Peak Game Studios innovation team project: FSR
FSR
A 3D game for the Imagination Stations at UCCS
Goal:
Build a 3D educational game for the SENGScience and Engineering building's Imagination Stations.
Premise:
Robot excursions on an unexplored, unknown planet.
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Art Team |
Programming Team | |
|
Nick Chamillard Tim Romero Kate Losiewicz |
Tim Chamillard Dr. T Chamillard Karl Scheer |
Team Contributions
Tim Chamillard
Tool Development
Created Map Builder program, which provides an interface for artists to create map assets that can be used in the game engine.

Above: Placing an object on the map using Map Builder
Right: The map builder interface
In-Game Camera
Normal chase camera during most game play
Camera needed to follow the rover, but not be locked directly behind it.
“Close-up” camera when activating an attachment.
As with the chase camera, we wanted the camera to move smoothly, as opposed to jumping to the new location.
Kate Losiewicz
Menu Assets
Created menu graphics and animations

Blender-made, rendered, *.pngs.
(Peak Game Studios logo and robot wire mesh is Tim Romero's. )
Assorted In-Game Models
Modeled in-game objects, some animations



Made in Blender.
Various flora and interaction object. EX: Antenna, rock, plant.
Level Design
Creating greyscale height map designs for levels and adding terrain objects

Made in Blender. Heightmaps, greyscale. Place objects on map via Tim C's Mapbuilder.
Karl Scheer
Terrain
Collects data from greyscale height map
GetHeight method to use height map data for game logic

Wireframe render of terrain generated from height map
Gameplay and Menu Robot classes
Menu robot:
For applying parts on Creation screen
Gameplay robot:
Drives around on the terrain
Rotates according to terrain slope
Collides with game objects

In-game screenshot of robot model on generated terrain
Animated 3D object class
For use in robot parts and any objects with animations
Can control animation playing
Animation blending

Robot saw rendered in-engine with animation
Tim Romero
Robot modeling and texturing
Modeled Robot and all its parts in Blender
Modeled using extrusion and subdivision surface modeling techniques.
Total 105,000 faces for all parts combined (Rendering performance not a major concern on target platform).
Created Robot textures
Textured using baked Blender procedural textures and Photoshop



Various renders of the robot model in Blender
Robot animation
Rigged and skinned robot for animation
Created rigs for each individual animated part.
Created animations for most of the parts
Added constraints to simplify animation
Created armature animations to be played in-game
Some animations for terrain objects

The underlying armature controlling the robot's motion. The rig for the legs is highlighted. Constrained bones in the legs are colored green.

An animation of the walk cycle for the legs, rendered in wireframe. The underlying armature is visible.
Screenshots and animations Copyright © 2009 Peak Game Studios, Ltd.

