Finishing year blog.

And here we are… Finished. Done. Cheerio.

And now is my time to show what I have learned or even taken from this course over the course (no pun intended) of 2 years.

Lets start with the beginning, coming into next-gen; happy, confident and enthusiastic to get my hands on what scrap of knowledge I could. I have done things from be part of a nationwide competition for 3D modelling, made things that I didn’t think I could do … ever and by this I mean create menus and creating VFX for games; motion graphics and making human faces and the odd body.

 

So yeah.

From the beginning of the year, I have found that my interests have shifted from doing games design to more of a film based environment… yes it’s late but never too late to find something new.

And there are two reason for this. One being that the placement from January to May really opened my eyes in what I can do in regards to moving from one field of creativity to another. Another reason is the intro animation of my portfolio (Link will be somewhere in here) the time it took to complete the whole sequence I pretty much learned both the shortcut keys and the many different effects to thus make my workflow faster. Now I barely even look at the keyboard for shortcuts.

 

 

So over after all that good stuff with the placement, I came back to finish with the synoptic project and that was also an eye opener but seeing that we had our imagined worlds prior to that in 2017, there were some familiarity to what we had to do such as the pre-production, theory, planning, documentation… all that fine exciting stuff.

Then we came to actually make the game and as per usual there were some both major and minor bumps along the way such as team members changing roles from time to time. Changing ideas, throwing away, making new methods etc.

but we grind ed throughout the majority of our problems and came out with a solid start, middle and ending to our game alongside some special stuff which I kinda wanted to include myself. That basically is stating I made the entirety of the finishing screen and personally I love it but there could be some things to improve upon in terms of animation… and that’s another thing I have to cover. Animation.

 

 

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I love Maya and 3D modeling as much as my peers on the course but I can only do animation on a node based system A.k.a “I can only animate on unity”.

I’ts because I understand the majority of the workflow used for Maya animations, I just can’t seem to get around both paint weights and IK handles (Still don’t know what they are) that being said I want to dedicate some time into both animation and programming before I hopefully set sail to university come September.

Snappy boi

I would finally like to write this paragraph as an overall statement to thank the staff of next gen, Three Motion UK ‘Including the dogs’ and my friends who I have spent 3 years with doing this course as without them I wouldn’t be here now doing what I do now. It’s just a question of where I will be in the next 5 years and we will have to find out.

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Synoptic Progress: Finishing touches

Final week & the final push for the product this coming week. Our deadline comes Friday the 25th. So therefore everything has to be finished, assembled & tested before the final build.

So for now we have a stable version with a beginning and an end but there is one vital component that is missing but we can not go any further with it until the animation is fixed for the Venus fly trap plant within Maya. This could simply be an import issue or something else; regardless, it has to be sorted out by the day after publishing this post.

Snappy boi
Fixed Animation

 

Furthermore, whilst waiting for the animation to be fixed from our guy Alex, myself, Amy and Nick worked on the presentation for the coming exhibition. That meant putting together a PowerPoint presentation showing off all of our work, this was placed for Amy to do. Nick is working on other ways to present the game, and I was working on the poster design and possibly print of a poster to show off where we where and what we worked on. And surprisingly, I learned the majority of Adobe illustrator throughout designing the poster itself. Anyway, back to the game…

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Like I have said, we have the majority done with some polishing to do on other small assets. I have managed to sort out the combination code with some help from a tutor and he explained to me how he had done it although it was proving a challenge for both of us so I could completely understand why I couldn’t get to grips with it at first. Then there was the ending room with something to trigger the finishing screen.

So what I did was create a narrow corridor with the goal in sight, so the player can simply walk up to the goal and finish the game. I also took the idea to tear away the ceiling for the parkour room and make it look like the roof had caved through.

 

My only concern now is adding music to the game because it has always bugged me (no pun intended) that there is no sensory input for the player to take away from the game. When I say this I mean the human senses, for gaming it’s mostly the obvious ‘Sight & Sound’. So at least having those included into the game would be a big booster.

Synoptic Project: Something visually new for gameplay.

I have tried to make gameplay easier for a player to follow; To do this I could do many things environmentally.

Light leading, sound, linear design, breadcrumb method (I’ll get to that later) etc.

But instead I wanted to try something new and introduce myself to the world of video effects in unity. So I went about researching how to play videos in unity as maybe a transparent floating icon to help the player understand the mechanics visually.

So I went about creating the icons first and foremost, it came in many different forms but I settled mostly around this design with a few tweaks.

Temple_Raid_ROCK.mp4

Continue reading “Synoptic Project: Something visually new for gameplay.”

Whats my opinion: An Artist Masterpiece.

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.

Goldman
Bioware’s Art Director ‘Matt Goldman’

 

 

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Continue reading “Whats my opinion: An Artist Masterpiece.”

What its like doing 2D animation in After Effects.

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.

Let’s take a closer Look…

Continue reading “What its like doing 2D animation in After Effects.”

Synoptic Project ‘TEMPLE RAID’: Week 1

So we’ve finally started the Synoptic project A.k.a ‘Final Major Project’, and I have been chosen to work on the Temple Raid Game which was my first choice so I’m happy about that.

Let me fill you in about this project, it’s a Linear Puzzle Platformer that has a mix of Mayan, Aztec & Tiki Culture entwined within the visual aspect throughout the game play. Your objective is to simply move from A > B and find a ‘Mystical object’ at the end winning you the game.  Continue reading “Synoptic Project ‘TEMPLE RAID’: Week 1”

Getting to grips with animation & Motion Graphics.

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.