
ON
“THE SCENERY”
SUBMITTED BY: YASH KOLEKAR
In fulfilment of the
BFA Game 20
Government of India.)
Mukund Nagar, Gultekdi, Pune – 411037.
CERTIFICATE
Place: Pune
Acknowledgement
With God’s grace, help offered by everyone, it has been
possible for me to compile my ideas and educational training
in to this project.
I would like to thank Tilak Maharashtra Vidyapeeth
And support
I am grateful to everyone, without your help and
Overview
So this is our Final project for our degree “BFA in
game design”, we had a good time in Seamedu meeting
new people and learning via the internet too which helped
is being more passionate towards my profession and being a
better human overall.
Index Page
Genre 05
Concept 06
Inspiration 07
Engine 11
Softwares 11
Maya 12
Speedtree 15
Unity 17
Final Result 24
Issues encountered 25
Bibliography 26
Genre
The scene basically is more of a benchmark like scene
taking inspiration from different benchmark applications
such as 3d mark, Unigine Heaven, etc. To in game
benchmarks such as Batman, Hitman Etc.
-----------------
Concept
The Concept of Creating an animated scene is deeply
embedded in pc culture as during the mid- nineties graphic
card manufacturers used animated scenes being rendered to
showcase the capabilities of their systems. And slowly over
time the scenes went from simply rendering a rural scene to
full on action sequences straight out of a movie. The Scene is
basically a homage to all of them.
As the name suggests, The Scene basically combines a
mixture of assets, shaders and effects to showcase a scene
being rendered at a smooth 60 fps.
Because of its fundamental ‘simple but complex
presentation,’ The scene basically tries to replicate the
features taken from its inspirations in a smaller, but more
efficient package trying to fit all pc types.
Software
Being familiar with all of the modern 3d software with the
help of internet here and there we designed our workflow
from modelling to texture below. Given below is the list of
Softwares I used to create this project in the work flow that I
followed.
Maya
Maya was the first software I used to design all of the assets
apart from the trees in the project. The first part of the
project was to create the assets and get them properly
textured. I had to keep in mind the style I had to create them
as it had to look something that would show in an early
2000’s game or animated video. Given Below are the assets
used In the project. Rocks, boulders, house, tower, boats
with oars and furniture such as a bed with mattress and a
table with a rifle on top of it.
Speed-tree
Although Game engines allow you to create assets using in-
engine scripts or different modes. It also allows you to import
assets from other apps to be used in your scene. Speedtree is
one such application which expedites this process by helping
you create a tree of any type quickly without any
complications as showcased below. These 3 trees were
added to the project with colliders and swaying effects and
were exported to unity.
Unity
A major chunk of my project was compiled on unity from
assembling the assets to creating the particle system for the
effects in the project. An in-depth description is given below.
Bibliography
Throughout the years I have learned so many things and also
developed new interests experiencing and meeting people
like me helps me to learn and gain confidence in whatever
stuff I'm doing I've also learned some programing in general
as I watched tons of tutorial to make this game a reality.