Monday, 14 December 2015
Monday, 7 December 2015
Visual Design - Speed Painting
In class we were given around an hour to complete a speed painting image. This is the result of my speed painting. I think it turned out decent, especially for the time that I had.
Tuesday, 1 December 2015
Gameplay and Interactivity - The Winter Submission
This blog post will explain the highlights of my Gameplay and Interactivity submission, including my thoughts on how it went. I thoroughly enjoyed this assignment and plan on improving this piece in the future. In this assignment we had to create a level segment of a game which had roughly 2 minutes worth of gameplay. The level had to be a grey box design and it had to be coded and animated.
In conclusion I am happy with how my 2 minute game turned out. I encountered quite a few problems along the way with coding and aesthetic features such as the sails. I feel that I overcame these limitations to a reasonable standard, fixing code and making the 2 minute game work. I felt my game concept is very different to most peoples. The main difference was that my level is vehicle, it moves and sways. This created limitations in how large my level could be, it also made problems which then had to be resolved but I don't regret choosing this idea. I had to make sure everything on the ship was grouped together, if I hadn't then some objects wouldn't of have rotated and moved with the rest of the ship. I also had a problem where the player would fall through the ship.
But every problem I encountered helped me to develop, it taught me how to solve these problems and get the best solutions. This unit helped me grow as a game developer, learning new skills while giving me experience. This was beneficial in my growth and I also enjoyed the experience.
Pre-Production:
Coding:
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| This is the one sheet of my game. It explains the game as an overall and is how I started the project. |
Coding:
I've checked through all of my code, using techniques that I've been taught in class. Coding was difficult, the concept was hard to grasp but I really tried and it worked out pretty well for the 2 minutes of gameplay I needed.
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| The code above is to make sure that the mouse is centered during the game. |
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| This is the another door rotation script, it's very similar to the previous except the rotation direction needed to be opposite this is because the doors world position. |
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| The code above affects a telescope at the front of the ship, it floats up and down with this script. I would make this a pick-up if the game was longer than 2 minutes. |
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| This is a view of the unity editor and my game. Showing the Hierarchy and Project tabs. |
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| This is another view in the game showing what the ship looks like on the deck. It also shows other features I added like the lights. |
In conclusion I am happy with how my 2 minute game turned out. I encountered quite a few problems along the way with coding and aesthetic features such as the sails. I feel that I overcame these limitations to a reasonable standard, fixing code and making the 2 minute game work. I felt my game concept is very different to most peoples. The main difference was that my level is vehicle, it moves and sways. This created limitations in how large my level could be, it also made problems which then had to be resolved but I don't regret choosing this idea. I had to make sure everything on the ship was grouped together, if I hadn't then some objects wouldn't of have rotated and moved with the rest of the ship. I also had a problem where the player would fall through the ship.
But every problem I encountered helped me to develop, it taught me how to solve these problems and get the best solutions. This unit helped me grow as a game developer, learning new skills while giving me experience. This was beneficial in my growth and I also enjoyed the experience.
Friday, 27 November 2015
Visual Design - Anthropomorphic Character (Frog)
Sketches:
For this task we had to create and anthropomorphic character (a frog in a humanoid form). Above are some sketches I designed of frogs in roles that what usually be filled by humans. I love the character they have in their new roles and how it makes you see things in a new perspective.
Final:
Above is my final design for this piece. I decided to use the detective idea shown above. I really tried to experiment with new tools for this assignment. On this assignment I used the dodge tool to create highlights on the character to create a more realistic appearance with better lighting. As for colours and form I took inspiration from the poison dart frog, I thought the shaping of the face and hands were rather intriguing and wanted to try adept them to the pose you see above. I had a lot of trouble with the positioning and rotation of the hand holding the cigarette, creating a pose that looks like it could be realistically holding it. I believe I resolved the issue in the end, I did this my positioning the fingers closer to one another. I feel this piece turned out well and feel it's one of my best pieces of concept art to date. I really feel like that I'm improving each week now.
Friday, 20 November 2015
Visual Design - Perspective And Lighting Tank
Mood Board:
In this assignment we had to design a futuristic tank using techniques of perspective and lighting which we had previously learnt. Above is my research showing images of tanks, some futuristic designs and some current day tanks for a weird variety.
Final Piece:
For my tank design I decided to take a simplistic approach. I still kept with the assignment criteria, my tank has two point perspective and has appropriate lighting. I decided to go with a simplistic design because I feel that if a tank was designed in the recent future that they wouldn't stray too far from the current conventions. On my tank I added thrusters/hovering devices on the side instead of tracks and I used a different turret design.
I'm happy with how the piece turned out, I also decided to colour it in after (on the image below). However I prefer the black and white version. This definitely helped me develop my skills of shadow placement and lighting.
Final Piece (After Playing With Colours):
Saturday, 14 November 2015
Visual Design - Futuristic Room
For this assignment we explored the use of two point perspective. The task was to use two point perspective to creature a futuristic room. The above image is my final result. In this piece I wanted to explore using different methods to create the textures of the walls and such. I used an overlay layer on parts of the wall and floor to create a more realistic appearance. This piece was interesting and honestly quite difficult. I struggled particularly with the laser, converting and drawing in two point perspective was challenging for this particularly because of the angles of elevation on it. I feel it turned out okay and doesn't look too out of place though. Overall I am happy with this piece.
Wednesday, 4 November 2015
Visual Design - Tentacle
Mood Board:
For this assignment we had to research creatures with tentacles and then create a tentacle creature of our own. Above is the images I collected for inspiration.
Sketches:
Above are my sketches for tentacle creature ideas that I had. In the end I chose the tenta-ghoul idea, mainly for the expression he had, looking like he had just jumped out to scare you.
Final:
Above is my final design for the assignment. This design is largely based on a ghost but with features such as tentacles to create a more menacing look. I decided to add some additional effects to make him look more ghostly. I edited the transparency as the bottom to have a fading effect, I also adding a blue plasma like substance to make him look more ghostly. I felt blue colours in my palette were best because blue is a very cold colour and a colour which resonates well with the colour of a stereotypical ghost (usually whites and greys).
I enjoyed this piece and I'm truly satisfied with the result, I think this is once of my best pieces so far.
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