Context & Research
Assignment Brief
Looking at the brief for this project I have been given complete control in whatever I'd like to create, I intend to showcase my skills as well as the knowledge I've gained throughout this year but to also show how my work has improved when compared to my Unit 8 Final Project. At the moment my core Ideas for this are to create a weapon pack within VR where players can use them within certain games, I'd like to as a possible back up plan create a little scene for people to see within Unreal Engine. The VR weapon pack I’d like to theme around Japanese weapons such as a katana and Kunai. Another thing I need to mention is that the brief states I must showcase the skills, processes and evaluating skills I've learnt through this course, so I intend to demonstrate how I've improved and etc.
Idea generation
Below I created a series of mind maps containing my first Ideas and then my final Idea for this project ranging from Ideas to create a weapon pack to a Japanese themed weapon pack and then finally an Ancient Japanese blacksmith/forge.
At the beginning I thought about making a weapon pack for VR as I wanted to try something new, Unique and bold but after a discussion with my peers I decided to change my plans as there were others who also wanted to do the same.
For my second idea I moved away from VR and turned my attention to making a specific themed weapon pack, This would allow me to maintain my initial idea and create something different from my peers but it would also allow me to challenge myself with certain weapons to design for this project.
After Getting advice and multiple different points of view based on my second idea it’s now clear to me that making the weapons pack, but it also doesn't go with my main goal for this unit which is to showcase my skills and display how they have improved. My backup plan to create a Japanese themed scene is now my main idea however, I'm going to mix the two ideas together and by that, I mean I will now create a Japanese themed forge/blacksmith area. This allows me to improve my skills, but it also allows me to create the weapons I’d like to make which are a katan and a kunai.
SWOT Analysis
The point of the SWOT analysis is to allow me to talk about my strengths, weaknesses, opportunities and threats for this unit. I intend to be highly critical as I believe that by doing so, I can efficiently display what it is I can improve upon throughout this unit.
Strength's
What skills do you feel confident with so far?
Throughout this year I have been able to further develop my skills within Maya and I am confident in being able to gather a range of different research topics to aid me in modelling and idea generation. I am now more confident in myself as I now worry less when modelling and focus on a more realistic goal while I work.
What resources do you have access to, to help you develop a product?
While at college I have access to a wide range of different software's such as Maya, Unreal engine, Substance painter, Photoshop and etc which allow me to create some cool looking assets and scenes. However, if I ever needed to work from home, I am limited in what I have access to. From home I can only access Maya, Unreal, Krita and Magicavoxel.
What are you already knowledgeable and passionate about that can help you develop a concept.
For each project I try to bring a level of enthusiasm and determination, I am quite knowledgeable in Idea generation as well as the different forms of research I can conduct while making a project as I believe it’s best to fully understand something so that when you make it mistakes are less likely to occur.
Weaknesses
What aren’t you good at?
After Looking back at my work from this year my modelling skills aren't at a level I'd like and for this so I intend to look at more tutorials online, more hands-on modelling to further my skills but I also will look at people within the industry's workflows, existing pipelines as well as any articles that can help me.
What do you recognize as personal traits that have created barriers in the past?
I do sometimes get in my own mind and doubt myself before even attempting something as I worry that I'm not good enough or some of my ideas are just dumb. I do talk a lot more about my ideas now and I have worked to get more confident in myself so that I don’t always doubt what I can do.
Where are there gaps in your knowledge?
Overall, the biggest gap in my knowledge is texturing as I have spent little to no time doing this, so I will have to find a good amount of time within the project to learn this. I also recognise areas of my modelling and work on Unreal could use some improving via more use and watching more tutorials to further my understanding.
Opportunities
What new skills can you learn to eliminate your weaknesses?
When learning to improve me skills I believe I can improve my modelling as well as my texturing as my current experience and development with both when doing projects varies as I have some knowledge in modelling and little knowledge in texturing. With modelling I need to learn to use a mix of the different tools and shapes to create as well as UV map those models. And with texturing I mainly need to get more acquainted with substance painter.
Is there a gap in the current market for your product. Will you have a unique selling point?
Looking at the market for games there is a lack of Japanese blacksmith workshops so that gives me an advantage as it’s not a common idea to do within the industry. This project allows me to focus on something that players don’t get to see within games set in this era and I’d like to try and create something that will make people want to learn more about this culture and the time period.
What can you get access to?
When working at college I have access to all the needed recourses for this project but also the resources needed to improve my skills I will aim to focus my attention towards Maya and substance.
Threats
What can’t you control around the world around you?
When it comes down to things, I am unable to control there are a lot I could mention however I will only mention the main factor I believe to be a threat. If I am unable to access my Wix due to internet outages or the site is down I will need to find other ways to write down my work such as on word on Paper, Once I then have access to Wix I will then put all my work on to it to keep up to date. Another threat is time management with this I need to ensure I follow what I've set as going over could cause me to fall behind or have less time working on practical resulting in something not to the standard I want.
What problems can’t you control if you need other people to help you out?
I can only receive help when it comes to people giving me feedback or asking for advice with this project, No one else can really help with research as they may have other ideas then me but also, we all have limited time to get this work done by so helping each other could a risk to our own projects in the long run.
When will you need to complete all work by? How will you achieve this?
The deadline for this project is the 27th of May 2022, I personally don't see this as a threat as in workplaces across the world companies set deadlines for work so if I make notes on my calendars and make an effective and well-made plan, I will be able to know what it is I'm doing.
Reference to Year 1 FMP
When I was in Leve 3 Games development Year 1, I decided to create a Sci-Fi horror Hallway for my FMP, looking back at this idea I think it was a big mistake. This FMP had the same time as the one I am currently doing but the issues it suffered came from its development cycle. During the production for this project, I became unmotivated and lazy with my assets I only picked the simple ones and I never picked ones that would make the hallway look more alive and decrepit, another issue was the idea in general. I admit I'm not that great at modelling and it’s something I have been working hard on to improve however during this project I threw myself in the deep end and made my life a living hell as a result. I did put lots of work into my research and pre-production but when it came to making the scene, I ignored all the references and things I’d done to help me, I see now while looking back my key mistake was picking something that wasn't realistic to make aka SCI-FI had I picked another genre this scene may have been better, but the problem was being realistic.
My next mistake was ignoring the research id done to help, after gathering images on my assets and scene I never looked at them again causing me to make something different then intended but also something that wouldn't look good either.
The next mistake was effort and motivation, during this projects development I became lazy and unmotivated the reason for this was due to fears of the project being cancelled due to Covid-19 but also feeling like I wasn't good enough.
Areas I've learnt From
Moving forward to this project I've made sure what I'm making is realistic to what I can do, my project is built around Ancient Japan mainly the Sengoku Period. I can’t be completely accurate to this era however as tools they used aren't really known today so my work is more inspired by ancient Japan. The scene I hope to make is a Blacksmith/Forge which contains assets of different difficulty's, the reason I say it’s more realistic than my last project is because I'm making assets which most of share the same shape that being whether a cube or cuboid shape.
This time round every bit of research I've done as well as image gathering, I've used to help me further my understanding of this era but also the designs of the tools, structure and weaponry. Even though I'm still only at the beginning of the project I have already been looking back at what's been done before to ensure I don't repeat my past mistakes.
Lastly effort and motivation, I spent a lot of time thinking about how to stay motivated and maintain a good mindset to help keep my effort to a good standard and the key thing was to pick something I had a great love or interest in. Ancient Japan has been something that has fascinated me ever since I saw it In movies and then Video Games This project allows me to do research into something I have a great interest in but also something I want to know more about, when I compare my effort of this project to my last I realise I picked something I really didn't care for and something I thought was easy so this time I'm going to make sure that I research is one relevant to my project but also two something that can help me with this project.
Proposal Form
The proposal form is a document where I talk about my project but also how I plan to make my project. There are three sections to this document and each document I talk about what it is I will do but also how I will do them. The proposal form also allows me so to showcase my project time plan aka when I will do something and the dates, I'm doing them.
Proposal form Word Doc
Below I have provided a downloadable version of my proposal form for anyone to lookover if the images above aren't clear.
Pitch
The pitch was a presentation where I discussed my idea to my peers going over what it was, how I would do it, why I did it etc. The pitch video recording Is on my evaluation page with a downloadable copy of the PowerPoint.
Improvements made after pitch
After finishing the pitch, I began to make changes to help me further explain my project but also the key things I want to do within this project.
Asset List
With the assets I will be making I have put them in order of most important to not as important, this allows me to clearly see what assets I need to spend the most time on compared to others.
Furnace katana Bellows Quenching Trough
Anvil Liquid clay container Hammer Weapon stand
Tables Windows Ceiling supports Polishing stones
Floor Walls Ceiling Kunai
Final Project output
once the project is finished in unreal, I will take multiple high-resolution screenshots to fully showcase what I have created. The main areas the picture will focus on are the front and side of the scene as I want to show the whole scene in one photo and the core elements of the scene in another (the forge).
Research Plan
The picture below displays what research I will be conducting for this project, now over time some of this research may not be done as it may not be fully relevant or important but for now, I aim to get all of it done. I have not only put the different things I want to research but I have also put the dates I will try to have this research done.
Primary research
Survey
To help me further My research I decided to create a survey on Microsoft Forms to ask people for their views were on games and specific types of games. I will admit I didn't pick the best questions for this survey, so I doesn't really get any point across besides what Peoples preferred art styles are as well as camera view.
Secondary Research
Brief summary of The sengoku period
After looking at sengokujidai.org the sengoku period was a sub period which was set in ‘’1493 to 1590’’ the Muromachi period which ran from 1336 to 1537 was the main context behind the Sengoku and would eventually lead to it. Like I said earlier The Muromachi period included two sub-periods which marked important events in Japanese history The Nanbokuchō period which ran from 1336 to 1392 and the Sengoku Period which was from 1493 to 1590.
After looking at thoughtco.com The Sengoku was a century-long period of political disruption and conflict in Japan, which lasted ‘’from the Onin War of 1467 to 1477 through the reunification of the country around 1598.’’ This was an era of civil war and no government to establish laws, and due to this the feudal lords of Japan fought one another in constant battles for land and power. Some refer to the sengoku period as Japans ‘’ waring states period’’.
https://www.artstation.com/artwork/9eq8PW
The origins of the Sengoku period according to thoughtco.com began with the establishment of the Ashikaga shogonate during the War between Northern and Southern Courts which ran from 1336 to 1392. Inside the shogunate, appointed governors were given a wide range of powers and a series of failed shoguns weakened the governor’s power and in 1467, fighting within between the governors broke out in during the Onin War.
As the shogun lost power, warlords by the name diamyo became independent, and fighting one another became a regular occurrence. During this time frequent gaps of power led to uprisings from peasants which are known as ‘’ikki’’. Thoughtco.com stated how ‘’some of the uprisings were conducted with the help of Buddhist militants or independent samurai, to try and accomplish self-rule.
While on Thoughtco.com Japan apparently had what is referred to as the "Three Unifiers" who brought an end to the Sengoku Era. The first was Oda Nobunaga who conquered many other warlords, beginning a process of unification through strategy and ruthlessness. Nobunaga’s general Toyotomi Hideyoshi continued the process after Nobunaga was killed, but he was more diplomatic but he was equally as strategic. Lastly a general called Tokugawa Ieyasu defeated all opposing forces in 1601 and established the Tokugawa Shogunate, which ruled until the Meiji Restoration in 1868.
Even though the Sengoku Period ended centuries ago it continues to be depicted in Japanese culture to this day via Characters and themes showcased in manga, anime and video games, allowing the era to remain alive in modern day people.
Brief History of the Katana
While looking at the website toki.tokyo it was clear to me that the sword known as the katana had a more interesting history then I first thought. In more recent year the weapon has seen a high increase in popularity with people seeing it as a ‘’work of art’’. Most of the people who seem to have an interest in this ancient weapon are the younger generations due to its appearance in different media such as Movies, shows and video games. The term katana was first used during the Kamakura period which ran from 1185 to 1333 but according to toki.tokyo the weapons history dates back over 20 centuries. Japanese weapons at first were just variations of Chinese weapons but the over time the Japanese began to create what would be called the ‘’precursor’’ to the katana as the blades they constructed different to the Chinese designs and something entirely unique. What we call the modern Katana began to appear during the Heian period which is set around 700 CE.
The legendary weapon was mainly used by the Samurai who were the military of feudal Japan in 1185 to 1600 and that continued to 1603 till1868. The samurai had a high love for the katana due to the change in combat as the quicker you draw your sword the better chance of victory you have, the katana gave its users quick draw speeds as it was positioned at the warrior’s side, but this also allowed the warrior to respond quickly to attacks as well. The katana was designed so a Samurai could draw the weapon and cut the enemy within a single motion hence why the weapon had a deadly sharp edge and light weight.
At the end of the Edo period and the start of the Meiji period Japan moved into more industrialisation and it followed the west in its change of military might, Japan shifted its focus on weapons from swords to guns and as a result the katana wasn’t seen in daily life as much as before, now you only saw the elegant weapon among police and military personnel. Due to laws and regulation many of the old swordsmiths had to close their businesses which lead to a near extinction of the old tradition, but in 1906 two well-known swordsmiths were appointed as ‘’Imperial household artists’’ which allowed them to preserve the skills of the sword smiths but also its legacy which has been passed down from generation to generation and is still done to this day.
Brief History of the Kunai
A common misconception with the Kunai is that the weapon was just a knife however after looking at knivesdeal.com it was clear this blade was actually a ‘’multi-functional tool’’, the kunai had multiple uses as it was used for Gardening, masonry (breaking small stones, rocks or plastering things), climbing, standard knife and throwing knife. The kunai was a very easy weapon to get hold off due to its price hence why most of the lower class used them such as farmers. Not just the lower class used them however Ninjas found the blade extremely useful as a tool and as a weapon. The Kunai’s design was incredibly unique as it has a loop at the end where you can attach a rope for throwing or having it attach to a belt, the rope also allowed the user to have better control and grip of the weapon when in use. The kunai has two different variations one called Shokunai which is a short kunai, and the other is called a Dai kunai a longer Kunai.
The Kunai came about during the Sengoku period of Japan as stated earlier it was originally just a tool but became a highly loved weapon by the ninja as it made their jobs easier when climbing or throwing. The Kunai doesn’t have much detailed history, but it is a common weapon to see within Japanese manga and anime in media, such as Naruto where the Kunai is in most of its content. Due to how popular Naruto is this also helps to explain why most people only see the Kunai as a weapon. In the 2021 film Mortal Kombat the Kunai is featured during the movie and it perfectly demonstrates its muti-functional purpose as you witness Harumi Hasashi the wife of Hanzo Hasashi (Scorpion) uses the tool for gardening before it’s later used by Hanzo in combat as a handheld blade and a throwing weapon.
Japanese Blades Now
When looking at kamikotoblog.com it states how Japan has a long history of skilled blade makers who have created effective blades throughout history. With the legendary blades they make its split into multiple components, the first is a local steel which is made from a high carbon, iron rich sand. This sand is used in their smelting process, and it produces some of the hardest steel to date, its strength makes it the perfect material for weapons or just standard day to day blade such as knifes. Japanese blades for centuries have been known to be the sharpest blades around and thanks to the steel it gives ultimate performance to each blade. The Iron sand is still used to create swords however it is mostly used now for kitchen knives as they allow chefs to be extremely efficient when cutting certain meats and vegetables, strength of a blade is extremely important as it needs to give an excellent performance and the knifes made in Japan are some of the best in the world.
Core elements to a Japanese Blacksmith hut
From looking at various images and videos it's clear that the typical elements to a Japanese blacksmith/forge hut are the Furnace, Japanese Bellow box, Sharpening stones/polishing stones, Quenching Trough, Liquid clay container, anvil, Table and other tools. A Japanese forge/ blacksmith share a lot of similarities with more western forges so there isn't really a major change in tools and devices.
What wood was used for their Buildings
After looking at nippon.com Japanese buildings use very common types of wood such as ‘’cryptomeria, cypress, and pine’’, these are generally ready to harvest and use after 40 to 60 years of growth. Cryptomeria and cypress are both resistant to things like mould and insects, making them good building materials for the Japanese climate. One of the benefits of building with wood timbers decreased the danger of fire but in the event of a fire the wood could be easily extinguished.
Sounds Within A Blacksmith/Forge
While looking through YouTube and various web pages I discovered that a blacksmiths shop doesn’t always have the same sound, each shop has a range of tools such as hammers, anvils, furnaces and etc but the type of tool depends on where they are and what they have access to. In a few different videos where Blacksmiths are shown making blades, they each use a different hammer or anvil they will each do the same job but the sounds they make can be a little bit different. Below I have found Three videos where you can listen to the different sounds from inside a blacksmith shop Its worth mentioning that the first video is more in line with what you would hear in a video game compared to real life and the remaining two are real life blacksmiths who have recorded the sounds you'd hear while making something.
The typical sounds you can expect to hear from a forge are the sounds of a hammer hitting the molten metal, the sound of coal being placed into the furnace, the furnace while its lit, Machinery to help mould the metal, the anvil and much more. The videos below come from creators by the names of Michael Ghelfi Studios, Sound travel and Friidom2.
Sword Sharpening Sound
After looking at what you'd hear within the blacksmith shop I wanted to look up what sound you'd hear while sharpening a Katana Its worth mentioning that Japanese sword makers use whetstones to sharpen the blade, like with sanding paper there are different types of stones used to help give the blade its legendary sharpness and razor edge. The video below created by Samurai Sword Seek Goes over the different sounds you'd hear from the various stones used. The stones he uses are called Arato, Binsui, Kaisei , Chunagura ,Komanagura and Uchigumori
Games Set In Ancient Japan
Games Have been around for a long time and with each new game comes a new location and story to discover. After looking at various articles such as thegamer.com I made a list of some games set in Ancient japan games such as Ghost of Tsushima, Okami, Nioh and Sekiro: Shadows Die Twice.
Ghost Of Tsushima
Developed by the Studio Sucker Punch Productions and published by Sony interactive entertainment Ghost of Tsushima is an action-adventure game containing an open world story filled with many side quests. You the player control a character called Jin Sakai, a samurai on a quest to protect Tsushima Island during the first Mongol invasion of Japan. Ghost of Tsushima released Worldwide on the 17th of July 2020 as a PlayStation Exclusive title, and would be later released for the PS5, Ghost of Tsushima took six years to develop according to a Gamesradar.com article meaning Ghost began its development sometime in 2014 maybe even late 2013. Ghost was Initially revealed in 2017 but a full gameplay showcase wasn't seen until E3 in 2018. Ghost of Tsushima is the longest game to be in development at Sucker Punch. With all the story missions and side quests Ghost of Tsushima stands at a 25-hour long game and in august of 2020 the game would receive a new version called the director’s cut which pre-existing players could upgrade to and for new players they could buy immediately this new edition allowed players to witness cut content giving them more to playthrough and explore. Also, its worth to mention that on the 16th October 2020 Ghost of Tsushima would receive an online multiplayer in the form of Ghost of Tsushima: Legends, a co-op expansion for up to four players.
Ghost of Tsushima uses a third person perspective for its game, The game has a large open world and players can visit different parts of the island via horseback. The game gives players a grapplehook like item to help access difficult areas to reach. When the player is faced with combat, they have different options they can tackle the situation with, if a player chooses to have a direct confrontation with enemies it’s called a ''standoff'' where the player can use a chain of fatal strikes on a range of opponents using their katana. The player is also equipped with a bow to use on enemies at range if they want, players can also get a range of different arrow types to use to help mix up gameplay as well. Ghost of Tsushima also allows players to play use more stealthy approaches when playing, as they can evade enemies then use a silent attack like that of Aragami. The player can use tools such as fireworks create distractions and confuse enemies but if an enemy is alerted by their presence the player can use a smoke bomb to disorientate the enemy and then kill them.
Through playing the game players can unlock a range of different armour sets, clothing and charms. Each set gives the player different benefits in combat for example some armour can reduce damage taken while others increase health and damage. The player can upgrade their armour or clothes via completing quests which gives them materials based on the location of the quest. The players headgear and face masks are used for more visual appeal within the game. Charms in the game are items earned/found through exploration, they effect the overall gameplay, by doing things like decreasing the amount of damage taken, or increasing the amount of health recovered from healing and etc.