Games Development
Year Two
W-EX CBRN
On This page, I will be going through my Work Experience, this page is to record any and all progress within this unit as well as detail what will be going on progress wise
W-EX (MOD) CBRN-W Petrol Station
Research Into Petrol Stations

Images of petrol station in both day and night setting give me a good idea on how I could possibly light the scene in Unreal Engine if we as a class and team get to the end of the Unit and modelling becomes more and more frequent.
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My hope is that the hierarchy for this unit, team-wise is founded quickly as then I will have a heading for the unit and can start working.
Week 1 Meeting 13/10/21
Roles: Concept Artist, Lighting Artist
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What We Did: WAS NOT PRESENT
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What We learnt: WAS NOT PRESENT
Week 2 Meeting 20/10/21
Roles: Co-Leader, Concept Artist, Lighting Artist
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What We Did: Took upon the Co-Lead Role as Draven Kent (Leader For Unit) will need assistance.
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Along with becoming a Co-Lead role Draven started off the meeting, telling everyone the roles that I had been given and that I should make a start on the Concept Art side with pointers from the other Concept Artists so that I had an idea on what we were doing and how we would be doing it. Style, form and idea making were the forefront of the meeting with a general discussion on what we planned to do further.
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What We Learnt: I learnt that I was now bumped up to Co-Lead along with Draven as well as informed of what we were doing by the concept artists, A general discussion for the team helped us all work out which style and form we were going with to create the Petrol Station
Petrol Station Concept Art
At week two, I started to work on the concept art for the petrol station and develop what we had in mind, for the petrol station concept art I used MagicaVoxel as a baseline instead of MAYA as I find MagicaVoxel easier to use as well as utilise when going ion a more detailed view such as adding possible colour, glass, metals and lights. instead of having to go back and forth between MAYA and Unreal Engine,

Empty Base
Starting off the petrol station, I wanted to get the correct dimensions for the blockout and art rendition of what the class wanted it to look like. Getting the size of it was simple, using a 100,100,100 shape on the X,Y,Z axis, now and now all I needed to do was create the petrol station as well as any foliage and roads.

3x Base Layer
For this snapshot, All I had to do was click and drag the mouse so that the whole base for the petrol station was up and running. I timesed the base layer by three so it had more of a rounded base, it was also done so that when colouring the final resolution, I could set the road and grass.

Making The Shop & Aisles
This image has the shop and aisles added to the base, I went in and added lights and a glass wall soo that you could see into the shop in the final resolution image. When I I showed my progress to the team, they were happy with the looks of it so far and they asked where I was to put the petrol pumps, foliage and road.

Adding The Car Wash & Petrol Pumps
Adding In the petrol pumps and the car wash was a small challenge as the original spacings that we wanted for the pumps and roof stands were incompatible with 100,100,100 layout of the base. and needed to be swapped out with a smaller measurement.

Placing The Blockade Walls and Sign
Having gone back to the team with what it currently looked like, with colour. they also wanted to add in a petrol station price sign and a small blockade so that it had a semblance of realism in it, as many petrol stations if on a main road had a small blockade around it so that if a car or lorry were to swerve, the barricade can either slow it down, or stop it dead.

Adding Foliage around the station
The final addition to the station before the colouring process was placing a small amount of trees to one or two sides so it makes the petrol station more rural and complete. The trees are to be an afterthought when going in and actually completing the UE4/UE5 real development of the station as we might not have enough time to get it all completed, same with the inside of the shop and the car wash.
Finished Blockout With Colour

Week 3 Meeting 27/10/21
Roles: Co-Leader, Concept Artist, Lighting Artist
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What We Did: Half Term
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What We Learnt: Half Term
Week 4 Meeting 03/11/21
Roles: Co-Leader, Concept Artist, Lighting Artist
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What We Did: Showed off concept art of finished petrol station and then went on to discuss what we planned to do for the real model, who would model what and how we as a team would look into everything.
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What We Learnt: That the team liked my Voxel art of the petrol station and that we as a team may be basing the final models off of what I had created.
Week 5 Meeting 10/11/21
Roles: Co-Leader, Concept Artist, Lighting Artist
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What We Did: Grab references of objects that can be created within the scene that are movable to any location within said scene (E.G: light fixtures, bins, propane tanks)
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What We learnt: we found smaller models that we can safely say that are easier to model and can use these to start off the unit. now all we as a team have to do is go into MAYA or other respective programs and start modelling them so that we have a blockout variant and high-poly variant of what we need within the scene
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Smaller Models
These image boards are just some of the smaller objects that we as a team seem comfortable with modelling, some slightly more complex than others, such as the cameras, bin opening s and posters. but as long as the team seem comfortable with modelling, then I believe that it is all possible as I intend to get our team to start modelling next week so that we all have a brush up on what we are capable of doing.
Week 6 Meeting 17/11/21
Roles: Co-Leader, Concept Artist, Lighting Artist
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What We Did: Internet Outage- No progress given (Personal Progress of W-EX lost)
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What We learnt: Internet Outage- No progress given (Personal Progress of W-EX lost)
Week 7 Meeting 24/11/21
Roles: Co-Leader, Concept Artist, Lighting Artist
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What We Did: Talked in chat about the roles we would be going forward with again as progress the previous week was lost including the roles list.
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What We learnt: after going back through the roles with everyone on the team we decided to into the W-EX with a slightly new look on how we we would go ahead with things.
Week 8 Meeting 01/12/21
Roles: Co-Leader, Concept Artist, Lighting Artist
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What We Did: Unit 10 & 11 had priority for this week
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What We learnt: Unit 10 & 11 had priority for this week
Week 9 Meeting 08/12/21
Roles: Co-Leader, Concept Artist, Lighting Artist
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What We Did: ABSENT (Hospital) Reference Gathering for possible spills and hazards
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What We learnt: ABSENT (Hospital) Reference Gathering for possible spills and hazards
Week 10 Meeting 15/12/21
Roles: Co-Leader, Concept Artist, Lighting Artist
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What We Did: Off ill with pneumonia, all work ceased
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What We learnt: Off ill with pneumonia, all work ceased
Week 11 Meeting 22/12/21
Roles: Co-Leader, Concept Artist, Lighting Artist
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Half Term
Week 12 Meeting 29/12/21
Roles: Co-Leader, Concept Artist, Lighting Artist
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Half Term
Week 13 Meeting 05/01/22
Roles: Co-Leader, Concept Artist, Lighting Artist
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What We Did: Focus was pulled to Units 10 & 11 to finish them ASAP
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What We learnt: Focus was pulled to Units 10 & 11 to finish them ASAP
Week 14 Meeting 13/01/22
Roles: Co-Leader, Concept Artist, Lighting Artist
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What We Did: was a part of a small five-man group meeting about what were were missing, how far behind we all were as a class-team and what we were going to do to catch up fast, we all decided on that I was going to look into lighting and setting, Draven would look into free portable assets to pick up speed for the scene, and that Brandon, Archie and Onka will make a heading into the modelling, all of them focusing on a different part of the Petrol Station, which will then all be put together by our teams scene master and given to me at the end for lighting.
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Week 15 Meeting 19/01/22
Roles: Co-Leader, Concept Artist, Lighting Artist
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What We Did: Personally, I looked into the UV mapping of models, reconstructed them and started gave a simple design for the final scene maker to see if he liked it for the
Week 16 Meeting 26/01/22
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