It’s coming to the end of week 5 and we’re now in full control of our slippery slide from last week. With the burn down chart completed and updated, development can now go into full swing; lets start with Unity and all of its bits and bob’s.
Firstly, we now have a working mechanic that opens the door when the button comes on collision with another object such as a ball (that was actually set specifically). This was used by the animator window which I’m yet to understand as I needed some assistance coming into this entirely new tool.
It works by having an animation made to a specific object then, placing it within the animator depending on when you want said animation to occur or what you want it to be played in connection with or have connections for that matter.
I then proceeded to start the code with the help of the tutor as I had no idea how to link the animator and a C# script together. And this was the final outcome…
Before any of my major projects from college start coming through I tended to just jump head first into anything without any idea of how I should lay things out before hand.
And considering I have a number of good projects, I find that some of them I got lucky on because I didn’t take the time to plan prior to development. Yesterday ‘Thursday 22nd’ I had an idea for the main menu and to also include the 3D artist on our team. So I then approached 3D & Project lead to present the Idea to them In relation to this, I was to get the concept piece from the 3D artist world which shown the temple Outside facing towards the camera. I thought to myself ‘I can use this environment as a menu’. Both Project & 3D lead gave me ways I can include this later on and also had Ideas of their own which I have jotted down. This would also include me and the 3D artist ‘Amy’ to collaborate in the creation of the menu.
This would mean going back on practices I used on the Don’t wake up game menu…
The environment being 3D and to either include specific objects as UI navigation or to instead Insert the buttons as 2D GUI in turn slightly adding Depth of field to the background so there is depth within the game scene.
This was the reason I mostly added the main menu flowchart in the first place.
The asset list has been updated for me to finish my individual production schedule and also to further add more to my contribution form.
I’m here to explain about concept art, a very important process as it is the beginning of any idea. It strongly implies that the idea is visually possible to imagine and create just as characters are visually imagined by J.K Rowling.
My choice of concept art is from Bioware’s art director for dragon age inquisition Matthew Goldman, his work in my opinion shows immediate structure of his art and in addition; How he tells the story in his pieces.
Now that lovely looking chap there is me… still on my placement and was in full swing of recapping my storyboard for my 2D project for an in-house client. And it’s to basically create a full animated ‘How to’ video which to everyone sounds easy.
Honestly, I now know how they do it so well.
It’s not just by simply creating a composition and getting on with it, it takes a little bit of prep before hand. And this is what I am doing in the photo.
Since my synoptic pitch I have strongly come to grips with how to use animation and more of the fundamentals such as squash & stretch, composition, anticipation etc.
Wednesday just gone, I was to create a birthday celebration template like that of Facebook’s, but obviously with my own twist.
With my laptop being able to only handle 2d motion graphics, I seemed more comfortable with the task I was given. Firstly I started by setting some placeholders to figure out where the rest of the assets will appear at the end of the animation.
But it’s not just about coming in and starting a piece requested by a client, it’s also following through with the client on a project to make sure their views are being visually shown to their standards. This also links in with Pre-Production and I will touch up on this on another blog relating to the upcoming Synoptic project.
Now I usually come across a project and have a somewhat idea of what I’m doing in terms of story, character, environment and timeline…
But this has not been the case.
Because the story would have been harder to take in if the way my two characters had just met the way they did with no meaning or solid moral at the end, so I had to find a creative way to introduce the ‘What If?’ meaning and this is how I did it.
What if you could do something, say something count back the hours, days even years to change something or do something… you wonder how it would have changed your life for the better or worse, we’re humans it’s in our nature to think ‘what if?’.
That’s the idea if my project and how to present it … well take Pixar’s Paperman for example. A perfect mix of both 3D and classic 2D we all know and love.
It tell a story of a man and a woman, two completely random strangers who have met each other through a mere accident… and because of that they seemed to have emotionally bonded to each other simply through a piece of paper. Here is the short film below if you haven’t already seen it yet…