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Ryan Hughes Group-5 Summer 2022

Game Concept

The Blocktrain: Intergalactic Delivery

The game we created was inteded for use by students, in grades 10 to 12, to help familiarize themselves with blockchain technology. For this purpose, we created a metaphor for how blockchain works, namely in the form of a train shipping cargo, and attached gameplay elements to make the concept engaging for students to interact with.

A render from The Blocktrain, where the train is seen nearby a black hole

Asset Generation and 3D Modelling in Blender

Material and Shader Application

Both Blender and Untiy provide a number of tools that can be used for applying materials to generated models. Taking advantage of these tools is a key part of making a visually engaging asset; it’s imperative for a model to have textures and materials that feel tangible, and still manage to fit the game’s style. Early on in the process of learning Blender, I took it upon myself to conduct two materials studies, independantly making material samples that could be copied, altered, or referenced in future projects. The first of these studies (left) was conducted in my first week of learning the software; the second, created about two weeks after that.

Polygon Count and Optimization

Part of the learning process for generating assets for use in a game, particularly for those where file size and optimization are high-importance, is understanding how to generate models that are visually functional and communicative when rendered under multiple conditions. I kept this in mind while generating the cargo assets for our game, creating models that could be easily transitioned into variants with more or less polygons. As such, optimization-demanded changes can be made with relative ease; below are three variants of the same model with a differentnumber of subdivisions applied to fit the style and requirements of the game.

Unity Application

With the above subtopics in mind, I was able to generate assets that fit the feel of our game’s world, and worked on importing them into Unity to create engaging, visually appealing scenes to be used in the final game. These assets were used in the racing and puzzle segments of the game, both seen below.

Tasks Completed and Timeline

  • Worked with generating Educational Game Scenarios
  • Created GDD and Technical documents to aid in project process
  • Created Bug Testing documents, updated as fixes were implemented
  • Created Model Requirement documents, updated with per-person updates as models were generated
  • Generated Cargo models for the game’s puzzle segments
  • Generated general use models for scene decoration
  • Rigged and animated models using prefabs fromt he Unity Asset Store
  • Created unique, engaging racing levels for each stage, populated with obstacles and power-ups for the player
  • Conducted bug testing and implemented fixes where applicable, multiple times throughout the project process
  • Generated reusable, referencable materials in Blender, applicable to game objects where necessary
  • Generated basic materials in Unity, to cover for objects whose materials could not be transfererred from Blender
  • Imported game objects from asset store where necessary