The first shot is of the "Meeting room" I took the shot as closely to the angles used in the film however like I said in my previous posts I decided to not to use a wide angle "letter box" look for this shot; this is because I wanted to show more of the walls and the assets that are on the fire place. If I had mimicked the same shooting style then I would have cut out allot of the assets, and seeing as this assignment is mainly graded based on this blog and the two shots that are provided, it would be un-wise to cut out the majority of the shot with the "letter box" style.
Now it needs to be said that I wasn't able to do as much as I would have liked with this scene. The most noticeable thing would be light maps. Due to my own planning issues and flight complications I found out that I would not have time to do any of this work over the extended time period like I originally planned. I found this out on week 10, which mean that I had to do six weeks worth of work in two. However I should have planned my work better so that I would have been ready for hand-in on week 12 as originally set. This meant that I had to UV, texture, re-make my layout in Unreal and light my scene in the two week period. Needless to say I had to priorities my work and light maps were at the bottom.
This that aside, I feel that the actual layout of the scene matches the scene quite well; as-well as adjusting the rooms size to be appropriate for gameplay. The scene room would have been too small for a playable room, even though the room is only intended for the "Hacking" portion of the game.
There were some issues with the lighting, which I may have mentioned on previous blogs. The issue with this scene is that the main sources of light in the scene are from the lamps that are places in the four corners of the room. However in the film scene there is an obvious like coming down from the center of the room. There is no evidence on a light on the ceiling in any of the shots. This light is there to help with the sense of symmetry that this room represents. Like I said in previous blogs this room has been made symmetrical because is it supposed to be designed by machines. I placed a center light aswell as appropriate lighting and achieved the shadows that I wanted; however they don't look as dramatic as they would have if I had implemented light maps.
The second shot is the "tech room" in this room I encounter allot of the same problems that I had in the last room such as light maps, letter box shots etc... In this scene I focused more on the lighting element and trying to make it look dramatic. The key source of like was from the light stand at the end of the room. I wanted to give this light a large flare as it projects light across the room. I feel that I achieved this well by layering two directional lights over each other; the light flare gives a dramatic feel to the scene. Like the other room there are four lamps on each corner of the room that provide a small amount of light each. The other main source of light was from he computer screens. I used a small spot light with a large fall off to give a soft glow on each screen.

Like I said I am not completely happy with the scenes, there were a few things that I would have liked to have done to make them look more presentable but were unfortunately impossible given my time restraint. If I were to do this assignment again, I would have made sure to churn out as many assets as possible and try to get the level set up in the Unreal engine ASAP. I also would have UVd as I went, rather then spending the last week or so trying to UV and texture as fast as I could. All in all I know that I could have done more with these scenes if I had planned my work better so that it would be ready for week 12.
Here are some other shots of props that I wasn't able to place in the blogs












