Show simple item record

dc.contributor.author Ulsy, Abrar
dc.date.accessioned 2019-08-08T03:48:29Z
dc.date.available 2019-08-08T03:48:29Z
dc.date.issued 2018-11
dc.identifier.uri http://hdl.handle.net/123456789/3264
dc.description.abstract The goal of this project was to create a hyper-realistic third-person action game based on a historic event from the Second Carnatic War. The game features high-quality models and textures of the characters and environment in order to be able to take the gamers through the historic Siege of Arcot led by Robert Clive. From September 23 to November 14 of 1751 British East India company forces consisting of 500 soldiers fought against 7420 soldiers of French East India Company and the Nawab of Arcot resulting in the victory of the British force that initiated Clive’s supremacy and enabled English arms to achieve success after success in India later on. My objective was to create a game consisting of two different levels depicting the battle with 3d characters and environment assets made according to the standard pipeline used in AAA game development. The game can be released in pc version through Steam as well as Xbox One and PlayStation 4 versions in the marketplace. This paper breaks down the process of making the game from storyboarding to the final product. Processes of the 3d asset creation, sculpting, texturing and making them functional for the game and finally setting up everything in the game engine and optimizing the final game for hardware of the target consumers are described here. The paper takes a look at the AAA game titles from top developers leading the video game industry and how they inspire Indie Developers and 3d artists to be courageous enough for creating and shipping ambitious game projects with a small number of resources, low budget and open source tools. The significance of maintaining the quality of game assets within tight time constraint and budget is focused here. The paper also describes the importance of believable animation and enemy A.I along with cutting-edge beautiful visuals to make the game enjoyable and realistic for players. An overview of PBR workflow and its dominance in today’s game industry is included here. The contribution of video games to make players learn about historical events through appealing visuals and storytelling is undeniable in the current time and that’s the purpose of this project too. en_US
dc.language.iso en_US en_US
dc.publisher Daffodil International University en_US
dc.relation.ispartofseries ;P12725
dc.subject Multimedia Technology en_US
dc.subject Creative Technology en_US
dc.subject Video Game en_US
dc.title Falling en_US
dc.type Other en_US


Files in this item

This item appears in the following Collection(s)

Show simple item record

Search DSpace


Browse

My Account