Video Games

+1 Year by Kyle Norton

So it's been a year since I last posted anything on here...

That's bad, I told myself I wouldn't do that. This site was started because it was a requirement for a class, but I realized this would be a good way to document the process of me going through Austin Community College to get a degree in Video Game Design. But I kinda slacked off on it and now here I am 1 year later with no posts.

OK, so here's the missing year as succinctly as possible:

Spring 2012 Semester

After Spring 2012 ended I got my grades and I did pretty good, considering that semester was the very first time I had ever seen/used Photoshop and 3D Studio Max. I really expected to have to drop a class in order to not screw up my grades, but in the end I got 3 A's and a D. Meh, not the best, but not the worst either.

I hate the fact that I got a D, but Video Game Art really frustrated me to no end, so considering the crappy results I was able to produce I think the D was actually generous. I should NOT have tried to take this class before becoming much more familiar with Photoshop & 3D SMax, but I gave it the ol' college try anyway.

The other things that made it an awful experience were the terrible schedule, a Saturday class (the only available seat), and any college class worth more than 1.0 credit that meets once a week is going to run for many hours. And what is the one thing any college student just loves to do with their weekend after they've spent a solid week going to classes & what-not? That's right, blow an entire Saturday that should be spent sleeping and doing jack squat on a class that is a masochistic exercise in frustration! Right?

But let me be clear here, the teacher was awesome, he knew his stuff, but it all boils down to a simple equation of a teacher trying to cram a semester's worth of knowledge, PLUS Photoshop skills, PLUS 3DSMax skills (that the class assumes you already have) into a single semester and the end results were an overwhelmed student and a teacher that was ready to stab me in the eye for "not getting it" faster. Of course he didn't say this, but I can read people and I could tell that deep down he was probably grinding his teeth when he was trying to explain some things to me.

As far as the D is concerned, the program does not accept a D as credit so I have to take the class over anyway, which is something I planned on doing anyway because I really want to get good at the techniques the class goes over. If I can get it to work right, it looks like it would be a lot of fun to do. I'd even take it from the same teacher, but no more Saturday classes. I learned my lesson on that one.

Summer 2012 Semester

This semester was spent on two classes: Game Scripting & Game Design 1.

Game Design 1 was fun, but I felt like so much of the material was rehashed from multiple previous classes. When it was all said and done it was good to go through the process of creating the documentation for game design, but I felt like this class and Intro should be rolled into a single class. But in the end I got an A and moved on to my next semester.

Game Scripting was my first exposure to Unity, and I felt like taking it immediately after taking my C++ classes was a big advantage for me. Yes it was Java but there was a lot of crossover so it worked out well. The downside is that near the middle and toward the end of the semester a medical condition I've had since I was a kid flared up after being dormant for about 5 years and it really started to interfere with my ability to go to class and get stuff done, so I ended up having to take an incomplete on that class and finish it up after the semester was done. I never did go back and check to see what grade I got, I should do that some day.

Fall 2012 Semester

This was an incredibly annoying semester primarily because I was only able to register for a single class. I think I'm going to start bumping into this a lot and I am realizing that this is a fatal flaw in such a small program that is as popular as it is ... too many students, not enough seats! Each classroom is limited by the 14 computers/seats so when they're filled up, that's it ... tough luck, try again next time. Especially in these later classes that seem to be predicated on having taken previous classes. There is a huge demand for them in order to get the degree. That being said that is not the biggest annoyance I encountered. No, the biggest annoyance is that the next class in the chain is Game Design 2; however that class is only offered once a year in the fall. So if you don't get in, you are totally hosed and will have to wait an entire year before trying again. And there's another class in this chain that suffers from the same "better get in or you're hosed for another year" flaw. This is incredibly problematic when someone like me makes plans & saves money for four years so that I can be in school for two years (for a two year program) and it turns into a three, or god-forbid four, year program. I didn't plan finances for an extra year (or two), so that means I'm going to have to do what I said I wouldn't do again and mix a part-time job in with school again. This was such a problem for me at A&M, it kept interfering with my studies and eventually led to me leaving A&M for 2 semesters in order to get a handle on finances before going back. This is going to be rough, and things in Austin are monumentally more expensive than back home in College Station, but I can't afford to sit out semesters this time around ...this situation has me concerned.

So as I said I ended up taking a single class: Game Testing. I liked the teacher, he's a good guy & we can talk about stuff for hours outside of class, but I had really wanted to take it with Vernon Reed. Simply  because I dig his teaching style and it was the last class I could take with him. But his classes were full up so it looks like I've taken my last class with Vernon, which bummed me out, but when the classes are so hard to get into you don't really have the luxury of being picky. (On a side note I may talk to Vernon and Gary/Kalani about a Production track and see about a double major or major/minor degree as I think that would be a good set of skills to possess).

The Game Testing class was fun & interesting, but again there was a lot of overlap information that I had seen in previous classes mixed in with the new information. But I got in there, did what I had to do, got the B, and got out.

Spring 2013 Semester

A new year, a new semester, and here we are again dealing with limited seats and too many students. And once again we have another single-class semester; if this keeps up it won't be a big deal getting a part-time job as I'll have the extra time.

This class wasn't in the Game school, it was in the Music school: MIDI. The first thing you should be aware of about the Music school is that they don't seem to like the Game School students too much. The second thing is that their entire operation is on Apple stuff. If you're like me and that last Apple product you ever touched was an Apple IIe back in High School then this adds an additional layer of annoyance on top of the class as you learn the "Mac Way©" to do things.

Side note: Let me go ahead and be honest here, I have never liked Apple. It's more about the culture it breeds and less about the hardware/software, but there it is. The world may love their overpriced products, but I don't, and the average "Mac Person©" with their "It just works" or "Oh ... you don't have an iPhone" attitudes are the kind of thing that make me want to throat punch a person. I think it stems from doing 2 years of networking tech support where 90% of the time I got to deal with normal PC users where I could just help them and go on with my life and then the rest of my time was spent on telling people game consoles don't work on our networks and then dealing with "Mac People". This special breed of users was about the most ignorant I ever dealt with, and the most arrogant. They usually didn't know where anything was or how to operate their own hardware/software and the second you asked them to do something they didn't know ... well of course it was all my fault somehow. I don't have a problem with a person being ignorant of something as long as they understand this and accept the help I'm offering. When you start arguing with me and telling me I don't know what I'm doing and that you're not going to do what I'm telling you to do because you "should not have to do that because it's a Mac and it 'just works'", I'm going to conjure a plague of spiders upon your house ...but I digress /RANT OVER

I didn't hate this class but I didn't particularly enjoy it either. I felt like there was a level of assumed knowledge, not just how to use a Mac but Music knowledge, that made the learning curve steep. When I realized this was going to be a difficult class I asked about a tutor and was given a guy who could help me. Great, I'll just go see him on Monday/Wednesday between my classes. But he could only help me during a very limited set of hours, very limited. Specifically the very same hours I was in class. So no tutor. OK well they have a MIDI lab maybe I can go there and get help. It's a nice idea, but the lab was staffed by people who were nice but not particularly helpful (I got more help from fellow students in the lab). Actually to be completely honest I need to amend that statement there was a particular person on the lab staff falls who I can't say that about. This person was not friendly, in fact they were rude every time I spoke to them, which I could tolerate if they were helpful (rude TAs and Profs at A&M is kind of standard fare, but they still help you) but this person never once successfully answered a single question I had. It got to the point where if I saw this person in the lab I would just leave or not go in if I didn't see anyone else in the lab that I knew could help me. Unfortunately this person was  in the lab the majority of the times I stopped by. OK so no tutor, and no help from the lab, what to do? I talked to the prof about a book and found one that was very helpful and combined with the notes from class and the user manual for the software I began to tutor myself. This probably would have been a successful strategy but that medical condition I previously mentioned, the debilitating one that had been dormant so long the doctors were ready to call it basically "cured", it came back with a vengeance and knocked me off my feet for quite a while and put me in the doctor's office. All the while I was missing class and assignments but I trucked on and hung in there until the last possible moment when I had another attack and realized I could not rescue this semester, so I dropped. So there we have it, a whole semester wasted. This is incredibly aggravating  particularly because I have to take that class all over again, but here we are and we're moving on.

Summer 2013 Semester

So what's on the agenda for Summer, well I am taking an online Speech class. I hate classes like this, but it's required. And I was trying to get into Video Game Art 1 again to take it over, but it's full up, which might be a good thing since the semester is compressed. So instead I'm taking a drafting class. Yes, that's right it has nothing to do with my degree but it seems interesting and I always thought I would be an architect when I was a kid. Plus I love to draw blueprints, so we'll see how it goes. I'm still on the wait list for VGA1 so there's a tiny snoball's chance in hell I'll actually get in there, but I'm not holding my breath. I need to make sure to register for the Fall the absolute split second I am eligible to do so or else I'm going to miss DC2 all over again and have to wait ANOTHER freakin' year (if that happens I'm not sure what I'll do; I may drop out). I'll also try to get into VGA1 as well and see if there's anything else I can take, but by the end of August 2013 the savings will run out and I'll have to find some income one way or the other and I'm too old to go back to hooking.

Post Review Thoughts by Kyle Norton

So we finally assembled our respective pieces into a single unit for our building, and now there are some thoughts about stuff & things that need to be added/changed/fixed, etc. Here's the list from top to bottom that we saw. 2nd floor/Roof Bar (AJ's Level):

  1. Fixes
    1. The floor is crashing through the walls.
    2. The floor needs a texture.
    3. The brick on the exterior walls needs to mesh up with the brick on John's walls (increase the density of brick to make them smaller/more of them)
  2. Additions
    1. Bridge to connect the landing pad to the roof bar
    2. The bar ...
      1. Bar
      2. Stools
      3. Beer cans
      4. Beer bottles
      5. Ash trays
      6. Cigarettes
      7. Tables
      8. Chairs
      9. Christmas lights
      10. Awning/cover
  3. Suggestions
    1. The vigas are fairly large in diameter compared to real world, consider possibly scaling them down by about 20% - 40%

1st floor/General Store/SVC Bay (John's Level):

  1. Fixes
    1. Textures added/fixed/cleaned up
      1. Interior is missing some textures & the textures seen need an increase in detail density (scale up)
      2. Doors
      3. Service Bay
        1. Floor texture needs to be the same as what's used in the basement for efficiency sake
        2. Collin wants utilized space reduced
    2. Windows need to be "bridged" to close off the holes
    3. Doors on the open spots
    4. Windows in the open spots
  2. Additions
    1. {None @ this time}
  3. Suggestions
    1. {None @ this time}

Basement/Store Room:

  1. Fixes
    1. Back windows need alpha map to be translucent
    2. Basement window wells need to be completed
    3. Gratings need to be completed
  2. Additions
    1. {None @ this time}
  3. Suggestions
    1. {None @ this time}

Finishing Our Building by Kyle Norton

Alpha Map to let light pass through the cracks The ceiling of the basement & the floor of the main level are a series of 6 planes (5m x 5m). Each of those 6 planes consists of 4 separate planes (2 normals firing up & 2 down) to make a complete floor/ceiling for our building.

I found a wood floor texture on Mayang that I liked that had gaps between the planks, so I took it into Photoshop and selected all the space between the planks and rendered them black, then I got some help in making an alpha map to make the gaps transparent and loaded all that into 3D Studio Max, and since the texture was a 512 x 512 and the plane was a 5m x 5m square, the UVs didn't really need to be messed with ... just assemble, attach & group together. The render seen here is the resulting view from the basement looking toward the front door/window that you can somewhat see.

If I feel nutty I may use the Shift + Click & Drag to to add geometry to the planes and give the planks more depth, but for now ... done & done, moving on.

Decisions?? | Video Game Art I - GAME 1434 by Kyle Norton

I'm behind on this project already. I need to choose an item to model, first in low poly and then in high poly, then do the normal, AO, etc thing. I saw a wall sconce at Zed's restraunt that I liked, but I can't find the photo. I've also been screenshotting a bunch of Steam games to find an asset that I like, that can also be used in the 3D Modeling class.

Click Here to see what I'm working with so far...

Introduction to UVMapping by Ben Tate by Kyle Norton

One of my classmates (also named Kyle) in VGA1 sent me the following eMail

This website has some excellent video tutorials for 3DsMax.

I found the Introduction to UVMapping by Ben Tate to be extremely helpful. Part 1 has three videos that takes every simple primitive and shows techniques to keep your textures distortion free.

http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/an-introduction-to-uvmapping-in-3d-studio-max-using-the-unwrap-uvw-modifier/

Part 2 takes these concepts and applies them to a simple scene. It is six parts long.

http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/an-introduction-to-uvmapping-in-3d-studio-max-using-the-unwrap-uvw-modifier-part-2/

This third tutorial shows how to bake a Normal Map using some new techniques.

http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/how-to-bake-a-flawless-normal-map-in-3ds-max/

...thanks "other" Kyle, these videos were definitely helpful.

Griffith Observatory Completed by Kyle Norton

So the GO is now as done as it's going to get. I like how it turned out, I was going for clean/real world aesthetic. I did my best to keep the textures as detailed and realistic as possible. I really liked the way the doors ended up. I contemplated turning the domes into a transparent/translucent material but I really didn't want to render an interior on this deal as I am still learning 3DSMax & Photoshop. And if I learned one thing from Level Design last semester it's that I tend to go way too big on scope. So this was my attempt to keep that aspect of my design in check. I think I did well and the small details came across as more polished to compensate for the absence of insane, 10-story, mega-death, castle-of-doom scope on this project.

See-Thru Windows by Kyle Norton

The homework assignment for 3D Modeling & Rendering was to take an image that has windows in it & create an opacity map in Photoshop. Then create a plane in 3D Studio Max to apply the texture to and using the images generated, create an opacity map to have a 3D model that has see-thru windows. The following is the original image and the end results.

Vampires vs Werewolves vs Zombies by Kyle Norton

I bumped into Finn in the hall the other day and he asked me for a game idea. I had been kicking around a thought for about a week (during the boring moment of driving to/from class) of an Android/iPhone game for the casual gamer. Creating a simple mobile game before graduating has been a goal of mine since the beginning.

Nothing too complicated just quick fun, but with the social dynamic of online multiplayer.

So, "what do people like", was the first question I asked myself and my immediate thoughts gravitated to zombies, as I like zombies. Then I remembered reading an article about how zombie movies are more prevalent during Republican presidencies & vampire movies are more prevalent during Democratic presidencies. Something about how that plays on peoples' current fears at the time. Well you can't have vampires & zombies without inviting werewolves to the party, and boom. Vampires vs Werewolves vs Zombies. Currently I see this as a top-down action game with 3 players each one takes a species, each species has its advantages & disadvantages and then it's kill or be killed.

Good start, but it needed more. Add in humans as a goal, and now you have 3 species vying for the limited "resources", humans. At random times throughout the game humans will emerge from their homes or cars or whatever in an attempt to escape the carnage and  players ultimate goal is to acquire the most resources to progress to the next level. Players can choose to consume the humans to boost their current units or choose to convert them to add to their army.

The end of the level is reached when only one player is left standing or all the humans on the level have been consumed or converted.

  • Zombies - slow but attack en masse with overwhelming numbers.
  • Werewolves - Quicker but rely more on brute force & sheer ferocity to defeat enemies.
  • Vampires - Fast, solitary killers that use stealth & cunning to achieve their goals.

Finn wanted me to put this to 'paper' so I did and he took a look at it and gave it to some guy named Paul who apparently didn't like it ... meh ... now I'm on to find some art assets that can convey the ideas a little better and some sample maps.

3D Modeling Final Project Research by Kyle Norton

So I just spent the better part of an hour researching the hell out of concept art for Firefly, Red Dead Redemption, Fallout, Half Life 2, BioShock & just general Wild West Town layouts and design elements and have 162 images/pages stored in an Evernote notebook. Hopefully these will be helpful. https://www.evernote.com/pub/kylefn/3dmodelingfinalproject