3 years of studying Games Design: Part 1

This is a rare blog for me to write, and that’s because if you’re used to reading my blogs. It has been packed with subjects relating to my many years on game design at college.

Anyway, it’s about time I recap on how far I’ve come in since the first day on Level 2 Games design to the Next Gen games design course. The year is 2015 (definitely not a dramatic trailer intro), I come into college with an open mind and expecting to have a mind-set to someday create something cool.

I have many memories of coming to class and enjoying the roar of enthusiasm! Literally sometimes which was good but didn’t help with concentration to be honest and I’m sure that’s why the course asset requirements were a pair of headphones besides sound engineering.

Continue reading “3 years of studying Games Design: Part 1”

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Lighting in video games (Unity)

This is partially linked in with the project that I’m working on in college, and its to do with the lighting.

Now other than, animations, textures, sfx etc. It’s nice to take into consideration lighting because it can drive the mood equivalently to other branches of aesthetics. I have some examples of what I mean and some technical how to’s, so let’s get started.

Lighting in my opinion can be done at the beginning of development during the blocking process to get a feel of how the game will look with lighting and as a positional placeholder in case you may want to edit lighting further or later into development.

Or leave lighting till later in the midst of development therefore you may get a sense of how it may affect textures or the idea of getting other assets out-of-the-way first such as environmental assets, scripting A.k.a ‘making the game work first’.

You choose…

Continue reading “Lighting in video games (Unity)”

Keeping players comfortable & Wrapping up Pre-Production

Firstly, I would like to start this blog by saying

‘This is not easy to explain, yet again what is…’

Here is some back story, since I’m tech lead A.k.a programming and all the complicated stuff. I’m required to research game flows and how to implement that into the project.

That also means finding a way to make sure that the player feels comfortable playing the game hence keeping all of the main building blocks of gameplay in mind, take Mario for example. When Nintendo make Mario, doesn’t matter how late the player is in joining the franchise they’re always eased into the game with a series of tutorial levels that just seem to be either subtle reminders or testing the waters lets say.

Continue reading “Keeping players comfortable & Wrapping up Pre-Production”

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 2

Now we are comfortably in the midst of this synoptic project and this second week is becoming more interesting in terms of bringing the project to life and this is even in Pre-production. Funny enough I have been reminded about the game engine and what platform I am developing for. So I’m gonna answer those alongside going through what else is happening throughout the week.

Let me begin with the game engine… basically the confusing technical stuff that the average Joe won’t understand, but I’ll try and explain.

So, when I pulled together the in game maps I thought to myself ‘What am I developing this for, Unity or Unreal?’ and this is because Unreal Engine is known to have better lighting mechanics and also the visual programming which avoids the need to write up scripts like this…

#pragma strict //Menu UI

var QuitButton : boolean = false;

var CreditsButton : boolean = false;

var PlayButton : boolean = false;

var BackButton : boolean = false;

var CameraClip : AnimationClip;

function OnMouseUp() { if (QuitButton) { Application.Quit();

}

if (CreditsButton) { Camera.main.transform.GetComponent.<Animation>().Play(“Tran_Credits”);

}

if (BackButton) { Camera.main.transform.GetComponent.<Animation>().Play(“Trans_CtoM”);

}

if (PlayButton) { Application.LoadLevel(“DWU_5”);

}

}

Also with me choosing a university that may be more in favour of Javascript, it may help if I go into Unreal Engine and learn it as I go.

However…

This would’ve been too risky and can cause me to delay time trying to research and learn a whole new UI and programming language.

Unity on the other hand has my account linked in so therefore I can download the post processing packages that I need which can only be used in Unity versions 2017+, also I have the advantage of knowing my way not just around the software but my ability of programming in C#.

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.