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  1. More First Hand Reference - Joe Dempsey

    Thursday, 14 March 2013

    Last week I was able to find some time to spend a few hours in and around Leicester City center with my camera, on the look out for any reference that may be of value for the group, both with modelling and texturing.

    After being set with the task of modelling the modular church ground assets, I was quite keen on visiting various churches dotted around the city center, some actually quite close to the DeMontfort University campus, and not to forget Leicester Cathedral. Another area of particular interest, right around the corner from the Cathedral coincidentally! was the Leicester Guild Hall. The Guild Hall is a wonderfully preserved timber framed building, dating back almost 600 years and a perfect example of the type of building the team are hoping to depict on the 17th Century streets of London.

    After a few hours I had taken almost 300 pictures, some particularly for use as reference for modelling and plenty of images which will be a fantastic source of reference now that the team are beginning the texturing process.

    Below are a selection of images from the day's catch!

    Preliminary texture examples will soon be posted, shortly followed with examples of the textured models in CryENGINE so make sure you keep looking back for updates!

    Leicester Cathedral - Joe Dempsey



  2. Week Five – Back to the Map

    Tuesday, 12 March 2013

    After the trip to York at the beginning of the week the whole Pudding Lane Productions team was almost ready to burst with ideas. The twisting, narrow lanes in the centre of York, especially The Shambles at its heart with its overhanging timber-framed buildings sheltering the cobbled street below meant the group began week five with lots of new ideas and inspiration. One of the main points I think we all took away from visiting York, is that we got a real sense of just how tightly packed the streets of 17th Century London would have been, at some points on The Shambles street you could literally outstretch you arms and touch the buildings on opposite sides of the street, the tops of buildings were actually inches from touching.

    The following day we had our first team meeting of the week in which we had our first chance to share and talk about the work we had done in week four, we were able to discuss various items including how the work could be taken further as well as any improvements that could be made. I (Joe Dempsey) was also able to provide Luc Fontenoy our technical artist, who we also call our 'Cry Guy'! with the initial assets I had modelled for church grounds so that he could begin to import them into the CryENGINE in the week and provide feedback accordingly. Dan Hargreaves had taken his modular buildings much further adding smaller details, Dom Bell similarly had worked further on his prop assets. Chelsea Lindsay and Dan Peacock demonstrated some of the textures and concepts they had been working on.
    Preliminary texture sheet composed by Dan Peacock
    Small tomb asset for Church Grounds, Joe Dempsey
    Modular Church wall assets for Church Grounds, Joe Dempsey
    Dan Hargreaves showing the potential variety from his modular buildings
     After concluding any unfinished details/ issues from the previous week the group then went on to discuss our ideas for tasks to be carried out during week five. We now had a good bulk of the map laid out in CryENGINE using our initial modular buildings and other assets and with the inspiration and ideas gathered from the York trip we all felt we could go back to the map and begin concepting the individual streets including and surrounding Pudding Lane. There are a number of reasons behind our decision to do this, earlier in the week our technical artist Luc Fontenoy had talked about potentially colour grading different areas of the map within CryENGINE coinciding with the teams initial decision outlined in the Art Guide Document describing how we planned to give each area of the map its own individual colour scheme to add variety and to avoid everything looking too similar. To do this we decided that we would nominate a selection of streets, one for each member of the team. The streets selected are shown below;

    Fish Street Hill – Chelsea Lindsay
    Pudding Lane – Joe Dempsey
    Botolph Lane – Dan Peacock
    Love Lane – Dan Hargreaves
    Thames Street - Luc Fontenoy
    Crooked Lane – Dom Bell

    Luc Fontenoy would provide the group with screen shots of the individual streets from the whitebox at its current stage with which the group could then compose a variety of colour grading/ mood paintings using the Art Guide as a continuous source of reference for the specific colour schemes. At this stage Luc was uncertain on how to apply colour grading correctly to the level, but during the week he has had the opportunity to discuss this as well as other items with an ex DMU Game Art Student who has a good knowledge of the CryENGINE enabling him and the rest of the group to further expand their knowledge of the engine to ensure things are being done correctly at this stage in the project.

    Below are some of the screenshots taken directly from CryENGINE  Luc was able to provide the group;








    Below are examples of the concepts completed this week by some of the group;

    Concept of Fish Street Hill by Chelsea Lindsay, showing colour scheme and street assets
    Colour grading watercolour studies for Pudding Lane by Joe Dempsey, Joe decided to use watercolours to help demonstrate the sense of atmosphere the group hope to achieve
    Concept of Pudding Lane by Joe Dempsey, showing potential colour palette using watercolour
    Concept of Pudding Lane by Joe Dempsey, showing potential colour palette using watercolour
    Concept of Pudding Lane by Joe Dempsey, showing potential colour palette using watercolour
    Concept of Pudding Lane by Joe Dempsey, showing potential colour palette using watercolour
    Concept of Botolph Lane by Dan Peacock
    Concept of Botolph Lane by Dan Peacock, showing the griminess and plague ridden street

    Concept of Thames Street by Luc Fontenoy
    We also discussed continuing to develop ideas in relation to ensuring uniqueness within the individual street concepts as the next stage, including points of interest on the streets such as unique taverns, tailors, butcher shops, fishmongers, grocers etc. and of course The Kings Baker house, Farriner's Bakery on Pudding Lane. This would also mean that the group would again have to look back into some historical reference in order to gain an idea of certain specific buildings on the individual streets to maintain the level of historical accuracy the group hopes to achieve within the project, one source of reference suggested for this included the diary of Samuel Pepys in which he describes visiting specific places and buildings, including names of things such as Taverns during the 17th Century. The group would also like to begin looking into smaller assets/ props to clutter the streets, again some unique to specific streets, others such as crates, sacks, barrels, carts, hay bales etc. could be used throughout the level as well as being used to close certain streets off when the group have decided on a final perimeter. Right now this was less of a priority.

    Below are some examples of individual buildings, P.O.I., concepts completed by some of the group;
    Concept of The Sunne Tavern for Fish Street Hill by Chelsea Lindsay
    Concept of The King's Head Tavern for Fish Street Hill by Chelsea Lindsay
    During the meeting Dan Hargreaves was given the task of completing some preliminary terrain textures also. Dan has a good knowledge of ZBrush and was confident that he could complete a good tillable texture with reference gathered from the York trip. They are shown below;



    Luc Fontenoy also continued to develop his modular church buildings which are shown below;


    Again at the end of the week we were able to have a meeting with our head of studies, Mike, and what we like to think of as our Producer. These meetings give the group the opportunity to discuss with Mike the work carried out that week, the ideas from the week and the direction the group wishes to take into the following week. The meeting was again positive and highly constructive and the group mainly talked about their weeks work each in turn giving any appropriate feedback. One of the main points of feedback from the meeting was the fact that after Luc's unbelievable hard work building a large amount of the level whitebox to demonstrate to Mike during this meeting, Mike suggested that the actual streets appeared to be quite long and we conversed that we could incorporate smaller alleyways in-between buildings to add more connections between streets, enabling the player to move from street to street quicker and easier enabling us to keep the player engaged with the level. Some reference photographs taken in York shown below give an example of what these alleyways could potentially look like;
    In our first meeting of the week we also talked about starting to look into texturing and what textures would need to be applied and where. At the very end of the week the group got into a lengthy discussion on specific material Id’s for texturing the modular building assets. Nothing specific was decided but we did begin to compile ideas for texturing including beginning to compose a variety of re-usable textures, tillable textures etc. the layout of UV's and again we all gave our own opinions on how the modular buildings should be textured in relation to the number of material Id’s within their multi sub materials. Below is a suggestion from Chelsea Lindsay, team leader, for a texture/ material ID plan in order to make the discussion clearer. It was decided that we would be able to use this to continue discussing our ideas in our first week six meeting to come to a final decision which would enable to team to begin composing their high quality textures beginning week six.

  3. Going up North

    Wednesday, 6 March 2013


    Joe got a Minibus licence especially for the occasion, so to show our thanks we all fell asleep

    Within 10 minutes of walking, we quickly found buildings and housing that was more than substantial for what we were aiming to achieve. The Shambles of York were the focus point of the days visit as they represented the tight narrow streets and unbalanced houses we are building for our level. The whole of the city was abundant with reference and the architecture was well aged. Another prominent feature was the number of churches and cathedrals which was beneficial for Luc (least I hope it was).

















    At last weeks meeting we discussed moving forward on the texturing point of view, to expand our current collection of tiling textures and so on. Dan Peacock put together a Art Brief detailing a recommended art palette, how certain areas should have certain primary colours depending on their location. Building and terrain textures are currently one of our primary priorities, so the reference from York has aided our team members in that area.

    Luc's suggested improvements to my buildings

    Our level in CryEngine is really beginning to take shape now, with the terrain now altered and a whitebox Tower bridge and South Bank included, it's starting to expand beautifully. Whilst some of us are making adjustments to our modular buildings, such as improving the skeletal structure in my case, we are looking into concepting the streets neighbouring Pudding Lane. This is to give some form of identity to them as we do not want every street looking the same, of course the distribution and types of props shall help us in this case as well, something else which I am working on currently.



  4. Week 4- Map Construction Under Way

    Saturday, 2 March 2013

    Last week our goal was to build two basic modular houses (or in Luc's case, churches) each. However, due to a few technical issues, some of the buildings weren't ready to be put into CryEngine by the deadline. As such, this week most of us have worked on updating the models and making sure that they can be properly imported into the editor. As well as this, we have also all been given a few individual tasks to complete.
      I (Dan Peacock) have been working on textures, and have also put together an Art Guide; which details how we could give each different area of the map a separate colour palette, in order to make said area appear more varied and therefore more visually interesting. It also includes reference material and other resources that will hopefully prove useful as the project progresses.


       Dominic Bell has been working on prop models such as boxes, barrels etc. 
       Dan Hargreaves has been working on modelling and texturing terrain for the level.
      Joe Dempsey has been modelled several grave stones for the churches, and has also put together an asset list, as well as a list of jobs that each of us have completed for the project so far. The job list is mainly for the tutors; so that they can see how much each of us have contributed to the development of the project. And as for the asset list; it should help us organize and plan our work out; which is something we have been struggling with recently.


    Luc Fontenoy has been working in the CryEngine editior; arranging the building models we've produced to match up with the map reference we collected in week 2. He has also been experimenting with terrain painting in CryEngine, as well as a few other CryEngine features such as rain and colour grading. Colour grading in particular will be very useful in giving each separate area it's own colour palette.



    Chelsea Lindsay has created a whitebox of the docks, based on a couple of concepts she produced earlier this week. It should help Luc to decide on the arrangement the buildings and walkways when we begin to model the docks to be used in the level.


      Tomorrow our group will be heading to York in order to gather first hand reference of 17th century buildings. It should prove to be a highly useful and insightful trip.