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Serra Term 3

Week 3: NDisplay and Project Update

This week, we explored how nDisplay works in Unreal Engine. It’s a tool used to project content onto screens that aren’t the usual flat rectangle—like curved or anamorphic displays. I’ve always been fascinated by those kinds of setups, so it was interesting to see how they’re actually built and controlled.

The setup process in Unreal is straightforward. You start a project with nDisplay enabled, bring in the 3D model of the screen you’re working with, and then line up your video or animation so it fits the surface correctly. If the screen is made up of multiple segments, Unreal handles each section individually rather than stretching one image across everything. It’s a smart system that allows for more complex, immersive displays.

Project Progress:

This week, I started sculpting the base mesh of my character in ZBrush. I began with a Dynamesh sphere and focused on blocking out the primary forms using the Move and Clay Buildup brushes. The aim at this stage is to establish the overall proportions and silhouette before moving on to secondary shapes.

I’m keeping the sculpt loose and focusing on structure rather than details. The main goal is to get the anatomy and form working as a whole. Once I’m happy with the base, I’ll start refining the shapes, breaking the model into subtools, and preparing it for retopology later on.

Categories
Advanced and Experimental Serra Term 3

Week 2: VCam Setup

In Week 2, we learned how to set up VCam using our phones to control cameras inside Unreal Engine. The setup was fairly easy—we enabled the Live Link VCam plugin, connected our phones to Unreal, and were able to move the virtual camera just like holding a real one. It felt really intuitive and opened up new possibilities for capturing dynamic shots.

I went home and tried it again on my own, and it worked really well on my network. It made me realise I could definitely use this for my FMP later—I love the idea of acting as the camera person and physically moving through a virtual scene. It’s such a fun and useful tool, especially for creating more natural or cinematic camera movement.

For my artefact project, I’ve now decided I want to sculpt and rig my own character. I’ll use ZBrush for the sculpting and a rigging tool in Maya to create the rig. I’m excited to explore this because I think it will help me understand characters better and give me more control in how I animate. It’s a lot to learn, but it’s a direction I really want to go in, and this project is the perfect opportunity to try.

Categories
Advanced and Experimental Serra Term 3

Week 1: Introduction to Unit

In Week 1, we were introduced to the unit brief for our Advanced and Experimental 3D Computer Animation Techniques project. We have to create an artefact video that feels like an experience—something unique that plays with storytelling, animation, and experimentation. It’s a creative unit, meant to be more exploratory, where we’re encouraged to try new techniques and push our boundaries.

Personally, because I want to go into character animation, I’m planning to explore rigging more deeply. I’d like to create a rig from scratch for my own created character and use this process to support both storytelling and performance in my work. I’m hoping that by learning more about character rigging, I can bring more emotion and realism to my animations, while also improving my technical skills.

In class, we also talked about the concept of “experience” and how important it is when designing a piece. We looked at the different kinds of roles involved—audience, user, character, and avatar—and how they interact with a piece differently. Thinking about this helped me reflect on how to make something that really engages people and feels meaningful or immersive, even if it’s abstract or experimental.

Categories
Thesis

Week 9: Tutorial & Review

This week, I had a review with Nigel to go over my progress. I shared the sources I’ve gathered so far, and he said my topic and research question look good. He recommended that I continue with my current direction, but also suggested finding a few more sources to expand my research base.

I also showed him the chapter structure I had planned. He reviewed it and confirmed it was on the right track. He didn’t suggest any major changes, just to make sure I cover more on the advancements in technology, such as game engines, and their impact on character design.

The feedback was reassuring, and I feel more confident moving forward. Next, I’ll focus on finding additional sources and refining my chapter structure.

Categories
Thesis

Week 8: Writing The Literature Review

This week, I focused on writing my literature review, which is a crucial part of my thesis. It’s where I summarize and discuss the existing research on my topic of how character design in games has evolved, from low-poly models to high-detail AAA characters. I aimed for around 550-600 words to keep it clear and concise, while also giving enough detail to show how my research fits within the larger conversation.

Instead of simply summarizing the articles, I organized the information by common themes. I grouped sources by topics like the role of game engines in character development, the impact of new modeling tools like ZBrush, and the technological advancements that allowed for more realistic designs. I also looked at the shift from basic design to more expressive, detailed characters, and how this affects the player’s experience.

While writing, I made sure to highlight gaps in current research, such as areas where technology has advanced faster than academic discussions, and areas that might need further exploration. This process not only helped me understand the current state of the field but also made me think about how my own work contributes to these ongoing discussions.

Now, I feel more confident in the direction my project is taking. I’ve identified key themes and connections in the existing research, which will help me in the next stages of the project.

Categories
Thesis

Week 7: Organising & Categorising Sources

This week, I’ve focused on gathering and organizing sources for my literature review. Rather than diving into writing right away, I spent time finding materials that are closely connected to my research on the evolution of character design in games, specifically the role of technology in shaping AAA game characters.

I used academic databases and library tools to find relevant sources, using specific keywords like “character design,” “game engines,” “3D modeling,” “Unreal Engine,” and “animation technology.” I made sure to filter sources based on their relevance to my chapters, including topics like modeling software, rigging systems, and the impact of new tools on character realism.

I also started building an initial bibliography. For each source, I made quick notes on:

  • What the source is about
  • Why it’s important for my research
  • Which chapter it might help support
  • Any key quotes or ideas to revisit later

Right now, my main focus is to get an overview of the existing research. I’m not diving too deeply into analysis yet. The goal is to understand the key discussions around my topic, so next week, I can start identifying important patterns and where my argument fits within the current research.

Categories
Thesis

Week 6: Refining Research Direction

This week, I’ve been narrowing down the focus of my research. My main question—how character design in AAA games evolved from low-poly to high-detail models—has become more specific. I’ve decided to concentrate on the key technologies that made this shift possible.

Rather than covering everything about game character evolution, I’m focusing on game engines, modeling software, and animation techniques. These are the key factors that have helped improve the quality and realism of characters over time.

I’m also refining the structure of my thesis and making sure my chapters flow in a logical order. I’ll be focusing on topics like:

  • How tools like ZBrush and Unreal Engine helped improve character design.
  • The importance of realistic texturing and advanced rigging.
  • Case studies of specific characters to show the evolution of design.

Next week, I’ll start researching more specific examples and looking into academic sources about these technologies. This will help me strengthen my analysis and ensure my thesis stays focused.

Categories
Thesis

Week 5: Exploring Possible Chapters & Structures

This week, I’m working on drafting the chapters and overall structure for my thesis. After gathering research and identifying key topics, I’ve laid out the chapters in a way that will guide the reader through the evolution of character design in video games, starting from early low-poly models to the detailed AAA characters of today. Here’s my proposed breakdown:

1. Chapter 1: Introduction
This chapter will introduce my thesis, providing an overview of the topic and outlining my research question. I’ll explain the significance of the evolution of character design in games, from the limitations of early designs to the modern era of high-fidelity character models.

2. Chapter 2: Early Character Design – Low-Poly Limitations
In this chapter, I’ll cover how early 3D game characters were constrained by the hardware and technological limitations of their time. I’ll explore the role of low-poly models and the need for techniques like Level of Detail (LOD) to optimize performance in early games.

3. Chapter 3: Technological Advancements – Progress in Game Engines, Graphics Hardware, and Modeling Tools
This chapter will dive into the technological advancements that allowed for the evolution of character design. I’ll focus on how game engines like Unreal Engine, improved graphics hardware, and tools like ZBrush enabled the creation of more detailed, complex characters. These advancements revolutionized the industry and changed the workflow for character artists.

4. Chapter 4: Visual and Artistic Techniques – Realism and Stylistic Choices
In this chapter, I’ll shift focus to how visual and artistic choices have evolved. While early designs were limited by technical constraints, modern AAA games have prioritized realism, expressiveness, and detailed textures. I’ll discuss how these stylistic choices shape the look and feel of contemporary game characters.

5. Chapter 5: Production Pipelines in AAA Studios – Collaborative Workflows
I’ll describe the production pipelines in AAA studios, where large teams of specialized artists work together to develop characters. This chapter will explain the detailed workflow, from concept art and 3D modeling to animation and in-game implementation.

6. Chapter 6: Case Studies – Evolution of Specific Characters
This chapter will look at the evolution of well-known game characters across multiple generations. I’ll provide examples of how characters like Lara Croft from Tomb Raider or Ezio Auditore from Assassin’s Creed have changed in response to advancements in technology and design principles.

7. Chapter 7: Impact and Future Trends – Player Immersion and Emerging Technologies
Finally, I’ll discuss the impact of these advancements on player immersion and how players form emotional connections with game characters. I’ll also look ahead at emerging technologies like Metahumans and AI, and how they might shape the future of character design.

This structure will help me focus on the evolution of character design in a logical and easy-to-follow way, showing how technology and artistry have come together to shape today’s AAA characters. Each chapter will build upon the last, providing a clear narrative that answers my research question.

Categories
Thesis

Week 4: Initial Research About Publications

This week, I focused on researching key areas for my thesis and identifying the most relevant keywords. It was all about finding the right terms to help guide my search and make my research more effective.

Keywords I’m focusing on:

  • Low-Poly vs High-Poly Models
  • AAA Game Character Design
  • Game Engine Technology
  • 3D Modeling and Sculpting in Games
  • PBR Texturing
  • Rigging and Animation Tools
  • Metahumans in Game Design
  • AI in Character Creation

Using these keywords, I’ve been exploring Google Scholar and reading books to gather information. The goal is to dive deeper into how character design in games evolved and what tools and technologies made this possible.

I’ve started looking into the role of game engines, like Unreal Engine, and how they’ve improved character design. Also, understanding the shift from low-poly models to the highly detailed AAA characters we see today is fascinating.

It’s been an exciting week of gathering useful resources.

Categories
Thesis

Week 3: Finalizing Topic & Research Question

This week, I decided on my final thesis topic and research question. I knew I wanted to focus on 3D animation in games because that’s what I enjoy the most. I didn’t want to choose something random — I wanted a topic that shows how the game industry is changing and growing.

The topic I chose is:
The Evolution of Character Design in Games: From Low-Poly Aesthetics to AAA


My research question is:
How has character design in AAA games changed from low-polygon models to the detailed characters we see today, and what new technology made this possible?

I picked this because I find it interesting to see how game characters have improved over the years. They started out very simple, but now they look very realistic and detailed. I want to learn how that change happened and what tools helped artists create better characters.

Things I Will Be Looking Into:

  • How game engines (like Unreal Engine) helped improve character design
  • How modeling changed from low-poly to high-poly and sculpting
  • How new ways of texturing (like PBR) added more detail
  • How rigging and animation tools have improved
  • How big game studios work on characters step-by-step
  • Examples of characters that changed over time in different games
  • New tools like Metahumans and AI in character creation
  • How better characters help players feel more connected to the game

Choosing this topic has made me feel more focused and excited. I’m ready to learn more and move forward with my research.