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.

Art Team

    Programming Team

Nick Chamillard
Art Lead, Customer

Tim Romero

Kate Losiewicz

 

Tim Chamillard
Programming Lead

Dr. T Chamillard

Karl Scheer

 

Team Contributions

Tim Chamillard

Map Builder InterfaceTool Development

Created Map Builder program, which provides an interface for artists to create map assets that can be used in the game engine.

Map Builder Screenshot

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

FSR Title Screen

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

RockAlien PlantsAntenna

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

Terrain

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

Terrain wireframe

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

Robot in-game on terrain

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 part

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

Animation of robot model turning

Render of robot modelWireframe render of robot model

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

Robot Rig

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

Animation of legs' walk cycle

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.