Wednesday, 25 January 2017

Unit 66 Assignment 3 - Be able to create 3D models following industry practice

For this assignment I had to make a 3D model and document the process of making it. The first thing I did was get some reference images for the front and side of a human in order to make a more realistic model. I imported these into Maya using the view menu. I then used the toolbar on the left to lock the viewpoint to the front and sides when modelling.



The first part of the model I worked on was the legs. For each body part I placed a cube and stretched it to make it roughly the size of the body part, the legs in this case, and changed the shape to be a wire frame instead of a solid shape in order to help with the modelling. I then used the far right toolbar to change the subdivision height in order to add more sections for me to edit in order to add more shape to the model. I then right clicked the polygon to change to the edge selector, I would then select each edge and stretch it to the outline of the reference image in 
order to create the shape of the leg.

After creating one leg I used the duplicate special tool in the edit menu and changed the scale to -1 in order to flip it, I did this with both the arms and legs. When making a new body part I moved the already existing parts out of view as to not interfere with the wire frame of the new model. Once I was done making models from the front side I decided to move to the side view and adjust the models further to improve the proportions of the character and make them more realistic.

After finishing the rough shape of each body part I grouped them all together by placing the parts next to each other and shift clicking each part and selecting group from the edit menu. This keeps all the parts together so that it is all classed as one object that is moved as a group.

Once the model has been grouped I pressed the 3 key to smooth the edges out which made the model look less rough but it made the body somewhat thin so I used the extrude tool to make the proportions a bit more realistic and similar to how they were before.

After that I textured the model by clicking the rendering tab and clicking one of the different filters. I just used the default sample because the others didn't fit too well on a character. I gave it a diverse set of colours as it makes sense for a game about clowns, with this I also decided to add a clown nose to the character to make it look better.

Overall my model turned out decent in my opinion, the body still looks rather jagged in some areas like the legs and the head. Next time I will add more detail to the model by adding more sections to each shape. I could also add some features such as individual fingers and a detailed face. I could also add better textures next time to make the model stand out more as it just has single shades of colour. This has been my first time using Maya to make a humanoid model and it has been difficult to make but I feel like I have learnt some the basics to modelling characters.





Feedback:
Luke Anderson: I think that the model was well made though the model looked very jagged in the leg and head.


Kori Chamberlain: Due to the character having lumpy skin, you could use this as a character that has been wrapped up in candy floss.
If you want this as a character that looks realistic I would recommend smoothing.




























Wednesday, 4 January 2017

Killer Klowns from Outer Space Quantitative research

Killer Klowns from Outer Space Research

I made surveys using Survey Monkey to ask the group their opinions on the Killer Klowns movie and what they would like in a game, from my survey answers I can see that most participants were male and between the ages of 15 and 21, most people disliked the movie as the highest rating given was a 6/10 from two people and the most common rating was 1/10 which was voted by four people. Most people also thought that it would be best to make an entirely different story for this game as opposed to recreating the movie's story in game.  A surprising result was that the answers for whether they'd recommend the movie to a friend was fairly close with five voting yes and three voting no. The majority of people said they'd rather have the game on PC, console was the second most popular with mobile being the least wanted. The most popular genre for the game was a first person shooter with a third person shooter coming second. no one voted for platformer. When it comes to price range most people would be willing to pay around £10, the highest amount people would pay is £30.

Movie research and figures

Director: Stephen Chiodo
Writers: Stephen Chiodo and Charles Chiodo

Release date: 27 May 1988

Budget: roughly $2,000,000

Opening Weekend : $2,657,329(USA)

Gross:
Worldwide: $43,625,095
USA: $43,625,095
Non-USA: $28,000,001

Weekend Gross:

Weekend Gross

$1,364,238 (USA) (10 June 1988) (926 Screens)
$2,240,128 (USA) (3 June 1988) (922 Screens)
$2,657,329 (USA) (27 May 1988) (893 Screens)

Admissions:
3,682,397 (USA) (22 July 1988)

Review Scores

IMDb: 6.1/10

Rotten Tomatoes: 71%


Sources

http://www.imdb.com/title/tt0095444/

https://www.rottentomatoes.com/m/killer_klowns_from_outer_space/


Tuesday, 13 December 2016

Unit 6: Critical approaches to creative media products

Unit 6: Critical approaches to creative media products


Task 1    


Title: DayZ

Genre: Multiplayer, Survival Horror, First Person Shooter, Sandbox

Selection of Content: Post Apocolyptic, Exploration

Construction of Content: Co Op and competitive multiplayer.

Narrative Conventions: No real story, make a story as you play

Codes and Conventions: Health, ammo, hunger and hydration levels, limited inventory space. cooperate with other players or fight against them

Target Demographic: Young adults



Title: Call of Duty: Black Ops 2 (Zombies)

Genre: First Person Shooter, Co Op multiplayer, survival horror

Selection of Content: Post Apocolyptic, Endless, Generally dark

Construction of Content: Gameplay driven, obscure story

Narrative Conventions: Survival, live as long as possible, Hidden story discovered through obscure secrets

Codes and Conventions: Round based, Regenerating Health, Perks, Ammo, No ending

Target Demographic: young adults to adults (18-30)


Title: Killer Klowns from Outer Space

Genre: First Person Shooter, Survival horror, Stealth

Selection of Content: Exploration Based, abandoned locations, invasions.

Construction of Content: Linear

Narrative Conventions: Alien Klowns have invaded Earth

Codes and Conventions: Health, ammo, melee combat, stealth

Target Demographic: Young adults to adults 16+ (Including fans of the original movie)

Task 2

Media Text: Media text is different forms of media that can be used as advertisements for the game such as posters, trailers and ads in a newspaper or magazine. The effectiveness of these ads depends on the type of advertisement and the location of the ad, for example with Call of Duty it is a big franchise so there would be a lot of advertisements in places where people are more likely to see them such as posters and trailers online and on TV. DayZ mainly relied on trailers to represent itself as it isn't as accessible as Call of Duty and has a smaller fanbase in general, most of which would be on the internet a lot which is a common place for ads, for My game if it was a bigger game that would be published by a big company I would use primarily trailers and posters ad there would be seen by a big amount of people.

Genre: Game genres are styles of games that vary from each other in terms of gameplay which creates different experiences for example a first person shooter is vastly different from a 2D platformer as one takes place in a first person point of view whilst the other is viewed from the side, they each have different objectives with 2D platformers it's usually to reach the end of the level whilst shooters will generally involve a specific objective such as getting more kills than the enemies or killing a specific enemy. The two example games I used as well as my own game are all shooters however Day Z can switch between first and third person and is also a sandbox. Black Ops 2 Zombies is a mix of shooter and survival horror whilst my game is a first person shooter with elements of stealth.

Selection of Content: The selection of content consists of the main assets in the game such as graphics, sounds, sequences and fonts. These 3 games all have a similar theme, being post apocolyptic. Call of Duty and DayZ both take place after the main damage has been done but my game will take place at the very beginning as the goal will be to stop the Klowns causing an apocolypse. The sounds of all of these games consist of eerie sounds to give more atmosphere such as zombie groans(or klown laughs in the case of my game), weather such as thunder or rain and wind blowing the trees around. In terms of graphics the games all have a photo realistic style to them to help add to the horror aspect as a cartoony style would degrade from that.

Construction of Content: This is the way the game is set out, for example DayZ is an online multiplayer game with a big open world to explore and no story to follow, you are essentially making up the story yourself. The Zombies mode in Call of Duty consists of an endless amount of waves of zombies to survive, this can b e done either solo or with up to 3 more players, there is a story but it isn't told through normal gameplay but is instead found through secrets in the map that are only hinted at by some very minor dialogue which is easily missed by most players however it is not needed to fully enjoy the game. My game will be fairly linear and will have the player simply move from point A to point B in one piece, the story will be told through cutscenes.

Codes and Conventions: These can be subgenres of games such as first and third person, they also include things such as the HUD (Heads Up Display) for example in Call of Duty Black Ops 2's Zombie mode the HUD is very minimalist with it only directly showing your points, ammo and the wave that you are on. Things such as health can only be determined by the amount of blood on the borders of your screen, the more blood visible, the lower your health is. In DayZ the HUD only shows what you have in your hands, the rest is within the inventory screen such as your ammo, hydration levels and hunger levels. when losing health the screen will turn black and white and eventually will go to a black screen when your character is dead or unconscious. The HUD in my game will be simple and easy to recognise, it will include a green health bar and an ammo counter.

Target Demographic: The target demographic for a game is the type of person or age group that the game is aimed at and will get the most enjoyment out of it. The target demographic for Day Z was young adults to adults (18+) whereas Call of Duty was seemingly aimed more at teenagers to adults (despite the age rating of 18+ many people younger than 18 are known to play the game and seem to be the majority of the playerbase). My game is aimed at mainly teenagers to young adults(16+) but fans of the original movie may also get some enjoyment from the game.







Friday, 25 November 2016

Unit 69 - Assignment 1: Drawing concept art for computer games

                                       Unit 69 - Drawing concept art for computer games

Concept art shows the ideas people have for a game such as layouts of buildings or character designs, these will usually be based off of some descriptions given to the artist, once the design is finished changes can be made accordingly.

Examples:
The Call of Duty: Infinite Warfare concept art shown below is a first look at the main hub area of the campaign, as you can see it is not fully polished as it is just for demonstration but it shows enough to link it with the final design. For the design brief the artist was tasked with creating "an inter-orbital aircraft carrier that would function as a fully interactive player hub experience". This artwork and more can be found at http://conceptartworld.com/news/call-duty-infinite-warfare-concept-art-mike-hill/










Overwatch has many diverse characters that fit into its somewhat cartoon-like world which uses a cell shaded art style , some of which went through some very big changes during their concept art phase. One of these was the decision to split one character into two siblings, The original design for Genji had him use both a sword and a bow but due to how different his two weapons were and how they might affect gameplay, he was split into the newer Genji, still wearing the original helmet and using a sword and shurikens, and his brother Hanzo who took the bow from the original design.

Another set of major changes was to Pharah who went through different colour schemes, body types and even different genders. She was always depicted using a rocket launcher and being able to fly so the changes were to the character herself instead of anything gameplay related. As shown below the changes to her character were very obvious, she has had possibly one of the most different incarnations in the cast of characters
There were a quite a few stages of D.Va's design however most of the changes were to her mech as D.Va herself reached her final design in stage 3 whereas the mech took 5 stages to reach its final design. The early concept art shows the mech to look more humanoid than the final design which is designed to look similar to a rabbit.



The final designs for most of the Overwatch cast can be found at https://playoverwatch.com/en-us/media/


Below is some concept art for Sonic the Hedgehog, as you can see from this Sonic was originally a very cartoony looking rabbit, he then made the transition into a hedgehog, the first hedgehog design featured more sharp looking edges and an angry look on his face, at this point in time his name was Mr Needlemouse but as time progressed Sonic gained a more rounded look with less spines on his back and a slightly less serious face as he was being marketed to an american audience and this was more appealing to a wider age group as to attract a bigger audience, it was also at this time he was given the name Sonic.


Source: http://www.sonicretro.org/2016/06/never-before-seen-concept-art/

Below is concept art for Mega Blaziken from the Pokemon games, the concept art shows different aspects of the final design such as the feathers on the back of its head which give it a more streamlined appearance which fits the theme of speed which is a common trait of this Pokemon. at the edges of the picture you can see concept art of the individual limbs to get a better view of smaller details.There are also samples of patterns and colour schemes to the side.


https://pbs.twimg.com/media/B_TbNczXAAARYar.png



Tuesday, 11 October 2016

Analyzing 3D modelling, animation and environments


What are 3D models used for?

3D models are used in many different forms of media such as TV, Games, Movies etc, they can be used to create a character or object to place into a game environment and later can be animated, however they aren't only used for games as they can be used to 3D print objects in real life, create plans when creating new buildings or make animated videos which would be used for special effects such as explosions  and fire and characters. which could then be applied to a model of the body and limbs to create a character model to put inside a game or movie ready to be animated in order to enhance the quality and fluidity of the character. This only applies to 3D games/movies as 2D animations use sprites instead of models.




Flow chart of 3D modelling

Mesh Construction
One of the most popular pieces of 3D modelling software is Maya (other examples being Cinema 4D and AutoCAD)which is where the meshes will be made. the mesh is the collection of edges, vertices and faces to make the 3D model. where you start with a simple shape and slowly modify it to become the finished product as shown in the picture below where a box was modified bit by bit to look like a human head as seen with the wireframes, this called box modelling and usually consists of extruding faces of the shape outwards until it looks more like the object you are making, then smaller details are added such as the nose and mouth if making a face for example.
a box being made into a model of a human head





Image result for mesh construction









Geometric Theory
Geometric theory is the collection of all the components of a 3D model such as edges(lines connected to the vertices), vertices(corners of each face), polygons(the shapes containing the faces), surfaces(the shapes that make up the object and will have textures on them)and faces(the shapes that go around the edges), these all form to create an element(the finished object)


Shaders
Pixel and vertex shaders are both GPUs(Graphics Processing Unit) that can add shading to an environment in different ways. none of them are better than the other as they are just different styles of shading, vertex shades can be used to add cartoony silhouettes to the edges of the environment as seen in borderlands. Pixel shaders are used to create more realistic shaders by adding extra details such as facial hair to characters or adding more texture to objects using the shading. Generally most software can use both types of shading

vertex shading

pixel shaders
Graphics
Direct3D and OpenGL are APIs(Application Programming Interface) that are used to render 3D graphics in games. these APIs enable features such as mipmapping, HLSL shaders and spatial anti-aliasing which will improve the overall picture.The diagram below shows how Direct3D renders 3D graphics.


Constraints
Making and rendering 3D models can be a lengthy process and takes up lots of memory which will mean you should get an external hard drive when working with 3d models as you could easily run out of memory, your PC should also be fairly high end to be able to run these programs at a stable framerate

3D development Software
3D development software is what you can make 3D models in, examples are maya, 3D Studio Max, AutoCAD and lightwave. 3D models are usually saved in the following formats: .3DS, .B3D and .OBJ

3D Models in architecture
3D models can be used to create prototypes for buildings as you can recreate the plan without having to actually build anything, when the planning is


https://msdn.microsoft.com/en-us/library/windows/desktop/ff476882%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396

http://stackoverflow.com/questions/832545/what-are-vertex-and-pixel-shaders

https://en.wikipedia.org/wiki/Direct3D

https://msdn.microsoft.com/en-us/library/windows/desktop/ff476882%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396

https://yellowdog.co/2016/01/28/which-is-the-best-render-engine/

Wednesday, 5 October 2016

Killer Klowns game brief


Level Design Idea.
Plot: A man/woman was abandoned by a taxi driver on the road, due to some issue with the road ahead. The character is given directions quickly before the driver drove away. The character (man/woman) then travels through a natural environment (Level 1). In this level you are introduced with combat, due to a wild animal wanting to kill you. Then finally you arrive at a village (Level 2) The character wants to find the reason on why most of the population of the village has left so suddenly. With t problems talking to the villagers due to them locking themselves in there homes. the character then sets of to the main square, which he finds a clown in centre of. The clown then fights you with some help of other clowns. When the clowns are killed one of the villagers shouts you over and explains. The person explains on the history of the village and the "Killer Clowns" and where they live. This then takes you to the "Killer Clown tent" (Level 3). The villager that most of population didn't leave and in fact have been taken. Your objective is to collect (save) them before they are killed. When all the villagers are safe the character/player has to fight the boss in which eventually killed all the clowns in the place.

Weapons: Mostly melee but the odd fire-arm
Guns are less likely to be found compared to the melee weapons and so you will have to explore the game more to find these weapons.

Genre: Third Person-Shooter (with some other styles involved in mid-game).
It also allows free-roam which you can explore the map in more depth.

Platform: This would be made primarily for PC, yet could work for other platforms such as the console or mobile device.

The Main Screen:
When in the main screen for the game it will have two options:
"Play"
"Chapter"
The title screen will have 3 original backgrounds relating to the level:
Level 1: Will have a peaceful background of a mountain side and a lake.
Level 2: Will have a village in the background with some clowns seen in the shadows.
Level 3: Will have a clown and a tent in the background.
These images will be taken when you "PrtScn" the level. The animations will be created individually.
The main title screen will be identical to the last level design with some miner tweaks.
A idea would be a clowns eye following the selected option (play/chapters) or for PC it would follow the mouse cursor.

Level 1.
This will be designed by: Me
This will be based in a natural environment, that is peaceful and untouched.
This level will be set in the morning.
Ideal objects created:
Rocks, water, path, trees, mountains, grass, cliffs etc.

Information: This level won't have any proper combat compared to the other levels as the characters are investigating the klown tent and they wouldn't have weapons going in, they will have to stealth their way past the klowns whilst exploring, if a player gets caught they will be chased until either the klown catches up and kills you or you lose them by finding a hiding spot, before escaping the player would have to find the room filled with all the human bodies which are encased in cocoons, the player would find their first weapon here and it would end with the player running away from a horde of klowns and out of the circus tent whilst avoiding obstacles and enemy projectiles that would slow them down.

Level 2.
This will be designed by: Luke Anderson
This will be based in a village that has little to no people in it, due to its stories of the "Killer Clowns"
This level will be set at mid-day. and have much vegetation due to many people not leaving there homes.
Ideal objects created:
House, rocks, grass, trees and other items related to the village etc,

Information: Level 2 is the second level and less places for the player to hide from the Klowns. The player will have the ability to find melee weapons easiest in this stage and there will ranged weapons scattered about the town. Their will be klowns in the street which you can sneak around but there will enough melee weapons to fight the klowns but not enough for you to beat all of them.
When you head to the police station to get weapons, a clown how is controlling Officer Mooney like a puppet will attack you as a boss. The boss can use: Officer Mooney's gun, his baton and his taser. To defeat the boss you have to attack the klown that is controlling Officer Mooney, you only need to attack the klown three times but he is using Officer Mooney as a shield so you can't attack him until he lets his guard down to taunt at you.



Level 3.
This will be designed by both of us
This will be based in the abandoned circus which no one dares to enter.
This will be set at night.
Most of the level will be set inside the tent, however the level will contain a outside environment.
Ideal objects created:
Clowns, tent, environment (objects), and simple puzzles.

Information:
Level 3 is the last level and has a much different game style in the game. In this level when you enter the tent the player will drop their gun and lose it. The player will be vulnerable to the killer clowns until the player finds a weapon of some sort. Having no weapon makes it difficult to kill the clowns which results into the player having to make up a strategy when avoiding the clowns. This makes the player go through the maze hoping they find all the collectables (survivors) before being found by a clown.
When all survivors are found a exit will be shown and which you can go through. When the player exits they have to fight a boss which cannot be damaged by bullets, yet can be damaged by the surroundings. The boss brings in a wave of clowns which you have to kill, after each wave is destroyed a item will glow that you can shoot, this will damage the boss (clown). The boss has 3 weak spots that results into having 3 waves, each wave gets increasingly hard.
When you kill the boss all the other clowns will be killed and all the items relating to clowns such as the tent would disappear. Then a small credits screen will appear, which would then take you to the main menu.

Tuesday, 27 September 2016

Game Engines Assignment Unit 70

Game Engines
In this assignment I will research different open and closed game engines that are used to build the games that we are playing now and compare them.

What is a Game Engine?
A game engine is what runs the game and keeps the experience the same for all platforms regardless of the operating system used by each platform an example being a game released on Xbox, PlayStation and PC would all play roughly the same barring things such as controls, performance and quality of the graphics for example the Console port of a game may be locked at 30fps due to hardware limitations whilst the PC port of the game may run at 60fps and have a higher resolution as there are less restrictions on more powerful PCs, the reason this works is because the game engine acts as a way to "hide" the operating system which would normally prevent the game from working on all platforms. The game engine is where all the game assets will be located such as the physics engine(Such as the "Havok" engine), audio engine(Such as Miles Sound System), models, AI(Artificial Intelligence), code and textures. Some of these assets will be made outside the engine such as the models which could be made in programs such as "Maya" but will then be imported into the engine to be used in the game.


Open Game Engines
Open game engines such as "Unreal" and "Unity" can be used by anyone and are generally free to use. These are good engines to begin with as they are used often within the industry and are easy to access. Unity is well known for being the game engine used for a lot of mobile games however it can be used for other platforms too, the free version isn't quite as advanced as most popular engines but the paid versions have been used to make some very well received games such as "Thomas was alone" and "Temple Run". Unreal has been used for many popular games on Consoles and PC such as the "Borderlands"series of games and "Bioshock Infinite" as well as other diverse genres such as RPG's and stealth games.
Bioshock Infinite: Made in Unreal Engine

Image result for frostbite engine
Frostbite Engine Logo





















Closed Game Engines
Closed game engines are owned by a specific company and can only be used by that company such as Rockstar's "Rage" engine which is used in the "GTA" series and EA's "Frostbite" engine which is mainly used for the "Battlefield" games. As these engines are specific to big companies they are generally used by more experienced developers. Some of the closed game engines are built off of other game engines such as the "GoldSource" engine used by Valve to make games such as Team Fortress Classic, Counter-Strike, and Half-Life which is a modified version of the "Quake" engine Which then was modified further to create the "Source" engine which was used to make games such as Team Fortress 2 and Half-Life 2. A "Source 2" engine has since been made but currently only has one game released for it, "Dota 2".
Image result for battlefield4 screenshots
Battlefield 4: made in Frostbite Engine



Image result for Rage Engine
Rage Engine Logo














Notable examples of game engines

Cryengine was produced by Crytek, a German development team, Cryengine supported the PS3 and Xbox 360 and has since been updated up to Cryengine V which supports the latest generation of games consoles (PS4 and Xbox One) and has access to the DirectX 12 API allowing for more realistic 3D graphics , it is home to the very popular Far Cry series and the Crysis games. Cryengine was modified by many third party developers, one example being Cloud Imperium games who made Squadron 42 and Star Citizen using a modified version of the engine. The official build of Cryengine was also used to make some third party games under Crytek's licensing scheme such as Sniper:Ghost Warrior 2.
CryEngine Logo

Quake was produced by id software and was home to the game of the same name. The engine featured full 3D environments and models which were used to make multiplayer first person shooters and uses the Vérité 1000 graphics chip with OpenGL support coming later on it was later modified to make the Goldsource engine and later Source engine 1 & 2 were made. These were home to many famous valve games such as the Half-Life and Team Fortress games (which still have active fanbases to this day). The official Quake 2 engine was changed to be called the id tech 2 engine which led to id tech 3 which was later modified by Infinity Ward to create the IW engine which is still being used to this day to create the Call of Duty games . The Quake engine has been one of the most modified engines to date.
Quake logo

IW engine is a closed engine made by Infinity Ward and is home to the insanely popular Call of Duty series, it was built from the id tech 3 engine and supports the current and last generation of games starting with the Xbox360, PS3 ,Wii and PC then upgrading to the Xbox one, PS4 and Wii U, the engine was first used to make COD 2 and has been used in every COD game to date as it upgraded over time to create IW engine 5.0. The games haven't necessarily used the engines in order as they tend to use a modified version of the engine the previous entry in that series used for example, Black Ops 2 used a modified version of Black Ops 1's engine and Black Ops 3 used an even more modified version of Black Ops 2's engine. The engine supports DirectX 11 and HDR lighting.
IW logo

Unreal Engine is a game engine made by Epic Games and was originally the home to Unreal tournament in 1998. The engine is currently open and is a very popular choice for new developers and students. It was primarily used to make first person shooters but has been used to make many other game genres such as stealth games, RPG's and MMORPG's. In 2002 Unreal Engine 2 was released which added support for the Gamecube and Xbox, Epic only officially supported the Xbox and so the Gamecube and PS2 were left to Secret level to support, . Unreal Engine 3 was released in November of 2005 with support for Windows, Xbox 360 and the PS3 (and Android and IOS later in 2010). The first Console game to be released in Unreal 3 was "Gears of War". It wasn't until 2012 that Unreal 4 was released which offered support for the Xbox One, PS4, Windows, Mac, Linux, IOS, Android, SteamOS, HTML5 and a variety of VR systems. Currently Unreal engine 4 is the latest version but the game engine is still being updated to fit each new generation.

Image result for unreal engine
Unreal Engine Logo

Gamebryo was produced by Numerical design limited(in 1991)which then was merged into Emergent game technologies in 2004, the engine has been used by many different developers such as Bethesda and Rockstar Vancouver(which closed its doors in 2012 to merge with Rockstar Toronto) to create games such as the Fallout franchise, The Elder Scrolls franchise and Bully:Scholarship Edition. Gamebryo is currently on version 4.0 and has been updated to support each generation of games. The engine supports Windows DirectX 9, 10 and 11 as well as OpenGL.
Gamebryo logo



Sources:
https://en.wikipedia.org/wiki/List_of_game_engine
Cryengine
https://www.cryengine.com/showcases
https://en.wikipedia.org/wiki/CryEngine
https://en.wikipedia.org/wiki/List_of_CryEngine_games
Quake
https://en.wikipedia.org/wiki/Quake_engine
IW Engine
https://en.wikipedia.org/wiki/IW_engine
https://en.wikipedia.org/wiki/IW_engine#Games
Unreal Engine
https://en.wikipedia.org/wiki/Unreal_Engine
https://www.unrealengine.com/what-is-unreal-engine-4
https://en.wikipedia.org/wiki/List_of_Unreal_Engine_games
Gamebryo
https://en.wikipedia.org/wiki/Gamebryo
https://en.wikipedia.org/wiki/Gamebryo#Games