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Codename: Courage (UE4)

Hello!

I'm in my final year at University of Derby and we are creating a game as a team project for the next 12 weeks for one of our modules. The assignment is to create a 2-player co-operative game (at least a polished portion of it) based on the topic that has been set, which is "Escape".

We are hoping to use this as a place to share progress of the game, and hopefully get some feedback/ crits as well.

THE GAME

The project is finished!

ICAALuM.jpg

Final trailer:
https://vimeo.com/127375575

Final screenshots can be found here:
http://www.cgstudentawards.com/game-of-the-year/courage

"A child (Alex) is accompanied into a dream state by a spirit wolf named Courage, a manifestation of her own inner courage. As she explores, the pair tackle the child's fears one by one, in a tale of friendship, fears and bravery. Each chapter is a new fear, with the environment and mechanics revealing which fear the child will be batling."

We are using Unreal Engine 4 and the game is a 2-player co-operative game for the Oculus Rift (Main player is 1st person and wears the rift, the 2nd player is 3rd person without a rift).

List of features:
General:
  • Full co-operative gameplay
  • Full Oculus Rift support
  • Checkpoint loading/saving
Child:
  • Slingshot weapon to attack enemies and use in puzzles
  • Can pick up and carry puzzle items
  • Sanity (health) decreases when overwhelmed by spiders or when separated from the wolf. Regenerates when close to the wolf
  • Faints (dies) when the sanity runs out
  • Shouts for help when losing sanity
  • Head rotates with the camera
Wolf:
  • Can see spirit objects that are invisible to the child
  • Howl ability to reveal spirit objects to the child
  • Growl ability to scare/stun enemies
  • Is a secondary source of light
  • Can jump
  • Changes color when child is losing sanity
  • Head rotates with the camera
  • Looks at the child while idling
Enemies:
  • Spider Queen boss
  • 3 types of normal spiders (ranged, melee, and squad spiders)
World:
  • 6 key locations
  • 5 puzzles
  • Wildlife (small spiders, bats), flee when approached
  • Interactive world objects (hanging lantern, football, swings)
  • Falling tree event
  • Ghost train approaching event
User Interface:
  • Full main menu
  • Full graphical options
  • In-game pause menu
  • Network Lobbying
  • Credits
Game Modes:
  • Network Lan Play
  • Split Screen Play
Audio:
  • Original soundtrack
  • Voice acting for the child
  • Forest ambience
  • Wolf growl/howl
  • NPC sounds

THE TEAM

Art:

Josh Williams (disownedbeef) - Lead Character artist
Nikolay Kolev (NIcksun93) - Character artist
Edvinas Petrauskas (ed_3d) - Lead & Environment artist
Krzysztof Chrostowski (Krizzy) - Environment artist and Puzzle designer
Alfred Golovanov (Alfred1992) - Vegetation and asset artist
Joe Cooper (JAC) - Prop artist

Programming:

James Tatum (Splosion900) - Project Management, general programming
Bradley Stone - Lead programmer - Gameplay, UI
Rob Watling (TheWobling) - AI and general programming
Tomas Volkovickas - Puzzles/Events, AI
Aleksandra Wojtyla - Puzzles/Events, AI

THE DEADLINE

24/04/2015

-

Thanks :)

Replies

  • ed_3D
    Since we're only a week and a half into the project, there isn't any 3D to show just yet. We've been busy brainstorming and fleshing out the concept, story, mechanics etc. and writing up the design doc, but here are some of the sketches we have done so far to explore different ideas:

    By Krizzy:
    YfGEBmX.jpg
    iwOcmH1.jpg
    7NILVU0.jpg
    ZfJ7vxQ.jpg

    By me:
    edvinas-petrauskas-shack-interior.jpg?1422818471
    8Vug9lV.jpg

    By NIcksun93:
    DdcxGSr.jpg
  • ed_3D
    May have created the topic a little too early :D

    Anyhow, we have now started diving into 3D, so we'll be able to start posting. We're at the blocking out phase at the moment.

    The past few weeks I have mostly spent finalizing the level layout and the landscape more, so we could start blocking out the locations and bringing them into the engine. Also tried to establish some base mood/ lighting.

    The main locations we'll be doing are: playground, shack/old house, train station, tunnel, bridge, as well as some other smaller areas of interest. The level itself is a pine forest, and the areas of interest I have mentioned above are all located within it. They all have been intentionally chosen to (and will be made to) seem a little random and out of place (ties to the backstory), while also being abandoned/creepy and lightly overgrown (also ties to the story).

    The whole level will be pretty much wide linear. I don't want to have a boring narrow path connecting everything, and making the player feel constrained like they're being forced to follow it, and open world type of environment is also out of the question as it probably wouldn't work. So the best option was to try and have a bit of both, having a pre-determined path which leads/guides the player to the points of interest, but at the same time gives them some space and encourages to explore parts of the environment along the way (and rewards them for doing so).

    Here's a quick top-down, showing where the layout and the main path currently stand. The idea I had was that it would spiral back to the starting area (technically below it) and lead you through a train tunnel out onto the bridge (final location), which you briefly see from distance at the beginning of the level.

    i7scjz6.jpg

    XlAlSCD.jpg

    More wip to come soon from myself and from the rest of the team
  • Alfred1992
    So it's my first post here :) I have been working on some vegetation for the environment along with the train bridge which will feature at the end of the game, I have personally taken on all of the foliage tasks as I want to specialise in it.

    So here are some WIP screenies of the bridge:

    K10hf41.jpg

    I used the idea from Vanishing of Ethan Carter for the planks of wood and being able to look below the bridge - just to give the on the edge feel to the player.

    F32CzQZ.jpg

    Here is a variation of a pine tree:

    I7Ja8S1.png

    Md1nJcU.png

    Ot7LO8H.jpg

    Everything is still a work in progress - I have lots more to show but thats for next time :)
  • Underworld
    Looks so cool! Can't wait to see where this goes! :)
  • lophead25
    Offline / Send Message
    lophead25 polycounter lvl 10
    Looking really cool, I feel like your lighting setup is a bit flat and stale, you could with some variation like a bit of greens and bits of cyan :) Nice foliage texturing ^^
  • ed_3D
    Thanks guys! I agree, the lighting/mood definitely needs more work. Could be looking flat because it's mostly skylight right now with very little moonlight. There's a strong blue post process tint which might need toning down a little too. Will look into it! :)
  • disownedbeef
    Offline / Send Message
    disownedbeef polycounter lvl 7
    Hey guys,
    I'm one of the character artists on this project. I'm working on making the wolf look ethereal and magical, and a big spider queen, I'd love to have some help in making some ghostly particles and shaders. I have a fresnel effect for now, i'd love to hear what you think!
    aONFoq8.gif
    7FsM0Rs.jpg
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    UiNl4W6.jpg
  • ed_3D
    Hello. I love the 1 post per almost month thing we have going on here ;D. Will try to do a better job keeping this updated!

    Here are some of the things I've been up to lately.

    Fiddling with the lighting/ mood a bit. It's giving me a bit of a headache, not a big fan of night time lighting hehe. Have also been reworking and tweaking the landscape, forest paths/ general layout, vegetation placement etc.

    96jCtbM.jpg
    iAFj8Wv.jpg

    Have been looking into LOD's, specifically billboard lod's for the foliage. As we are aiming for around 75 fps, it hasn't been working out very well with the foliage not having any billboards. Therefore after some testing I have decided on the following level of detail setup for the foliage: LOD0 - original mesh, LOD1 - stripped down version of lod0, LOD2 - billboard.

    Originally wanted to use camera facing 1 plane billboards, but decided to keep them only for distant vista foliage, and instead use criss-cross planes for the LOD2, as that way we can capture the trees from more than 1 side which results in better representation of the tree from most angles and therefore nicer transition between LOD2 and LOD1 in-game. Could have potentially squeezed in another level of detail, but it wasn't needed since the level is quite foggy with fairly low draw distance.

    (just a quick test, ignore the glitchy-ness!)
    ZdDnlYu.gif

    Working on one of my locations. I'm trying to go for a farmhouse family home type of thing. Still WIP so any crits are welcome. Currently switched to figuring out the layout of the interior and filling it in with props, will go over the whole thing afterwards to polish the meshes and materials.

    fepgPaE.jpg
    Z4baHJS.jpg

    Here is the layout I have going on for the ground floor interior:
    KJJjrfn.jpg

    The upstairs layout is being worked on right now, but it will feature one open room, while the rest of the rooms will not be accessible.

    Some extra ideas I want to implement within this location:
    -Glow in the dark stars on the ceiling of the upstairs room.
    -Open window and APEX curtain blowing out it in the wind.
    -Some of the window shutters being dynamic, hitting the house due to "wind" and creating impact sound fx.
    -Another pass on the house to make it feel creepy/ abandoned, lightly taken back by the nature, but due to it being lifeless and empty for a very long time, so no random man-caused destruction. Was also considering leaving the upstairs room more normal / not abandoned, but still thinking about it.

    More updates soon :)
  • Alfred1992
    Since I last posted I have made alot more vegetation including grass, flowers, sprouts and other things I've also update the trees with lods and more detail here are some picsssss.

    fsK3HG8.jpg
    I made some high poly grass.
    mwRwNcb.jpg
    I then baked it onto a plane, and then cut those planes up to start arranging them to make more variations of clumps.
    gzT2Iat.jpg
    Here are the maps.
    viEUhM8.jpg
    Here it is ingame

    On the topic of flowers here I wanted to make some white flowers. Went and researched some white flowers that grow in forests and came across Ornithogalum umbellatum.


    Here is the high poly textured
    IAf546z.jpg

    Here are the texture maps.
    xIRm1G6.jpg

    Here it is ingame (sorry for darkness)
    JpFxIWF.jpg
  • Alfred1992
    Next I began making some heather plants - I researched tall purple flowers and found Lythrum salicaria these plants also grow in forests and the purple colour breaks up the green variation.

    Here is the high poly.
    8wfYYIo.jpg

    Here it is ingame.
    t5bMr8v.jpg
  • Alfred1992
    Next I wanted to create some tall tree sprouts to block off areas that the player cannot access, at the moment these are spread across the map even in areas where players are active, these sprouts will be replaced with more leafier plants.

    Here is the high poly
    2pxGGKC.jpg

    Here are the maps
    l5nomm9.jpg

    Here is the low poly
    DL05BOT.jpg
  • Alfred1992
    Here are some quick nettles and ferns I've slapped up :)
    8oJknVg.jpg
  • Alfred1992
    Currently working on the slingshot here is the WIP
    1ABu2nk.png
  • 3DKyle
    Offline / Send Message
    3DKyle interpolator
    Looking good guys. The lighting definitely could do with more lighting, I know its a spooky game but try looking at other midnight games too.

    Foliage is looking sweet and the wolf. Can't wait to see more :)
  • Sharvo
    Offline / Send Message
    Sharvo keyframe
    Yeah some great progress has been going on, i agree with 3DKyle i think your lighting could have a bit more atmosphere to it, but understand this is a wip. I think a great game to look at is Alan Wake, i personally loved the atmosphere that game had.
  • currve
    Offline / Send Message
    currve polycounter lvl 3
    very nice job!!! simply loving the assets and type of game, keep at it
  • Khaine117
    Some nice progress, can't wait to see more :]
  • Flat1ine
    Really awesome work, especially for a student project. Was setting up the blue lighting a rather straight forward process, or is their some trickery going on?
  • ed_3D
    Thanks guys! Alan Wake type of mood and lighting is definitely a good idea, will give it a try :)
    Flat1ine wrote: »
    Really awesome work, especially for a student project. Was setting up the blue lighting a rather straight forward process, or is their some trickery going on?
    No trickery as far as I know :P. Just subtle blue tints in the Post Process and a Night Time color LUT, Directional and Skylight have the color set to roughly #265181FF, tweaked Sky Sphere colors and an ExponentialHeightfog is set to a very dark blue. Let me know if you want more info!
  • Flat1ine
    ed_3D wrote: »
    No trickery as far as I know :P. Just subtle blue tints in the Post Process and a Night Time color LUT, Directional and Skylight have the color set to roughly #265181FF, tweaked Sky Sphere colors and an ExponentialHeightfog is set to a very dark blue. Let me know if you want more info!

    I think that about covers it. Thanks for the info! Really stoked to see how this turns out for your team. Best of luck.
  • Nicksun93
  • Alfred1992
    Still working on the slingshot for the girl, textures need finalising.

    XAB8spY.jpg
    dZpCw9p.jpg
    Ea34sWG.jpg
    03tAK1R.jpg
    rmGalOL.jpg
  • Aljosha Basic
    Cool Project! I'm curios about more posts. Keep it up!
  • BradMyers82
    Offline / Send Message
    BradMyers82 interpolator
    cool work here guys. I think its a bit over ambitious for the time restraints but looking forward to seeing what you guys end up with. Keep up the good work!
  • Alfred1992
    Bush I made:

    High Poly to bake onto plane
    AObsyUr.jpg

    Low Poly
    f1QJYMr.jpg
  • ed_3D
    Hello! A quick update from me from the past week.

    My major tasks this week were to get the layout of the interior of the house done and start filling it with assets, and also look into Substance tools and how we could use them, write up a guideline doc for the team and start creating some of the tiling materials that we planned out we will need.

    House interior, I found it a bit tricky to figure out a layout that was close to something I had in my head and also functioned well. I wanted the interior to feel familiar to the player, like a common family house, with a layout that makes sense. Since I am not an interior designer, I had to dig into Google to research different designs/ floor plans etc. One problem was that most of what I could find in the style of the house that I wanted, was way bigger than the size of our house, so I had to mash different ideas together and try to get something that fits our house.

    Here is what I ended up with for the ground floor:
    A9AXAhq.jpg

    And the upstairs:
    Zzqppbi.png

    Some reasons behind my design choices if anyone wants to read a wall of text :p

    I wanted the player to walk through a tight corridor upon entering the house, to contrast with the large exterior they just walked out of, which would then lead to a larger open area again such as a dining room that has a bit more breathing space and maybe a puzzle, while the rest of the ground floor would be closed off. I would have loved to have more rooms accessible for exploration, however with the deadlines that we have, there is no way it could get done :D. So only having access to the dining room, it meant it also needed to have a staircase leading the player upstairs.

    Initially I thought the upstairs room would not have any puzzles, but just mainly be for exploration, so I didn't want to put the staircase at the start of the dining room, as then players might think that the dining room is not important and run up the stairs right away, so I've decided to have the staircase at the back forcing you to walk through the house.

    As for the upstairs, I was planning to have an L shape staircase, but it ended up leading you pretty much into a wall and I couldn't change the wall because it would mess up the main room, so I decided to change the stairs to a U shape instead, to give player more breathing space after they exit the staircase. One other reason for the U staircase was so it wouldn't reveal the main room right away as well. I didn't want the room to be at your face as soon as you walk up the stairs, but instead have the player search for it a little. They've seen a glimpse of it from the outside as they approached the house, so they know it's there somewhere and they will search for it.

    So I've started filling the interior with some assets, although not much to show yet :p . I am planning to reuse same / slightly modified shapes for the furniture, to cut down on modelling and also maybe keep it a bit more consistent.

    (Sorry if the screenshot is too dark)
    jaT0PpY.jpg

    Started diving into Substance designer to create some materials, still figuring it out but I'm loving it so far!

    93f07d20c07f535627d6f1fcf7770476.gif
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  • NurmanZh
    Offline / Send Message
    NurmanZh polycounter lvl 10
    Looks nice guys!
  • ed_3D
    Thanks NurmanZh!

    We have been super busy the past week, so haven't had a chance to update this. Some updates will be coming in soon though!

    In the meantime, here's an Alpha trailer I just finished:
    [ame]https://www.youtube.com/watch?v=UzeZl7AHpA8[/ame]


    Hope you like it! And as always any feedback is welcome
  • Ignacio_G
    Offline / Send Message
    Ignacio_G polycounter lvl 7
    Looking good! I enjoy the mood of the whole thing!
  • ed_3D
    Hey guys! Thought I'd drop a quick message, as we kind of disappeared haha. No we didn't die, but there was intense crunching going on to get the game bug-free and ready for the Expo. We got it all done and the expo was a blast, the game won an award for the "Best Artistic Achievement" which was awesome :)

    As the school module is now over, we won't be continuing the development of this. We are now working on the final trailer, which will be released around the end of this week along with the actual chapter of the game to download and play for free. You can play it with or without the Rift, and the game is fully networked, so both players can play from different computers.

    Here are some in-game screenshots for now, and there will be more info, news on the trailer and the download of the game later this week!

    4Eafyqj.jpg
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    Ignacio_G wrote: »
    Looking good! I enjoy the mood of the whole thing!
    Thanks man! :)
  • ed_3D
    (Reached maximum amount of images on the previous post)

    Some box/disc/promo art as well:

    HeAHRcd.jpg
    U6uONlx.jpg
    ECVzsrf.jpg
  • ed_3D
    Hello! Probably last post here as we've now wrapped up the project. We have put the game up on CG Student Awards for the Game of the Year award, you can watch the new trailer and read some more info about the game there: http://www.cgstudentawards.com/game-of-the-year/courage

    If you like it, a vote would be much appreciated too! :)

    We are still planning to release the demo of the game for free, most likely in the next coming weeks.

    Thanks for looking!

    ICAALuM.jpg

    "A child (Alex) is accompanied into a dream state by a spirit wolf named Courage, a manifestation of her own inner courage. As she explores, the pair tackle the child's fears one by one, in a tale of friendship, fears and bravery. Each chapter is a new fear, with the environment and mechanics revealing which fear the child will be batling."

    List of features:
    General:
    • Full co-operative gameplay
    • Full Oculus Rift support
    • Checkpoint loading/saving
    Child:
    • Slingshot weapon to attack enemies and use in puzzles
    • Can pick up and carry puzzle items
    • Sanity (health) decreases when overwhelmed by spiders or when separated from the wolf. Regenerates when close to the wolf
    • Faints (dies) when the sanity runs out
    • Shouts for help when losing sanity
    • Head rotates with the camera
    Wolf:
    • Can see spirit objects that are invisible to the child
    • Howl ability to reveal spirit objects to the child
    • Growl ability to scare/stun enemies
    • Is a secondary source of light
    • Can jump
    • Changes color when child is losing sanity
    • Head rotates with the camera
    • Looks at the child while idling
    Enemies:
    • Spider Queen boss
    • 3 types of normal spiders (ranged, melee, and squad spiders)
    World:
    • 6 key locations
    • 5 puzzles
    • Wildlife (small spiders, bats), flee when approached
    • Interactive world objects (hanging lantern, football, swings)
    • Falling tree event
    • Ghost train approaching event
    User Interface:
    • Full main menu
    • Full graphical options
    • In-game pause menu
    • Network Lobbying
    • Credits
    Game Modes:
    • Network Lan Play
    • Split Screen Play
    Audio:
    • Original soundtrack
    • Voice acting for the child
    • Forest ambience
    • Wolf growl/howl
    • NPC sounds
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