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Tuesday, 5 April 2016

Visual Design - Life Drawing - The Best Of Term 2

















Gameplay and Interactivity - Spring Submission

Gameplay and Interactivity - Spring Submission (Group Game)

We started off this unit by being asked to create a board game in the lesson in the groups that we had been placed. We had a given time limit and could only use: paper, pen, pencil, and counters.
In my group there is myself, Will, James and Emma. In our original board game we discussed ideas and our board game had a wild west theme and the main gimmick involved using the counters in a different way, propelling one using another to try and get the counter into a given target. The target had numbers in and the number you get is how many spaces you moved. We added interactions such as duels using these mechanics to make it more interesting.

After that we were told about the terms assignment. To create a 2D game together, it couldn't be a side scrolling game however. We then went to research games within the genre which we could take inspiration from.

The main inspiration for our original ideas was the game Battleblock Theater (Image of gameplay shown below):


After researching different games we then started sketching ideas for levels for our own game.
The main concept of our original game was that the player (you) are a secret agent trying to recover tech from a mad scientist that had stole them, having to travel through different areas of the world to recover the missing tech.

We each sketched a different idea for levels, using a blocked out style. We liked this style initially because of how easy positioning and sizing are. It was very easy to create a clean looking game that was also functional.
This was my very first sketch for a level:

We then continued to develop each of our initial ideas and make them into 3D products.
This a screenshot of a non textured version of the ice level I created:
As shown in the image above I also created a piece of concept art for the ice mountains behind the level:
However at this time we had multiple levels and unfinished coding. We also had a rock mountain level which Will was making and there was an underwater level in development.
After our first milestone we discussed the idea with Ewan where he then suggested that we stick to a single type of environment. We also has disagreements on whether the level should be made in a block structure or not. In the end we decided too abandon the block idea so that we could add more detail. All off the levels we had developed up to this point were abandoned, while the project was still early and we started to develop a new level.
We changed the theme of the game, the main character is now a treasure hunter, collecting gold treasure from deep underwater. We liked the style that we started to develop and we all came to a solid agreement. We named the game: Submerged.
With the new changes we had to adjust and update our documents to match the new project ideas.

We each took on main roles in the group, these are as follows:
  • Myself (Ben) - Backgrounds and menu.
  • James - Character and enemy art and animations.
  • Emma - Coding and modelling.
  • Will - Texturing and modelling.


Of course we didn't lock everyone's involvement and people helped each other so that we could complete a working game, this process just made managing tasks easier. We each completed at least one piece of code and one piece of art. Helping each other throughout so everyone had involvement in most parts of the project.
After creating my share of the work, around month before the deadline I lost everything. My data storage had become corrupt so I personally had to start again and complete my share in time for the deadline.
Below is the result of my new work.
My Coding:
I was in charge of creating a level transition script in case we created a second level. This script would allow the player to travel from one scene to another. When doing this I also added an additional script which created a black fading effect in the transition.

This is the scene I constructed to test the script. The script would be activated once you collide with the red cube. Then it would transport you instantly to the second scene (which is stored in the assets folder).
This is the code to control the fading between scenes, it uses a black texture and has a fade speed which is adjustable. I viewed multiple tutorials trying to find a code to do this which I understood. I think there are multiple methods in which this can be done and I like this specific method. It helped me learn new functions which I previously didn't know and means I should understand them more in future projects.
This code controls the level changing (scene changing) and activates the fading effect when it does so. The highlighted area is the line that actually loads the next scene, the rest is what activates the script when the block is touched and also which activates the fading switch. The load level line is the old method of coding in unity to switch levels, there is a new equivalent which I didn't know about when I originally created the script. This method still works and I'm more familiar with it. I'll try and learn the new method in the future, but while this method still works I think I'll carry on using this.


Shared Coding:



For these pieces of coding I worked together with Will, he created the initial code for the Menu's and I assisted him, we changed the co-ordinates of the buttons and title to make sure that they're in the right place. We then imported the images I had created of the: background, menu, title and buttons. Using these images we linked them to the working buttons to give the the visual appearance we desired.



This is and image of the menu in the unity editor. We had to edit the menu slightly to make the code work.

Menu:

This is the original menu layout I created in Photoshop. We edited the images to match the coding and to create a more simplistic idea. I used special fx to create some cool effects in the scene. The rocks were designed by James, I mainly worked on the title and, menu and buttons. Although I did have involvement in all of it. I like how the style turned out in the end. Everything from the colour palette to the style I thought were visually pleasing.




Backgrounds:

I had to create three different and slightly altered backgrounds. This was in case there were multiple levels or if not, so we could choose a favorite for the level. The below images are the in game background I created.




In the end we chose the first background, it was the most simplistic and suited the level best.

In conclusion I enjoyed this project very much. I've learned value lessons, not only in developing new skills but also in teamwork, communication and taking backups. If I had to change anything it would be to not lose any data. I thought everybody in the team worked well and I'd happily work with them all again. It was a fun project which helped me develop more skills.













































  

Sunday, 20 March 2016

Visual Design - Sci-Fi Ship

In Class Spaceships

For this piece of work we had to design 2 spaceships (only quick designs) but we had constrictions. Our constrictions were in how we created the form in each, one design could only be done with curves and circles, whereas the other only permitted the use of straight lines. This was an interesting task that makes you think around situations where you'd usually just change between curves and straight lines. It was challenging but I am happy with the results.

Moodboard:

Our assignment is to either create a fighter or passenger space ship, however we had to make a 3D model and then use the overlay technique which we've previously learnt.
This is a moodboard with images of some passenger sci-fi aircraft. I couldn't find many images fitting a theme in which I wanted to explore. This is why there are a limited number of images on this moodboard, nevertheless they still inspired me and gave me additional ideas for my own ship.

Work In Progress (Step 1):
Side Of Ship
Top Of Ship

My first step of designing a 3D ship which I could use was to sketch out a simply design of the top and side view. For these I used simple silhouettes to save time, also just for following the outline silhouettes are just as effective. If I would've designed an interior I wouldn't have used silhouettes but because it was purely exterior I didn't see a problem.

Work In Progress (Step 2):

The image above shows my 3D ship just before the rendering stage. I'm going for a very simple design, no windows, no interior.

Work In Progress (Step 3):

This is the rendered version of the ship, ready to be edited in Photoshop.

Written Description Of Ship:

I wanted my ship to have a very simplistic design, perhaps a ship which used to be used as a cargo ship in the military to carry supplies instead being used as a passenger ship. Maybe because ordinary and flashy ships were being targeted and they wanted to move somebody under cover and in safety. Anyway, below is my final design, I wanted the ship to look very rustic and old with lots of dents. I wanted a simple but effective design, the ship is covered in scratched paint work and burn marks/other dirt also. There are intakes for air at the front when in a planets atmosphere so that the engine won't overheat under the strain when there's gravity. There is a door and ladder of the side for easy access. I felt the colour scheme also fit the rustic theme I was aiming for, especially the colour of the yellow.

I enjoyed this piece, however if I was going to redo it I would add a lot more detail. I'd probably try the fighter ship next time also. This is because near the final stages I ran out of things to add to the ship unless if I would've abandoned the idea and started again. I do like my work but feel it could've been better.

Final Piece:




Friday, 18 March 2016

Visual Design - Speed Painting Whale Boy

Blob:

We were given a black silhouette originally and was told to give it highlights which would give it more shape and make it look more realistic. This is the result of the short warm up exercise.

Speed Painting:

Just like the previous speed painting sessions we were given around one and a half hours to complete this, however for the first hour we only had a blurred copy of the image. Only after that time frame were we allowed the more detailed version. I think this was so we blocked the colour out more quickly instead of worrying about all the details immediately. If that was the intention of doing that then I'm glad it happened, it made the piece easier as I'd normally be fussing over a small detail. I was use this techniques when the time arrives on future pieces.

Wednesday, 2 March 2016

Visual Design - Tree With Character

Moodboard:

For this assignment we had to create a tree with character. I chose that character/theme to be a spooky one. I took inspiration from the images shown above and from the film sleepy hollow. Although I added my own spin on the idea and felt it worked out quite well. I don't have my sketches because I incorporated them into my final piece. Anything with a white edge was part of my original sketch for positioning, the whole piece was set out in this way but I removed most of it. The reasoning for me leaving any of it in occurred after I drew the centre tree. Seeing a single tree surrounding by lots of white outlines gave me the idea of having ghostly trees in the scene. It matched my theme and fits well into the scene so I added the translucent effect to the trees to give them an actual ghostly feel. With the added effects of the moonlight I thought that I created a piece that definitely creates emotion. I am pleased with this piece and it was super fun experimenting with some new ideas. 

 Final Piece:

Thursday, 11 February 2016

Visual Design - Insectoid Character Design

Moodboard

This is my moodboard of insect images which I gathered. The assignment was to create and insectoid character (insect based humanoid) and we could use any insect to do this or just take features from different insects. I chose to take features from insects to create a more interesting and original design.

Front, Side and Back Views:

The above image shows the outlines of different angles of the insect character I'm creating. This task was rather tedious and took up a lot of time, especially drawing the side view version. But never the less, this task allowed me to visualise my ideas easier and visualise what the three quarter view may look like. 

Description of Character:
The main idea I had for my character is that I want to to be a fighter, a wise insect which knows martial arts (ridiculous I know). I thought it would either be interesting in game as an enemy or perhaps a character which teaches the player a skill or something. Those were my initial ideas. I thought it would live in a forest/swamp area, maybe also on a mountain. It would've gotten this way from viewing humans from a distance, the character would be a similar size to a human but had to view them from a distance under fear of being chased, feared or hunted. And because of this it learnt self defensive by observing the very beings he's most afraid of.

Final Piece:

I'm rather pleased with how my final piece turned out. I used a mixture of techniques to draw this, although it could've had more detail I am definitely happy with the results. I used a paint over technique to get the scaling on the chest, shoulders and waist area. I also used the burn and dodge tool and experimented with them for the highlights/shadow. 

The piece was originally creating using a silhouette, the three quarter view was a lot more difficult than I thought it'd be and I definitely see why we would draw the other viewpoints first.
I'm happy with this piece, I thought about adding more clothing than just a belt but felt it didn't fit the story/wouldn't look right.

Thursday, 4 February 2016

Visual Design - Animated Sprites

In this task we were given initial images. Using these images and the animation timeline function on Photoshop we then had to add features to these images and create a short animation sequence.

We started with this pig guard, since it was the first piece of animation we had done, the movement layers had been done this us. All we had to do we sort out the layers and put them together correctly on the animation timeline. Making the right layers visible when they're supposed to be. I also added differently colour eyes to create a more fearsome look. These needed to be repositioned throughout the animation.
Pig Guard:

The next images we were given were of this girl (well without the axe and shield). This walk cycle had more frames than the previous animation which meant it became more time consuming. We then had to add something to the animation to make it stand out from the original. For this I decided to equip her with a simple battle axe and shield, which both move in respect to how she does.

Girl:

I found this task quite fun as I've always been interested in animation and have friends that study it. It's definitely an important core of games visually and learning the concept more thoroughly was also enjoyable. I can't wait to use more software to animate and see more possibilities.