Professional Documents
Culture Documents
Term1 - Unit 9
Term1 - Unit 9
See subpages ….
- Research
- Planning
- Production
- Evaluation
- Feedback
"Warcraft III: Reign of Chaos is a high fantasy real-time strategy computer video
game developed and published by Blizzard Entertainment released in July 2002."
https://en.wikipedia.org/
For this assignment I have chosen the human village my idea for this is to create a stone hospital , Carnivorous plant and a market stal.
I have chosen to make a hospital because it's important to the hole village and is a centre piece but there are also scout towers, castles, barracks, farms and town hall.
Another characteristic of the war craft human village is the use of wild life this is something races like the orcs lack showing the humans connection to wildlife and nature this again links to the qualities of the race and how they could purer thenorcs or perhaps have not
to farm. For example orcs may only have signs of dead animals and decaying plants rather than trees or flowers. "the lives of people in Medieval England revolved around farming. Peasants worked the land, villages provided land and Medieval towns lived off the food th
produced nearby."https://historylearning.com
A characteristic of the village is important is the design for instance the buildings are designed to look almost medieval this connection to the real world helps the users know what sort of technology they will have as many people have knowledge of the time period also
used to explain some of the characters in the story's beliefs and ideology. This can perhaps be used to show a darker part of the cavillations such as archaic beliefs. There are however some differences war craft buildings have less complex windows and blue roofs and te
have more towers.
Some important characteristics are the use of pointed roofs , towers, grass courtyard and stone walls. These are the basic design choses that must stay consistent across buildings could be used to for use in tactics of defence. Also the Damage to the buildings Is used to s
and weathering within the game which will be needed to be replicated. Also they tend to be set in grassy tree covered areas and built with stone brick by a stone mason.
It is worth noting that compared to the orcs they are more built up and sophisticated as well as cleaner using stone rather than wood they also have a use blue instead of red showing they are good also the shape of the buildings are similar to reallife medieval buildings
thing the orc buildings have are spikes and wood which is not something you would see on the human buildings.
Inside the Game the textures tend to have colour variation this shows the difference in wear and can also be used to interactwith lighting in a certain way. The lighting is normally done by one direction light to simulate the sun for realism.
In conclusion these are important parts of the architecture, culture and design of the village and will be something I must include in my own buildings and other items . This all adds together to make the feel of the village and makes your general impression get made. Fo
makes the race seem powerful and strong and well established but can also hint at past wars through damage.
What am I going to make?
I intend to make hospital my research has shown that back in the medieval times they would have used herbs so my idea is tohave herbs handing outside and caldrons on fires boiling also maybe a something to let out fumes and also windows that are open to let
out and other medical gasses, perhaps stretchers or basic wooden wheel chairs. Another idea is to have stains from injury's . This should an appropriate size for the population of the village and the size of the town wall because otherwise may fill up too much of t
village so maybe the size of two houses.
Another thing my research pointed me to was bloodletting where they would let blood out to balance the 4 humours so maybe there could be knifes and pots layered out from where they performed this . As there were mostly individual healers it may be a smaller
which is replicated with variations across the village perhaps with a basic medical sign. If this was a orc building maybe Iwould put the dead scattered around to show there lesser knowledge in the fluid but because there humans there should be some sign of succe
Perhaps there could even be tents to show how temporary they can be and un apricated they are. As warcraft has a magic sidemaybe some kind of magic theme could be applied. The hospital will important during a battle so may have some defence. "The beds in t
earliest hospitals consisted of pallets of straw, but before the end of the twelfth century there were probably wooden bedsteads. These were usually large and had to accommodate two or more patients."https://www.historytoday.com
As the medevil times came to an end the hospitals became more organized and larger as a better understanding of the field became available. A lot of the changes where internal and will not be seen from the outside. "The beds in the earliest hospitals consisted of pallets
straw, but before the end of the twelfth century there were probably wooden bedsteads. These were usually large and had to accommodate two or more patients." https://www.historytoday.com
Below is a depiction of a real life medieval hospital in real life I can see it has a hall type room this gave me the idea that there may need to be a large open part from room for beds and holding ill people. The building in this could easily have towers added and blue roofin
start to make something more theme based.
This is another image that is a larger medieval hospital this one looks to be more than one floor and has a more religious look which has inspired me to maybe add a religious theme as a lot of healers believed god would save people back then. This could be a building pla
towards the entrance to help forces coming back from hunts or battle as soon as possible without a large walk. I also added some examples of tools and medicine they would use.
The Carnivorous plant idea is something that relates to the magic side of the world and brings mystery to the wild life "Two categories of magic exist, arcane and divine. Divine magic contains druidism, shamanism, voodoo, and holy light, as well as other religions. Natur
subcategory within the divine, but a form of it can also be found in arcane as well." https://wowpedia.fandom.com . These will be invasive a best that the village is fighting to control. They are a larger more intelligent version of a venous fly trap but with venom that can b
released to attack threats. This could be used to show humanity's push into unknown lands. These plants where not medieval and will be something specific to the war craft theme they were discovered in 1875 well after medieval era. "showed that the leaves of some pla
been transformed into ingenious structures that not only trapped insects and other small creatures but also digested them andabsorbed the nutrients released from their corpses. In 1875, Darwin published Insectivorous Plants, detailing all he had
discovered."https://www.smithsonianmag.com
o can be
end to
show age The orcs buildings have no grass in the surrounding area
symbolising there evil through death and decay or lack of
agricultural ability perhaps due to a reliance on hunting
s. Another for food suggesting a lower technology level. They tend to
use animal bones and wood as they are the most available
materials for them to use.
The trees are essential for the feel of this world I chose
them to bring the feel of a village in a forest area. These
are the same for orc and human villages however there
are less I orc villages
Fire pit Shows the activity of industry and their ability to face A event fire pit from the game called the mid-summer festival.
problems such as cold and cooking. Fire was important in Which is a centre piece of a area.
medieval times but would be more so for the orcs who
don’t have the ability to farm so rely on cooking meat.
"Fire was a versatile and important part of medieval life. It
was used to provide light, heat homes, and cook
aced food."denverfirefightersmuseum.org The fire pit is metal and has markings on that could show its ancient backstory.
The chose of a market stall is something to show commerce within the village it will be something that can be verities with different foods or goods built with fabric and wood like historical market stalls it will be very warn due to use. These bring a sense of community to
Art work from the time showing a stall
village but where also a real thing that would be common with vegetables
Recreation orsuggest
of what accounts textiles and
a stall could look other
like needed goods being sold as we can see in paintings of such stalls and historical acounts.. "in villages, towns, and large cities which had been granted the privilege of a license t
by their monarch, markets were regularly held in public squares (or sometimes triangles), in wide streets or even in purpose-built halls. Markets were also organised just outside many castles and monasteries."https://www.worldhistory.org
Above is a few photos of historical market stalls and other artists renders as you can see the colours are different in each this is something I could replicate.
These ones are very clean which would not be accurate. Some things it might sell include fruit or cloths. We will need to make the colours match the war craft theme.
Sources:
1. Warcraft III gameplay videos and image galleries
Week What are you going to Screenshot of How Skills used? Did This
do? Task am I go to
going plan?
To
achieve
this ?
Week 1 Research the game
and about the things I
am going to make
Here is a video that goes through the style of both villages and can be used
To give an idea of what the research should contain: https://www.youtube.com/watch?v=xBqi7QapjE0
General Overview: Your plan page presents a detailed and structured overview of your work process
over seven weeks. It's commendable how you organized the tasks per week and included what you
planned to do, the skills used, and whether the tasks went according to plan. This structure provides
Improvements: It would be beneficial to include specific aspects or features of Warcraft that you found
most influential during your research.
Week 2 - Planning: Strengths: Good demonstration of time management and planning skills.
Recognizing the need for a buffer period in your schedule is a wise approach. Improvements: Include a
more detailed breakdown of the timeframe for each task to demonstrate thorough planning.
Week 3 - Production Work: Strengths: Effective use of hard surface and organic modelling skills. The
focus on architectural styles and historical accuracy is impressive. Improvements: Discuss any challenges
faced during the modelling process and how you overcame them. This would provide a deeper insight
into your problem-solving abilities.
Week 4 - Texturing: Strengths: Efficient workflow in UV unwrapping and texture creation. The use of
Photoshop skills is well implemented. Improvements: Mention how the textures contribute to the
overall aesthetic of the Warcraft universe and any difficulties encountered in texture creation.
Week 5 - Final Touches and Unity Scene: Strengths: Good integration of different software (Unity, After
Effects) demonstrating versatility. Creating a scene for the final submission is a great way to showcase
your work. Improvements: Reflect on the process of integrating assets into Unity and any adjustments
you had to make for them to work seamlessly in the scene.
Week 6 - Evaluation: Strengths: The focus on self-reflection and analysis is crucial for personal
development. Writing about the requirements and your ability to meet them shows self-awareness.
Improvements: Provide more detail on your self-reflection process. How did the project influence your
understanding of game asset creation?
Week 7 - Submission: Strengths: Adherence to deadlines and presentation skills are evident. Including
the YouTube link in OneNote shows organization.
Improvements: Reflect on the overall process and what you learned from the project. This could be
beneficial for future projects. Overall Evaluation: You have shown a comprehensive understanding of
the requirements and executed the tasks with a high level of skill and organization. Your ability to plan,
research, create, and evaluate is evident throughout the project. It would be beneficial to include more
reflective insights into each week's task, discussing challenges and learnings to demonstrate deeper
understanding and continuous improvement. Your adherence to deadlines and detailed documentation
of each step are commendable and indicative of a professional work ethic.
General Overview:
Your production page is comprehensive and detailed, showcasing a variety of technical skills and
processes used in creating game assets. The documentation of texture mapping, poly count, rendering,
Specific Feedback:
Strengths: Adhering to the specified texture sizes and poly count limits demonstrates a strong
understanding of technical requirements. The proof of texture map sizes and poly counts ensures
compliance with the project guidelines.
Improvements: Consider experimenting with different texture resolutions and poly counts in initial
stages to explore various levels of detail and optimization.
Model Renders and Adjustments:
Strengths: The renders of the hospital, market stall, and plant show a good balance between detail and
efficiency. Adjustments based on early renders, such as modifying wood supports, indicate a keen eye
for detail.
Improvements: Include notes on how each adjustment enhances the final asset, and if there were
alternative solutions considered.
Wireframes and File Management:
Strengths: Presenting wireframes is essential for understanding the structure of your models. Good file
organization is evident in the naming and backing up of files.
Improvements: Briefly describe any challenges faced during the wireframing process or in managing
multiple versions of files.
Weekly Reflections:
Strengths: Reflecting weekly on the progress, learning new skills, and recognizing areas for improvement
demonstrate a reflective and growth-oriented mindset.
Improvements: Expand on specific learning moments or challenges faced each week. This could provide
deeper insights into your problem-solving and adaptation skills.
Final Video and Additional Renders:
Strengths: The final video and additional renders with water shaders are excellent for showcasing your
work dynamically. The use of different textures for various parts of the plant shows attention to detail.
Improvements: Discuss the process of choosing and applying shaders, particularly for the water effect,
and any challenges encountered.
Texture Details:
Strengths: The variety of textures (e.g., hospital walls, plant skin) indicates versatility in texture creation.
Improvements: Reflect on the choice of textures and how they contribute to the overall aesthetic and
thematic consistency with the Warcraft universe.
Overall Evaluation:
Your production page reflects a high level of technical proficiency and artistic skill in game asset
creation. The detailed documentation of each step, from initial modelling to final rendering, shows a
General Overview:
Your evaluation page effectively captures your reflections on the project, including the challenges faced,
the skills learned, and areas for improvement. It demonstrates a clear understanding of the project
requirements and how they were met, as well as a willingness to learn from feedback and experiences.
Specific Feedback:
Strengths: Excellently meeting the poly count and texture requirements. Your ability to adjust poly
counts demonstrates adaptability and technical proficiency.
Improvements: In future projects, consider setting internal benchmarks that are closer to the maximum
limits to explore the full potential of details and complexities in your models.
Mesh Integration and Technical Solutions:
Strengths: Successfully integrating multiple elements into a single mesh is a crucial skill, and you've
showcased this ability effectively.
Improvements: Reflect on any specific technical challenges faced during this integration and how they
were overcome.
Organizational Skills and Time Management:
Strengths: Recognizing the need for better project organization and time management is a sign of
professional growth.
Improvements: Develop a more structured file management system and a detailed timeline for future
projects to enhance efficiency.
Learning and Skill Development:
Strengths: Learning new skills such as selecting specific UV channels in Unity and applying them
effectively in your project is commendable.
Improvements: Elaborate on how these new skills can be applied to different scenarios in game design.
Feedback Integration and Model Refinement:
Strengths: Being receptive to feedback from peers, especially regarding the carnivorous plant’s teeth,
shows a commitment to continuous improvement.
Improvements: Consider implementing a regular peer review process at different stages of your project
Strengths: Planning to carry forward lessons learned into future projects is a great way to ensure
continuous improvement.
Improvements: Set specific, measurable goals for improvements in organization and focus for your next
project.
Innovative Evaluation Techniques:
Strengths: Using a Unity script to replicate the game’s camera and player movement for evaluating your
models is an innovative approach. This allows you to see your models in a context similar to their
intended use.
Improvements: Share insights gained from this evaluation method and how it might influence your
design decisions in the future.
Overall Evaluation:
Your evaluation page demonstrates a high level of self-awareness and commitment to professional
development. You have effectively met the technical requirements of the project while also identifying
areas for growth. The use of innovative tools for evaluation and the willingness to integrate feedback
into your work are particularly commendable. Going forward, enhancing your organizational skills and
continuing to apply new learning in practical scenarios will further elevate your proficiency in game
asset creation. Your project, as reflected in this evaluation, shows significant progress and a deepening
understanding of complex design processes.