Visual Direction and Process Overview
Art Director: Justin Thomas
Foundation: Visual Target
Creating a foundation
After working with a few game engines the decision was
made to switch to Unreal 3 as a platform. The first steps were
to see what could be accomplished and test the capabilities
of an engine that as of yet didn’t have a game on the market.
The goal was to create a very small space that could be
quickly produced and iterated to help artists and production
evaluate the capabilities from a visual quality perspective.
These images show our “Visual Target”. A very small slice,
created with a specific story and mood to challenge the
interpretation.
Building at the back can be made of
stone bricks. We’re looking for the
ability to show off normal maps for the
demo
Edge detail piece for the wall
Electrical piping next to the light will help break up
the surface and add interest
Metal railing and flower pots on the
landing also help break up the shapes
and angles. It also adds a sense of “life”
to the environment.
Cobblestone streets add to the desperate feeling of the
environment
Pottery from original Vtar will help
“ground” the buildings and add interest
by contrasting the harsh angles
Additional Grounding
Small, repeatable stone assets will
help break up the edges and tell the
story of conflict and aging buildings
Tall grass around the base of stairs
Some brush and bushes along the
bases of buildings
Small clumps of grass growing
between cobblestones
Chimney and vent pipes jutting from the
tops of the buildings will help break up
shapes and add interest to skyline
Power cords overhead, gutters and drain pipes
will also help break up the skyline and keep
the environment alive
Tell A Story
Use one of our cart assets and put some crates in it. Create a little scene that
someone was either loading or unloading crates. Maybe it’s been dumped over to
tell the story of a struggle in the midst of small fires. This will help break up the
open space in the back and illustrate cover in context for AI
Detail from Previous
Image
In the upper left corner we see
our first attempt to create a
scene in Unreal 3. I then did a
fast paint over to convey the
mood, lighting and story.
The idea here is to get a good
contrast in color and lead the
eye down the alley way. This
helps create a tension of going
from calm into conflict
foreshadowed by the
silhouetted projections of
enemies as they pass by the
entrance on the opposite end.
Working With Concepts
Creating Key Art
It’s time to go a little wider and create a larger space the viewer can move through using the principles and learning from the visual target.
We engaged concept artists in a place that we needed to convey multiple pieces of information to environment artists: VFX, mood, lighting, architecture, composition, etc. Key
concept art has to convey something specific that can not otherwise be conveyed by words or reference callouts alone. This particular piece was also designed so that it would tell a
story when the player entered the scene and direct the attention towards the entrance to the building.
By spending time on a key concept piece we had a goal to execute on a larger scale in game. This also served as piece that could inspire the rest of the team on what the scope,
energy and action might be like in a key moment based on a design brief.
Artist: Jose Emroca Flores
Environment Direction
Now that we have some “Key Concept Art” its time
to share details with environment team. First we
make a broad, general pass to see the larger
picture, and then get to details that will sell it. Here
I use a lot of the same reference gathered for
concept artists to provide specific direction and
placement on assets to the environmental artists to
better understand the details during the block out
phase.
I look at environments as “characters” and often
will work to put as much story and depth into them
as any other character the player is meant to relate
with.
Original Concept
3D block out with direction for context
-High detail accent points can be used in conjunction with
traditional base textures to give the appearance of a more
complicated building. The eye has a chance to rest and then is
pulled towards a detail.
-These are the accents that should be modeled in high res, and
the most normal map information reserved for.
-In many cases, especially on the moldings a dense, but small
tiling normal map could be used
Result In Game
These images show two angles of the
area inspired by the key art in game.
Hands On Concepts: For some cases it’s necessary to go beyond 2D
concepts and generate concepts from an execution perspective. Since I was
an environment artist myself, it can be easier to creatively interpret ways to
best take advantage of the engine and graphics pipeline. Things aren’t always
as complicated as they might appear. Various tricks can be employed to
improve the overall look at a low expense to both time and technology.
Below are some specific examples of feedback generated to enhance the look
of destruction for Airborne by making silhouettes more interesting and taking
better advantage of the way surfaces receive light.
We could create a simple prefab piece that matches the scale
and textures for all the wood floors. This example is just an
extruded box with 3 divisions in length, and some one sided
polygon debris
Currently we have a lot of floor damage that looks like this.
This one shape creates a
dramatic silhouette
With just 3 divisions along the
extruded board, you can get a
nice bow, or sag to show
violence has torn the floor
away, and the boards are
warping.
Going back to the idea of the Prefab, I created a low poly wall edge.
A few variations of this could be made and then attached to the
building mesh before export again saving time and improving
fidelity
Cross section, top down
Individual low poly
bricks help break
up and hide the
edge pulling the
eye away from it.
These should have
a texture and
normal that is
interesting and in
scale with the
texture used on
the wall.
This same
technique applies
to the generic
stone core. Only
we would have
one generic stone
shape that could
be rotated and
scaled.
These edges don’t
work for a broken
building. There is
nothing to help the
normal map get light
and read
This sort of edge
would be too
expensive
This is what I did on
the example on the
right. One bevel on
either side to wrap
the core around
and few pulled poly
points on the
interior
Geometry Based Normal
Maps It can be difficult to know
when to use geometry to create a
normal map or when to use a 2D
filter. In these examples, I wanted
to not only illustrate a few cases of
what you get from geometry
based normal maps, but also
create the assets myself to
understand the time investment
involved vs the payoff.
Hedgerows We were having some difficulty with creating foliage.
Here I wanted to present a way we could get good results using a
smaller, repeating texture, very little geometry and place it so there is
little overdraw and fill, yet has dimension and depth.
Taking it a step further: As time permits, sometimes I’ll do more detailed examples of how something might work.
Paint overs: Quick Communication
These are images that I did some very
quick paint overs to get an idea across.
Paint overs are very fast way of giving
specific context to a problem area.
In each of these cases there was a visual
road block to overcome. The focus
wasn’t on polish but on getting just
enough information to keep things
moving forward.
These would usually be accompanied by
additional reference callouts to help
keep clarity.
Some times a paint over is used to illustrate several things. Before we had HDR lighting in real time, we had to come up with some creative ways to
make it “feel” like we had it. This paint over led to us using a “light card” to make it feel as if the exterior were blooming. Getting the roof to feel
more jagged was also important not only in this shot, but in others as well.
Original Scene In Game Paint Over Final Scene In Game
Lighting Direction
Illumination is Key
Lighting plays such a big role in today's games. Not only is it
important to convey a mood but it can also tell the player where
to go and create focus on specific things for the player to notice.
It can be used to draw attention away from other things you
don’t want them to pay as much attention to.
Lighting can also play an important role in how well a surface,
object or material sells in the game.
Here are a few examples of the way I will approach lighting
direction and the results. Many times I will get hands on with it
myself to get it started, or just to better understand how an idea
might be implemented or if it will work.
Hill House Encounter Lighting: Conflict and Resolution
-Pull the viewer down into the conflict on the ground from the air
-Bold color accents and high contrast creates visual action
-Many fires tell the story of conflict both present and previous
-Dramatic Shapes: One direction light against dark, the other direction dark against
light
-Foreground, middle ground, background to create depth
-Break the viewers rhythm and create a flow with points of visual rest and points of
interest and theme
-Culminate with harsh light of the German Occupation and strength
Below there is an initial screenshot from the game to the far left. It’s really hard to see any shapes or pathways. I did a fast
concept to clarify the paths, and then I did the lighting to prove that it was possible to do in game with the early “grid”
lighting that Unreal offered at that time. This scene had to be set up with rows of lights of varying intensity to create the
gradient from ground to roof top.
Some of the final results from the same level in game utilizing these
concepts by the talented lighting artists.
Concept Application
The Devil is in the
Details
This is never more true
than in the characters for
a game. Resolution,
surface detail, emotion,
viewing proximity,
believability, style,
technology constraints,
how many characters on
screen… All of this plays
into the decisions that
must be used to inform
the characters.
The following examples
were created to illustrate
some very specific things.
While details are
important, it’s important
to what you are trying to
convey as whole. Even
though we were in the
“next generation” every
polygon has to count, and
every detail needs to
mean something to the
player.
Character Direction
Dirt On Skin
Where the goggles might
have been, or the brow
ridge where it has a
surface change to cling to
Face is covered in dirt, its
every where. Overall look is
speckled and spotted as it
clusters in pores: A,B,C,D
Along the straps of the
helmet
Dirt is clumpy in the
smudges with different
concentrations. It mainly
happens around areas
that will retain moisture
Gathers between
wrinkles to create a “tie
dye” effect
Notice how the dirt really
sets off the small wrinkles in
the skin and the direction
the skin is stretched over
neck
• Because of the way dirt works on the face and
where it tends to fall, if done right it can really
set off the features of the face and add a lot of
depth when lighting isn’t there to support
normal maps
• When the lighting is there, it’s just that much
more dramatic
• This also gives a great opportunity to set off
specular highlights and add to the visual
disturbance and variation of the surface
Clusters in crevices,
like the bridge of the
nose and around
nostrils
Dirt clumps up on facial hair
sort of like mascara does on
eyelashes. This makes the
hairs and stubble look
thicker in spots
Pocket has
character.
Minor flips on
the flap and at
the base give
it shape and
volume
Front of his
pants aren’t
flat, this also
might create
an
opportunity
for better
deformation.
This shape
might even help
in deformations
as it smooths
and provides
extra polys for
the action
Compresses at
the ankles
shapes get
smaller, these
could be
represented by
larger block
shapes in geo
and the smaller
shapes with in
normal mapped
Pocket has
character.
Minor flips on
the flap and at
the base give
it shape and
volume
Front of his
pants aren’t
flat, this also
might create
an
opportunity
for better
deformation.
This shape
might even help
in deformations
as it smooths
and provides
extra polys for
the action
Compresses at
the ankles
shapes get
smaller, these
could be
represented by
larger block
shapes in geo
and the smaller
shapes with in
normal mapped
• There is a great opportunity for flows here
• Iconic shapes with in the cloth with specific geo flows. Not suggesting that the
amount of contour spans equal polys but hopefully it describes the surface
interaction
• Creasing in the leg here is still plausible for when he’s in a crouched position
• Arrows represent the flow and movement around the leg
• Folds don’t have to be crazy or even prominent, just need the flow and
movement around the form. Not every fold or wrinkle needs to be represented
in the geo, just the major blocks and movements
• Light blue indicates the volume of the legs under the cloth. Note how the cloth
and folds never dips deeper than the volume this helps give substance to the
leg. The cloth actually helps describe the volume of the leg underneath
• This would apply to the torso and arms as well.
Since Airborne was done at a time when Characters were getting very
expensive, I wanted to illustrate that with solid geometry and good
textures you could get pleasing results. So I did this quick illustration.
Even though I didn’t have time to do a full character I chose on of the
more “organic” components to portray. Now just imagine if this had
normal maps on top of it…
Here I wanted to illustrate how
important it was to get the foundation
and forms right on a characters face.
We had a little bit of an issue with them
appearing “flat”. So I wanted to dig in
myself and see if I could illustrate with a
lower poly mesh, the importance of
form and flow.
This was an illustration I did to show the effect
of distortion from photo reference. If we
model from a distorted image, the in game
FOV can some times make it even more
apparent
The image on the top is a quick paint over I did
to illustrate the correct proportions to model
against.
The red circles indicate the areas that design designated as
sacred for the D Day level.
A quick paintover shows how we can maintain those design
driven spaces but create a space more in line with the
historical context of the trenches based on research
Result in game
Reference from the mighty Saving Private Ryan on this exact space
Engage Designers to maintain critical game play
and use visual communication to bring context
to the intended experience.
Often there will be an initial layout from design
with game play potential. Now the job is to put
some context to it.
I will find out what the elements that are crucial
to the game play and the begin a discussion
after research of how to present it in a way that
engages the player visually as well. This helps
create a total immersive experience.
Bringing it all Together with Design

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Medal of Honor:Airborne Art Direction

  • 1. Visual Direction and Process Overview Art Director: Justin Thomas
  • 2. Foundation: Visual Target Creating a foundation After working with a few game engines the decision was made to switch to Unreal 3 as a platform. The first steps were to see what could be accomplished and test the capabilities of an engine that as of yet didn’t have a game on the market. The goal was to create a very small space that could be quickly produced and iterated to help artists and production evaluate the capabilities from a visual quality perspective. These images show our “Visual Target”. A very small slice, created with a specific story and mood to challenge the interpretation. Building at the back can be made of stone bricks. We’re looking for the ability to show off normal maps for the demo Edge detail piece for the wall Electrical piping next to the light will help break up the surface and add interest Metal railing and flower pots on the landing also help break up the shapes and angles. It also adds a sense of “life” to the environment. Cobblestone streets add to the desperate feeling of the environment Pottery from original Vtar will help “ground” the buildings and add interest by contrasting the harsh angles Additional Grounding Small, repeatable stone assets will help break up the edges and tell the story of conflict and aging buildings Tall grass around the base of stairs Some brush and bushes along the bases of buildings Small clumps of grass growing between cobblestones Chimney and vent pipes jutting from the tops of the buildings will help break up shapes and add interest to skyline Power cords overhead, gutters and drain pipes will also help break up the skyline and keep the environment alive Tell A Story Use one of our cart assets and put some crates in it. Create a little scene that someone was either loading or unloading crates. Maybe it’s been dumped over to tell the story of a struggle in the midst of small fires. This will help break up the open space in the back and illustrate cover in context for AI
  • 3. Detail from Previous Image In the upper left corner we see our first attempt to create a scene in Unreal 3. I then did a fast paint over to convey the mood, lighting and story. The idea here is to get a good contrast in color and lead the eye down the alley way. This helps create a tension of going from calm into conflict foreshadowed by the silhouetted projections of enemies as they pass by the entrance on the opposite end.
  • 4. Working With Concepts Creating Key Art It’s time to go a little wider and create a larger space the viewer can move through using the principles and learning from the visual target. We engaged concept artists in a place that we needed to convey multiple pieces of information to environment artists: VFX, mood, lighting, architecture, composition, etc. Key concept art has to convey something specific that can not otherwise be conveyed by words or reference callouts alone. This particular piece was also designed so that it would tell a story when the player entered the scene and direct the attention towards the entrance to the building. By spending time on a key concept piece we had a goal to execute on a larger scale in game. This also served as piece that could inspire the rest of the team on what the scope, energy and action might be like in a key moment based on a design brief. Artist: Jose Emroca Flores
  • 5. Environment Direction Now that we have some “Key Concept Art” its time to share details with environment team. First we make a broad, general pass to see the larger picture, and then get to details that will sell it. Here I use a lot of the same reference gathered for concept artists to provide specific direction and placement on assets to the environmental artists to better understand the details during the block out phase. I look at environments as “characters” and often will work to put as much story and depth into them as any other character the player is meant to relate with. Original Concept 3D block out with direction for context -High detail accent points can be used in conjunction with traditional base textures to give the appearance of a more complicated building. The eye has a chance to rest and then is pulled towards a detail. -These are the accents that should be modeled in high res, and the most normal map information reserved for. -In many cases, especially on the moldings a dense, but small tiling normal map could be used
  • 6. Result In Game These images show two angles of the area inspired by the key art in game.
  • 7. Hands On Concepts: For some cases it’s necessary to go beyond 2D concepts and generate concepts from an execution perspective. Since I was an environment artist myself, it can be easier to creatively interpret ways to best take advantage of the engine and graphics pipeline. Things aren’t always as complicated as they might appear. Various tricks can be employed to improve the overall look at a low expense to both time and technology. Below are some specific examples of feedback generated to enhance the look of destruction for Airborne by making silhouettes more interesting and taking better advantage of the way surfaces receive light. We could create a simple prefab piece that matches the scale and textures for all the wood floors. This example is just an extruded box with 3 divisions in length, and some one sided polygon debris Currently we have a lot of floor damage that looks like this. This one shape creates a dramatic silhouette With just 3 divisions along the extruded board, you can get a nice bow, or sag to show violence has torn the floor away, and the boards are warping. Going back to the idea of the Prefab, I created a low poly wall edge. A few variations of this could be made and then attached to the building mesh before export again saving time and improving fidelity Cross section, top down Individual low poly bricks help break up and hide the edge pulling the eye away from it. These should have a texture and normal that is interesting and in scale with the texture used on the wall. This same technique applies to the generic stone core. Only we would have one generic stone shape that could be rotated and scaled. These edges don’t work for a broken building. There is nothing to help the normal map get light and read This sort of edge would be too expensive This is what I did on the example on the right. One bevel on either side to wrap the core around and few pulled poly points on the interior
  • 8. Geometry Based Normal Maps It can be difficult to know when to use geometry to create a normal map or when to use a 2D filter. In these examples, I wanted to not only illustrate a few cases of what you get from geometry based normal maps, but also create the assets myself to understand the time investment involved vs the payoff. Hedgerows We were having some difficulty with creating foliage. Here I wanted to present a way we could get good results using a smaller, repeating texture, very little geometry and place it so there is little overdraw and fill, yet has dimension and depth. Taking it a step further: As time permits, sometimes I’ll do more detailed examples of how something might work.
  • 9. Paint overs: Quick Communication These are images that I did some very quick paint overs to get an idea across. Paint overs are very fast way of giving specific context to a problem area. In each of these cases there was a visual road block to overcome. The focus wasn’t on polish but on getting just enough information to keep things moving forward. These would usually be accompanied by additional reference callouts to help keep clarity. Some times a paint over is used to illustrate several things. Before we had HDR lighting in real time, we had to come up with some creative ways to make it “feel” like we had it. This paint over led to us using a “light card” to make it feel as if the exterior were blooming. Getting the roof to feel more jagged was also important not only in this shot, but in others as well. Original Scene In Game Paint Over Final Scene In Game
  • 10. Lighting Direction Illumination is Key Lighting plays such a big role in today's games. Not only is it important to convey a mood but it can also tell the player where to go and create focus on specific things for the player to notice. It can be used to draw attention away from other things you don’t want them to pay as much attention to. Lighting can also play an important role in how well a surface, object or material sells in the game. Here are a few examples of the way I will approach lighting direction and the results. Many times I will get hands on with it myself to get it started, or just to better understand how an idea might be implemented or if it will work. Hill House Encounter Lighting: Conflict and Resolution -Pull the viewer down into the conflict on the ground from the air -Bold color accents and high contrast creates visual action -Many fires tell the story of conflict both present and previous -Dramatic Shapes: One direction light against dark, the other direction dark against light -Foreground, middle ground, background to create depth -Break the viewers rhythm and create a flow with points of visual rest and points of interest and theme -Culminate with harsh light of the German Occupation and strength
  • 11. Below there is an initial screenshot from the game to the far left. It’s really hard to see any shapes or pathways. I did a fast concept to clarify the paths, and then I did the lighting to prove that it was possible to do in game with the early “grid” lighting that Unreal offered at that time. This scene had to be set up with rows of lights of varying intensity to create the gradient from ground to roof top. Some of the final results from the same level in game utilizing these concepts by the talented lighting artists. Concept Application
  • 12. The Devil is in the Details This is never more true than in the characters for a game. Resolution, surface detail, emotion, viewing proximity, believability, style, technology constraints, how many characters on screen… All of this plays into the decisions that must be used to inform the characters. The following examples were created to illustrate some very specific things. While details are important, it’s important to what you are trying to convey as whole. Even though we were in the “next generation” every polygon has to count, and every detail needs to mean something to the player. Character Direction Dirt On Skin Where the goggles might have been, or the brow ridge where it has a surface change to cling to Face is covered in dirt, its every where. Overall look is speckled and spotted as it clusters in pores: A,B,C,D Along the straps of the helmet Dirt is clumpy in the smudges with different concentrations. It mainly happens around areas that will retain moisture Gathers between wrinkles to create a “tie dye” effect Notice how the dirt really sets off the small wrinkles in the skin and the direction the skin is stretched over neck • Because of the way dirt works on the face and where it tends to fall, if done right it can really set off the features of the face and add a lot of depth when lighting isn’t there to support normal maps • When the lighting is there, it’s just that much more dramatic • This also gives a great opportunity to set off specular highlights and add to the visual disturbance and variation of the surface Clusters in crevices, like the bridge of the nose and around nostrils Dirt clumps up on facial hair sort of like mascara does on eyelashes. This makes the hairs and stubble look thicker in spots Pocket has character. Minor flips on the flap and at the base give it shape and volume Front of his pants aren’t flat, this also might create an opportunity for better deformation. This shape might even help in deformations as it smooths and provides extra polys for the action Compresses at the ankles shapes get smaller, these could be represented by larger block shapes in geo and the smaller shapes with in normal mapped Pocket has character. Minor flips on the flap and at the base give it shape and volume Front of his pants aren’t flat, this also might create an opportunity for better deformation. This shape might even help in deformations as it smooths and provides extra polys for the action Compresses at the ankles shapes get smaller, these could be represented by larger block shapes in geo and the smaller shapes with in normal mapped • There is a great opportunity for flows here • Iconic shapes with in the cloth with specific geo flows. Not suggesting that the amount of contour spans equal polys but hopefully it describes the surface interaction • Creasing in the leg here is still plausible for when he’s in a crouched position • Arrows represent the flow and movement around the leg • Folds don’t have to be crazy or even prominent, just need the flow and movement around the form. Not every fold or wrinkle needs to be represented in the geo, just the major blocks and movements • Light blue indicates the volume of the legs under the cloth. Note how the cloth and folds never dips deeper than the volume this helps give substance to the leg. The cloth actually helps describe the volume of the leg underneath • This would apply to the torso and arms as well.
  • 13. Since Airborne was done at a time when Characters were getting very expensive, I wanted to illustrate that with solid geometry and good textures you could get pleasing results. So I did this quick illustration. Even though I didn’t have time to do a full character I chose on of the more “organic” components to portray. Now just imagine if this had normal maps on top of it… Here I wanted to illustrate how important it was to get the foundation and forms right on a characters face. We had a little bit of an issue with them appearing “flat”. So I wanted to dig in myself and see if I could illustrate with a lower poly mesh, the importance of form and flow. This was an illustration I did to show the effect of distortion from photo reference. If we model from a distorted image, the in game FOV can some times make it even more apparent The image on the top is a quick paint over I did to illustrate the correct proportions to model against.
  • 14. The red circles indicate the areas that design designated as sacred for the D Day level. A quick paintover shows how we can maintain those design driven spaces but create a space more in line with the historical context of the trenches based on research Result in game Reference from the mighty Saving Private Ryan on this exact space Engage Designers to maintain critical game play and use visual communication to bring context to the intended experience. Often there will be an initial layout from design with game play potential. Now the job is to put some context to it. I will find out what the elements that are crucial to the game play and the begin a discussion after research of how to present it in a way that engages the player visually as well. This helps create a total immersive experience. Bringing it all Together with Design