0% found this document useful (0 votes)
35 views62 pages

Final Rapport 2017

This document summarizes a student project to create a multiplayer and single-player first-person shooter game using advanced 3D modeling and game development technologies. The project aims to combine high-quality graphics with realistic landscapes and gameplay modes. Technologies used include Unreal Engine 4, 3ds Max, ZBrush, Substance Designer, World Machine, and Marvelous Designer for modeling characters, weapons, environments and clothing. Servers like Gamesparks will be used to enable multiplayer functionality. Motion capture and audio will be added to enhance animations and immersion. Upon completion, marketing efforts will include an official website and background video to promote the game.

Uploaded by

nada ab
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
35 views62 pages

Final Rapport 2017

This document summarizes a student project to create a multiplayer and single-player first-person shooter game using advanced 3D modeling and game development technologies. The project aims to combine high-quality graphics with realistic landscapes and gameplay modes. Technologies used include Unreal Engine 4, 3ds Max, ZBrush, Substance Designer, World Machine, and Marvelous Designer for modeling characters, weapons, environments and clothing. Servers like Gamesparks will be used to enable multiplayer functionality. Motion capture and audio will be added to enhance animations and immersion. Upon completion, marketing efforts will include an official website and background video to promote the game.

Uploaded by

nada ab
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 62

MINISTRY OF HIGHER EDUCATION AND SCIENTIFIC RESEARCH

UNIVERSITY OF SOUSSE

HIGHER INSTITUTE OF COMPUTER SCIENCE AND


COMMUNICATION TECHNOLOGIES - HAMMAM SOUSSE
Summary

This work is a part of a final project at ISITCOM for graduation in computer license.

Our main objective is to make a game and combine it between a multiplayer game and a
single player game with high graphics, best quality and real dimension landscape to make it
more real.

● In single player mode, you have to make a high score by killing terrorists when they are
spawning at the same time in a specific time.
● In multiplayer mode, you have to login for finding or hosting matches. After you get in the
match, you have to select your own team and fight against each other for surviving.
● The game resolution is depending on your system for high quality and good performance.

1
Dedication
First of all, we thank God for giving us the strength to achieve
our goal. We dedicate this work to our families, our sibling
and to everyone who had supported and motivated us.

Big thanks for Oussama, Khaled, Moncef, Michael, Hend,


Nicola, Abir, Mohamed amine, Feten, Mamoun, Mahmoud
Habib and Bilel.

- Ali & Walid

2
Thanks

It is our pleasure, honor and privilege to have done your


project within our national Higher Institute of Computer
Science and Communication Technologies, ISITCOM

We would like to express our deep respect and high


appreciation to our academic supervisor Mrs. Soumaya
Haj Amor for her support, help and patience
throughout the period of the project.

We wish to thank all those who contributed directly or


indirectly in the development of this work.

3
Content
General Introduction _______________________________________________________ 10
Chapter I:
General Presentation _______________________________________________________ 11
Introduction : _____________________________________________________________ 12
I.1. Conception: ____________________________________________________________ 12
I.1.1. Use case: ____________________________________________________________ 12
I.1.2.Class Diagram: ________________________________________________________ 13
I.2.Target Customers: _______________________________________________________ 13
I.3.Existent Study: __________________________________________________________ 14
I.4. Global Statistics: ________________________________________________________ 14
I.4.1. Internal statistics: _____________________________________________________ 14
I.4.2. External statistics: _____________________________________________________ 16
I.5. Project objective: _______________________________________________________ 17
I.6. Planning: ______________________________________________________________ 17
I.7. Material resources:______________________________________________________ 18
I.7.1. Softwares: ___________________________________________________________ 18
Chapter II:
Scenarisation______________________________________________________________ 19
II.1. Concept and Scenario: ___________________________________________________ 20
II.2. Game environment:_____________________________________________________ 20
II.2.1. Main Menu : _________________________________________________________ 20
II.2.2. Single Player: ________________________________________________________ 21
II.2.3. Multiplayer: _________________________________________________________ 22
II.2.4. Options:_____________________________________________________________ 24
II.3. Title choice: ___________________________________________________________ 25
II.4. Logo choice: ___________________________________________________________ 25
Chapter III:
Advanced Technologies _____________________________________________________ 26
III.1. Unreal Engine 4: _______________________________________________________ 27
III.1.1. What is unreal engine 4? ______________________________________________ 27
III.1.2. What is the difference between unreal engine 4 and other engines? ___________ 27

4
III.1.3. Why do we use unreal engine 4? ________________________________________ 27
III.1.4. Where can you find it? ________________________________________________ 28
III.2. Autodesk 3ds max: _____________________________________________________ 28
III.2.1. What is 3ds max? ____________________________________________________ 28
III.2.2. What is the difference between 3ds max and other softwares? ________________ 29
III.2.3. Why do we use 3ds max? ______________________________________________ 29
III.2.4. Where can you find it? ________________________________________________ 29
III.3. Substance Designer and Substance Painter? ________________________________ 29
III.3.1. What is the difference between substance designer and substance painter? _____ 29
III.3.2. What is the difference between substance and other softwares? ______________ 30
III.3.3. Why do we use substance? _____________________________________________ 30
III.3.4. Where can you find it? ________________________________________________ 30
III.4. Adobe Photoshop: _____________________________________________________ 30
III.4.1. What is adobe Photoshop? _____________________________________________ 30
III.4.1. What do we need it? __________________________________________________ 30
III.5. World Machine: _______________________________________________________ 31
III.5.1. What is world machine? _______________________________________________ 31
III.5.2. What do we need world machine? _______________________________________ 31
III.5.3. Where can you find it? ________________________________________________ 31
III.6. Pixologic ZBrush 4r7: ___________________________________________________ 31
III.6.1. What is ZBrush? ______________________________________________________ 31
III.6.2. Why do we use ZBrush? _______________________________________________ 31
III.6.3. Where can you find it? ________________________________________________ 31
IV.7. Marvelous Designer: ___________________________________________________ 32
IV.7.1. What is marvelous designer? ___________________________________________ 32
IV.7.2. Why do we use marvelous designer? _____________________________________ 32
IV.7.3. Where can you find it? ________________________________________________ 32
Chapter IV:
Servers ___________________________________________________________________ 33
IV.1. Gamesparks: __________________________________________________________ 34
IV.1.1. What is gamesparks? _________________________________________________ 34
IV.1.2. Why do we use gamesparks? ___________________________________________ 34
IV.1.3. Where can you find it? ________________________________________________ 34
IV.2. Seven Community: _____________________________________________________ 34

5
IV.2.1. What is seven community? _____________________________________________ 34
IV.2.2. Why do we use seven community? ______________________________________ 34
IV.2.3. Where can you find it? ________________________________________________ 34
Chapter V:
Realization _______________________________________________________________ 35
V.1. 3Ds max: _____________________________________________________________ 36
V.1.1. Modeling: ___________________________________________________________ 36
V.1.1.1. Weapon: __________________________________________________________ 36
V.1.1.2. Characters: ________________________________________________________ 39
V.1.1.3. Assets: ____________________________________________________________ 41
V.1.2. Unwrap UVW Function: ________________________________________________ 43
V.1.2.1. Weapon: __________________________________________________________ 43
V.1.2.2. Characters: ________________________________________________________ 44
V.2. ZBrush: _______________________________________________________________ 45
V.2.1. Sculpting: ___________________________________________________________ 45
V.3. Substances: ___________________________________________________________ 46
V.3.1. Create and apply the Texture: ___________________________________________ 46
V.4. World Machine: ________________________________________________________ 47
V.4.1. Modeling landscape: __________________________________________________ 47
V.5. Marvelous Designer: ____________________________________________________ 47
V.5.1. Modeling clothes for character: _________________________________________ 47
V.6. Unreal Engine 4: _______________________________________________________ 48
V.6.1. Animation: __________________________________________________________ 48
V.6.2. Camera: ____________________________________________________________ 49
V.6.3. Light: _______________________________________________________________ 49
V.6.4. Particle System: ______________________________________________________ 50
V.6.5. Audio: ______________________________________________________________ 50
V.6.6. Player movement: ____________________________________________________ 51
V.6.7. Score: ______________________________________________________________ 51
V.6.8. Plugins: _____________________________________________________________ 52
V.6.9. Platform: ____________________________________________________________ 52
Chapter VI:
Create Montage ___________________________________________________________ 53
VI.1. Cinematic: ____________________________________________________________ 54

6
V.5. Background Video: _____________________________________________________ 55
Chapter VII:
Marketing and Promotion ___________________________________________________ 56
VII.1.1. Official Website: _____________________________________________________ 57
VII.1.2. Youtube Channel: ____________________________________________________ 57
VII.1.3. Facebook Page: _____________________________________________________ 57
VII.1.4. Advertisement: ______________________________________________________ 58

General Conclusion and Prespectives __________________________________________ 59


Annex ___________________________________________________________________ 60
Bibliography ______________________________________________________________ 61

7
List of figures

Figure 1:Use Cas Diagram ____________________________________________________________________ 12


Figure 2: Class Diagram ______________________________________________________________________ 13
Figure 3: Target Customers ___________________________________________________________________ 13
Figure 4: Number of players estimated for certain games ___________________________________________ 15
Figure 5: Survey Tunisian Players ______________________________________________________________ 15
Figure 6: Percentage of Gamers in Each Genre ___________________________________________________ 16
Figure 7: Gantt Diagram _____________________________________________________________________ 17
Figure 8: Resources Diagram __________________________________________________________________ 17
Figure 9: Computer 1 ________________________________________________________________________ 18
Figure 10: Computer 1 _______________________________________________________________________ 18
Figure 11: Wacom __________________________________________________________________________ 18
Figure 12: Main Menu _______________________________________________________________________ 20
Figure 13: Single Player ______________________________________________________________________ 21
Figure 14: Single Player ______________________________________________________________________ 21
Figure 15: Sign In ___________________________________________________________________________ 22
Figure 16: Team Players _____________________________________________________________________ 22
Figure 17: Multiplayer _______________________________________________________________________ 23
Figure 18: Multiplayer _______________________________________________________________________ 23
Figure 19: Graphic __________________________________________________________________________ 24
Figure 20: Inputs ___________________________________________________________________________ 24
Figure 21: Papier Logo _______________________________________________________________________ 25
Figure 22: Digital Logo _______________________________________________________________________ 25
Figure 23: Blueprint language _________________________________________________________________ 28
Figure 24: Pistol Model ______________________________________________________________________ 36
Figure 25: Ak-47 Model ______________________________________________________________________ 37
Figure 26 : Highpoly Grenade Model ___________________________________________________________ 37
Figure 27: Lowpol Grenade Model _____________________________________________________________ 38
Figure 28: Sketch Character___________________________________________________________________ 39
Figure 29: Lowpoly Character Model ___________________________________________________________ 40
Figure 30: Highpoly Character Model ___________________________________________________________ 40
Figure 31: Rig Biped _________________________________________________________________________ 41
Figure 32: Rocks Model ______________________________________________________________________ 41
Figure 33: Herbs Model ______________________________________________________________________ 42
Figure 34: Trees Model ______________________________________________________________________ 42
Figure 35: Pistol Unwrap UVW ________________________________________________________________ 43
Figure 36: Grenade Unwrap UVW ______________________________________________________________ 43
Figure 37: Character Unwrap UVW _____________________________________________________________ 44
Figure 38: Diffuse color ______________________________________________________________________ 44
Figure 39: Sculpting _________________________________________________________________________ 45
Figure 40: Final Character ____________________________________________________________________ 45
Figure 41: Pistol Textures ____________________________________________________________________ 46
Figure 42: Landscape Model __________________________________________________________________ 47
Figure 43: Clothes __________________________________________________________________________ 47
Figure 44: Character Animation _______________________________________________________________ 48
Figure 45: Behavior Character Animation ________________________________________________________ 48
Figure 46: Camera Character _________________________________________________________________ 49
Figure 47: Light In Ue4 _______________________________________________________________________ 49
Figure 48: Particle System In Ue4 ______________________________________________________________ 50
Figure 49: Audio In Ue4 ______________________________________________________________________ 50
Figure 50: Blueprint player movement __________________________________________________________ 51
Figure 51: Score Interface ____________________________________________________________________ 51

8
Figure 52: Game Platform ____________________________________________________________________ 52
Figure 53: Cinemtic Ue4______________________________________________________________________ 54
Figure 54: Main Menu Video __________________________________________________________________ 55

9
General Introduction

”Video Games”

Nowadays, video games have become more than just "video games". In earlier years, the main
purpose of game development was to entertain people.
The industry consisted of a few companies with basic tools and many hardware limitations.
Modern advances in computer technology have resulted in a rapid evolution of virtually all
types of hardware and software. Microchips (CPU, GPU, etc) can execute complicated
calculations at a very fast rate.
New framework and development tools give the opportunity to improve graphic’s quality and
to be able to optimize all forms of coding. For these reasons, the concurrence between big
companies continues to strive as profits and customer bases increase. Companies invest
increasingly more funds to satisfy consumers by either making their own development studios
or by contracting private studios. Video game development is a massive industry and plays an
important role in the economic system.

10
Chapter I:

General Presentation

11
Introduction :

Survive is a third person shooter game developed by Seven Community.


It was inspired from the reality of engaged military and terrorists operation.
All content available modes, maps, several weapon options, level progression, artificial
intelligence content (AI), servers and matchmaking options.

I.1. Conception:

I.1.1. Use case:

Figure 1: Use Case Diagram

12
I.1.2.Class Diagram:

Figure 2: Class Diagram

I.2.Target Customers:

We can’t choose the target customers because they are international rules guide for all
companies have to follow them. There is a system which helps and guides you to rate that
entertainment such as films, video, computer games for specific public market.
We are rating the target customers order by ages.
These are international rules below:

Figure 3: Target Customers

13
I.3.Existent Study:

The beginning of 2005 in the 7th generation of consoles, all companies have experienced a
great development in the field of games and marked by huge development budget with some
high graphics and augmented reality.
This idea has started developed to be more interactive to make the players more addictive by
several method such as gameplay, theory of the game.

I.4. Global Statistics:

I.4.1. Internal statistics:

Result of the study carried out by the Tunisian association of video games:

Number of Players: Games ranking:

It should be noted that some communities are more active than others in Facebook surveys,
users of exclusive online games or competitions (WOW / LOL / CS) are more active on
Social networks, as gaming players such as Assassin's Creed / PES / FarCry3 / GTA. World-
class games, such as StarCraft 2, have only a hundred users in Tunisia and since the game is
payable, it is not sold in Tunisia.

14
Number of players estimated for certain games:

15.000 players League of Legends (LOL) 12.000 players Counter strike 1.6 (CS 1.6)

Figure 4: Number of players estimated for certain games [1]

Figure 5: Survey Tunisian Players [1]

15
I.4.2. External statistics:

It bears pointing out that most gamers play a variety of games across genres, and a high
participation rate in the chart doesn’t mean that players (whether male or female) only play
that genre.

The percentages listed refer to the proportion of gamers within each genre that are
female

Figure 6: Percentage of Gamers in Each Genre

16
I.5. Project objective:

Survive’s a Third Person Shooter game, allows you to create an account and play it with your
friends.
There will be two different teams available, such as military and terrorist team for surviving.
This method will teach you how to play as a team and teach all also to handle extreme
situations.
Our objective throughout this project is to be a commercial project in our professional life for
good start.
We are working to reach high level of game development and give a good experience and fun
for our audience.

I.6. Planning:

Gantt:

Figure 7: Gantt Diagram

Resources:

Figure 8: Resources Diagram

17
I.7. Material resources:

I.7.1. Softwares:

Modelisation: 3ds max, Zbrush, World machine, and Marvelous designer.

Texture: Substance Painter/designer and Photoshop.


Engine: Unreal Engine 4.
Videos: Adobe after effects.

I.7.2. Hardware:

2 PC:

Figure 9: Computer 1

Figure 10: Computer 1


Wacom:

Figure 11: Wacom

18
Chapter II:

Scenarisation

19
II.1. Concept and Scenario:

Survive is an action game: it contains single player and multiplayer level.


Single player you will fight alone against the terrorists to protect the mountain.
Multiplayer you have to create an account and challenger with your team against another team
such as military against terrorists.
There is a leaderboard to order the players by the best score.

II.2. Game environment:

II.2.1. Main Menu :

Figure 12: Main Menu

20
II.2.2. Single Player:

In single player the player fight against the terrorists to protect the mountain from them

Figure 13: Single Player

Figure 14: Single Player

21
II.2.3. Multiplayer:

In multiplayer mode the player choose its team whether military or terrorists.
To play should have an account first.

Figure 15: Sign In

Figure 16: Team Players

22
Figure 17: Multiplayer

Figure 18: Multiplayer

23
II.2.4. Options:

The highest graphics depends on your power of your system.

Figure 19: Graphic

The game allows you to swap your own inputs.

Figure 20: Inputs

24
II.3. Title choice:

Survive, it means life, but in our game means you should fight to still alive.
We chose this name to symbolize that the player fights to save his live in the game.

II.4. Logo choice:

First of all, we have drawn some samples to match our idea with the main logo.

Figure 21: Paper Logo

Than we use Photoshop to draw the logo

Figure 22: Digital Logo

The wings symbolize for freedom and survive.

25
Chapter III:

Advanced Technologies

26
III.1. Unreal Engine 4:

III.1.1. What is unreal engine 4?

The Unreal Engine is a game engine developed by Epic Games, first showcased in the
1998 first-person shooter game Unreal. Although primarily developed for first-person
shooters, it has been successfully used in a variety of other genres,
including stealth, MMORPGs, and other RPGs. With its code written in C++, the Unreal
Engine features a high degree of portability and is a tool used by many game developers
today.

III.1.2. What is the difference between unreal engine 4 and other


engines?

If you want to make a 2D game, Unity can also be a great option, because it has some great
2D features and can be very easy to start creating games. Unreal Engine 4 has recently tried to
push their engine among mobile developers with powerful 2D features as well. Maybe you
want to create a 3D game, well, Unity is also a very powerful 3D game engine as well. While
it's graphically not on the same level as Unreal Engine 4, if you don't need to create next-gen
level graphics then having something like Unreal Engine 4 may not be required.

III.1.3. Why do we use unreal engine 4?

We are working on 3D game FPS and we chose it because ue4 is better than unity and other
engine. We are working on high graphic, realisticphotos and best shade and Mass light. Ue4 is
offered these options for us and it’s for free instead of unity is depending on what you want to
buy.
Unreal Engine 4 uses C++ and has Blueprint visual scripting. Technically you don't ever need
to write a single line of code. This is great for quickly prototyping games.

27
Blueprint

Figure 23: Blueprint language

III.1.4. Where can you find it?

https://www.unrealengine.com

III.2. Autodesk 3ds max:

III.2.1. What is 3ds max?

Autodesk 3ds Max, formerly 3D Studio, then 3D Studio Max is a professional 3D computer
graphics program for making 3D animations, models, games and images.
It is developed and produced by Autodesk Media and Entertainment.
It has modeling capabilities and a flexible plugin architecture and can be used on
the Microsoft Windows platform.
It is frequently used by video game developers, many TV commercial studios and
architectural visualization studios.

28
III.2.2. What is the difference between 3ds max and other softwares?

3ds Max has been known for its powerful modeling tools, allowing you to create complex 3D
models with a very fast workflow and robust modifiers, with the entire poly modeling tools
contained in one area of the UI. It also has some really great architectural visualization
capabilities that Maya really doesn't have. If you're brand new to CG 3ds Max can be a little
simpler to grasp, and can seem a little less daunting than Maya, making it a bit more user
friendly.

III.2.3. Why do we use 3ds max?

3ds Max has a very robust modeling toolset with a huge library of different modifiers which
can make the modeling process easier. Depending on how new you are to the world of 3D
then modeling in 3ds Max can be a little easier to grasp.

III.2.4. Where can you find it?

http://www.autodesk.fr

III.3. Substance Designer and Substance Painter?

III.3.1. What is the difference between substance designer and


substance painter?

Substance Designer allows you to create custom substance files. It has a lot of power with a
mix workflow of working with procedural textures and bitmaps. However, SD doesn't have a
great option for painting textures. There are 2D painting tools, but there are not a perfect
solution.

This is where Substance Painter comes in. SP is designed to allow you to paint in full 3D. It is
a great combination to have with SD as it can be used not only to paint full textures, but to
also paint masks that can be used in SD for material filter generators such as the ones used to
make edge wear and dirt. SP won't allow you to create custom substances.

29
III.3.2. What is the difference between substance and other
softwares?

There are many softwares helping to make your own textures with different methods but some
of them hard to understand and not easy to use.
Susbtance makes your work organized and it’s flexible to work with, and it provides you
many simple ways to solve your problem.
Substance is more organized software, it divide in two section one for graph and procedurals
and the second for painting.

III.3.3. Why do we use substance?

We have worked on substance for long time because we have found it very useful and easy to
work with it. For rendering high graphics, substance provides you a lot of good procedurals to
solve your needs.

III.3.4. Where can you find it?

www.allegorithmic.com

III.4. Adobe Photoshop:

III.4.1. What is adobe Photoshop?

Adobe Photoshop is a raster graphics editor that allows users to create and edit images
interactively on the computer screen and save them in one of many "bitmap" or
"raster" formats such as JPEG, PNG, GIF and TIFF, developed and published by Adobe
Systems for mac OS and Windows.

III.4.1. What do we need it?

We use Photoshop for making masks and alpha.


III.4.1. Where can you find it?

www.adobe.com

30
III.5. World Machine:

III.5.1. What is world machine?

World Machine combines procedural terrain creation, simulations of nature, and interactive
editing to produce realistic looking terrain quickly and easily.
You can build and export high resolution heightfields, textures.

III.5.2. What do we need world machine?

We need world machine for making a realistic landscape with high details in the game.

III.5.3. Where can you find it?

www.world-machine.com

III.6. Pixologic ZBrush 4r7:

III.6.1. What is ZBrush?

ZBrush is a digital sculpting and painting program that has revolutionized the 3D industry
with its powerful features and intuitive workflows. Built within an elegant interface, ZBrush
offers the world’s most advanced tools for today’s digital artists. With an arsenal of features
that have been developed with usability in mind, ZBrush creates a user experience that feels
incredibly natural while simultaneously inspiring the artist within. With the ability to sculpt
up to a billion polygons, ZBrush allows you to create limited only by your imagination.

III.6.2. Why do we use ZBrush?

Zbrush is used mainly in cinematic and video games for the creation of assets, it so powerful
to make high details such as character, mesh.

III.6.3. Where can you find it?

www.pixologic.com

31
IV.7. Marvelous Designer:

IV.7.1. What is marvelous designer?

Marvelous Designer allows you to create beautiful 3D virtual clothing.

IV.7.2. Why do we use marvelous designer?

Can work with Marvelous Designer to make 3D clothing for character.

IV.7.3. Where can you find it?

www.marvelousdesigner.com

32
Chapter IV:

Servers

33
IV.1. Gamesparks:

IV.1.1. What is gamesparks?

GameSparks is a platform provider (incorporating SaaS, PaaS and IaaS) for mobile game
developers to help them launch games more quickly, seeing them add deeply collaborative
and competitive elements to their PC, console and mobile games, all without having to
dedicate a huge amount of time and talent to set up and maintain their own servers.[3]

IV.1.2. Why do we use gamesparks?

We need gamesparks to make authentication for players.

IV.1.3. Where can you find it?

www.gamesparks.com

IV.2. Seven Community:

IV.2.1. What is seven community?

Seven Community is a game development and publishing company, founded in 2017 by


motivated developers, Walid JOMAA as CEO and Ali BAYOUDH as co-founder.
Our dedicated team is working hard to bring you our first project, entitled "Survive: The Dark
Mountain", which is scheduled for a Q3 2017 release.

IV.2.2. Why do we use seven community?

Seven community makes you to create an account to be into the game and gives you a chance
to make a good profile.
You can’t play the game if you don’t have an account with key code.

IV.2.3. Where can you find it?

www.sevencommunity.com

34
Chapter V:

Realization

35
V.1. 3Ds max:

3D modeling is the process of developing on three dimensional


In our project we used 3Ds max for:
- Modeling objects (weapons and characters)
- Unwrap UVW Textures
If you decided to work on high graphic video games, you have to know two things of
highpoly (HP) and lowpoly (LP).
You have to calculate number of polygons you will need in the game for reducing lags and
working on better FPS (frame per second), the limitation of polygons is the best way for good
fps.

V.1.1. Modeling:

V.1.1.1. Weapon:

Figure 24: Pistol Model

36
Figure 25: Ak-47 Model

Highpoly:

Highpoly is a model more detail and it has a lot polygons.

Figure 26 : Highpoly Grenade Model

37
Lowpoly:

Lowpoly is a model doesn’t content a lot of polygons.

Figure 27: Lowpol Grenade Model

38
V.1.1.2. Characters:

First of all we toke a capture of human being and convert it to sketch picture.

Figure 28: Sketch Character

39
Blue color is for highpoly and gray is for lowpoly.

Figure 29: Lowpoly Character Model

Figure 30: Highpoly Character Model


Blue color is for highpoly and gray is for lowpoly.

40
Combine the model with biped to make animation.

Figure 31: Rig Biped

V.1.1.3. Assets:

Figure 32: Rocks Model

41
Figure 33: Herbs Model

Figure 34: Trees Model

42
V.1.2. Unwrap UVW Function:

V.1.2.1. Weapon:

Figure 35: Pistol Unwrap UVW

Figure 36: Grenade Unwrap UVW

43
V.1.2.2. Characters:

Figure 37: Character Unwrap UVW

Figure 38: Diffuse color

44
V.2. ZBrush:

V.2.1. Sculpting:

Zbrush is more useful than 3ds max for sculpting.


It offers more tools to make your work more details.

Figure 39: Sculpting

Figure 40: Final Character

45
V.3. Substances:

V.3.1. Create and apply the Texture:

Figure 41: Pistol Textures

46
V.4. World Machine:

V.4.1. Modeling landscape:

Figure 42: Landscape Model

V.5. Marvelous Designer:

V.5.1. Modeling clothes for character:

Figure 43: Clothes

47
V.6. Unreal Engine 4:

V.6.1. Animation:

After we rig the model, we used 3ds max for animating characters and export them to .fbx file

Figure 44: Character Animation

Animations for Skeletal Meshes from 3D applications into Unreal for use in games.

Figure 45: Behavior Character Animation

48
V.6.2. Camera:

A Camera can be used by itself and placed directly into a level or it can be a part of a
Blueprint, for instance to provide a perspective for the player when flying a plane, driving a
car, or controlling a character [2].

Figure 46: Camera Character

V.6.3. Light:

Between a good game and a great game, the light is very important component in the game
for good observation and to render a high quality. It makes a real game depend on materials
such as diffuse color, metallic, roughness, transparency and reflection.

Figure 47: Light in Ue4

49
V.6.4. Particle System:

Particle Systems are edited via Cascade, it allows you to create visual effects such as smoke,
sparks and fire.

Figure 48: Particle System In Ue4

V.6.5. Audio:

In any game sounds are important to create concrete environments, from ambient sounds in
the level, to interactive sounds from characters or weapons.

Figure 49: Audio in Ue4

50
V.6.6. Player movement:

These inputs are controlling your player movement

Figure 50: Blueprint player movement

V.6.7. Score:

When the game finish each player has a number of score to make its team win.

Figure 51: Score Interface

51
V.6.8. Plugins:

We used SDK gamesparks to make authentication service

V.6.9. Platform:

There are many packages available in ue4, before we start the project we have to choose
which platform we will work on it.
Currently, we are choosing window 64-bit as decent platform.

Figure 52: Game Platform

52
Chapter VI:

Create Montage

53
VI.1. Cinematic:

Cinematic in general it is s a diction related to the cinema, to describe a movie or a show in a


short time to give the audience the sense of curiosity.
In video games, cinematic comes in the first place after finishing creating the game, to give a
clue about the game, an idea about all principal characters that may include in the game.
Other thing that may cinematic include, which is the ability of the main character and the
strength of the enemy.
And we don't have to forget about the quality of the graphic which is one of the most
important qualification for any game, in the end, this part will show all possible features that
include in the game, like single player, stages, multiplayer etc..

Figure 53: Cinemtic Ue4

54
V.5. Background Video:

We make a simple video in the background of main menu a video to make our widget more
attractive.
We used adobe after effects.

Figure 54: Main Menu Video

55
Chapter VII:

Marketing and Promotion

56
VII.1.1. Official Website:

www.sevencommunity.com

VII.1.2. Youtube Channel:

www.youtube.com/channel/UCwwYVtHs3ujf_DvrjzqZ_Eg

VII.1.3. Facebook Page:

www.facebook.com/SevenCommunityCompany

57
VII.1.4. Advertisement:

58
General Conclusion and Perspectives:

For good conclusion and confirmation, we have tested the project many times with high
system and an epic resolution to ensure all functions of our game for giving good fps and
medium quality.

It shows a good performance in a regular pc, the mention this situation because we know how
hard for gamer to have a good game work perfectly in a regular pc.

The idea and the creation of this game was by the seven community team, the game should be
release in 31 May 2017 for that seven community team planned for 4 months until the game
finish. For a period of 2 months completed 45% of the whole game which are the first stage
and the multiplayer part, they are completed and tested with 100% success.

This project was a good experience to make us more professional, we know how to optimize
the game.

Our teamwork is the best experience we have had, it taught us how to work and understand
the work as a one person and it taught us how to deal with our responsibility. The game is
available on our website, it’s a computer game. We will upgrade the game to next level which
it will be on ps4 and Xbox and you will have a chance to check your leaderboard and your
profile on the website.

59
Annex
Texture references

Character Dimension

Landscape Scale Reference

60
Bibliography
[1] http://tagtun.org/statistiques-sur-lesport-en-tunisie/3/

[2]

https://docs.unrealengine.com/latest/INT/Gameplay/Framework/Camera/

[3] https://www.gamesparks.com

https://en.m.wikipedia.org/wiki/History_of_video_games

https://docs.unrealengine.com/latest/INT/

https://www.unrealengine.com/search?q=camera

61

You might also like