Practical Research And Experimentation

To begin the experimentation I decided to record various sound sat home, whilst this was initially a task which was assigned to Salman, we decided it would be better if it became a joint task which could be done mid production and done in our spare time, we can progressively record sounds when we needed too, saving us time to continue main production (sprites and coding.)

The first set of sound experiments I decided to do where centralized around weapon usage, I decided to record some sounds and how I discover these sounds to help myself understand how this in-game foley audio may be used, to this end I decided to gather some random items from my room along with a baseball bat (to simulate the weapon the player will be using) I then conducted various experiments attempting to create different sounds which could be used to simulate damaging certain surfaces/swinging at certain surfaces.

Some of the at-home equipment i used to make various different sounds.

Below is both the sound created, and how it was created.

A compilation of all the attacking sound effects I recorded at home.

After this set of experiments, I decided to do some more sound design practical research by experimenting with movement sounds, these could range from doors opening, closing, footsteps, stairs being climbed, running, walls being walked into ect, all of these sounds are recorded in my own home, nevertheless they are very helpful in experimenting with what sounds could appear.

Below is both the sound created, and how it was created.

A compilation of all the movement sound effects I recorded at home.

For the final batch of sound experimentation I decided to focus on enemy death/hurt sounds and player death/hurt sounds, these primarily came from my voice but I used several different tools to make my voice sound different, these being bottles, cans, my hand and glasses, all of these are used to experiment with how I could change my voice and make it sound different, helping in creating the illusion a different type of person or enemy is being slain.

A compilation of all the death and hurt sounds I recorded at home.


Below is both the sound created, and how it was created.

After this I decided I needed to do a little bit more experimentation with something else, as I was unable to actively experiment with Unreal at home, I decided the next best thing to do would be to experiment with the art side of the game, this being both concept art and sprite creation, I wanted to get the feel of how to create this sprites properly, this would help me overall as I would find it easier to assist Salman in the creation of them whenever I have spare time.

The first thing I decided to do was create some concept art for the various different time periods architecture, environment and settings, such as walls and floors/trees/rocks ect, I did this as it would give me a good idea of what we wanted these environments to look like.

The background environmental Objects, which each match the theme of the room.
The characters with their appropriately matching theme, variants may come with similar but slightly different looks.
The walls/floors and their appropriately matching theme, these will have variants.

These experiments really helped me grasp what these themes and time periods/cultures looked like, I tried to take inspiration from various sources like historical architecture and clothing, taking both inspiration from actual history and historical/fictional games I play, this helped me immensely as I familiarized myself with these time periods and cultures further.

The next part of my design themed experimentation was experimenting with digital Pixilart, this is the online software that Salman has been using for the creation of the sprites for the game, this is helpful as it allows me to familiarize myself with this software, further helping me assist Salman with the creation of extra assets, and assets I may need made with specific proportions or designs which would be easier to do if done by myself.

Once I opened the software I grabbed the template i was going to be using, which is the template for the all the AI’s within the game, I did this as it gives me a good feel of how Salman will be designing.

This is the template im using for my experimentation, it’s the same project that is being used within the game for the AI.

After this I decided I wanted to create a cyborg template, creating a character which has a cyborg look, I wanted this as i interpreted the future element of the game to be very technologically advanced, whilst also being apocalyptic.

This is the updated template with the newer cyborg parts added.

After adding the cyborg parts to the template I decided that I wanted to add some newer things to it and change it around, I did this by adding the mechanical eye which will be placed within the cyborg parts, further making the character look like a cybernetic person, I also added shoes.

This is the newer updated cyborg with the mechanical eyeball added.

I then decided to skin colour needed to be added to create the cyborg effected I wanted, I did this by using the paint bucket.

The newly added cyborg eye.

After this I decided he needed another eye, and some detailing on his skin to make him look better and more appealing to look at as a sprite.

The newly made and detailed cyborg.

After this I decided the cyborg was complete, I feel that it was a good first attempt at creating a template for an AI, and I may introduce this template into my own game.