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.
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”→
A week and a half into this placement and I’m starting to get to grips with how industry is run and how a production pipeline comes together with communication and good teamwork.
The team at ThreeMotion Media have been very helpful and welcomed me as if I was part of the team this past week, the atmosphere is professional and at the same time chilled; personally I think this is a good environment to come into when starting industry.
Today I was to create a 3D animation lasting 5-6 Seconds, this scene was to be turned into a gif then placed into a blog…
Honestly found it tricky believe it or not as I could only place so much into the scene without passing everything too quickly. The first camera was going to be following an arrow as it is shot towards the target in front (which is out of focus), then another camera tracking the arrow on a side orthographic view still heading towards the target. and finally the last camera capturing the arrow piercing the target itself.
Doesn’t sound like too much but when you have to capture the concept on 3 cameras to cover the animation evenly… it becomes a bit hard to stick that on a 5 – 6 second Gif. Just starts to look like a compilation on speed.
I have thought about how to get everything in one sequence and yet extend the time but keep the requirements. Yes it sounds weird but maybe it’s because I over-complicate things.
Maybe I could create all three scenes and have their times set to about 10-15 seconds and use advanced speed scrubbing to slowly speed up the video in the least important parts.
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.
Coming to the last year of college I have come to think about how far ive came in terms of 3D modeling, from my first ever 3D barrel to an entire game filled with clusters of assets and they all in themselves help me progress further in my specialisation.
Over the past two months of making assets, my modeling development pipeline has become ever more structed in what application I carry my asset over to for further texture or modeling altercations.
I am contributing this entire blog towards the creation of the 3D interactive menu for my imagine worlds project.
And the reason for this is because of what I figured out throughout the development stage of the buttons. I couldn’t understand that my imported graphics would not show at a full resolution. Instead was pixlated and fuzzy, therefore I had to seek out an alternate solution to make this menu.
‘What about 3D?’
So I looked into making 3D buttons where the materials will not bring down the resolution of the button graphics. Coming across a video that explained clearly how to achieve this but there was a brick wall ahead…
Although I though…
car QuitButton : boolean = false;
function OnMouseUp ()
So after writing this script, it was applied to the 3D planes mimicking the buttons, and classified them as play, credits & quit buttons. To make them therefore work in connection with the Button script.
The image below gives a visual representation of what I’m trying to achieve by doing this…
Next was the animation, and this was quite familiar as the timeline keying features were like them of Maya. It was just a method of selecting the object you intend on animating, then to the animation box and moving the object into place to therefore build the animation. This is how I completed the animation for the menu transitions.