FMP: Final Evaluation
Introduction
My project, titled “Life On Mars”, features a short film and a section of gameplay depicting the life of a lone astronaut on Mars. The astronaut is on a vital research mission in a race to save everyone on Earth from extinction. The idea for the short film was that it could act as an early cinematic trailer for the full game, if I were to continue development on it. I also wanted it to be an opportunity to produce some work with a focus on my strengths of prop design and storytelling to help with future job applications.
The gameplay that I’ve implemented for this project is a simple walk around of the environment that I made with some opportunities to interact with items found around the rooms. I wanted to keep the main focus of my project on the short film, but the film only shows off a few sections of the environment, so I thought having a section of gameplay would be a great chance to show off a bit more of the area.
These were my main visual inspirations. The first 2 are the concept art that gave me the initial idea for the environment by Fabien Daubet, however I wanted a different visual style to the marker and pen drawing. I was inspired by Deliver Us Mars and Jedi Fallen Order, probably for obvious reasons as they’re both sci-fi and set in space. But also I like the visual style they both go for where everything is fairly realistic in terms of proportions and materials and so on, rather than some more stylised games.
These are some of the games I had inspiration from for the gameplay. Essentially my idea was that I want the player to have to explore kind of unguided and complete puzzles that have seemingly not a lot to do with each other to solve an overarching mystery
Criteria for Evaluation
In order to evaluate my work i wanted to have a few criteria in mind. Firstly, how does my final artefact compare to the planning folder I submitted? Did I manage to meet the expectations I set out and, if not, why? Secondly, regardless of whether I met those expectations or not, am I happy with the work I’ve produced? And finally, has this project helped me gain the skills I need to get a role as a 3D artist at a games studio?
Modelling and Texturing
The first thing I’m going to evaluate is the modelling and texturing of the props I made. As a props and environment artist, the actual making of the props is arguably one of the most important things to get right. I’ve already shown some of the visual inspirations I had and I wanted to achieve a similar quality as those games, as they’re the types of project I would hope to work on in the future. So the first set of criteria I was looking as is whether I met my own expectations from the planning folder. Here is the list of deliverables I wanted to create:
Communications unit, plant pot + plant, magnetic whiteboard, coffee machine, air con unit, decorative poster set, datapad, coffee mug, wire, wire cutters, whiteboard pen, paper note, pair of glasses, TV screen, book, storage boxes, pack of cards, map sign, room signs, door buttons, welcome mat
I did manage to get everything done in time. I would say I’m very happy with most of the assets I made and feel that they meet the quality I was aiming for initially. I tried to look at real life reference for a lot of things to gauge things like the level of wear that would be appropriate and what type of materials I should layer in. There are a few assets that I actually added to the list later on:
Toothbrush, toothpaste, toilet, shower, sink, soap
This was in order to add an extra area to the level for gameplay purposes and was an addition towards the end of the project. I feel that these assets don’t really meet the standard I achieved with the rest of the assets because I was rushed trying to get them finished. Thankfully these aren’t part of the cinematic so ‘ve managed to maintain my ideal standard throughout that, which was the main focus of my project. So onto my last bit of the criteria: will this part of my work help me get a job? I definitely think so, not even necessarily because it’s a good addition to my portfolio (though I’d hope it is), but mainly because of how my skills have improved throughout. I think my modelling was already pretty decent to begin with but I’ve got much better and more confident with Substance Painter, as I hadn’t really ever used it before this project. It’s also helped me with my planning skills and working to a set list of items, which will be a good skill to have in the industry in the future.
Building the Environment
Putting all of these assets into the environment was the next thing that I worked on. I’d already done a block out and some storyboarding so I knew how I wanted the environment to be laid out, as well as taking inspiration from the concept art. My plan wasn’t to recreate this by any means but to take inspiration for the style and the way it was built with the panels and cupboards and so on. I used a modular approach to creating the shell of the base and then populated the interior with the assets that I discussed before. I think it was successful in terms of all fitting together and creating a cohesive environment. However, in terms of the aesthetic of the original piece, I think my work misses the mark a bit.
It’s difficult to translate a marker drawing into a more “realism” focussed style and I had some feedback that it was looking a little bland, which I definitely agree with. I think I didn’t really have confidence that I’d be able to create a more run-down and fleshed-out environment without it either looking over the top or too far from the idea I had in my head, and so I started out a bit too conservatively and by the time I realised it was a bit late to go back and start over with my own concepting and planning. I still think it serves it’s purpose well and looks good in the cinematic where I was able to direct the shots and focus on the more interesting parts, but the gameplay section, which looks more at the base as a whole, could do with a bit of a makeover to improve the visual quality. I hope that in the future, working with a full team and art director and concept artists and so on would help with this a bit, as the creative direction wouldn’t just be on me. But I’m still glad I’ve had this experience as it’s good to learn from and see how I could make sure this doesn’t happen in the future.
Cinematic
So both of the previous things I’ve discussed obviously went towards making this cinematic. I wanted to have each my hero props featured in their own shot, with each of them partly telling the story of the astronaut. Some of those definitely do that better than others, and part of that is what I was saying on the previous slide about fully committing to the run-down version of the base. For example, I think the shots of the whiteboard and the communications unit have a lot of environmental storytelling and include a lot of detail that, if you pause and look it over, give you a lot of information about who the astronaut is and what is happening in the background that isn’t explicitly mentioned. But then things like the coffee machine don’t necessarily expand on the context too much because I didn’t fully lean into the state of disrepair I’d considered to start with. But regardless of that, I think the shots all came together really nicely and tell the story I was hoping to get across.
Most of the feedback I’d received about this in class was really positive and mostly it was just some little tweaks, like the timing of the shutter going up or some of the camera movements. I wasn’t able to implement it all as some of it was contradicting what others had said, as is always the case with like a subjective piece of work, and some I just wasn’t able to because of camera constraints or timing issues, but I’m pleased with how it all came together eventually. Although as a props or environment artist I wouldn’t necessarily be responsible for planning or rendering out shots it was a great exercise to make me think about how my assets might be affected by the shot list and whether I’d model in the same way if, say the back of an item wasn’t going to be seen in a short film compared to if it could be picked up by a character in a game. The cinematic was the bit I had the highest hopes for and I think it turned out exactly as I’d envisioned.
Gameplay
As I mentioned earlier, my plan for the gameplay was to have the player walk around as the astronaut character and interact with various things around the base. I was very inexperienced with implementing any sort of gameplay before this project so I anticipated it would be difficult and that I’d end up with something very basic. Whilst it’s by no means a fleshed out game, I am pleased with what I achieved. I’ve got the character walking around, opening doors, picking up items, and I managed to get in a menu and some UI as well. Compared to my initial plan I actually managed to achieve more than I’d hoped with this.
I did want to touch on how this all differs from my inspirations that I spoke about in the introduction though. Obviously the character just walking around and picking things up is not at all what I described with the sort of unguided puzzle game with a big mystery to solve. This was intentional, firstly because I’m not a gameplay designer and it would have taken me way too much time, and secondly because the cinematic was always intended to be the main focus, so I didn’t want to take away from that by trying to do too much in the gameplay. So, whilst I achieved what I set out to do, I thought it was worth mentioning that my bigger plans for this project would involve more depth in regards to the gameplay.
Also, although I don’t have aspirations to really work on gameplay in my future career, it was a great chance for me to experience how my choices when making assets influenced how I integrated them into the gameplay. So for example, my choice for the doors to have button to push to open meant I had to work out how to make the doors slide open when the player interacted with that button, and so on. I think that will be really helpful in the future so I can make more mindful choices in my environment work if there’s gameplay that relies on it.
How I could improve
Number 1 is the bathroom. This, like I mentioned earlier, was an addition towards the end of the development so it was fairly rushed as I‘m sure you can see by the quality of the assets. I decided that the gameplay would benefit from having an extra area to open into, even if it’s only small. I had some issues getting the mirror reflections to work so I didn’t have time to refine the bathroom as much as I would have liked. If I were to start again I’d put a lot more time aside for this and definitely start adding this in way earlier in the project. I think this is where being part of a team is a big benefit. You can collectively make a decision on whether something is worth the time or if it wouldn’t benefit the project enough. I asked for feedback from family about this area and thought a lot about whether to include it but in the end I decided I would as I’d already put the time into it even if it wasn’t perfect. I thought it could work well as more of a basic concept of what I’d like to do with fleshing out the base more in the future.
The other thing I need to work on a bit is more of a soft skill but it’s my timings. This was a tricky one because for the most part I managed to stay really on track with everything and had points where I was ahead of my own schedule. But I did also trip myself up in a couple of places by deviating from it intentionally. The first time was, as you’ve already seen, the bathroom area. As I said, it was a late decision to add it in which means it’s suffered in quality compared to the rest. And then right towards the end of the project, I’d started working on the promo video and this presentation but I hadn’t fully finalised a few bits in the gameplay and cinematic, so I was trying to work on multiple things at once when a couple of those things were kind of dependent on some of the others being finished. It was getting to a point where I was going back and forth across a few different things and I just had to decide to put a cut-off on the cinematic and the gameplay and just be done with them so I could get everything else finished.
This is something I’ve always struggled with, as with art there isn’t really an objective “finished” piece, but I got them to a point I was really happy with them and left them there. Timing and planning is always something I’m trying to improve and this project did go a lot better than previous longer projects so I’m going in the right direction and I think being able to make and stick to a plan is really important for working professionally so I’m glad I’ve had the chance to make these mistakes now so I can build on it for the future.
To Conclude
As a final conclusion, I think my overall successes are the design and execution of the props in my environment which also contributes to the atmosphere and vibe of the final cinematic. It came out really close to how I’d imagined it at the beginning. I also think I achieved a lot of my goals with my own personal learning and really improved the skills I wanted to. I’ve already talked about things I’d like to improve but it’s mainly the environment aesthetic, so getting it closer to the original concept art and make it more run down and worn. And then the gameplay, I’d want to look into implementing the puzzles I have ideas for but that would be something I’d look to others for assistance on so I could focus on the environment work. And finally, working on sticking to my plan and ensuring I’m timing everything well to get it all done.
References
Daubet, F. (2023). Mobile outpost cut out. Artstation. https://www.artstation.com/artwork/DvWD39
Deliver Us Mars. (2023). PS5 [Game]. Frontier Foundry
Escape Simulator. (2021). PC [Game]. Pine Studio
Outer Wilds. (2019). PS5 [Game]. Annapurna Interactive
Return of the Obra Dinn. (2018). PS4 [Game]. 3909 LLC
Star Wars Jedi: Fallen Order. (2019). PS5 [Game]. Electronic Arts
We Were Here. (2017). PS4 [Game]. Total Mayhem Games






