The first week is coming to an end and we are being told about the entirety of the course and that includes the practice and real synoptic projects where we are all in groups to develop either a game, VFX piece or an interactive environment.
We have chosen the ‘world of Vert’s’ challenge where we make an entire environment alongside a playable character, we now have a solid Idea alongside a 5-team and boy its turning out to be better than expected.
Continue reading “My specialism in Next-Gen Year 2 & Synoptic Project”
Ahh the good old days of our favourite Bandicoot whom goes by the name of Crash and the evil nemisis, Cortex.
Crash Bandicoot, released in 2004 by Activision and carried on by many developers over the years such as Travelers Tales who were founded in 24 Jan 2005 · Knutsford, England & Naughty Dog. The development is quite simplistic, but the overall art style overcoats the simplistic mechanics` to make everything look amazing. On a lighter note, the game was designed with the PlayStations dual stick functions. this made the games movement a lot controls easier and add an additional movement to the camera giving the player the best perspective and a way to control what they see.
Twinsanity introduced to the players to what it was like to roam around an environment alongside interacting with external assets, platform puzzles and gather hidden collectables.
I will agree that in comparison to games nowadays, the graphic capability was pretty mediocre but still aesthetically pleasing. overall, crash bandicoot still makes its way through the years adding ever so slightly to the franchise with amazing games alongside the re-master which is set to release later in 2017.
When it came to multi platforms, unique puzzles and basically the most beautiful looking aesthetics which a game can offer. Mario galaxy never ceases to step up to the mark…
Continue reading “Analysis of Video game design…”
Breathtaking, unbelievable… awesome.
A few of the many words which describes HTC’s recent step towards the VR (Virtual Reality) future alongside other tech giants. I have tried both PlayStation VR and the HTC vive and could place them both in comparison but this review is mainly towards the Vive itself.
Firstly as I placed the headset on my head, I found that the 2160 x 1200 pixel resolution had amazed me also considering I didn’t need to re adjust to sharpen the graphics. And that is impressive to a person like myself who wears glasses, because it feels like I am not limited to what I can see and what I can do with the Vive. This is amazing compared to other who need re-adjustments to make the display clear to their eyes.
Moving on to the performance.
The the HTC Vive has a state of the art tracking system thanks to the two ‘Lighthouse Base stations’ which shoot out IR lasers to pick up your every movement. As I was playing an archery game with ‘VR Labs’ the tracking was so good that I felt free to move without any hesitation to move about my surroundings. There was a moment when I saw the actual labs, my eye caught one of the robotic dogs where at this point I couldn’t resist but kneel down as experience this encounter up close. This is what I love for the future of gaming.
Moving on to 3D modelling, a very familiar aspect of my work which is currently revolving around creating a spaceship. And a way better one that we initially built for our final 3D assignment in Level 2, I started with a basic Cube polygon; extruded & elongated to expand upon on either face to therefore create the basic shape of the ship. I then proceeded to extrude further and later on create the more detailed shape of the ship. To do this I use the Tri/Quadrangulate tool to therefore add a smoother edge to the wings.
Now obviously all of this sounds complicated to the untrained eye, alternatively most would this this sounded fairly easy to carry out… it wasn’t. I had problems with rendering and still as I write this blog I have a problem with texturing the hull of the ship due to the ‘Back-face culling accidentally being on during the poly face selection process. Silly mistake which can be learned over time.
Now I am overseeing the final developments by tracking different renders which I have analysed to get the most realistic yet vibrant image to suit my models background. Initially, I had problems with rendering because of the ‘Mental Ray’ package becoming lost therefore I couldn’t see the full potential of anti-alising and the glow effects from the ships engines. Finally, I can say that there is much more to be added such as either weaponry and maybe something which could make this project stick out from the rest.
Friday 30th September
Back to class with Matt working on Maya and those little features which I longed to find out how to work have finally appeared. Features such as mirroring, Mirror Shading which I mostly used as a re-correction to any faulty texturing on the cockpit, engines and other assets which I have created.
Furthermore, I have also discovered that the quad/Triangulation should not be used unless absolutely necessary. That is because I would give myself a bigger job of actually texturing it and more harder to fix if a polygon is out of place. Now I have tried a taught method which involves selecting separate faces then reduce the poly count by simply going (Ctrl + Delete). This is the best way of going about cleaning up models as you can see by these wireframes below.
Now I will agree that the wings still need some massive re-adjustments but besides that. I think with the new tool that I have, My models will look a lot cleaner and better both aesthetically and performance based.
Easter is here and after a long and stressful time working throughout the college term, I thought it would be a good time to take a small break (Playing battlefield 4 for an hour). Anyway, I have just came back from a long day with my girlfriend and now writing to update you on my current project named Victim of Valor which i have been creating for 2/3 weeks now.
Last time I spoke about this game I included that i had a team brought in to give a hand in the development process which was kinda hard considering there was a debate on names and where the story would progress from where we left off which obviously i cant tell you guys yet due to any spoilers.
On Wednesday during 2D lecture, my tutor told me about something called the Bafta YGD (Young Game Designers) which is basically a competition where you sign up your game project and could possibly win a Bafta in either the Young Game Designers category or The Tutors award or something like that… I’m still taking this into consideration because the game can only be entered if I have a team of 3 or as a singular entrant. Therefor I can either enter myself and take the “Possible award” for my team or wait intil next time and develop the game further.
Back to development of the game, It’s coming along fine. Just tweaking the last mechanics of the UI (User interface) then start creating more harder, longer and even enemy infested level’s. Also asking other peers of friends what they would like to see in the game. I get feedback such as, “Add boost during game-play” or “Have a twist so the player feels more ‘tied into the story line'”. I can find all feedback good even if there is something i come across that is totally irrelevant.
For now I can balance my time with coding my game then create some picture based scenes like in Diablo 3 but obviously not a awesome haha
I have some extracts of the scenes from the games story.
Thursday 12th November
Photoshop is still all natural to me, i usually use it in my spare time. Editing photos that i took during the weekend or other photos that I think will look cool, work based, the skills during my free time are being applied to my other forms of work such as textures in Maya and flash… In my vision, it’s all just trial and error also exploring other alternatives, or use my current resources to maybe get passed a difficult task.
The same applies here, I have come away from basic extrusion and moved slowly towards the texturing side of 3D modeling, since i have had some experience from the first lesson… I took that on board and advanced further with it, by doing this i have managed to not only apply visible textures, I can also apply bump mapping to all textures. this would require some editing on Photoshop. Today was mostly based on applying textures, but to a 3D polygon cube. This seemed easy to show but to actually do it took some work mostly involving Photoshop.
Unity was a slight change of 3D background, in terms of interface, programming and other features. It was quite hard to get used to but the one thing that stuck out the most is the light that has been built-in the engine start-up. we started by watching some of our tutors you tube videos based on the basics of the engine and how to code basic movements into objects that I choose. A lot of this was down to coding, but this time it was easy that’s because our tutor was willing to give us the main engine components… this would prevent us coding from scratch, a kind of simpler version of coding. still we would have to type everything in but it was no trouble at the end.
Like Unity i’m getting used to the coding side of flash, this is because of our tutor giving us access to the coding engine already done to keep the coding short and simple. I’m starting to struggling with the art aspect of flash, remembering when to start the conversion of symbols. This habit of forgetting is creating mistakes with the coding, I should now look at the instances before i apply code to them.