Building the Graphical Environment of a Platformer Game

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Dr. Simon Balázs
Department of Control Engineering and Information Technology

For the theme of my thesis I have chosen to build an environment for a platform game. In this topic I will be dealing with three main tasks. These are: modelling, using a game engine and finding an ideal workflow.

3D modelling techniques are widely used, they are showing up in different industry fields. They play an important part of visualisation, prototype planning and rendering. The possibility of use is improved by the techniques concerning virtual reality and the appearance of 3D printers. Hence the 3D modelling techniques are growing dynamically, there are more and more activities in this field where qualified specialists are needed. Therefore, in the first part of my thesis I introduce the 3D modelling techniques.

Nowadays building up a computer game from scratch is very unusual. Programming a game engine, the physics of a game and further basic properties are extremely time-consuming and repeating it for every single game is redundant work. The solution is to use a ready-made game engine, which, like other software frameworks, makes game development easier, reduces the time of development and opens the field of game development for people who are not experts in the fields of programming and computer graphics. From the perspective of a computer science engineer the most important advantage is the time gained. Since expectations towards game graphics are increasing, the process of such development could take years. There are plenty of ready-made engines in the market, I chose the Unity engine for my thesis and built my example game therein.

Speaking of game development, there are a lot of frameworks and programs to help us implement each tasks. There are modelling programmes for modelling and animation, graphic software and 3D texturing programs for texturing and countless game engines for game development. And the queue could be extended by their expansions and programmes for more specific tasks. Sometimes there are overlaps between the functionalities, for example models and environment elements may be built up to a limited extent in the game engine, and physical phenomena and material properties could be created both in a modelling program and in the game engine. My objective is, in this wide variety, to find the optimal software for my task, to learn how to move project easily between them, to choose the right tool for each of my tasks, and, in the end, to build up an efficient workflow. In my opinion, when the number of alternatives are high, finding the right tools and a suitable workflow for a project creates a significant value.


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