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Exploring 3D Gaming and Animation in the Mystery of Mummy Adventure Game

   

Added on  2023-01-19

36 Pages3356 Words83 Views
SCHOOL OF COMPUTING
UNIVERSITY OF TEESSIDE
MIDDLESBROUGH
TS1 3BA
Project Title
Mystery of the Mummy
Full Degree title
BA (Hons) Game Design (with Foundation Year)
Full Name
NERIO ANTONIO DE JESUS GUTERRES
Submission Date
10 19/05/
Supervisor: Stephen Reeson
Second Reader: Satish Shewhorak
Exploring 3D Gaming and Animation in the Mystery of Mummy Adventure Game_1
SCHOOL OF COMPUTING
UNIVERSITY OF TEESSIDE
MIDDLESBROUGH
TS1 3BA
Project Title
Full Degree title
BA (Hons) Game Design (with Foundation Year)
Full name
NERIO ANTONIO DE JESUS GUTERRES
Submission Date
05/10 /19
Supervisor: Stephen Reeson
Second Reader: Satish Shewhorak
Exploring 3D Gaming and Animation in the Mystery of Mummy Adventure Game_2
ABSTRACT
Gaming in computer has experienced tremendous revolution in the past few years,
from the primitive ones to 2D to 3D and to the current HD gaming techniques. All
these is owed to extensive advancement in the computing capability and the relentless
research by experts in computerized gaming especially in graphics and programming
techniques.
This project is aimed at exploring the 3D gaming and animation filed with respect to
the Mystery of Mummy adventure game
ACKNOWLEDGEMENTS
The big thanks from the author to their supervisor Stephen Reeson, and also for
second reader Satish Sheworak, for their contribution feedback and guiding, to ensure
author to focus on the project through till finish this project.
And also big thank you for several lectures for feedback and motivation.
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CONTENTS
ABSTRACT .............................................................................................................. I
ACKNOWLEDGEMENTS .......................................................................................... II
LIST OF FIGURES ................................................................................................... III
1 INTRODUCTION ............................................................................................. 4
2 LITERATURE REVIEW ...................................................................................... 4
3 DESIGN AND METHODOLOGY ...................................................................... 11
3.1 Modeling, unwrap and texturing .................... Error! Bookmark not
defined.
3.2 Set Dressing and Implementation .................. Error! Bookmark not
defined.
4 EVALUATION ................................................................................................
25
4.1 Overall result ................................................. Error! Bookmark not
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4.2 Evaluation ..................................................... Error! Bookmark not
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5 CONCLUSION ............................................................................................... 26
5.1 Recommendations for Future Research .......... Error! Bookmark not
defined.
REFERENCES ........................................................................................................ 28
APPENDIX A ........................................................................................................ 29
LIST OF FIGURES
Figure 1 Halloween,
Zhu, Feng (2013) ............................ Error! Bookmark not
defined.
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1 INTRODUCTION
For my final year project, I wanted to create a small part from a Sherlock Holmes
which 2D adventure games, and I would recreate the asset in 3D by using software
3Ds Max, Zbrush, Photoshop, Substance Painter and will be rendered in Unreal
Engine 4.
This project would integrate the latest industry workflows while creating a specific
line to be combined in the project. By using software like one at the above, and also
the various images and textures that I can get from several webs, I will be able to
create a complex knot-based material that is fully customizable and allows an
unlimited number of varieties to create unique component at that level.
Mystery of Mummy is basically an escapade game complete with conundrums, most
of them being timed. Takes place in their completely in a surreptitiously possessed the
Egyptian museums. The museums also serve as the inspiring abode of the one Lord
Montcalfe who is also a student of antiquities. Lord Montecalfe goes missing and his
daughter thoughtfully engages Sherlock, who is her cousin to find her missing feather
2 RESEARCH REVIEW
For the first time to make this project, author was looking for references from various
websites which could be a basic reference for me to start making for this project.
From the references, Author searched for various images such as the old church, the
old cave, the Egyptian mummies, as well as the ancient Egyptian kingdom items and
also Author took some pictures from the museum which also became the basis for
making this project.
In the picture below, the landscape in the cave is from sharing the same features as
caves that exist in ancient Egypt, it does not have to be exactly the same as in the
picture, but in thinking I want to make something different there may be some
locations or places that already exist but I wanted to create an old museum in it there
is a cave inside, because I want to make something different but in realistic
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propositions, and for the assets everything is still the same from shape and texture will
remain the same, it is to increase the level of display and playing area tightened to
ensure proportions according to the architecture that exists, but also not to have an
empty area. Ensuring the project scope can be achieved and maximizing the quality of
my priority areas during this project.
Animating in-game avatars by means of real time motion capture data is extremely
attractive and is fetching more extensive due to the convenience of investigators and
creators to customer priced depth sensors [Microsoft Kinect 2010]. Depth sensors
permits for an inexpensive and vigorous motion capture explanation which can be
obviously modified to games. Though, in spite of the many rewards of using real-time
motion capture data for animating avatars in games, there are two main tests. The first
is owing to the limits of the present pursuing methods in fabricating smooth, noise
free, precise animation in real-time. The additional, and more severe unruly, stalks
from the datum that in most games, the actions of the lively avatar are predictable to
be more animated than the player's real actions. In such scenarios, one would like to
visually improve the player's gesture to show overstated or even super-natural motions.
A gaming machine graphics set comprises of a stowage expedient for storage of
information connecting to non-variable shares of an image, the non-variable shares of
the image being self-governing of a consequence of a game played on the gaming
machine. An image maker makes simulated three-dimensional extra shares of the
image, the extra shares being reliant on the game consequence. A compositor
combines the non-variable shares of the image and the extra shares of the image to
deliver to the player a compound image connecting to the game consequence.
This opinion of variation is a bit ill-considered, meanwhile even in the circumstance of
variation from drama to film, or original to drama, not all proceedings are pretend in
the paraphrase from one medium to another. Some proceedings are left out, others are
beaten, and some may even alteration totally, e.g. typescripts develop groupings of
numerous folks or are left out. In approximately cases, these would be additional
correctly named transmedia the whole thing (Jenkins 2008), somewhat than variations,
in that they are dissimilar embodiments of the same world crossways media. One idea
to describe the procedure of variation.
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