Session 3 Year 2023 Production Project

El Capitan, Yosemite

El Capitan, Yosemite” by rjshade is licensed under CC BY 2.0.

SUMMARY

Role

Level Design – SOLO

Intention (SMART Goal) for the Session

By Jan. 12, as the LEVEL DESIGNER for MYSELF I will learn how to generate terrain in Unity, by following Sebastian Lague’s Procedural Landmass Generation Tutorial for Session 3.

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

This video reviews Elden Ring’s level design, and how they make places interesting to explore, and how to properly detail an open-world environment.

Notes

0:40 : De facto level design = on-the-rails paths with a definite boundary between gameplay encounters

0:53 : Not bad design, efficient, often crafted for immersion

1:02 : Many different genres and perspectives of game use this

1:09 : Level asks you to progress

1:42 : Games like Mario Galaxy, GTA, NFS, Far Cry design asks you to explore

1:52 : Goal in Elden Ring is sometimes deliberately obscured

2:02 : obscuring in a deliberate way, some spaces are meant to be experimented on, rather than progressed through or explored

2:35 : Some spaces have a point where its not obvious where to go

3:12 : Most levels are constructed like real spaces that would make sense to interact with as a human

3:28 Elden Ring’s experimental philosophy throws that idea out, as well as the idea that the spaces are even meant to make logical sense, feel real, or be lived in

3:39 Spaces designed to be interacted with purely as a space within a video game, hence the rules of normality don’t apply

Training Source(s)

Playlist on procedural generation using perlin noise layers

Notes

0:14 : will be generating terrain using perlin noise

0:18 : assigning terrain types to height ranges

0:33 : Regular noise = val of either 0 or 1

0:39 : Perlin noise = coherent, changes gradually

0:47 : Perlin noise cross section is a wave

0:55 : Amplitude Y and Frequency X axes

1:10 : layer multiple noise effects

1:18 : Noise maps referred to as octaves

1:38 : Each subsequent octave should add more detail than the last in a smaller overall area

1:42 : Lacunarity = controls increase in freq. of octaves

1:56 : Lacunarity of octave 1 is Frequency = Lacunarity^0, next octave Frequency = Lacunarity^2, next, Frequency = Lacunarity^3 and so on

Project Timeline

Pre-production Milestones

  • Thing 1
  • Thing 2
  • Cat in the Hat

Production Milestones

  • basic terrain
  • wasd movement + 1st person cam
  • detailed textures
  • nice skybox

Post-production

  • presentation
  • blog post

Proposed Budget

I dunno how this thing works but i think i got it.

Fixed some spelling errors too.

https://docs.google.com/spreadsheets/d/1gvCrAbzeMRey_UixQQvIsSOPsaD-DfHuuzrq2KxOqNc/edit#gid=0

Evidence of Decisions

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

This is what I have so far — Perlin Noise I can generate in the Unity Editor. This will eventually morph into three dimensional terrain using negative and positive values in a heightmap.

Skills Commentary

Session 3 Pro Fortnite Slideshow

This is an overview of my work this session in conjunction with some other solo students in my class.

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

I followed a short tutorial for adding an in-editor noise generate button, and had to rewrite some lines of the code because it would throw an error message when I tried to run it.

Ways of Working (Communication & Collaboration)

I worked solo so I didn’t have any on-topic conversation with anyone around me for my own project.

Tools for Working (Info & Media Literacy)

I used YouTube, Google, the Unity forums, and Stack Exchange to help find solutions for problems I had, and to find ways to accomplish tasks I needed to do in my game.

Ways of Living in the World (Life & Career)

I learned a lot about C# this session, and I definitely saw an increase in my focus so far, and I hope it sticks for the future.

Reactions to the Final Version

“I like the sound of noise but I don’t understand it” -Jay (paraphrased)

Self-Evaluation of Final Version

Overall, I’m proud of what I have, although I was originally expecting to have much more to show for my work at the beginning of the session. Once I started, however, I realized this was an unrealistic goal.

Grammar and Spelling

Grammarly Premium

Editor

Wynne

Year 2 Session 3 Week 2 Work Log – Sunshower

Summary

Watched perlin noise terrain gen tutorial, learned things about it, wrote some code.

What I Did This Week

I watched a tutorial from Sebastian Lague about Procedural Landmass Generation. My goal for this week was to watch parts of this series to learn how he used the built in perlin noise feature to generate randomized terrain.

How I Did It

I watched his overview and the first video in the tutorial, following what he did, and started upon the creation of my own iteration inspired by his design.

What I Learned

I learned how perlin noise differs from regular noise, and how you can edit the amplitude and frequency of the noise to change the shape of the resulting terrain. Additionally, I learned the concept of layering multiple iterations of perlin noise on top of each other to generate more realistic terrain. I also learned some more concepts of the usage of C#, and picked up some nifty new lines of code to accomplish things I was previously unable to do because of my lack of knowledge.

Problems I Solved

I fixed multiple lines of code as I went along because I inevitably forgot a semicolon on line 14, and typed some variable wrong somewhere.

Luckily nothing big this week.

What Was the Result (Picture/Video)

This was the basic code defining the perlin noise used to generate terrain, and establishes a few parameters for it.

How on/off Track Was I?

I don’t really have a set end date for this project, so I’m telling myself that as long as I stay on task I’m on track. Could’ve been better, but I was busy helping Le Duc create this template.

Session # Week # Work Log TEMPLATE

  • TITLE THIS BLOG POST: NAME OF PROJECT Weekly Work Log #(n+1)
    • WATCH MR. LE DUC TUTORIAL
  • FOLLOW THE DIRECTIONS IN THE:
    • (FILM, GAME, ROCK) Weekly Log.v1 (PDF)
  • REVIEW THESE POST EXAMPLES:
    • Odin’s Session 4 Post (game)
  • DELETE ALL OF MR. LE DUC’s INSTRUCTIONS DETAILED ABOVE AFTER COMPLETING THEM

SUMMARY

What I Did This Week

How I Did It

What I Learned

Problems I Solved

What Was the Result (Picture/Video)

I Am On/Off Track With My Burndown Chart

Someone or Thing Fighting Someone or Thing for Someone or Thing Pitch

LOG LINE

In a world where trees grow, you need to walk, otherwise you will be strafed by an A-10 Warthog

PROTAGONIST

The protagonist is you

You started walking and ended up here. Now, you must walk — not run — to have a nice day and enjoy the outdoors.

PROTAGONIST CORE WOUND / MOTIVATION 

You wanted to get out of the house because you were incredibly bored, so you walked to the nearest park.

GENRE

Indie/Exploration

PLOT DESCRIPTION 

You awaken in a forest, and get out of your tent. Soaking in the majestic view, you feel compelled to take a walk and explore your surroundings. You walk until sunset, and must return to your tent to get a good night’s sleep.

TREATMENT

The world is modern, but you have escaped the suburbs and found a pocket of nature. Being from the Pacific Northwest, your outfit consists of outrageously expensive outdoor clothing.