Now I have finished college , I ask myself “what to do?” new projects maybe, trying to expand onto other fields such as programming in C#, Java or even c++ given the recent trend in those other languages popularities.
So after the recent synoptic project, it has come to my attention that now I have some free time on my hands; it also presents the best opportunity to dive deep into the programming world and I have a few recourses I can choose from such as the Unity Q&A Forums, Brackeys (YouTube) and also GamesplusJames (Also YouTube). With all that together, I can create some cool effects and also learn the basics of programming during now till September when I hope to go to University. That been said I do have other things going on in my life … I can’t be stuck behind a keyboard for ever I’ll go mad.
We are coming to the end game of our projects and its safe to say that there is a more visual ending in sight.
By this I simply mean that its safe to say that there will be something by the end of the project and MVP can be shown by deadline. I have struggled a lot since the beginning trying to prioritize my coursework, placement & other personal projects all ready for the end of year.
Now I’m going to try and push myself to learn programming to thus understand not just how it works but also how to structure code in the future.
Visual the game is coming together a more assets are pushed through, I have also contributed into making other graphics and fixing some, there have been instances where some of the maps were not working, thus I went onto Photoshop and added the characteristics needed such as extra lighting on brighter colors or the need to add more white to an alpha map.
Speaking of which, this also was shown to be really handy when it came to creating emission maps although this time I used after effects to give the glow a more revealing effect then adding a drawn over effect so therefore the player can realize that the effect is active and working as it should be.
This was then taken into account, so I then moved onto using the emission maps in programming, So firstly with the help of one of my tutors. There was two scripts created; one for the door and one for each button so therefore the player can open the door via a key-code.
Speaking of which, the key-code would be shown on a tablet placed on the far back corner of the room which would have to be traversed by the player, read, and then the player would follow the code shown in chronological order.
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…
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.
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.
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.
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.