3D Environment


Unit 41 3D Environment

A 3D environment is something in a game where the Environment fits into the game and its genre.

  • Has suitable textures the to environment 

3D Interactive environments are often referred to as virtual reality or interactive 3D and have a figurative appearance. Much like our own world, this type of world allows interaction with other (networked) beings as well as manipulation of objects

RAG rating of 3D Environments: The Barracks -Amber

Similar Games

H1Z1 -Online Battle Royale 

Dayz-Open world

Dayz Standalone

  • The texture shows what the characters are wearing and what colour the environment is i.e. is the grass dead or is it still living.
  • The lighting does not show the audience that the game involves zombies and violence, this is shown through the bright colours like the sky, what the characters are wearing.
  • The shadows are coming from the trees and the people walking, this gives the game a realistic look to it.
  • The terrain shows that the game is an open world and is set about moving around the map in order to survive the day or night.

The texturing in Dayz Standalone is realistic as it shows the right colours of the environment such as the tree stalks being bark coloured and the grass being the correct colour. This could also show that the game is an open world game. The lighting on the other hand gives the player a happy mood as the colours are bright potentially showing the game is a game that gives a happy mood to players. Realism in DayZ is shown through the shadows, the shadows allow the player to have more enjoyment from the game as it is realistic. This gives the player a more immersive feeling that Dayz is a realistic game. The terrain in Dayz has a mix terrain varied of forests, flat areas of grass, roads, towns, factories and villages. This type of terrain gives Dayz players a more immense feeling when playing the game because they can get to a certain location that they want to get to by taking different routes to get there. The terrain also gives the player a challenge of choosing a suitable path due to other players or zombies being in the route they want to take, but because they want to keep the gear they have, choosing the best paths offer challenge's but they can also offer rewards such as finding more weapons, getting food, water and shelter or finding friendly players who will look out for you if you look out for them. 

H1Z1

  • The texture shows the environment and sky, the textures in the image here show the rocks/cliff are textured to like real.
  • The lighting shows not only the sky and whether the world is beginning sunrise or is in sunset.
  • The shadows in the image here only show the car and the person stood next to it. Because it is like this we can see that the player is looking into the sun.
  • The terrain shows that the game is an open world game because the world is continuing on in the image.

In H1Z1, the texturing is semi-realistic as it has the correct colours for the type of game that it is i.e. the rocks are the correct colour. The lighting may also show the audience that it is an open world game because the colour of the lighting shows that during the day you are safe, whereas, at night you have a higher percentage of dying. The environment shows that the game is a violent game because the colouring of the forest is dark to show that danger is near or is in the forest. Realism in H1Z1 is shown through the texturing, some of the textures include some places having brighter colours to show the player that the brighter coloured place is safer than places that have considerably darker colours, in which danger is shown. Subsequently, H1Z1 has a game mode called 'King of the Hill' where it is PVP (Player versus Player) where the entire map has the same lighting which is always bright which shows that somewhere could be safe however, another player could be there waiting to kill you. 

Peer Assessment

Name: Tyler Nation  

Assignment Title/Focus: 3D Environment PEE Task

General Comments: Basic Knowledge.

What Went Well: Shadows was good, saying about the immersive feeling it gives.

Even Better If: Try to use PEE in more descriptive way.

Target: To talk about the environment and use PEE effectively. 

Peer Assessed by: Lewie Green 23/06/17

Different Map Types

Tactical FPS Shooter

This is a map design for Rainbow Six Siege, 1 December 2015 Ubisoft, to show that the game is a tactical shooter, the map design is meant to resemble a house, this is shown through the use of different room sizes. The map design could give the defenders an advantage over the attackers because there are loads of rooms for defenders to hide in, but also the defenders can choose where they want to spawn in at the start of the game, the defenders also have the chance to spawn in the room where the objective is, whether the game mode is: Hostage, Bomb, Secure Area. Because this map design is meant to represent a house, this may give players a claustrophobic feel, and may mean that players will choose specific playable characters depending on how good and effective the characters weapons and abilities are in close quarters combat. 

Open World

Watch Dogs, 27 May 2014 Ubisoft, is an open world game. We can tell that it is an open world game by the size of the map. Watch Dogs has different areas of the map which include: Suburbs, Outskirts, Docks/Port, Industrial areas. All of the areas are available for the player to access, some of the missions or side quests require the player to go to certain map areas. When completing certain missions, the mission may make the player travel across the map to finish the mission, an example of this is when the main character picks someone in his car before having to travel across the map avoiding police as they go, before they finally evade the police and the player is therefore able to complete the mission by dropping off the person at the required location. 

Racing Game

Need for Speed Payback, 10 November 2017 Ghost Games, is an open world racing game. However, when the player is in a race they must follow a set course around a certain area of the map, which takes away the open world aspect of the game. Players can make their own way to the story missions or to races, allowing them to explore the map and maybe even collect abandoned cars along the way. Furthermore, the map has different areas of terrain, suggesting that races can take place anywhere in the map which also means the player will have to go around the map looking for opportunities for them to race.

3D Environment Sketches-Digital Sketches

Bird's Eye View

The image above shows a birds eye view of my planned layout for the map of Clownin' Around.Although very basic the layout shows the public car park, the entrance, a food and drink area, toilets, an amusement area (Games/Fun House), a zoo where the public can see the animals used in the main circus show, the main circus tent, the employees car park/living area and a security area. 

The following image above, shows a peer assessment, I received from one of my peers who looked at my Birds eye view map. This has allowed me to make the necessary changes to the map for the PC map. 

3D Environments I need

Tents

Caravans

Freak show

Strong man

Animals

Candy Floss

Rides

Fortune teller

Development Log- Clownin' Around


In the image above, I am creating the main circus tent seen from the Bird's Eye View. The overall colours of the tent are red and white, which are the stereotypical colours of the circus. 

In this screenshot, I am going round the outside of the tent in black to ensure the white stripes on the tent don't get mixed up with the background.

The finished image of the main tent. It is coloured in red and white, which, subsequently, is the stereotypical colour of the circus. The brown colour underneath the tent, is representing a path, which the visitors walk along at the end of the show to leave the main tent area.

In this image of the bottom right corner of the map. The grey section is the toilet facilities available to the public, surrounded by grass. The building above is public toilets for the visitors. 

In the screenshot above, the bottom left corner is shown, the building at the top is an amusement area i.e. bumper cars, mirror mazes, shooting ranges, roller coasters, and kids games/activities. 

In the image above, I have added the buildings in the bottom left corner. These buildings are an animal enclosure and a funhouse. In the funhouse, there is a fortune teller, kids face paints. The animal enclosure consists of animals that are involved and displayed in the main tent during the performance. Some of the animals include: Elephants, lions, tigers, seals, horses, birds, sea lions and bears. 

In the image above, I have made the lines of the pavements and some of the buildings thicker, making them stick out more than what they were before. I have also added colour to the bottom left corner buildings, they are coloured in red and white to show the colours of the circus, which can also be shown to be traditional colours of a circus.

This is the beginning of the Clownin' Around map on Unity. The map will be larger as I work more and more it.

This is the main entrance for the circus in Clownin' Around. 

In the image above, I have added grass texture to the terrain. 

In the screenshot above, I have began to expand the funfair in Clownin' Around. 

The screenshot above, I have added a sky to the game. The sky texture is a grayish colour, which may show that trouble is approaching the circus.