OUDF104 Evaluation



This years final module was Game Art & Design, in this module we had to build an environment in Second Life. For this we had to work in teams and pick one of three Briefs, a Sunken Temple, an Art Gallery or Steam Punk. Ben, Jake and I decided to do the Sunken Temple Brief, in this brief we had to make a game environment that has been undiscovered for millions of years and inhabited by Aliens.


We all decided to do our own thing rather than working of the same thing, this was perfect because we all had different strength and weaknesses. Jake did all the concept are as he is really good at drawing. It was then up to Ben and I to do the building and Machinima, again it was perfect because Ben has good experience in Maya and I have After Effects and Video Editing.


After Jake did all the Concept Art for our build, we finalised the design and the floor plan Ben put the Floor Plan into Maya and came up with a 3D concept for it. This was a perfect move because we could finally visualise the final build and how we where going to make it  in Second Life.


Over the Weeks in this Module we learnt different things that would help us build, like scripting. This was one of my favorite part of the Module because I have always had an intreat in scripting even if it is basic scripting. The effects we learnt really helped us go from an amateur builder to a more advance builder. We also got to know about Mega-Prims, which is my favorite because it take the time out of build something so big, we could just use one Prim rather than 100 Prims.


When we started building the environment in Second Life I built most of the basic layout for it, The main Chamber, The hallways and the anti-chamber. Then Ben and Jake came in to do the more detailed build, such as the the Frozen Alien in the centre of the build and the fire in the chambers. The one thing that I did not like in this build was the stairs, I spent about two hours making them, then Ben deleted them because they wasn’t good enough. I did fix the stairs and they looked good but he still deleted them. I wasn’t that mad but he could have just changed them a little bit.


On the whole the Module was brilliant, the best one that we have done. I always enjoy Team work and builds, the module incorporated games which I love and video editing and special effects which I love. If I had to do this module again the only thing that I would change is the level of detail in the build. After seeing everyone else’s build and seeing ours , I realise that everyone else’s look better and ours doesn’t look that good. So we would spend more time on the build and make it look a lot better.


95% done walkthough of Sunken Temple

This is a walkthrough of our sunken temple, our build is 95% done we just need to do some tweaks. We can then start the Machinima tomorrow.

William Dyer The Lost Chamber Storyboard

I created a Live Storyboard in SecondLife using my character as William Dyer and the ScreenShot tool. Along with the worded storyboard this is what I came up with. I would like to stick to the storyboard as much as possible but with 7 days left to finish it all, it may turn in to a walk through

machinima written Storyboard

Here is a written Storyboard that I did last Wednesday, since I can’t draw this is the best I could do.

Scene one

Intro of darkness, fade to the professor walking down a hallway

Camera behind left right shoulder.

Walks down the hallway to reveal the chamber

Unknown object in the centre

Walks down the stairs

Fades to black

End Scene

Scene two

Enters the chamber

Pan view of the chamber

Fades in and out in time with a heart beat

Walks to the back of the chamber

Revealing a door

Cut scene

EPIC pan view of holding chamber

Pan up to ice alien

Alien wakes eye movement

Scene three

Major cut scenes of alien chasing professor

Cut to titles


Leather and Fur Textures

So I found some old stuff in the wardrobe that would be perfect for the textures for the character. Here are 2 of them that jake can then put in to the character.

Sunken Temple Walk Through

This 7 minute plus video is a Walk Through of our Sunken Temple Environment. It shows all the ideas we have done and are about to do, showing the different Particle effects we did.

Sn0w on Second Life

So for our Sunken Temple Brief we decided to make Snow in Second Life. This was done by using a Particle script, this information below was key to our build because we needed snow in our sunken temple. We had to change some of the values to make it would ill out line what we change to create the snow effect…

this is the script.

// Mask Flags - set to TRUE to enable
integer glow = FALSE;            // Make the particles glow <------------------------------WE CHANGE THIS TO STOP SOME GLOWING
integer bounce = FALSE;          // Make particles bounce on Z plane of object <------------------------------- AS THE NAME SAYS WE DID NOT WANT IT TO BOUNCE, SNOW DOESNT BOUNCE.
integer interpColor = TRUE;    // Go from start to end color
integer interpSize = TRUE;      // Go from start to end size
integer wind = FALSE;          // Particles effected by wind <--------------------------------------- DID NOT WANT IT TO BE EFFECTED BY SECOND LIFE WIND
integer followSource = FALSE;    // Particles follow the source <----------------------------------SO IT WOULD NOT END ON THE SOURCE BLOCK
integer followVel = FALSE;      // Particles turn to velocity direction

// Choose a pattern from the following:

// Select a target for particles to go towards
// "" for no target, "owner" will follow object owner
//    and "self" will target this object
//    or put the key of an object for particles to go to
key target = "";<-------------------------------- THIS WOULD CAUSE THE PARTICLES TO DIE AT THE SOURCE

// Particle paramaters
float age = 30;                  // Life of each particle <--------------------------------- CHANGE THE FLOAT AGE TO 30 SECOND (THE PARTICLES WILL LAST 30 SECONDS)
float maxSpeed = 0.5;            // Max speed each particle is spit out at <----------------------------- THE MAX SPEED OF THE PARTICLES
float minSpeed = 0.2;            // Min speed each particle is spit out at <----------------------------- THE MINIMUM SPEED OF THE PARTICLES
string texture = "";                // Texture used for particles, default used if blank
float startAlpha = 1;          // Start alpha (transparency) value
float endAlpha = 0.1;          // End alpha (transparency) value
vector startColor = <1,1,1>;    // Start color of particles <R,G,B>  <-------------------------- WE CHANGED THE BIRTH COLOUR TO WHITE
vector endColor = <1,1,1>;      // End color of particles <R,G,B> (if interpColor == TRUE) <--------------------- WE ALSO CHANGED THE DEATH COLOUR TO WHITE
vector startSize = <1,1,1>;    // Start size of particles <---------------------- SIZE OF THE PARTICLE TO LARGE
vector endSize = <1,1,1>;      // End size of particles (if interpSize == TRUE) <---------------------- SIZE OF THE PARTICLE AT THE END
vector push = <0,0,-0.5>;          // Force pushed on particles <------------- WE FORCED THE PARTICLE DOWN WITH THE VALUE OF -.5

// System paramaters
float rate = 1;            // How fast (rate) to emit particles
float radius = 2;          // Radius to emit particles for BURST pattern
integer count = 5;        // How many particles to emit per BURST
float outerAngle = 0.01;    // Outer angle for all ANGLE patterns
float innerAngle = 1.55;    // Inner angle for all ANGLE patterns
vector omega = <0,0,0>;    // Rotation of ANGLE patterns around the source
float life = 0;            // Life in seconds for the system to make particles

// Script variables
integer pre = 2;          //Adjust the precision of the generated list.

integer flags;
list sys;
integer type;
vector tempVector;
rotation tempRot;
string tempString;
integer i;

string float2String(float in)
    return llGetSubString((string)in,0,pre - 7);

    flags = 0;
    if (target == "owner") target = llGetOwner();
    if (target == "self") target = llGetKey();
    if (glow) flags = flags | PSYS_PART_EMISSIVE_MASK;
    if (bounce) flags = flags | PSYS_PART_BOUNCE_MASK;
    if (interpColor) flags = flags | PSYS_PART_INTERP_COLOR_MASK;
    if (interpSize) flags = flags | PSYS_PART_INTERP_SCALE_MASK;
    if (wind) flags = flags | PSYS_PART_WIND_MASK;
    if (followSource) flags = flags | PSYS_PART_FOLLOW_SRC_MASK;
    if (followVel) flags = flags | PSYS_PART_FOLLOW_VELOCITY_MASK;
    if (target != "") flags = flags | PSYS_PART_TARGET_POS_MASK;
    sys = [  PSYS_PART_MAX_AGE,age,
                        PSYS_PART_START_COLOR, startColor,
                        PSYS_PART_END_COLOR, endColor,
                        PSYS_SRC_PATTERN, pattern,
                        PSYS_SRC_ACCEL, push,
                        PSYS_SRC_OMEGA, omega,
                        PSYS_SRC_MAX_AGE, life,
                        PSYS_SRC_TEXTURE, texture,
                        PSYS_PART_START_ALPHA, startAlpha,
                        PSYS_PART_END_ALPHA, endAlpha




This is what happened..

The next step in this is to make snow piled up in the corners of the Temple to give the sell the effects of snow is falling