The Brief
For this challenge you will be creating an environment for a side-scroller
beat-em-up!
This will be a 3D environment created for todays console, PC or arcade market. Since this is a challenge, you will not be creating an environment from pre-existing beat-em-up but rather you are responsible for designing and creating an original environment. Thats not to say, however, that your environment cannot be inspired by existing games.
Side-scrolling beat-em-up environments of the past were largely horizontal designs with little to no verticality in their design or layout. Because of this, your final images/presentation should be at least 3 times wider than it is taller. The longer your environment, the better!
The Challenges
What separates a challenge from a contest here at Polycount is that these are designed to specifically create new challenges for you. Whether youre a professional or an aspiring artist, were sure youll find a few things you can do to challenge yourself.
- Horizontal design and presentation; reusing artwork to get the more real-estate possible
- Using an engine/editor. No renders from your 3D tool for this Challenge.
- Games like Final Fight & Double Dragon had their settings in typical grungy streets, sewers, and so on many settings which are tired by todays standards. Try and come up with more original designs for your beat-em-up.
- Creating art where the mid-ground is the primary focus, not the foreground or background.
- Choosing when it is necessary for high-poly art, if at all.
- Choosing a visual style that you havent worked with before.
- Working and collaborating with one other artist, if you choose to do so.
- Full research in to construction, visual style and design.
- Health & weapon pick-ups were crucial beat-em-ups and were generally collectedly in the environment itself. Turkey dinners found under garbage cans
Inspiration/Game ExamplesThe Rules- This is a videogame art challenge, both 3D & 2D together (modeling, texturing, lighting, effects, post)
- Your work must be created in a real-time environment/engine, such as the UDK, Sandbox, Source, and so on.
- No renders from your 3D tool.
- Create an environment for a 3D side-scroller beat-em-up for todays console, PC and arcade market.
- Do not create a side-scroller platform environment (like Mario 64, Mario Galaxy, Banjo Kazooie, Castlevania, etc.)
- You may go under the limits of the specs listed below to fit the need of visual style or execution. The specs below are simply the maximum you are allowed.
- No post-processing in Photoshop
- HUD/UI elements may be applied to your final presentation in Photoshop
- You may team up with one other person for this contest.
The Specs- Maximum total triangle count: 175,000 triangles
- Texture Space: 4096×2048 total for all material passes
- E.g.: 4096×2048 for all Diffuse maps combined, 4096×2048 for all Normal maps combined, and so on.
- Skybox Texture: Unlimited
- Lightmaps may be used, but are optional. There is no limit on these.
- Post-processing is allowed so long as it is from within your engine of choice
- If it can be done in todays games it can be done for your environment. For example:
- brightness/contrast, levels, hue/saturation
- depth of field
- bloom/HDR
- motion blur
- etc.
- Using Photoshop for text/logos, borders and so on are fine. For this challenge, do not touch-up your renders in Photoshop. What you do to these images after the Challenge has ended and the voting is complete is entirely up to you.
How to enter this challenge
Here is what you will need to do in order to compete in this Polycount Challenge.
- You must be a member of the Polycount Community
- Create a thread in Contests & Challenges
- Title your thread as BEAT-EM-UP! | [YOUR USERNAME]
- E.g. I would create mine as BEAT-EM-UP! | adam
- In your original post, talk about the environment you wish to create and the challenges you would like to face.
- The list of challenges up above are examples. Were sure you have your own environment challenges youd love to face, try out, destroy.
- Get to work and post updates along the way. If you dont post updates as you work, then youre likely not being challenged enough to want to get feedback!
THIS CHALLENGE BEGINS AUGUST 27th, 2010
THIS CHALLENGE ENDS OCTOBER 22ND, 2010 @ 01:00AM PST
NO EXTENSIONS OR DELAYS
Replies
Anywho, this is going to be a hell of a fun challenge. Best of luck to the rest of you folks.
Any chance of adding teams in, at all? Pretty please?
Be back soon.
I heard it has more to do with girth ;P
Thanks for organizing the comp guys
Just an idea.
what about 'mature' content in our entries? I can recall something from my childhood, I believe its called 'tits level' for Heavy Metall FAKK2. I've only seen small thumb of this level in some game mag. It was not included in the final release obviously, but it was really fun idea. heh
Anyway, all this talking about originality, made me remember this, and while I don't plan to go to such extremes, there is other possibilities, like blood, guts and all that other graphic content. How much of it can be allowed?
.. and I second that question from EzMeow. Been thinking about this myself, so far only 2 ideas:
1. Move camera far enough to capture whole scene, then crop it, or..
2. Bend whole scene so it spans along full circle or half circle. That way few shots taken from one point will have minimum perspective distortions, allowing to create panorama easily.
Teams are fine - 2 people max. Sorry, I was up late getting all of this ready last night and forgot to add that in.
What is this?
[ame]http://www.youtube.com/watch?v=aIKsYVrr7P8[/ame] (Bounty Arms)
is it beat-em-up or side-scroller? is this good example of what we could do?
Can engines render in isometric, though, is the question.
HMM!
I do suppose you could just string the images together, one after another, where the edges of the last shot shows the edges of the previous shot. So long as you can show you have a horizontal design, whatever you do to show that is fine.
How about making the scene 3-5 screens wide, and get each entry to submit 3-5 screens - One for each widths-worth?
*edit* Balls. You beat me to it.
By the way first of all I need to find an inspiring idea
Here's a web preview
and all the files you need to get it running.
http://dl.dropbox.com/u/2184180/ZacDonald-BEAT-EM-UP-template.zip
I just did some mad xbox internet workaround tricks because I don't have wireless on it and no hard disk but I managed to download that Scott Pilgrim game and I'm totally in the mood for this!
I initially pictured a beat-em up as a straight horizontal side scrolled - but the UDK bounty arms demo as well as a few other old school games i remember (golden axe) involve a little bit of platforming - using the vertical as well -
what would you define as the extent to which we can use the vertical (i.e. single story with just ramps/height variation? - no distinct two-storey levels?)
And a second question - can we include 'characters' or NPCs in the background which are really just part of the environment background/scenery (like the autonomous worker bots in the bounty-arms demo - or say the cheering crowds in the background of a street fighter game...).
I'd assume the the main difference is a majority of the game play is taken place on flat areas where you can move up down left or right, battle toads has some platforming/jumping.
A side-scolling beat-em up is a game where you advance each area by beating the crap out of your opponents, based on Battle Toads the game play can also include terrain variations such as height and minor obstacles, but nothing too advanced.
A side-scrolling platformer is a game where you mostly advance the levels by clearing obstacles or solving puzzles. The emphasis is less on clearing all the enemies on the screen to proceed further, and rather on finishing the map without being killed by one of the obstacles.
So the main difference is that a platformer is about surviving the terrain, and a beat-em up is about surviving the enemies.
You won't be disqualified for verticality in your environment, but the goal is to create something that feels right for a beat-em-up.
Would you be kind enough to say if/how you constrain the camera to the two axis without hard code? The camera still rotates and move in a 3d space with that setup.
I tried setting the player start as a camera base which limited the rotation, but it still moves forward and backward.
i remember hacking code back in UT2k3 to try and do this. i origionaly locked the player from moving on the axis and constrained the camera to a specefied distance from the player. This worked for a mario like sidescroller, but wouldn't work for a beat em up. i might have to see if i can dig that code up, not sure how well it would translate to UDK.
Yeah but the UDK decals dont seem to add triangles to the count...or do they. Iv got no idea.
Anyone ?
http://boutain.blogspot.com/2010/08/scott-pilgrim-vs-world-game_23.html
im so excited for this
[ame]http://www.youtube.com/watch?v=BJyM25XwPCU[/ame]
[ame]http://www.youtube.com/watch?v=nxmFuQ2JAfk[/ame]
SpikeOut was great but it's not really a sidescrolling beat-em-up, and was only released in the arcade so is hard to get hold of. Those other two work on Mame.
and a link you need to read for full info on the genre
http://www.racketboy.com/retro/beatemups/2010/08/beatem-ups-101-all-you-need-to-know-about-brawlers.html
Hey, I heard that too!
Sounds like hella-fun, guys. Going to do some preliminary sketches, and see what pops up
[ame]http://www.youtube.com/watch?v=q_jy6wi9DqA[/ame]
classic beatemup, and entirely horizontal movement.
Battletoads isn't the best example of a beatemup. Action game, certainly, but there are many levels in battletoads where combat hardly features at all.
Castle crashers works, as though it has vertical movement in places, its only a short way to another horizontal stretch.
http://a.imageshack.us/img237/895/sidescroller.jpg
uncheck disable movement and hide player
Nights
[ame]http://www.youtube.com/watch?v=wxtaX-LpvYA[/ame]
Joe
[ame]http://www.youtube.com/watch?v=zn57QQinlY0&feature=related[/ame]
http://www.joystiq.com/2010/09/05/swarm-preview-strength-in-numbers/
Thx in advance.