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Game Concept – Prototype Content Character/Game Objects By Prabhath Perera

The Kingdom of Sigiriya

Student Name: Prabhath Perera


Game Title: The Kingdom of Sigiriya
Game Type: Action/Strategic/Historic
Game Concept – Prototype Content Character/Game Objects By Prabhath Perera

The Kingdom of Sigiriya

Introduction......................................................................................... 3
The Game Content ............................................................................. 3
Content............................................................................................ 3
The Relationship ............................................................................. 4
Production Process ......................................................................... 5
Blocking........................................................................................ 5
Modeling....................................................................................... 6
Texturing and Mapping................................................................. 6
Animation ..................................................................................... 7
Characters/Game Objects............................................................... 8
Where is the Content in the Game? .............................................. 23
Summery .......................................................................................... 23
References ....................................................................................... 24
Game Concept – Prototype Content Character/Game Objects By Prabhath Perera

Introduction

The “Kingdom of Sigiriya” is a historical strategic action game which is based on an


ancient true story in Sri Lanka. The game will have strategic thinking, fighting with
historic blend. King Kashyapa was the emperor of the kingdom of Sigiriya who governed
the Sri Lanka in 3rd Century BC and he will be the main character of this game. Game
will be developed mainly around him and there will be other characters which are true
characters from the history. The place he lives also known as Sigiriya. It is a huge rock
where he built his palace as a safe place. The report outlines the process of character
and object model development of the “The Kingdom of Sigiriya” game including all the
characters and object models, reason to use these models, blocking, modeling, texturing
and animation methods etc.

The Game Content


Content

There will be two types of content in the game. There are objects and human characters.
Most of content will be 3D and there are some content which looks like 3D but made
from 2D maps. All the characters and objects provided in the report are main characters
and objects of the game and directly related to the game play. In addition Most of
characters and objects of the game have taken from the real historical stories behind
King Kashyapa. For an instance the King Kashyapa’s palace was located on Sigiriya
rock and Mugalan was his enemy. Since the game based on a historical story, the game
environment have an ancient touch. Therefore the kingdom of Sigiriya consists of small
villages, forests, paddy fields, Buddhist temples etc.

The characters and objects provided in the report as follows:

Characters
• King Kashyapa
• King Kashyapa’s Chief Officer
• King Kashyapa’s Army
• Mugalan
Game Concept – Prototype Content Character/Game Objects By Prabhath Perera
• Mugalan’s Chief Officer
• Mugulan’s Army
• Civilians

Objects

• Sigiriya Rock
• Sigiriya Palace
• Weapons
• Canal
• Bridge
• Wall between Sigiriya and Enemy state
• Village house
• Temple
• Trees
• Forests
• Paddy Fields

The Relationship

The King Kashyapa, King Kashyapa’s Chief Officer, King Kashyapa’s Army, Mugalan,
Mugalan’s Chief Officer, Mugulan’s army and civilians are the main characters of the
game. Most of characters appear in every single level in the game play and other
characters will be in some game levels. For an instance the King Kashyapa’s chief
officer will be in every game level as the game player and Mugalan will only appears in
final level. The King Kashyapa will be the main character of the game and his chief
officer will be the player of the game. Mugalan is the rival enemy of the King Kashyapa.
Both King Kashyapa and Mugalan have their private army. The human characters can
be identified by their uniform/cloths and the voice. The King Kashyapa can recognize by
his personality, voice, crown and his royal jewelries. The King’s chief officer can
recognize by his voice, warrior personality and suit. Mugalan will wear a traditional white
dress with black stripe and his officer will have an armed suite and a panic personality.
Both King Kashyapa’s and Mugalan’s army will be recognize by their armed suits
Game Concept – Prototype Content Character/Game Objects By Prabhath Perera
including the helmet, body armor. In addition all the civilians will wear the traditional
dress.

The King Kashyapa’s palace is located on the Sigiriya rock. The palace is not completed
at the beginning of the game and the game player has to complete the palace in the first
level of the game.

All the other game levels involve fighting with rival enemies. Both King Kashyapa’s and
Mugalan’s army use the same types of weapons. There are sword, knife, spear, bow
and arrows.

There will be a canal around the rock in order to protect the palace by enemies. In
addition the villages will separated by a canal. There fore canals will be boundaries of
the game. There will be bridges in some locations in order to enter to villages and to the
Sigiriya rock. The wall will be a boundary between enemy state and the Sigiriya
Kingdom. In addition village houses, temples, trees and forest will be other objects of the
game which are common elements of a traditional village.

Production Process
The production process of this stage involves research and preparing the characters and
object, blocking the game content, modeling, texturing and mapping and animation. The
researches include ancient characters, their cloths, weapons and jewelries, village
environment, village houses, software technologies, textures and maps. All the reference
materials are referenced under “References” section.

The Alias Maya 5.0 was used as the 3D software and Adobe Photoshop has used as the
image editing software to create and edit textures.

Blocking
The blocking the game is pre demonstrating the actual game content using simple
shapes in a 3D environment. The map of the location has used to block “The Kingdom of
Sigiriya” (Fig 1). Therefore the map has applied to a “NURBS Plane” (Fig 2). This map is
the surface for developing the entire game environment. The block consists of types of
polygon shapes with different colors. Each shape and colour represents each object of
Game Concept – Prototype Content Character/Game Objects By Prabhath Perera
the game (Fig 3). Since there is not a huge different between human characters, one
human character has used for blocking purposes. The blocking of “The Kingdom of
Sigiriya” has focused on scale of each object, the location of each object and the view of
after placing all the objects (Fig 4).

Modeling
The modeling stage involves creating the actual 3D models of each object. There are
some 2D objects that can be viewed as 3D such as houses, trees. The theory behind
this is keeping the actual object by removing the background of the object. For an
instance 2D image of the village house has applied to a NURBS plane. The background
of this image has to be black (Fig 5). The black background has removed by applying
another image as the transparency of the plane. The village house has to be white and
background has to be black in this image (Fig 6). The village house will have a 3D
appearance when the scene is rendered (Fig 7).

All other objects of the game will be 3D models. All the objects are based on basic
polygon or NURBS shapes such as plane, spheres, cubes, cylinders, cone etc. The
modeling techniques used for the game includes Bend, Bevel, Extrude, Sculpt Surface
Tool, CV Curve Tool and EP Curve Tool.

The human character is a low polygon model. A polygon sphere and cube used to model
the head and cylinders used to model arms and legs. (Chris Holden, 2007) The Sigiriya
rock has created by using the Sculpt tool on a NURBS plane. The Sculpt Surface Tool
can use to push, pull and smooth a NURBS surface (Fig 8 and Fig 9). All other objects
modeled by using cylinders and cubes including the arrow, sword, spear etc (Fig 10, Fig
11, Fig 12). The model of the bow used a NURBS Cylinder in order to apply the Bend
tool (Fig 13). Further the EP and CV curve tools used to draw the path of the wall and
the bridge models and applied bevel tool on to the path. In addition Paint Effects Tool
has used to create natural objects such as trees, forest and paddy field (Fig 14).

Texturing and Mapping


Textures will be used for different objects in this game. The textures of this game will
help to give a 3D appearance to some 2D models and to give a realistic appearance to
objects. For an instance epigraphs which are in the rocks will be a texture which has
Game Concept – Prototype Content Character/Game Objects By Prabhath Perera
applied to a NURBS or polygon plane (Fig 15). The wall of the enemy state will have a
texture of a rock wall (Fig 16) and the Sigiriya rock will have a texture of a rock (Fig 17).

The texturing and mapping of human characters will be different from each other. As
mentioned above the king will map with a royal suit with royal jewelry and the crown,
Mugalan will map with a traditional white suit with black stripe. Both chief officers of King
Kashyapa and Mugalan will map with an armed suite. Both King Kashyapa’s and
Mugalan’s army map with armed suits including the helmet, body armor. All the civilians
will map with traditional dress. (Fig 18 to Fig 24)

All the weapons will have a metal texture (Fig 25) and the interior of the palace will have
an ancient engravings and columns (Fig 26). A water texture will be used to map the
water of canals (Fig 27). Since the game is based on 3rd Century BC, all the roads
should be sand roads. Therefore all the roads will have a sands texture (Fig 28). In
addition as mentioned above all the village houses will have a 2D map with a 3D
appearance. (Fig 7)

Since the Paint Effect tool is using for the natural objects such as forests, trees and
paddy field, the default textures of the Paint Effects tool can be used. (Fig 14)

Animation

The animations of “The Kingdom of Sigiriya” will create by using character animation and
dynamic animation in Maya. The character animation will be used to create movements
of characters such as walking, running, fighting, talking etc. (Fig 29)

The Maya dynamics will be used to animate dynamic events such as gravity, shatter,
lightning, smoke etc. For an instance the gravity tool has to apply for the surface which
works as the earth/floor of the game, in order to place and animate all the character on
that surface (Fig 30). Also the move, scale and rotate animations will be used for simple
animations such as moving objects like swords etc.

In addition animated trees, sky and water can be found in Maya Pain Effects tool which
can use for creating the game.
Game Concept – Prototype Content Character/Game Objects By Prabhath Perera

Characters/Game Objects

Fig 1 – Map of “The Kingdom of Sigiriya”

Fig 2 – The map after map on to a NURBS Plane in Maya 5.0


Game Concept – Prototype Content Character/Game Objects By Prabhath Perera

Fig 3 - Blocking Objects

Fig 4 – The Blocking with all objects


Game Concept – Prototype Content Character/Game Objects By Prabhath Perera

Fig 5 – The village house with black background

Fig 6 – The Village house willed with white on the black background
Game Concept – Prototype Content Character/Game Objects By Prabhath Perera

Fig 7 – The village house after rendered

Fig 8 – Using Sculpt Tool to push the NURBS plane


Game Concept – Prototype Content Character/Game Objects By Prabhath Perera

Fig 9 – Using Sculpt Tool to smooth the model

Fig 10 – Spear model using polygon cone and cylinder


Game Concept – Prototype Content Character/Game Objects By Prabhath Perera

Fig 11 – Sword model using polygon cube, cone and cylinder

Fig 12 – Arrow model using polygon cylinder and cone


Game Concept – Prototype Content Character/Game Objects By Prabhath Perera

Fig 13 – Bow model using NURBS cylinders and Bend Tool.

Fig 14 – Trees, forest and paddy field by using Maya Paint Effect Tool
Game Concept – Prototype Content Character/Game Objects By Prabhath Perera

Fig 15 - Example mapping for epigraphs (NURBS Plane)

Fig 16 – The texture for the wall


Game Concept – Prototype Content Character/Game Objects By Prabhath Perera

Fig 17 – The texture for the Sigiriya Rock

Fig 18 - The king Kashyapa’s character will look similar like this
(Association of Tamils of Sri Lanka in the USA, 2006)
Game Concept – Prototype Content Character/Game Objects By Prabhath Perera

Fig 19 - The King Kashyapa’s Chief Officer will look similar to this
(Dreamworks Fan Site, 2001)

Fig 20 - The King Kashyapa’s soldiers will look similar to this


(Dreamworks Fan Site, 2001)
Game Concept – Prototype Content Character/Game Objects By Prabhath Perera

Fig 21 - Mugalan will look similar to this


(Lin's Domain, 2007)

Fig 22 - Mugalan’s Chief Officer will look similar to this


(Dreamworks Fan Site, 2001)
Game Concept – Prototype Content Character/Game Objects By Prabhath Perera

Fig 23 - Mugalan’s soldiers will look similar to this


(Dreamworks Fan Site, 2001)

Fig 24 - Civilians will look similar to this


(Dreamworks Fan Site, 2001)
Game Concept – Prototype Content Character/Game Objects By Prabhath Perera

Fig 25 – Meta weapons will look like this


(Combats, 2007)

Fig 26 – Inside the palace will look like this


(Arash Ahmadi khalaj, 2007, 3DLinks Gallery)
Game Concept – Prototype Content Character/Game Objects By Prabhath Perera

Fig 27 – Water Texture


(Denis Germain, 2007)

Fig 28 – Sand Texture


(Denis Germain, 2007)
Game Concept – Prototype Content Character/Game Objects By Prabhath Perera

Fig 29 – Sample character animation


(Furrycat's SWAT3 pages, 2007)

Fig 30 – Gravity effect in Maya – The pot works as the earth/floor. Therefore water
will place on the pot.
(Oman3D, 2007)
Game Concept – Prototype Content Character/Game Objects By Prabhath Perera

Where is the Content in the Game?

The some of content will not be in every level of the game. For an instance in the first
level of the game the game player has to build the palace. Therefore on that level only
the King Kashyapa’s chief officer will appear as a human character (Fig 19). Also
Mugalan will not appear until the final level of the game (Fig 21). Since the King
Kashyapa’s chief officer is the game player of the game, he will be appear in every
single game level through out the game (Fig 19). The civilians can be appeared at any
place. For an instance civilians can be in the palace, enemy state or in villages.

Further all the objects such as temples, village houses, paddy fields, forests and trees
will be located in villages. As I mentioned above all the canals are boundaries for each
village and the wall is the boundary between the enemy state and the Sigiriya Kingdom.
The weapons will appear when a fight starts. But the game player will be able to use
weapons when ever he wants. Therefore weapons can appear in any time of the game
(Fig 10, Fig 11, Fig 12, Fig Fig 13, Fig 25). The bridges will be located between two
lands. It can be used to enter to another location. For an instance there is a bridge
between the palace premises and the North Village. In addition treasures with epigraphs
will be in every stage where the player able to receive bonus points by finding those
places.

Summery

This report outlines the development process of characters and objects of the game
“The Kingdom of Sigiriya”. The report consists of characters and objects, the reason to
use these characters and objects, the relationship to the actual game, production
process of the objects etc. The report uses images from the internet in order to
demonstrate how the end graphics/models looks like which is difficult to demonstrate by
using sample models.
Game Concept – Prototype Content Character/Game Objects By Prabhath Perera
The characters and objects used to create the game includes King Kashyapa, King
Kashyapa’s Chief Officer, King Kashyapa’s Army, Mugalan, Mugalan’s Chief Officer,
Mugulan’s Army, Civilians, Sigiriya Rock, Sigiriya Palace, Weapons, Canal, Bridge, Wall
between Sigiriya and Enemy state, Village house, Temple, Trees, Forests, Paddy Fields
etc. Most of character and objects are based on the actual legend of King Kashyapa and
it was the main reason to use these objects. In addition objects such as temples, village
houses, paddy fields, forest are used to give traditional appearance to the game.

The Alias Maya 5.0 3D creation software is used to develop 3D characters and objects
of the game. The modeling techniques used to create these models includes Bend,
Bevel, Extrude, Sculpt Surface Tool, CV Curve Tool and EP Curve Tool etc.

The textures used to map characters and objects are mostly taken from the internet. The
human characters will be different from each other by their cloths and jewelry which
enables user to recognize the character conveniently. In addition textures such as walls,
rocks, sands and water are used to map the wall, the Sigiriya rock, roads and canals. All
the contents taken from the internet are referenced. The Maya Pain Effects tool is used
to create trees, forests and paddy fields which provide models with textures.

The game will have character animation and dynamic animations. The character
animation will use to create movements such as waling, running, fighting, talking etc.
The dynamic animation will use to produce dynamic effects such as gravity, fire, smoke
etc. In addition move, scale and rotation will be used for simple animation such as object
animations. Also the Paint Effect tool will be used to crate animated trees with textures.

Since the game player is the chief officer of the King Kashyapa, he will appear in every
level in the game. There are some characters and objects which are appear only in
some levels. For an instance the Mugalan will only appear in the level 8. In addition
canals and the wall will appear as boundaries of the game, village houses, temples,
paddy fields, trees and forests will appear as elements of villages. The civilians can be
appeared in any place such as in the palace, villages, enemy state etc.

References
Game Concept – Prototype Content Character/Game Objects By Prabhath Perera
Deakin Student Online, SIT151 Lecture Notes [online], Available from:
http://www.deakin.edu.au/dso [Accessed 16 May 2007]

Association of Tamils of Sri Lanka in the USA, 2006, Association of Tamils of Sri Lanka
in the USA [online], Available from:
http://www.sangam.org/taraki/articles/2006/images/cutureimg2_000.jpg [Accessed 23
May 2007]

Dreamworks Fan Site, 2001, Dreamworks Fan Site [online], Available from:
http://www.dreamworksfansite.com/gladiator/storyline/gladiator119a.jpg [Accessed 23
May 2007]

Dreamworks Fan Site, 2001, Dreamworks Fan Site [online], Available from:
http://www.dreamworksfansite.com/gladiator/storyline/gladiator79.jpg [Accessed 23 May]

Lin's Domain, 2007, Lin's Domain [online], Available from:


http://www.linsdomain.com/Derek/gladiator/gladiator10.jpg [Accessed 23 May 2007]

Dreamworks Fan Site, 2001, Dreamworks Fan Site [online], Available from:
http://www.dreamworksfansite.com/gladiator/storyline/gladiator94.jpg [Accessed 23 May
2007]

Dreamworks Fan Site, 2001, Dreamworks Fan Site [online], Available from:
http://www.dreamworksfansite.com/gladiator/storyline/gladiator121a.jpg [Accessed 23
May 2007]

Dreamworks Fan Site, 2001, Dreamworks Fan Site [online], Available from:
http://www.dreamworksfansite.com/gladiator/storyline/gladiator28.jpg [Accessed 23 May
2007]

Chris Holden, 2007, Modeling a Low Poly Character [online], Available from:
http://chrisholden.net/tutor/chmodel.htm [Accessed 23 May 2007]
Game Concept – Prototype Content Character/Game Objects By Prabhath Perera
Arash Ahmadi khalaj, 2007, 3DLinks Gallery - Arash Ahmadi khalaji - 3D Studio Max
Gallery [online], Available from: http://www.3dlinks.com/gallery_fullview.cfm?id=20107
[Accessed 05 June 2007]

Turbosquid, 2007, turbosquid [online], Available from:


http://files.turbosquid.com/Preview/Content_on_6_13_2004_16_22_37/house1.jpg5e691
e1d-db3d-4c5c-8886-0722ee49c8f9Large.jpg [Accessed 05 June 2007]

Combats, 2007, Combats [online], Available from:


http://img.combats.ru/i/items/big/3dknife200.jpg [Accessed 05 June 2007]

http://images.jupiterimages.com/common/detail/01/23/22132301.jpg [Accessed 06 June


2007]

Denis Germain, 2007, www.eSCRAPPERS.com by Denis Germain [online], Available


from: http://www.escrappers.com/Textures/water1.jpg [Accessed 06 June 2007]

Furrycat's SWAT3 pages, 2007, GSkin export plugins for Maya [online], Available from:
http://swat3.furrycat.net/gsm/maya/selectall.gif [Accessed 06 June 2007]

Denis Germain, 2007, www.eSCRAPPERS.com by Denis Germain [online], Available


from: http://www.escrappers.com/Textures/sand3.jpg [Accessed 06 June 2007]

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