tag:blogger.com,1999:blog-67554503004237832522024-03-13T16:53:09.061-07:00Old School ArcadeSam being a Sam.Sam Wonghttp://www.blogger.com/profile/12051862029137786169noreply@blogger.comBlogger48125tag:blogger.com,1999:blog-6755450300423783252.post-8274790200086400142013-05-26T08:03:00.001-07:002013-05-26T08:03:43.118-07:00Ayami Kojima Interpretation<!--[if gte mso 9]><xml>
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<div class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto;">
<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">For this
project, we were to create a piece using the influences and the styles of
another artist; an interpretation of their work.</span></div>
<div class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto;">
<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">Many
times for projects similar to this one, I would choose an artist that had a
style which was not related in the game industry whatsoever. This time I wanted
to choose someone who was renowned within the industry as it was also something
different this time around for me.</span></div>
<div class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto;">
<br /></div>
<div class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto;">
<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">Here are
some of my favourite artists within the game industry that I looked into:</span></div>
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<br /></div>
<div class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto;">
<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">Yoshitaka
Amano</span></div>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">Ayami
Kojima</span></div>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">Yoji
Shinkawa</span></div>
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<br /></div>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">Yoshitaka
Amano is best known for his work on the early Final Fantasy series. What I like
about his style is how stylised it looks and gives off a mystical and fantasy
like feeling to me.</span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i-moc.com/wallpaper/2012/10/final-fantasy-yoshitaka-amano-1280x800-hd-wallpaper.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="http://i-moc.com/wallpaper/2012/10/final-fantasy-yoshitaka-amano-1280x800-hd-wallpaper.jpg" width="320" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://www2.mediafire.com/imgbnc.php/896d4ff9b2e560eff5ed7f913e8dac053g.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="http://www2.mediafire.com/imgbnc.php/896d4ff9b2e560eff5ed7f913e8dac053g.jpg" width="320" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuHjxSQBW8ONe1W6R8xrsckDUWnzeHdGJRSgvIWG4uYl5xCNFBvCNo0Oa3swvyQSGSM7h8NfH2hJCbq8KS5jpaCerw1HqPMrgYJMgqWIVTPu-mbKvwokIvvgG_adJMtvA5sEE4sehJ1fc/s1600/Yoshitaka_Amano_Maten_-_p023-24.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="230" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuHjxSQBW8ONe1W6R8xrsckDUWnzeHdGJRSgvIWG4uYl5xCNFBvCNo0Oa3swvyQSGSM7h8NfH2hJCbq8KS5jpaCerw1HqPMrgYJMgqWIVTPu-mbKvwokIvvgG_adJMtvA5sEE4sehJ1fc/s320/Yoshitaka_Amano_Maten_-_p023-24.jpg" width="320" /></a></div>
<br />
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">Ayami
Kojima’s style has a gothic look to it that really appeals to me. In some of
her pieces you can see a lot of ‘brushstroke textures’ on the images which I
really like.</span></div>
<div class="separator" style="clear: both; text-align: center;">
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">Yoji
Shinkawa has a very inky look to his art. I love the way it feels very chaotic,
yet very fluid as well. Another thing I really like is how a lot of his art
blends in with canvas.</span></div>
<br />
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<a href="http://img.gawkerassets.com/img/17ve7bxvxhmbyjpg/ku-xlarge.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://img.gawkerassets.com/img/17ve7bxvxhmbyjpg/ku-xlarge.jpg" width="214" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.demonews.de/userContent/Games/Metal-Gear-Rising-Revengeance/1349578296035.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="208" src="http://www.demonews.de/userContent/Games/Metal-Gear-Rising-Revengeance/1349578296035.jpg" width="320" /></a><a href="http://i.neoseeker.com/n/3/metalgearsolid3concept.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="199" src="http://i.neoseeker.com/n/3/metalgearsolid3concept.jpg" width="320" /></a></div>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">I decided
to make a self-portrait in Ayami Kojima’s style and found a picture of myself
where I was wearing quite appropriate clothes which were in my opinion similar
to her character’s art. I created a mood board in order to get a general feel
and mood of her paintings as I paint my own. I wanted to try and get some brush
markings onto the painting on digital to practice some mark making techniques.</span></div>
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<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwv345ul2X2JPwSLBGp28HoFGHkAToepuBnl0VDA9cIQMDsJ57w1eQrJqLFX0P7qawNbYtRI7YyS_AzRs-t7vx2-b3KvgWV3dy3fM0_Yt8AqEqdmEFLMi7UEmxX854sP0bS2NDMFCJtoU/s1600/Ayami+Kojima.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwv345ul2X2JPwSLBGp28HoFGHkAToepuBnl0VDA9cIQMDsJ57w1eQrJqLFX0P7qawNbYtRI7YyS_AzRs-t7vx2-b3KvgWV3dy3fM0_Yt8AqEqdmEFLMi7UEmxX854sP0bS2NDMFCJtoU/s640/Ayami+Kojima.jpg" width="451" /></a></div>
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<![endif]-->Sam Wonghttp://www.blogger.com/profile/12051862029137786169noreply@blogger.com0tag:blogger.com,1999:blog-6755450300423783252.post-11032363574102954592013-05-25T17:16:00.002-07:002013-05-25T17:16:58.840-07:00Moonshinin’ Time<!--[if gte mso 9]><xml>
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The moonshining project stemmed from a project where the
class voted on a time period in which everyone would make either a character,
environment, or a vehicle (or all of them) of that time period. To begin the
moonshine project, I had particular interest in the environment and the
characters side of the project so I created mood boards on what I was could use
for my painting. I looked into the hillbilly fashion, horses and 1920s police
officers in America.</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSfv5rI_oFVaVVibVFptDt8uOABhugJlOlZ7QKFNuEJdK2B_Ldro9z-wH1_zD2Dvp5xLXs6N4Z3896QdGqwcuzMESKAdcHvKMVz4D1xhnLrwY7q3fzIYKr-eLSNp-AFQBAVxqhkljJV4k/s1600/Moodboard+Moonshine.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSfv5rI_oFVaVVibVFptDt8uOABhugJlOlZ7QKFNuEJdK2B_Ldro9z-wH1_zD2Dvp5xLXs6N4Z3896QdGqwcuzMESKAdcHvKMVz4D1xhnLrwY7q3fzIYKr-eLSNp-AFQBAVxqhkljJV4k/s320/Moodboard+Moonshine.jpg" width="226" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Hillbillys</td></tr>
</tbody></table>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRkeDPqwVE3B82xhGGPQ1cQZtwvLb0sOYbW2FdXZozrFM-jnstvFzHkUXuEtk2UnZZVd0CEz5g0i3b2jdbmH1FiICyYL99AUfEFLTDLntkR9mWbUR_d8JcvmNHgIoQ2IixTdVOW2EEl4g/s1600/Moodboard+Police.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRkeDPqwVE3B82xhGGPQ1cQZtwvLb0sOYbW2FdXZozrFM-jnstvFzHkUXuEtk2UnZZVd0CEz5g0i3b2jdbmH1FiICyYL99AUfEFLTDLntkR9mWbUR_d8JcvmNHgIoQ2IixTdVOW2EEl4g/s320/Moodboard+Police.jpg" width="226" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">1920s Policemen</td></tr>
</tbody></table>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiC3At9ciVI-a6oQ0hMCy2lfJTVCi3xgm2lqbsYCEJGBm6dNP-HYn2J2D2LveN6aHskDzS48LIHrDSQ4MIYWXg1lLrmCA0t0k3U-Hb2JScJvwNimXpCmBwZ7iXcl7XK34JzUv99VUuvDIU/s1600/Moosboard+Horses.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiC3At9ciVI-a6oQ0hMCy2lfJTVCi3xgm2lqbsYCEJGBm6dNP-HYn2J2D2LveN6aHskDzS48LIHrDSQ4MIYWXg1lLrmCA0t0k3U-Hb2JScJvwNimXpCmBwZ7iXcl7XK34JzUv99VUuvDIU/s320/Moosboard+Horses.jpg" width="226" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Horses!</td></tr>
</tbody></table>
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<br /></div>
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<br /></div>
<div class="MsoNormal">
I followed on to watching a documentary I found whilst
researching. The documentary was on an interesting fella known as ‘Popcorn
Sutton’. He was one of the last original moonshiners and it was on his last
ever moonshining, talking about the processes he had to go through to create
good moonshine.</div>
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<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/UQ7b3EqsB6o?feature=player_embedded' frameborder='0'></iframe></div>
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Interesting guy indeed. </div>
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<br /></div>
<div class="MsoNormal">
Once I have gathered enough to understand what I want in my
painting, I started to work out the composition I wanted to have. I went for a
composition in which we are looking up slightly at the character on a horse.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
I made the character have a banjo to add to his
characteristics. I found that looking up at the character would make him a
little more heroic which was something I wasn’t planning on doing; and so I
heightened the composition in which made him a little more equal with the
viewer.</div>
<div class="MsoNormal">
I wanted to add a few more elements to the picture as well
to make it a little more interesting by adding in silhouettes to differentiate
a foreground to the middle ground. I added in leaves to show wind blowing from
behind the moonshiner. I also wanted to add a little mysteriousness to the
character so I dipped his hat slightly to cover his facial features in slight
darkness.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
At the end I played around with a few textures and really
like the effect of overlaying fabric onto the image to give it a slight canvas
picture look.</div>
<div class="MsoNormal">
</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjobM0IaSQnQH7OifuGpI2UubO4qvbxoyrJXjF7P5gX1spAwPUV_lNgYk0CGns6eauLjlZUDyrPLogGdc6CpxzyWbO0kERV2oyd9_ppXGYHhh39VRabdVyA3Qhwj-mv5mP7LaqhRmtUrDA/s1600/Final.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjobM0IaSQnQH7OifuGpI2UubO4qvbxoyrJXjF7P5gX1spAwPUV_lNgYk0CGns6eauLjlZUDyrPLogGdc6CpxzyWbO0kERV2oyd9_ppXGYHhh39VRabdVyA3Qhwj-mv5mP7LaqhRmtUrDA/s640/Final.jpg" width="452" /></a></div>
<br />
Sam Wonghttp://www.blogger.com/profile/12051862029137786169noreply@blogger.com0tag:blogger.com,1999:blog-6755450300423783252.post-52837966624695598422013-05-25T16:47:00.000-07:002013-05-25T16:47:09.678-07:00Interior Designing<!--[if gte mso 9]><xml>
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</xml><![endif]--><!--[if gte mso 10]>
<style>
/* Style Definitions */
table.MsoNormalTable
{mso-style-name:"Table Normal";
mso-tstyle-rowband-size:0;
mso-tstyle-colband-size:0;
mso-style-noshow:yes;
mso-style-priority:99;
mso-style-parent:"";
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mso-para-margin-right:0cm;
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<![endif]-->
<br />
<div class="MsoNormal">
I first started out looking at the different kinds of themes
that interested me at the time. I think my choice was largely influenced by the
music I was litening to at the time (which was the original soundtrack to
Castlevania and Fire Emblem). I chose a church/religious type interior.</div>
<div class="MsoNormal">
I studied some interiors of churches and corridors of old
castles.</div>
<div class="MsoNormal">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjci5y96iDz-Zwdlunjp2J9ixvpwKFZWePhXdZwEbSxjZj6nTO01J0K6C-G-aOAV18bl0eP1gyII6nDdqA14M5i5b5XmOB2F0kozWOHJKWTCD2F9jhlYblmTVtrfZb7y_bmN1i0AJXaOeY/s1600/Thumbs+1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="218" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjci5y96iDz-Zwdlunjp2J9ixvpwKFZWePhXdZwEbSxjZj6nTO01J0K6C-G-aOAV18bl0eP1gyII6nDdqA14M5i5b5XmOB2F0kozWOHJKWTCD2F9jhlYblmTVtrfZb7y_bmN1i0AJXaOeY/s320/Thumbs+1.jpg" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiyUvecz35gnoReNrRrNDAKj10z0RRV9XZh7vSB8rvPnEtqRy26FJt-0AhzDZUttjlghAkVWRkmHt3sSsZ-b34kgW1N9Q7xwd2hc1z8OgHqnNl7-dYs2IYW-cWyIqnhqoH1Ng2c5bNx65M/s1600/Thumbs+3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiyUvecz35gnoReNrRrNDAKj10z0RRV9XZh7vSB8rvPnEtqRy26FJt-0AhzDZUttjlghAkVWRkmHt3sSsZ-b34kgW1N9Q7xwd2hc1z8OgHqnNl7-dYs2IYW-cWyIqnhqoH1Ng2c5bNx65M/s320/Thumbs+3.jpg" width="256" /></a></div>
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<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
From the studies I moved onto blocking out a composition
using 3DS Max Studio. I wanted an angled composition to begin with but after
playing around a little longer I had an idea to an much more simpler composition.
I had the idea of having more than just an interior and wanted to set a mood to
the painting so I add silhouettes. I added this to also hint upon the time
period it was sat aas well as add more to the sinister look I had going on.</div>
<div class="separator" style="clear: both; text-align: center;">
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<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
As I am still fairly a beginner at Photoshop and its tools,
I had only recently found out about the filters that the program had to offer. After
playing around with various ones, I took a liking to adding the mosaic filter
to my painting to give it a stony effect to it to further add to the overall
feel of the picture.</div>
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<br /></div>
Sam Wonghttp://www.blogger.com/profile/12051862029137786169noreply@blogger.com0tag:blogger.com,1999:blog-6755450300423783252.post-7415217452314883362013-05-25T16:16:00.003-07:002013-05-25T16:16:56.119-07:00Mortal Engines: In 3D<!--[if gte mso 9]><xml>
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For the 3D part of my character, I was conflicted with
either making my character look realistic or stylised. I decided to create a
more realistic character as one of my scenes in my paintings had a semi realistic
face.</div>
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<br /></div>
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I decided to make a few design changes on my character as I
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<span id="goog_761533664"></span><span id="goog_761533665"></span>The first change was the colour change of
his trousers. I changed the colour because I found that it just wasn’t as
appealing to look at. I played around with some other colours and I settled on
blue.</div>
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The second design change was the pattern on his scarf. I
felt that the scarf would have looked too bland so to add a bit more life and characteristics
to my design, I added a tartan-like pattern to it.</div>
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<br /></div>
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I would have loved to have added in his crossbow and little
satchel bag but unfortunately the tri limit constricted me too much and had to
omit it from the 3D design.</div>
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<br /></div>
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I think that if I were to do this again I would create him
in a stylised theme.</div>
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<br /></div>
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Sam Wonghttp://www.blogger.com/profile/12051862029137786169noreply@blogger.com0tag:blogger.com,1999:blog-6755450300423783252.post-40078234060146665182013-05-25T16:01:00.001-07:002013-05-25T16:01:22.473-07:00Mortal Engines: Self Character Design<!--[if gte mso 9]><xml>
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<br />
<div class="MsoNormal">
For this project, we had to create a character based off of
ourselves and the ‘Mortal Engines’ book. The first thing I did was spend a few
days reading the book. I found the book to start off rather slow, but very soon
I found myself getting sucked into the lore of the book.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
I based my character off of someone who was part of the ‘Historian
Guild’ as an archaeologist. I didn’t want to give my character any highly
advanced or good quality equipment because in this world, everyone is
scavenging off of other cities as resources are becoming very scarce.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Based from the descriptive words I’ve read up, I created
some greyscale designs. After the first design which was based off of the basic
historian, I ended up making the character look more like an adventurer or an
agent; which swayed my decision into making an archaeologist rather than a low
grade historian.</div>
<div class="MsoNormal">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3JtvXEavgQctBX_fmvFon6qicxB4fk93fwMo_cUy7DieWpSwLNpfCTBEXIV6zZYDfnhTuwUpeSy11GAeTm9YhlKYyInCoxuQ7G6ZuG8RC_6CnRIvW6_oAEr6syHCRlAzdyxLD94NrWBA/s1600/Silhouttes+redone+4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3JtvXEavgQctBX_fmvFon6qicxB4fk93fwMo_cUy7DieWpSwLNpfCTBEXIV6zZYDfnhTuwUpeSy11GAeTm9YhlKYyInCoxuQ7G6ZuG8RC_6CnRIvW6_oAEr6syHCRlAzdyxLD94NrWBA/s400/Silhouttes+redone+4.jpg" width="308" /></a></div>
<br />
<div class="MsoNormal">
In some designs I included some random parts of armour seen
in museums. I added this because towards the end of the book, the historians
rise up with anything they could get to fight off a rival guild using anything
they could grab from their museums.</div>
<div class="MsoNormal">
I chose the third design as my main design because I really
liked how simple and convenient his clothes were, which also suited his gritty
scavenging background.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
After choosing my base design, I followed up with a palette test
to see which colours I would like to use on my character. I chose the green and
beige colour.</div>
<div class="MsoNormal">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZpcbaCuohsAosxIVkLa7l2FbkM_1c3NvAIHdRAvAjHe2yFoWmjp6l9qP2TKrFNtlpyQo59kSO8E91DoFn4ySp8sJ7kCvUf7SWP73a7s_9WIg7XdirO6OuKmd-8mKoOsh-zPfG9CcjBTo/s1600/Silhouttes+Colour.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZpcbaCuohsAosxIVkLa7l2FbkM_1c3NvAIHdRAvAjHe2yFoWmjp6l9qP2TKrFNtlpyQo59kSO8E91DoFn4ySp8sJ7kCvUf7SWP73a7s_9WIg7XdirO6OuKmd-8mKoOsh-zPfG9CcjBTo/s400/Silhouttes+Colour.jpg" width="308" /></a></div>
<div class="MsoNormal">
When finalising my character designs, I added on a red sash
around his waist to compliment his green shirt, a light sword for defence and
to illuminate dark areas, a glove with a light to also illuminate any dark
areas, a rusty but usable cross bow, a small hip bag, and a grandfather clock
attached to him like a bag. Influenced by one of my favourite people from the
industry, Daisuke Ishiwatari, I chose a grandfather clock because I wanted to
have something unusual on my character that could also be practical.</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtBb11vQBnCcSbwh9-UweyBixEbxken6EhnbH5Kca4XrR7JHmLfD0jvudV-LVhM7c6JzOULh_Pyd1y1HK-H4VafZCzZZHQscQWB0iFXO6m4HtHILEiKx76bBBvXO4BWLnnkcfPBm6xsKI/s1600/Final+Silhouette+Design.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtBb11vQBnCcSbwh9-UweyBixEbxken6EhnbH5Kca4XrR7JHmLfD0jvudV-LVhM7c6JzOULh_Pyd1y1HK-H4VafZCzZZHQscQWB0iFXO6m4HtHILEiKx76bBBvXO4BWLnnkcfPBm6xsKI/s400/Final+Silhouette+Design.jpg" width="308" /></a></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The idea of the grandfather clock is that it carries his ‘old
tech’ that he discovers. I feel that the clock could add some interest to his
background story (and in a lot of my designs I like to create stories for my
characters to keep my creativity flowing).</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
I chose to put my character in a place that existed within
the ‘Mortal Engines’ book; so the scene I chose was the ‘Shan Guo’ mountain
range. I wanted to create a scene with a large scale look to it so I made my
character overlook a gorge of mist and mountain.</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqVYfqnEWkBxRn-hlhmey3GNfFk1BLyYrpoaosCmoT_RvhhlXG_E4CBWKZz6yxb3SIfh7v-IrxFdgObbUUTm__ZPx3uuhi6xkHn90ZEa3oOizQDujqP46OsdkQszYxlfJl10OzxTJmieI/s1600/Final+1.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqVYfqnEWkBxRn-hlhmey3GNfFk1BLyYrpoaosCmoT_RvhhlXG_E4CBWKZz6yxb3SIfh7v-IrxFdgObbUUTm__ZPx3uuhi6xkHn90ZEa3oOizQDujqP46OsdkQszYxlfJl10OzxTJmieI/s400/Final+1.jpg" width="282" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">In the Shan Guo mountain range, looking in the distance at a large group holding torches.</td></tr>
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I thought that this scene didn’t particularly focus on my
character so I created another one which put my character in a dark cave like
area. This was to show the uses of his lights as well as see his face a little
more.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwveOhGt34KSIAi3XJ9oEp29uBBJFtlf-NwswgD18lvtW7sGFrMvxfQ1QmkCpBd68XoZaqeVCWyKyQclrk9Mi4VMgMRrt4khqdBt1aMWvEGVqvDWkhYwC0TcvodZ6Qx-ocG34o4fzd1J0/s1600/Final+2.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwveOhGt34KSIAi3XJ9oEp29uBBJFtlf-NwswgD18lvtW7sGFrMvxfQ1QmkCpBd68XoZaqeVCWyKyQclrk9Mi4VMgMRrt4khqdBt1aMWvEGVqvDWkhYwC0TcvodZ6Qx-ocG34o4fzd1J0/s400/Final+2.jpg" width="282" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Exploring the dark depths.</td></tr>
</tbody></table>
Sam Wonghttp://www.blogger.com/profile/12051862029137786169noreply@blogger.com0tag:blogger.com,1999:blog-6755450300423783252.post-14300464417340262342013-05-25T13:10:00.002-07:002013-05-25T13:10:48.556-07:00Group Project Madness: Part 3<!--[if gte mso 9]><xml>
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The Group Project was one of the hardest and most stressful times
of my 2<sup>nd</sup> year of University.</div>
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It was a very invaluable experience to be had and I had
learned a lot of things regarding many different areas.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<a href="http://26.media.tumblr.com/tumblr_l8tq17T4H01qcqph3o1_500.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="141" src="http://26.media.tumblr.com/tumblr_l8tq17T4H01qcqph3o1_500.jpg" width="200" /></a>I wanted to take the group project as positively as I can,
but there were so many factors that kept on knocking down my positive attitude
as well as much motivation.</div>
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However, no matter how grim the group project went, I would try as hard as I can to stay working and motivated. A few of the group members would help with keeping me optimistic and one particular member would often knock it down to negativity (for many reasons I won't get into).</div>
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I believe that it's important to stay optimistic to keep the team morale high and that being pessimistic does nothing but hinder the workflow of the group. </div>
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</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
One of the main concerns I tried to push across within the
group was having group sessions where we would work with each other in the labs
to communicate, learn and to crit each other on our work in person. Not many
people liked this idea as they preferred to work in the comforts of their own
home, or because of travelling issues.</div>
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<br /></div>
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<tr><td style="text-align: center;"><a href="http://www.narcononrehab.com/img/bad-communication-skills.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="200" src="http://www.narcononrehab.com/img/bad-communication-skills.jpg" width="133" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Me when I get put onto the answering machine</td></tr>
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<div class="MsoNormal">
Another main concern of my mine throughout the entire
project would be communication in general. The communication in our group was
very poor and as relations soured within members of the group, communication
would get even worse.</div>
<div class="MsoNormal">
For the most part, I was one of the only people chasing up
members, trying to get them to reply to certain messages of the group page.</div>
<br />
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Because many of our members didn’t like to meet up for group
sessions, I suggested an idea that we could all use Google Hangouts. This would
allow us to have group video chats as well as work and show progress on the
screen for crits, art directing and overall help.</div>
<div class="MsoNormal">
Again this idea never took off because a lot of people didn’t
bother to reply with their input into the matter.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
I feel that most of our members had a lack of enthusiasm and
commitment to the project. The Easter break would be a major standstill for
communication, as it was a nightmare to get members to meet up. After the first few weeks of the project, we would never
have a full group meeting until towards the end of the group, where it was too
late.
</div>
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<br /></div>
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I feel that if we had much better management at the start of
the project, many people would have a better understanding of what we wanted
for the group project.</div>
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<br /></div>
<div class="MsoNormal">
Because of the stress, clashes within the group and all the
other problems we encountered, there would be a big rift within the group
project, to the point where people would distant themselves from another and
decide to focus on their own things and try to separate themselves from others
in the group.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
In a group project, abandoning every member of the group
because of clashes with a select few is not the most mature way of handling the
situation. It’s a shame that I could not have learnt as much as I could
have because of the unfortunate events in the group.</div>
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<br /></div>
<div class="MsoNormal">
Because of all the big drama in the group, the project came to a close and the project never got pulled together towards the end. We may not have succeeded with our project but I did manage
to learn the importance of many factors such communication, teamwork, well
prepared research and ways in which to respond in certain situations.</div>
Sam Wonghttp://www.blogger.com/profile/12051862029137786169noreply@blogger.com0tag:blogger.com,1999:blog-6755450300423783252.post-69849131225277441912013-05-25T12:40:00.000-07:002013-05-25T12:40:51.280-07:00Group Project Madness: Part 2<!--[if gte mso 9]><xml>
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<div class="MsoNormal">
When moving onto the 3D side of things for our level, I had
the assignment of researching into what could found within a psychiatric asylum
as well as the creation of an asset list. I went to the local hospital to take
notes but was unfortunately unable to take any photos within the hospital
itself. I moved onto researching online by looking at images medical
facilities, asylums and inventory lists.</div>
<div class="MsoNormal">
<br /></div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="http://www.wellandmedical-leicester.co.uk/acatalog/172_L.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="200" src="http://www.wellandmedical-leicester.co.uk/acatalog/172_L.jpg" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">No one wanted to include the commode chair!</td></tr>
</tbody></table>
<div class="MsoNormal">
With creating assets, people were able to put their name
next to the asset they wished to do, along with the amount of time to complete
it. Because of the structure of how our assets were assigned, most of the
people in our group decided to choose the easiest objects they could. An
example would be one of our members choosing a plant pot (without the plant)
and to allow himself 2 weeks to finish it. We confronted him about it and he
ended up shaving off one week and stating that ‘he needs to sleep’.</div>
<br />
<div class="MsoNormal">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="http://www.weknowmattresses.com/wp-content/uploads/2011/06/sleepy-at-work.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="150" src="http://www.weknowmattresses.com/wp-content/uploads/2011/06/sleepy-at-work.jpg" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Our group meetings would often involve this with a particular group member... not naming names.</td></tr>
</tbody></table>
<div class="MsoNormal">
Our leader at the time told everyone in the group to make
all the assets ‘clean’ and unbroken so that we may add decals to dirty it up
later on because many assets are able to be reused through the level (such as
the ventilation shaft and the fold up chairs).</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
As time went by however our group would end up having a lot
of setbacks through many different reasons (which I won’t get into, there is
far too much to talk about within a single blog post) and fall extremely far behind.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
With some of the assets, many of the group members were very
confused with the art direction. For example, for the reception desk, I was
told by the group leader who was also the art lead at the time to just look
into reception desks. I had no idea on what the level would have looked like
nor did we have any concept references that we all agreed upon to work towards.
I thought of perhaps making a reception desk with a barrier that comes down;
unfortunately because of a lot of uncertainties, I decided to make a rather
simple desk that would fit into most environments.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
I chose to create the entire auditorium as the tech lead was
unable to create the layout of the room with UDK; and so after a discussion
with the tech lead, I took it upon myself to create the auditorium rom along
with most of the key assets that go inside it.</div>
<div class="MsoNormal">
During my time creating the auditorium, many more ideas
would naturally spring to mind to the path of our level. One example would be
that we could have scaled up behind the secret passage behind the wall by the
white board to obtain a key and as we were climbing up, a corpse could be seen
hanging just after the destination. <span style="mso-spacerun: yes;"> </span>It
was a shame however that time was running out and that any new ideas would be
hard accepted at this point.</div>
<div class="MsoNormal">
As the Auditorium was very clean and looked the same as in
the original building, I wanted to explore possible ways to change to make it
more interesting. I asked a few of my member s to help me out by creating blood
decals and a few corpses and limbs to help with my experiment. I wanted to have
the corpses littered and hanging from the hooked lights on the ceiling as well
as body parts scattered.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
A team of Samantha, Sophia and I went to create our own
sound effects for the level. The sounds included common sounds such as door
creaks, footsteps, electrical buzzes and the rustling of wrappers, etc. I
wanted to have sounds that could suggest that you were not alone; as if someone
else was in other rooms with the faint sounds of rustling of wrappers, clanging
of metallic objects, etc. I figured that if you play as someone who is paranoid
and severely schizophrenic, it would be a nice touch to have the players
actually feel stalked or someone else exploring the eerie building.</div>
<div class="MsoNormal">
To produce the sounds we used a basic microphone and a
computer with a laptop with Audacity. As the quality and the inconvenience of carrying
around a laptop limited our progress, I managed to get my Dictaphone working
and we had used that for the rest of the sound. To record the voices within the
level, we booked out a session in the recording studio.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Here are some screenshots of the assets I created in a scene I built.</div>
<div class="MsoNormal">
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Sam Wonghttp://www.blogger.com/profile/12051862029137786169noreply@blogger.com0tag:blogger.com,1999:blog-6755450300423783252.post-34588390684411496092013-05-25T12:26:00.001-07:002013-05-25T12:26:58.078-07:00Group Project Madness: Part 1<!--[if gte mso 9]><xml>
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For our project, we had a choice between either doing a recreation
of London just before the great fire of London, and a horror level based off of
the university’s Queen Building.</div>
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As I joined the group, the choice had already been made to
recreate the Queen’s Building into a horror level.</div>
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<br /></div>
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In the concept stage, we had thrown around a few themes for
our project and the one well had an agreement on was an abandoned asylum. The
idea was that you would play as a person with severe schizophrenia and has
voices that spoke in his head. He would have visions and flashbacks throughout
the level which would shed more light on the background of the character.</div>
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We started researching on the ways in which other media and
games portray horror through mood boards and experiencing the movies and games
first hand by playing them.</div>
<div class="MsoNormal">
We created mood boards to further our research and to complement
our concept art.</div>
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I created mood boards looking at Resident Evil 5, Fear,
Amnesia, thin dark corridors and caves. With these as influences, I created
concept art that could create atmosphere through the use of lighting, shadows
and unnerving silhouettes.</div>
<div class="MsoNormal">
</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJMbzUovON_8QQrjaBhnSrrKXqDOvKtubFhMMkcNU14RoQGBiCq3-RwTKPurvg152rziPpOWjL3qbH7NpG4AnqpxRIkuq2oLqIrII4kfiap-3ZfunLZls3ULWSyds4oRLBX9JibGJcJA4/s1600/Mood+Board+Amnesia.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJMbzUovON_8QQrjaBhnSrrKXqDOvKtubFhMMkcNU14RoQGBiCq3-RwTKPurvg152rziPpOWjL3qbH7NpG4AnqpxRIkuq2oLqIrII4kfiap-3ZfunLZls3ULWSyds4oRLBX9JibGJcJA4/s200/Mood+Board+Amnesia.jpg" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Amnesia</td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiuYhK4B-z5C8Wy8vJrEKobhvpJGUeGPY8C4-pXsodVOO1ngOtJl35ROlSYXXyyOq901YlhEoxhBoQdj6CzGLKs0ZEv6ziBbE2ecXR9CH077QZCQcz8ncIHt9TwRHrRw7lJnKQ-wyyt-vI/s1600/Mood+Board+Fear.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiuYhK4B-z5C8Wy8vJrEKobhvpJGUeGPY8C4-pXsodVOO1ngOtJl35ROlSYXXyyOq901YlhEoxhBoQdj6CzGLKs0ZEv6ziBbE2ecXR9CH077QZCQcz8ncIHt9TwRHrRw7lJnKQ-wyyt-vI/s200/Mood+Board+Fear.jpg" width="154" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">F.E.A.R</td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBNS2hq_KHdPpYou-ZhwYqbsumRBPbsx-3kQQenFmgAUmILJ8yOTcp2FdG6_MZllZJMpVf-iYI-CR9toYpqpaBMlkAjFiTSXULX90LUfllV-tUu8EjXl2gZ004JD8c6h4aIZo1dDV5VeM/s1600/Mood+Board+Resident+Evil+5.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBNS2hq_KHdPpYou-ZhwYqbsumRBPbsx-3kQQenFmgAUmILJ8yOTcp2FdG6_MZllZJMpVf-iYI-CR9toYpqpaBMlkAjFiTSXULX90LUfllV-tUu8EjXl2gZ004JD8c6h4aIZo1dDV5VeM/s200/Mood+Board+Resident+Evil+5.jpg" width="160" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Resident Evil 5</td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbId9Amn2ykqWjuL2-Yv5uJ1ZZEe2hr-JvNT21QtIPeq3cIobQJ2G1jLBTxokoUfV7gAQ7Wiy75gcmg8a08xgJb203UJK_zrwvZir-Dh83MeXSuu8C7kxoyi9oM3UgAHkw1YGZnxR0_do/s1600/Mood+Board+Narrow+Claustraphobic+hallways.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbId9Amn2ykqWjuL2-Yv5uJ1ZZEe2hr-JvNT21QtIPeq3cIobQJ2G1jLBTxokoUfV7gAQ7Wiy75gcmg8a08xgJb203UJK_zrwvZir-Dh83MeXSuu8C7kxoyi9oM3UgAHkw1YGZnxR0_do/s200/Mood+Board+Narrow+Claustraphobic+hallways.jpg" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Corridors</td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOzDZXtAIQVTxA6uy6P8G7fH6ZgJMMlV6wfPWaxHhoJjkxs9xv5VOHcIzyhxNCNdHyiKK6o7UMGeUPHcYY-mACUGlGpW4fNSBaKUlZKXwuVzHqVINSeB_fYC5fVLO92lxs-RpmCW1wl2s/s1600/Mood+Board+Caves.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOzDZXtAIQVTxA6uy6P8G7fH6ZgJMMlV6wfPWaxHhoJjkxs9xv5VOHcIzyhxNCNdHyiKK6o7UMGeUPHcYY-mACUGlGpW4fNSBaKUlZKXwuVzHqVINSeB_fYC5fVLO92lxs-RpmCW1wl2s/s200/Mood+Board+Caves.jpg" width="160" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Caves</td></tr>
</tbody></table>
<div class="MsoNormal">
I wanted to create more concept art involving a lot more of
phobia such as heights, water, very claustrophobic areas, insects, etc.</div>
<div class="MsoNormal">
Unfortunately our leader told us that we were to move on
from the concept stage and onto the 3D asset creation. I felt that without the additional concepts, visions of our
levels were left very scarce and as a group, weren’t able to synchronise our
efforts.</div>
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<br /></div>
<div class="MsoNormal">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVULpjEgil_4dJ6dc6_svTsBHuv4w39DURdqpVGxRYQaaFTyAany2f6QgYQDnPQXgVS5rWTvWVqAXIwSeMIv1K3grdOGfeUYHAXVwkNgmASTRm7XEqVLp-OBUHJiB3zvWPND2BbAls5X0/s1600/Corridor.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVULpjEgil_4dJ6dc6_svTsBHuv4w39DURdqpVGxRYQaaFTyAany2f6QgYQDnPQXgVS5rWTvWVqAXIwSeMIv1K3grdOGfeUYHAXVwkNgmASTRm7XEqVLp-OBUHJiB3zvWPND2BbAls5X0/s200/Corridor.jpg" width="119" /></a>With my first concept, I wanted to use shadows, lighting and
silhouettes to create the feel and mood of the picture. I decided to leave out
a shadow being casted from the left side of the painting to leave it open to
encourage others imaginations of what could be round the corner, other than
anchoring my own silhouette on it.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOO2ND1dRQavp5wfHEV7gbq8WnSo3IoBcmPdzWdF9GiEleocSViboD7eSAeCUy79YYnvTr4N70DOdYA6DK-1NOYOOBn79yMdELYAN9radz73ZmCoHIoFl1i72fhKkBzfqRStVY1ItvW9M/s1600/Elevator+2.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOO2ND1dRQavp5wfHEV7gbq8WnSo3IoBcmPdzWdF9GiEleocSViboD7eSAeCUy79YYnvTr4N70DOdYA6DK-1NOYOOBn79yMdELYAN9radz73ZmCoHIoFl1i72fhKkBzfqRStVY1ItvW9M/s200/Elevator+2.jpg" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYMMyJSMSwvVNYKBV4eaP7-SW0LsLxOu5WOiejdMDGesXP5W50aoxRrt-0TLPO403cn2yJT2c6cfErumXEasgvWIEe9h8Dhnsm46sDyICc7G1APqF9zcOnvEzlHY0Pbz4DvkL1bzlvFPk/s1600/Elevator.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYMMyJSMSwvVNYKBV4eaP7-SW0LsLxOu5WOiejdMDGesXP5W50aoxRrt-0TLPO403cn2yJT2c6cfErumXEasgvWIEe9h8Dhnsm46sDyICc7G1APqF9zcOnvEzlHY0Pbz4DvkL1bzlvFPk/s200/Elevator.jpg" width="200" /></a> </div>
<div class="MsoNormal">
With my second concept, I wanted to play on the silhouettes
even further as well as take painting to a little more with the environment. I
started off my image as a greyscale painting and focused on the lighting. I
added in the silhouettes to see how it would look.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiL4L7cZb1C8cWsRnq4xE1L5A5AlVqe5nICWB32UcJbN5Afmakd2lxLkB4RJ6l6E6PPvRF2pEKAK9prA0QEgfI5qp7jS31EtHcKsMV3O2Isy-r3GmDqOMREMA6quQIa6NbfHFuuzlPAMRw/s1600/Elevator+3.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiL4L7cZb1C8cWsRnq4xE1L5A5AlVqe5nICWB32UcJbN5Afmakd2lxLkB4RJ6l6E6PPvRF2pEKAK9prA0QEgfI5qp7jS31EtHcKsMV3O2Isy-r3GmDqOMREMA6quQIa6NbfHFuuzlPAMRw/s200/Elevator+3.jpg" width="200" /></a> </div>
<div class="MsoNormal">
I followed on with colour to show the palette and the kinds
of textures I had envisioned. I didn’t play on that too much as at the time I
didn’t want it to be a main focal point.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Lastly I wanted to show both combined together to see its
effects. I wanted the sinister shadows to look quite uncanny and unsure of its appearance
so I created them with a slight deformed silhouette.</div>
<div class="MsoNormal">
I added elements into the image that would make the viewer
feel very uncomfortable if he was there such as a foggy floor and water pipes
burst open and oozing out substances.</div>
<br />
<br />
<div class="MsoNormal">
With my third piece, I wanted to not have shadows play such
a large role as opposed to the previous concept ideas, but to involve the
colouring of the lights. I used red and green lights to induce a slight
uncomfortable and panic like moods to the image.
</div>
<div class="MsoNormal">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0PWdXZ3QW8ZoKIEr8xiFhn92hjHjmBXtsBDMYLftb72eb53ZqspOvjndBuKGiTSl1dK7OMfqEgLQ54YXdIvLy8tcLT0Ri-z1CWpm3ZpTeFQtDpYAUsHTXCBxk2zJ4GlIPxRbjMG7QqZs/s1600/Main+Hall.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="119" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0PWdXZ3QW8ZoKIEr8xiFhn92hjHjmBXtsBDMYLftb72eb53ZqspOvjndBuKGiTSl1dK7OMfqEgLQ54YXdIvLy8tcLT0Ri-z1CWpm3ZpTeFQtDpYAUsHTXCBxk2zJ4GlIPxRbjMG7QqZs/s200/Main+Hall.jpg" width="200" /></a>When including the silhouettes, I didn’t want to paint them
in as just similar to shadows this time around. I decided to slightly hint to
the look that they could be sporting, such as strait jackets and stringy parts
coming out of their clothing. I added fog into this piece as well to slightly
add to the slight chaotic atmosphere.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
I feel that it was a big mistake moving onto the 3d assets
without getting down a collection of concepts to guide our theme forward.</div>
Sam Wonghttp://www.blogger.com/profile/12051862029137786169noreply@blogger.com0tag:blogger.com,1999:blog-6755450300423783252.post-25478997317501800992013-05-23T19:58:00.001-07:002013-05-23T19:58:24.854-07:00Vehicle DesignI wanted to design a seaplane as my vehicle.<br />
<div class="MsoNormal">
My first approach towards creating the thumbs was to create silhouettes
using markers to block out a shape for my vehicle.</div>
<div class="MsoNormal">
I however chose to abandon this idea as the silhouettes that
were coming out just didn’t do any justice for my plane. I was torn between
making it very fantasy like or to have it a quite realistic plane. I decided to
choose realism as I wanted the plane to be believable.</div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuDrOJMnSrqosZ7GaDLL7R9-fq3CvQ0_heFV0H75k0dbdEx-8l62U4eF32EBSpcz3Wp8Kjjv9Ljhk3P2pzm25enHFKfvED8cgmH-kwR0y5GKqaR5cPkWlMybSDYOhIYU-IDLQo8PvMOoE/s1600/Thumbs+3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuDrOJMnSrqosZ7GaDLL7R9-fq3CvQ0_heFV0H75k0dbdEx-8l62U4eF32EBSpcz3Wp8Kjjv9Ljhk3P2pzm25enHFKfvED8cgmH-kwR0y5GKqaR5cPkWlMybSDYOhIYU-IDLQo8PvMOoE/s320/Thumbs+3.jpg" width="320" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiv16eo2ZP65qkcEdc7sHbvf9V944sYw5yN2mtJvkpOwQmlR8wLRRlSVjBAJdnCBhp1yS9i8O9KbvhJIMZIdvbBIi6bJnzuxu2ZIkzxDk1Xpvb-NIFJ1LLW0Pu3oiucam9TmWF0c7fopT8/s1600/Thumbs+2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="215" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiv16eo2ZP65qkcEdc7sHbvf9V944sYw5yN2mtJvkpOwQmlR8wLRRlSVjBAJdnCBhp1yS9i8O9KbvhJIMZIdvbBIi6bJnzuxu2ZIkzxDk1Xpvb-NIFJ1LLW0Pu3oiucam9TmWF0c7fopT8/s320/Thumbs+2.jpg" style="cursor: move;" width="320" /></a></div>
<div class="MsoNormal">
<br />
I took another approach and started to draw out several
design ideas for wings, the front and the body of the plane. Halfway through
developing these ideas however, my tutor had asked me to instead create a plane
in 3DS Max and to study the perspectives.<br />
</div>
<div class="MsoNormal">
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSlKzeDBV8zajgT227wPv9NpebJ_Z5PMYLFnWn-8SEXogSohnRYNu3qVKV_NQxIVfMSNeARCGmCwQXVNXufdJ6HZDYD-zGnDn0nVCNDLNlcc_canF93hx3ZXXG4XzTpgu8bX3_cGE7_mQ/s1600/Plane+Render+Perspective+1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSlKzeDBV8zajgT227wPv9NpebJ_Z5PMYLFnWn-8SEXogSohnRYNu3qVKV_NQxIVfMSNeARCGmCwQXVNXufdJ6HZDYD-zGnDn0nVCNDLNlcc_canF93hx3ZXXG4XzTpgu8bX3_cGE7_mQ/s320/Plane+Render+Perspective+1.jpg" width="320" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTzae1Mt9NH8LUNk0f0PJwPck2oJHwSjwDKIfBpDH2y3af-6Hqw0tF_uslAw1yaJFoaaFdP7FRheqyIAOiE27Gr-fB836Nx4hPfoqiVwhjvtlr8SjahUiUD-k1G-yHlLvnpvL23yIXYRU/s1600/Plane+Render+Perspective+2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTzae1Mt9NH8LUNk0f0PJwPck2oJHwSjwDKIfBpDH2y3af-6Hqw0tF_uslAw1yaJFoaaFdP7FRheqyIAOiE27Gr-fB836Nx4hPfoqiVwhjvtlr8SjahUiUD-k1G-yHlLvnpvL23yIXYRU/s320/Plane+Render+Perspective+2.jpg" width="320" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgboTDaBLm4vMQyUaQik9HJNN3Ts5LqAeMsK8vCDnJIC7xzR8fSRqDyjLSKGPtSFK9es2Wf7KO3YDUP7EJLp-tJmtQAtYiYjRYXYKKyTNUdn8z7lMTwTodJJ7Fpvb0-Ly0KaEutTHm6uUs/s1600/Plane+Render+Perspective+3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgboTDaBLm4vMQyUaQik9HJNN3Ts5LqAeMsK8vCDnJIC7xzR8fSRqDyjLSKGPtSFK9es2Wf7KO3YDUP7EJLp-tJmtQAtYiYjRYXYKKyTNUdn8z7lMTwTodJJ7Fpvb0-Ly0KaEutTHm6uUs/s320/Plane+Render+Perspective+3.jpg" width="320" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiL4ik9ieQB09aK3-wyeInRu_VGrTdLWxphOj0whnjS0D9M6QL4QdiQrldNqnxhXSKZCWrxV0J-oFlFcdnXRYd_0dTbcCkAiMdjhP-lV_2np-xYevMoHG0Oc3-6JUW0rH9kbaTn3SHJOHo/s1600/Plane+Render+Perspective+4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiL4ik9ieQB09aK3-wyeInRu_VGrTdLWxphOj0whnjS0D9M6QL4QdiQrldNqnxhXSKZCWrxV0J-oFlFcdnXRYd_0dTbcCkAiMdjhP-lV_2np-xYevMoHG0Oc3-6JUW0rH9kbaTn3SHJOHo/s320/Plane+Render+Perspective+4.jpg" width="320" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg74u1475uLOeLub0mThu6cWktWc7K59mfBh5I1qNqqM5tTGYudDy1e2xE47lIjfvo3BabCpWbI7n31PktxB2D4P6S2ZwGEBEsuuhATHqxMzGHwFXRMDblhRG2wF8R5E0r5cdbI_CEbU-o/s1600/Plane+Render+Perspective+5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg74u1475uLOeLub0mThu6cWktWc7K59mfBh5I1qNqqM5tTGYudDy1e2xE47lIjfvo3BabCpWbI7n31PktxB2D4P6S2ZwGEBEsuuhATHqxMzGHwFXRMDblhRG2wF8R5E0r5cdbI_CEbU-o/s320/Plane+Render+Perspective+5.jpg" width="320" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjepBBXKbPYa8gTVQWRRsbRSEmeCXj2qtVD1joRj_BkK6yiLGBuHheAas6-UVHut8DfoYwT-P9CzABhvfDbviTO_FN1lUwb2KJjO5AWhumTVQ4Upr-ttN8R6rqRx3rfCVHfTh5xE-bJM2Q/s1600/Plane+Render+Perspective+6.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjepBBXKbPYa8gTVQWRRsbRSEmeCXj2qtVD1joRj_BkK6yiLGBuHheAas6-UVHut8DfoYwT-P9CzABhvfDbviTO_FN1lUwb2KJjO5AWhumTVQ4Upr-ttN8R6rqRx3rfCVHfTh5xE-bJM2Q/s320/Plane+Render+Perspective+6.jpg" width="320" /></a></div>
<br /></div>
<div class="MsoNormal">
After I blocked out the seaplane, I did some experimenting
with my previous development ideas to create designs for my final design.</div>
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<br /></div>
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The final design was painted digitally as I wanted to
improve my digital skills. I wanted to have a plane on a sky blue gradient
background to emulate the feel of the plane in flight.</div>
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I went with the idea of my plane being used for heavy duty
drilling. So I went with the drills idea being attached to the front and the wings
of the plane. I wanted to have a powerful feel behind the plane so I added a
fiery engine to individually power the drills of the plane.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_6pMNF_XVJSih7ezGU69wth1hqYPXQ68V5wxCo_MkyOfbbtfWhbiu6KERmd8Bvb3Y2WnrVIkMe1Skp3LX9KOMHjA67Wye3Hj7FKaHRnzwsDZwHn5uZaRX1qxQ1QZJwU9AtcEyHi4-Ra8/s1600/Final.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="282" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_6pMNF_XVJSih7ezGU69wth1hqYPXQ68V5wxCo_MkyOfbbtfWhbiu6KERmd8Bvb3Y2WnrVIkMe1Skp3LX9KOMHjA67Wye3Hj7FKaHRnzwsDZwHn5uZaRX1qxQ1QZJwU9AtcEyHi4-Ra8/s400/Final.jpg" width="400" /> </a></div>
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
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I have a big weakness when it comes to vehicles. The advice
given from my tutor was extremely helpful as not only has it bettered my
understanding for planes, it also showed me that I could use 3Ds max as a
learning tool for perspectives and studies (providing I build it correctly).</div>
Sam Wonghttp://www.blogger.com/profile/12051862029137786169noreply@blogger.com0tag:blogger.com,1999:blog-6755450300423783252.post-23570603553148108172013-05-23T19:55:00.001-07:002013-05-23T19:55:41.812-07:00Leicester Digital Studies<!--[if gte mso 9]><xml>
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So for this project I continued to develop my digital
skills. I wanted to do some studies during the night at Christmas so that I can
try and capture the festive mood of the Christmas light decorations around the
town.</div>
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<br /></div>
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Limiting myself to only the use of the Round soft and hard
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I also wanted to try out a few brush stroke techniques to
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<br /></div>
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The studies turned out rather well as my confidence in
digital painting is still very low. I feel that these studies have benefit me
greatly (even if they did take me quite a long time to try to get them looking
right!</div>
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<br /></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
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<br /></div>
Sam Wonghttp://www.blogger.com/profile/12051862029137786169noreply@blogger.com0tag:blogger.com,1999:blog-6755450300423783252.post-50323030220013429812013-05-23T19:52:00.000-07:002013-05-23T19:52:08.581-07:00Exterior Digital Painting<!--[if gte mso 9]><xml>
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For a study of my exterior painting, I took an image of a
closed off alleyway and tried to create a larger scale study unlike my previous
smaller studies from earlier.</div>
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<br /></div>
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I mostly used the default round soft and hard brush to create
to create this painting. I did use a few of the other pre-set brushes to dab on
a texture look to try and get a slight traditional feel to the painting.</div>
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<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGHOK2FCzDbAl3T7ORFiVBH3Loiby4EOajFN2Lwr-bXZaXkiiP9_q0y8VqHsJW99nhxa6qO2agOmIHhdpN6f5UcXFujsjHFtBgGSYo318p3fXKs8EdiBD9Q4EBKrD2P-1Dt2mrFGjfb5k/s1600/Final+Finish.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGHOK2FCzDbAl3T7ORFiVBH3Loiby4EOajFN2Lwr-bXZaXkiiP9_q0y8VqHsJW99nhxa6qO2agOmIHhdpN6f5UcXFujsjHFtBgGSYo318p3fXKs8EdiBD9Q4EBKrD2P-1Dt2mrFGjfb5k/s640/Final+Finish.jpg" width="452" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I'm quite proud of this, I think I'm getting a better grip on digital painting!</td></tr>
</tbody></table>
Sam Wonghttp://www.blogger.com/profile/12051862029137786169noreply@blogger.com0tag:blogger.com,1999:blog-6755450300423783252.post-17360273133397652442013-05-23T19:43:00.000-07:002013-05-23T19:43:19.783-07:00Creative Writing<!--[if gte mso 9]><xml>
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<div class="MsoNormal">
For Creative Writing, we were told a bunch of random words
and we had to write down the first things that came to our heads.</div>
<div class="MsoNormal">
I particularly found this project to be fun as it was just
so random. However for a random story, mine wasn’t so wacky.</div>
<div class="MsoNormal">
With the words we wrote, we had to forma a sentence for each
group of words.</div>
<div class="MsoNormal">
Here is what I came up with:</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The ceiling was cleaved open, freeing the musky space with
the blue and the wind.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The trees leaves invaded the exposed room from the nearby
woodlands scattered across the landscape.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
A large space scarred the land from where a catastrophic
battle took place.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Titanical battleships once surfed this great sand ocean.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Rainbow feathers can be seen drifting around the sunlit
filled sky.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Suddenly a large mystical bird appeared.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
As she reared up stretching her wings, a wide ray of
beautiful coloured feathers flashed in front of me.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
My hair lifted from the gust as soft long feather brushed
against my cheeks.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
When I opened my eyes, the beautiful bird had already
fluttered into the distant view.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
As I looked down at the patchy carpet, I noticed a faint
vibration of footsteps that grew stronger.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The class of bullies had followed me into the unknown
building.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Fearing the worst, I abandoned the building; dropping myself
from the ledge.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
As i fall Staring into the sky, I cry as the life I had
lived was one of unhappiness.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
As I braced to accept my final destination, I felt a soft
sensation.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
I open my eyes and the atmosphere fills with a familiar
rainbow, casting away the emptiness of space.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Using these sentences as a guide line for my story boards, I started work on the thumbs in pencil as I wanted to get a
rather fast and sketchy work flow going; as if I was trying to get some fast
ideas down. </div>
<div class="MsoNormal">
However none of my thumbs went as fast as I wanted them to.</div>
<div class="MsoNormal">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjP_4b2PSoPzyYtZSLNzFTilMIxrpOLATZP7MrfFsrHpyVqWs0rHAVmVJ1Ag5Gtwxtm9idjCrd7aZ9rtVW6vrkcSaOi0fvt9UtWB3BTgqCmNmZfWwj_kssjqaKVlV4hWPfRqUPaCWayFdw/s1600/Thumb+1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="229" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjP_4b2PSoPzyYtZSLNzFTilMIxrpOLATZP7MrfFsrHpyVqWs0rHAVmVJ1Ag5Gtwxtm9idjCrd7aZ9rtVW6vrkcSaOi0fvt9UtWB3BTgqCmNmZfWwj_kssjqaKVlV4hWPfRqUPaCWayFdw/s320/Thumb+1.jpg" width="320" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikve0ts8du8-dMEKmzr3seNxxSLl4Hh2ejuEkojgbYl5DjuMNzEBqoyQ5qoKZFmM8To-78L4C4jC3xdcXEjmJdQalHq4w_3Xww95MDId8lQBHCqBlsIx-8Maxjqgn5KSt2FvCjf6q4cYU/s1600/Thumbs+4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="248" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikve0ts8du8-dMEKmzr3seNxxSLl4Hh2ejuEkojgbYl5DjuMNzEBqoyQ5qoKZFmM8To-78L4C4jC3xdcXEjmJdQalHq4w_3Xww95MDId8lQBHCqBlsIx-8Maxjqgn5KSt2FvCjf6q4cYU/s320/Thumbs+4.jpg" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiS1eZRgi6ATFpMlubspOqSmr10wTZh8jKxS679noT_MF8rKlF0pL4fgGsU2RLSfQps-2TLXCvDztgoR0IJhqHwFNcE4FfdT6xJdgdOrtm3okFkN3xumE8sFT_39_UKo3lis9aslywprmM/s1600/Thumbs+5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="106" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiS1eZRgi6ATFpMlubspOqSmr10wTZh8jKxS679noT_MF8rKlF0pL4fgGsU2RLSfQps-2TLXCvDztgoR0IJhqHwFNcE4FfdT6xJdgdOrtm3okFkN3xumE8sFT_39_UKo3lis9aslywprmM/s320/Thumbs+5.jpg" width="320" /></a></div>
<div class="MsoNormal">
I decided to try for an experimental final to see what I can
come up with. I figured that it could be rather fun to try something different
for a project that is already quite wacky and random.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
My final didn’t turn out as well as I had hoped. However I
did still have a lot of fun playing around with quite a light-hearted final. I think I went a little over the top with the amount of feather...I should have positioned them so that they were creating a trail behind it rather than have them floating around the bird like a force field.</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpK_-mu2WAQOn5WFTE8r7xLkiseglhCPcxYXlcDEjuyQtjL_nLA8nGRnJD3s4mIZp2Y0vQy4xm-kwRpoytsSX5ICHNpF9uZhMMiQHdWeDGEhU9cLrHhhqinU6ST4w85zj76I1ezEyLNMg/s1600/Final.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="282" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpK_-mu2WAQOn5WFTE8r7xLkiseglhCPcxYXlcDEjuyQtjL_nLA8nGRnJD3s4mIZp2Y0vQy4xm-kwRpoytsSX5ICHNpF9uZhMMiQHdWeDGEhU9cLrHhhqinU6ST4w85zj76I1ezEyLNMg/s400/Final.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">My final bird reminds me of a Pokémon...fml</td></tr>
</tbody></table>
<div class="MsoNormal">
<br /></div>
Sam Wonghttp://www.blogger.com/profile/12051862029137786169noreply@blogger.com0tag:blogger.com,1999:blog-6755450300423783252.post-1290125352618427732013-05-23T19:26:00.000-07:002013-05-23T19:26:04.217-07:00Book Character: The Flu<!--[if gte mso 9]><xml>
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<br />
<div class="MsoNormal">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeiUYAfQ_6BLqQovBN4U7sLPcWWYyeOL0cW-63Jx9NqVPDvbs7ODJihfjYhyD53U7h_iuS9zsk07P6PfhCZ4hfeOudDGqRr-cr9OAqnK615A8y9u9AtCSQsE35MEaL9SgWAzWhVjk9OpM/s1600/Mood+Board+Riot+Police.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"></a>So I based the book character I wanted to make off of one of
the last books I read ‘The Flu’</div>
<div class="MsoNormal">
I based it off of an Irish Policeman in full riot gear to combat
the zombies in the book.</div>
<div class="MsoNormal">
From the descriptive words I could gather, he had a filter
tank to breath into, full padded riot gear and dark hair. Wasn’t much to go on
but he also had a partner.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0cuy1Jhzg2GZrgd0XhaTIpqWjET2-zGn2TWl9SjxzJVyP9eV-jQ4xgkpY2m6iab3sVIRRa2nA0GWx_pr3h2iDBbSjL6K9qAYF3akJ5zIexdjjOKY8YPTPjWsZAasNBpNFmKxV5eOZTV8/s1600/Thumbs+1.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="226" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0cuy1Jhzg2GZrgd0XhaTIpqWjET2-zGn2TWl9SjxzJVyP9eV-jQ4xgkpY2m6iab3sVIRRa2nA0GWx_pr3h2iDBbSjL6K9qAYF3akJ5zIexdjjOKY8YPTPjWsZAasNBpNFmKxV5eOZTV8/s320/Thumbs+1.jpg" width="320" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeTqEf8E_0jHRE80jykUqDwxh_khe1MWA7ghVKdK5i0XfHCvEMKbMo0yCh_zh6WrVJXrATKfUKro-Y8UMjXM7bz4k3tHINbdQWT8ENDtlV16FffFZZM8Y1V3g95QWE27-lJ1gMghiSvT0/s1600/Mood+Board+Breating+Aparatus.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"></a>To start off with my research, I looked into what kind of
uniforms the Irish riot police would have had. Following on, I looked a couple
of breathing apparatus to get an idea of how I wanted to make it look like.</div>
<div class="MsoNormal">
</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
After the mood boards were made, I proceeded to create
silhouettes of my character. I went for a range of bulky armour to fireman
inspired gear.</div>
<div class="MsoNormal">
In the end I the silhouette that had the most natural riot
police look to it as the book was based in a real place in a modern time
setting.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqRV1iTfUHjOShRxno7-qetWKam444G2RZCwidLx7wostxHG5OqibpEpI7IRJHZVS-falFEi8fBMEjw_w0zlCnoqSpMrTuvwTbf2phvhVkf5hmo7_lfGOKnYhZ3KKrIvUAj6xI95Nkho4/s1600/Thumb+2.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="226" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqRV1iTfUHjOShRxno7-qetWKam444G2RZCwidLx7wostxHG5OqibpEpI7IRJHZVS-falFEi8fBMEjw_w0zlCnoqSpMrTuvwTbf2phvhVkf5hmo7_lfGOKnYhZ3KKrIvUAj6xI95Nkho4/s320/Thumb+2.jpg" width="320" /></a>I continued to develop the overall look of my character;
adding colour and small details such as the gun and the riot shields.</div>
<div class="MsoNormal">
I made some simple thumb compositions for the finals I
wanted to make.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
For my first final I made a simple composition, slightly
looking up at the character to make him look more heroic and prominent. It’s
like you’re on the floor with the zombie. Another reason I chose this composition
is because I wanted to have a full view of the character.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXYFmTtsYeAXFcKEeDBQ_cpPwZRUorVYx5-_7STs-m26e64Ti1s6qRibBYqzMtkw8Rapc1kOfBvkw5p6PwFtKwLzhfBESuPmA99jjL6czJ7jSCpj-v0dlg6fmHieM_EbjoQ-6rwk7grtg/s1600/Thumbs+3.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="226" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXYFmTtsYeAXFcKEeDBQ_cpPwZRUorVYx5-_7STs-m26e64Ti1s6qRibBYqzMtkw8Rapc1kOfBvkw5p6PwFtKwLzhfBESuPmA99jjL6czJ7jSCpj-v0dlg6fmHieM_EbjoQ-6rwk7grtg/s320/Thumbs+3.jpg" width="320" /></a>For my second I wanted to use some scenes out of the book.
So in one of my final compositions I put them in a car where they were surrounded
by zombies just before they made a break for a house.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
For both finals I played around with pre-set brushes to see
what kind of effects I could get from them.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
I’m quite proud of how these finals turned out, however I
feel that I could have perhaps pushed the detail slightly in the car. However I
wanted to keep it dark as not to distract the viewer’s eyes from the main focus
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Sam Wonghttp://www.blogger.com/profile/12051862029137786169noreply@blogger.com0tag:blogger.com,1999:blog-6755450300423783252.post-74480549148384470562013-05-23T18:03:00.000-07:002013-05-23T18:04:31.019-07:00Personal Review of the Second Year<!--[if gte mso 9]><xml>
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So draws the end of my second year at university. I have to
say it has definitely been a more hectic year than the first. To begin with, I’ll
talk about how I wanted to follow this year through from the beginning.</div>
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<br /></div>
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Ever since the end of the first year, I always felt that I
needed to pick up the pace with digital painting. Throughout this year I decided
that I will try to do as much finals as I can in digital form.</div>
<div class="MsoNormal">
I also decided that I would try to add a little more focus
onto my 3D work as in the previous year I didn’t place as much focus onto my
game production work.</div>
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<br /></div>
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However because of my focus on trying to improve my digital
painting along with my colouring skills, I wasn’t able to produce as much work
as I had hoped as I had spent far too long on my finals, trying to learn and
familiarise myself the tools.</div>
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I learnt a lot from digital painting this year through my
finals and discussions with my friends and Feng Zhu video tutorials.</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEij-MHRZp_E4TuEfY4sKrakuPc4H-xutp6I-Y2qndYhyphenhyphenr10r-dMCX359Jl-B6sTabC5trGLlWRClq47QZuqmTxknow0PYCXWh63FYIBVKtAWZJgOTOeo4goHlxXSwc4ECTIIlIf2Lh4xfc/s1600/Bradgate+Final.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="226" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEij-MHRZp_E4TuEfY4sKrakuPc4H-xutp6I-Y2qndYhyphenhyphenr10r-dMCX359Jl-B6sTabC5trGLlWRClq47QZuqmTxknow0PYCXWh63FYIBVKtAWZJgOTOeo4goHlxXSwc4ECTIIlIf2Lh4xfc/s320/Bradgate+Final.jpg" width="320" /></a></div>
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<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheiEur7FoFe4S1YYY7yiBvoPO8O4FUVP_yOIa5pbYx4QaRYVy6CF61JDnfgwlKjkKQVaiWz7Jy2NcwuSKRwh9aND-lO6OU1ewgSJ7S5p_aPoYcgbJrdiL9P-NEAhXUxx4wQemboPobqdc/s1600/Final+Digi.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheiEur7FoFe4S1YYY7yiBvoPO8O4FUVP_yOIa5pbYx4QaRYVy6CF61JDnfgwlKjkKQVaiWz7Jy2NcwuSKRwh9aND-lO6OU1ewgSJ7S5p_aPoYcgbJrdiL9P-NEAhXUxx4wQemboPobqdc/s320/Final+Digi.jpg" width="264" /></a></div>
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My Bradgate finals from Year one (top) and Year 2 (bottom). I think I've improved slightly. and have a much better understanding of digital painting in general.</div>
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<br /></div>
<div class="MsoNormal">
The biggest hardship of this year was the group project. I
never expected life to get so hard during that time. I found that in 3D I made
a habit of reflecting upon my previous work to see how I could have made it
better. With my mistakes in mind I experimented other ways in which I would be able
to better my work. The 3D project had me learn a lot more as well however,
mostly through myself other than my group members.</div>
<div class="MsoNormal">
In general, I feel I have improved much more and have learnt
many things as well as teach a few things to some of my fellow course mates as
well!</div>
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</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEind_H37jMHHTMOWP4qnWXxyVIScJ6BeJcO5o5Dk1-wIjz4IFPOUKGSKt38rvurmTWmXXuHgAG3HNz3vFRti36pDQfuAFh0n8p2QbwrMyfRwRFcDjFVPPMNUchoI7VQMQbgVsv8q84n5Tw/s1600/UDK+Auditorium+1.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="197" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEind_H37jMHHTMOWP4qnWXxyVIScJ6BeJcO5o5Dk1-wIjz4IFPOUKGSKt38rvurmTWmXXuHgAG3HNz3vFRti36pDQfuAFh0n8p2QbwrMyfRwRFcDjFVPPMNUchoI7VQMQbgVsv8q84n5Tw/s400/UDK+Auditorium+1.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">My scene from my group project work.</td></tr>
</tbody></table>
<div class="MsoNormal">
Unfortunately because most of my time was tied up with the
group project, I neglected the Visual Design course for a very long time and
feel that I haven’t made as much progress with my drawings skills and digital
skills as I wanted to. I plan to work extra hard on my visual design skills
(whilst not neglecting on my game production skills) during the summer break.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
One of my friends on the course is planning on making a
personal group project for a group of us over the summer and if it goes
underway, I will love to work on that before the start of the new year to keep
us occupied with productivity.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
During this year I think I have chosen a specific path I
want to take further; which is environments. I will continue to develop other
areas such as vehicles and characters, but I tend to do a little better with
the environments. I won’t set this for myself onto stone though</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
A lot of the work I've done this year for visual design has been very experimental with digital painting as well as just in general. I feel that through these experiments I have been able to broaden my creativity as well as my tehcnical skills as an artist.</div>
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<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiP2-w8y4vN_8yCsU2i6xHt4Gb82Rv9SjLFSPPsIMdJpSdTAZK-bNiPaIYnha96kJYiH07pwjQt8TICEJkP-vJy0gtzCtNpVwOlO7x-tp6jz-DhDiS8NRgnT-K2GBuEYJ0ccxyVOVRAD-k/s1600/Final.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiP2-w8y4vN_8yCsU2i6xHt4Gb82Rv9SjLFSPPsIMdJpSdTAZK-bNiPaIYnha96kJYiH07pwjQt8TICEJkP-vJy0gtzCtNpVwOlO7x-tp6jz-DhDiS8NRgnT-K2GBuEYJ0ccxyVOVRAD-k/s320/Final.jpg" width="226" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEib62PmQzo8DRp9-jgUrxyfkkoYUiYXFeVfkHnDz-F_JW8S55t9JNCgTn3hHvb-CPu6Jl6E0zH5Cpv4sMW1NqBEnk3lg_vIIFe7f8DtzaXzsXzRiN3YhKL7rHyLVTB9-ncaVpGB770USzU/s1600/Interior+Final+2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEib62PmQzo8DRp9-jgUrxyfkkoYUiYXFeVfkHnDz-F_JW8S55t9JNCgTn3hHvb-CPu6Jl6E0zH5Cpv4sMW1NqBEnk3lg_vIIFe7f8DtzaXzsXzRiN3YhKL7rHyLVTB9-ncaVpGB770USzU/s320/Interior+Final+2.jpg" width="226" /></a></div>
<div class="MsoNormal">
Here is an example of me experimenting with my final pieces. I was playing around with textures with these two and how it could affect the mood and feel of the paintings.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
This year has been a very bumpy ride. It was full of emotions,
hardships and new experiences. I can definitely say that I’ve learnt a lot of
important things that are invaluable to maturing as an artist and as a
responsible human being.</div>
Sam Wonghttp://www.blogger.com/profile/12051862029137786169noreply@blogger.com0tag:blogger.com,1999:blog-6755450300423783252.post-5826409776394737362013-05-23T16:28:00.000-07:002013-05-23T16:28:24.412-07:00Life Changing or Career Building<!--[if gte mso 9]><xml>
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A career into the gaming industry as artists seems to be a
very daunting one indeed. How do prepare ourselves to fit ourselves into the
industry as well to cope with the pressures ahead of our chosen paths? How do
we know what we need to do in order to challenge all of these problems that
most of us are sure to meet?</div>
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<br /></div>
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Well a start would be to complete the tasks at hand set by
the course leaders of our university.</div>
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I see the course projects as briefs in which we have a guideline
to follow and to stick to for deadlines. To do as much as we can within those
briefs to improve out time management, technical skills and creative skills,
also learning as much as we can is what we are aiming for, rather than passing
briefs for the sake of completing it.</div>
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<br /></div>
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To succeed and to increase the chances of getting a job
within the industry and a higher preparation, the individual must become an
active learner, pursuing the information and the skills to get into the
specialised job. Keeping up with the latest news of the industry and the
current standards of games and future games can help show the level and quality
in which we must provide.</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="http://www.206tours.com/santiago/elcamino/images/peregrino.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="200" src="http://www.206tours.com/santiago/elcamino/images/peregrino.jpg" width="125" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Answers rarely come looking for you, you must journey out to the answers!</td></tr>
</tbody></table>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Although these are only the general things in which a rising
game artist should keep in mind, as we focus more into the specialised areas of
the art area, there are much more specific factors that play into what is required
of a specialised artist.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
A wide range of portfolio pieces can better improve your
chances into getting whatever areas you want to go through. Having people form
the industry do portfolio checks can be a good guide for what companies are
looking for. Of course many companies can require specific things that other
companies aren’t paying particular attention to, which makes it difficult to
pin point exactly what you will need from the course as we are studying.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Work experience will always be a major plus to prepare an
individual for a position within the industry. Companies knowing that the
artist has had their toes dipped into the works of the industry can expect them
to know the workflow of the industry and its pressures.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Going back to how the companies are looking for different
things in artists’ works, the best way to be prepared is to do a lot of
research into the company. Being extra prepared for what the individual company
asks of you rather than generally prepared for what all companies require of
you will get you that extra edge to get the place that other applicants are
going for.</div>
<div class="MsoNormal">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://s.pro-gmedia.com/videogamer/media/images/pub/605x/call_of_duty_ghosts111111111.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="164" src="http://s.pro-gmedia.com/videogamer/media/images/pub/605x/call_of_duty_ghosts111111111.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Say the company of the Call of Duty Series could belooking for something that can suit the works of this...</td></tr>
</tbody></table>
<div class="separator" style="clear: both; text-align: center;">
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: 1em; margin-right: 1em; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://gengame.net/wp-content/gallery/pokemon-x-and-y-announcement-screenshots/pokemon-x-y-screen-4.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="192" src="http://gengame.net/wp-content/gallery/pokemon-x-and-y-announcement-screenshots/pokemon-x-y-screen-4.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Where as the company of Pokemon X and Y are looking for something that suit the works of this, you'll have to research!</td></tr>
</tbody></table>
</div>
<div class="MsoNormal">
Knowledge in as much things as possible will always give you
a higher chance of being picked over someone who hasn’t got that knowledge. As
they are paying you, they will want as much as they can get from their
employees, including the skills they know.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
I remember an old friend once told me that she had a great
interviewing for an internship at Rare and she was one of the people that they
were considering. Unfortunately, she lost out to someone who had the knowledge of
a 3D program that she didn’t know about.</div>
<div class="MsoNormal">
Though these kinds of experience can be a little
disheartening, but all you can do is learn from them and carry on forward with
a stronger determination!</div>
Sam Wonghttp://www.blogger.com/profile/12051862029137786169noreply@blogger.com0tag:blogger.com,1999:blog-6755450300423783252.post-42576312803032086642013-05-23T15:09:00.001-07:002013-05-23T15:15:54.826-07:00Creativity, the Talent Myth and Craft<!--[if gte mso 9]><xml>
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I don’t believe creativity is something that can only be
achieved if you were ‘born’ with it or trained for it. Creativity in my opinion
is something that can happen at any time, anywhere, as anyone or thing.</div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="http://i.huffpost.com/gen/435534/thumbs/r-THE-MONSTER-ENGINE-ARTWORK-BY-DAVID-DEVRIES-large570.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="133" src="http://i.huffpost.com/gen/435534/thumbs/r-THE-MONSTER-ENGINE-ARTWORK-BY-DAVID-DEVRIES-large570.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Kids drawings developed as a painting.</td></tr>
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You
could be a kid and you could draw something using crayons and create some kind
of dragon Cyclops with a Siamese chicken attached to its wings. Or perhaps
build an imaginative base out of old VHS tapes for your action figures, making
up a wacky story as you go for you and your friends. </div>
<div class="MsoNormal">
You could be a man trapped on a deserted island with only
his suitcase and umbrella uses his suitcase as a shield, pillow, shelter,
materials gathering bag, etc. and his umbrella as a weapon, an extension of his
arm to hook unreachable things or as a means to swing from branches, etc.</div>
<div class="MsoNormal">
So some of these things might not be creative to everyone,
but to others it could be something that they wouldn’t think of (and
have it be a great idea).</div>
<div class="MsoNormal">
<br /></div>
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Wong Fei Hung (Jet Li) Umbrella lol usage </div>
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My point is, anything can be creative if someone thinks it
is and doesn’t always have to come in art form. You don’t necessarily have to
be trained to be creative (unless it involves kicking ass with a flimsy umbrella).</div>
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Speaking on the matter of art, the chances are
however that if you were to be able to be much more open with your mind and not
be stuck thinking about what popular media throws at you, your mind won’t
anchor itself onto something similar and be influenced subconsciously by them.
Of course this isn’t to say it’s a bad thing as you could always draw
inspiration from other things you’ve seen. But the chances are someone will say
that it’s a knock off of something. Even without influences like that it’s very
common for other’s to relate what you’re creation is similar to.</div>
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I find that broadening your visual library by travelling,
reading, personal experiences and participation/hobbies in as much things
as you can and learning of historical and natural aspects of the world could possibly heighten your creative senses further.</div>
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I say travelling because visiting alienating foreign
cultures and being able to experience them first hand always leaves your mind
often shocked or fascinated by what you would not normally see in your usual
daily life you have experienced beforehand.</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://news.bbcimg.co.uk/media/images/62439000/jpg/_62439278_jex_1497863_de26.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="180" src="http://news.bbcimg.co.uk/media/images/62439000/jpg/_62439278_jex_1497863_de26.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A Chinese woman working whilst carrying her baby could be a bit of a culture shock for some people as well as make for a potentially good character design.</td></tr>
</tbody></table>
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I mentioned reading because often words put into your head
stimulates your imagination of the world or subject you are reading upon. Visually,
you build up your own versions of what you are reading and can easily apply it
to many things and you won’t be necessarily copying anything as you yourself
had imagined it. Descriptive words are extremely valuable.</div>
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When I said personal experiences, I meant it in more the
emotional feelings you have felt in your life. To have emotions influence your
creations could help with bringing life and depth into them. They can be shown
and applied in many different ways and in different forms such as through colour
or composition and perspectives. </div>
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Participating in many activities and events can open you to
new life experiences that take you out of your comfort zone such as various sports,
health activities, or skydiving, etc. can help with inspiration. Taking
interests in hobbies such as a musical instrument or dancing can help spark
your creativity and see many different things in new ways, etc.</div>
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Learning historical facts or the ways of how the natural world works can open up the believability of your creations. Reading up, visiting museums or watching documentaries can also be extremely enjoyable</div>
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A recent documentary I watched on the the Knight Templar </div>
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These are just some examples on how these activities can
help broaden your visual library as well as your creativity thinking process.
Everyone have different ways of building creativity and it all depends on the people
who view them as creative.</div>
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Creativity and skill doesn’t always have to be applied
together. Skill is something that you can practice and hone your abilities to
become more skilful at a certain something. Say for example you were extremely skilful
at painting or drawing, yet the things you draw aren’t very creative (in my
opinion) such as a man in a US ranger uniform. The painting could be very
realistic however the subject matter is just dull and brown.</div>
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Though a painter who is less technically skilled as the
former but was able tocreatively utilise many different methods to portray
something through the use of wacky brush techniques and wide use of colours
could show something much more interesting than something that could be seen as
a photograph. </div>
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Now I’m not saying that’s a bad thing, but my point is that
being skillful doesn’t particularly mean someone is instantly a creative person.</div>
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Within the games industry, I feel creativity is a fickle
thing. Depending on which companies or individuals play it safe or dangerously.
Creativity through the means of control schemes, rebooting a genre in a
franchise or perhaps just adding new modes, characters, items, etc. all depends
on what people think of them. </div>
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Slapping a brand name on something doesn’t mean that
whatever that thing in development is, is instantly going to be a creative hit.</div>
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With a game like DMC, I find that the environments are extremely
creative with how it is portrayed towards the player. With the new battle system
and the control scheme, I don’t particularly have too much to say on it as it
works well, but doesn’t particularly feel like it’s something very clever or
new. With the development of the main character (Dante) however, in my opinion,
I feel that they have taken a step backwards. Trying to force the badass attitude
on him and turn him into a bit of an (for me at least) quite an unlovable punk
just kills it for me. The new version of him has alienated me from the
character that I had grown with my experience of Devil May Cry series and
(again in my opinion) never saw a need for a rehashing on the character’s style
as he wasn’t particular boring to me.</div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://devil-may-cry.my1.ru/_ph/42/909790105.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="235" src="http://devil-may-cry.my1.ru/_ph/42/909790105.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I love how surreal the DMC environments are!</td></tr>
</tbody></table>
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<a href="http://static.tvtropes.org/pmwiki/pub/images/DMC1_Dante.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://static.tvtropes.org/pmwiki/pub/images/DMC1_Dante.jpg" width="219" /></a><a href="http://images3.wikia.nocookie.net/__cb20120319074402/devilmaycry/images/1/15/DMC-Dante.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://images3.wikia.nocookie.net/__cb20120319074402/devilmaycry/images/1/15/DMC-Dante.png" width="168" /></a></div>
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I still much prefer original Dante however!</div>
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Still commend the company for trying something different and following through with it.</div>
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With my own creativity in art design, I have always tried to
create something with a believable background as well as have it potentially
working in real life. However I am not completely constricted in this way of
development. To slightly break the rules of it can open up possibilities and
influence your ideas further during the development phase.</div>
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Here is an example of how I looked at creating myself based off of the world of Mortal Engines novel. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi29KyGD5QEU5kpyKNpT-C55weP7o-U6JotbjnwLyAZpThB4i_t6leBar9e0oMft-dsYDsWPqlPWKBrGYfqFVVQOblDtQIKjB9DRTNLq0ZA3j7fmUIv7NQJJ8JT7fWVU2_qNYFlJcwdEx0/s1600/Final+1.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi29KyGD5QEU5kpyKNpT-C55weP7o-U6JotbjnwLyAZpThB4i_t6leBar9e0oMft-dsYDsWPqlPWKBrGYfqFVVQOblDtQIKjB9DRTNLq0ZA3j7fmUIv7NQJJ8JT7fWVU2_qNYFlJcwdEx0/s320/Final+1.jpg" width="225" /></a></div>
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To begin with, I read the book to understand the lore of the world. I then
took a fancy to the historical guild, one of the guilds of London in the book.
as I was developing some designs for my character, basing from the descriptions
of what I read, I end up changing the design of my character from a historian
to an archaeologist, also within the book.<br />
<br />
With influences from one of my favourite artists, Daisuke Ishiwatari, I
decided to add something that would look a little ridiculous and not necessarily
cool, but interesting to have. I also wanted to make it believable and to have
it serve a purpose rather than putting it in for the sake of being different.<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaM-5b3ftlWHbsxnOLPz64m_FM8YCj7NBrjR1OeNQ4oUlYWc78-F4ziI_h1xGKJ4H5UMGhVvvEIgmxNoGoxH0CRYdOk1zLnvk38lSYE4vSi9d37VUfB9otnS04LpfmSjgxS4lJQGTA8Xs/s1600/Final+2.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaM-5b3ftlWHbsxnOLPz64m_FM8YCj7NBrjR1OeNQ4oUlYWc78-F4ziI_h1xGKJ4H5UMGhVvvEIgmxNoGoxH0CRYdOk1zLnvk38lSYE4vSi9d37VUfB9otnS04LpfmSjgxS4lJQGTA8Xs/s320/Final+2.jpg" width="225" /></a>The Grandfather clock is used to carry old tech that he finds as an archaeologist
and take back to London. Its strapped across his back and a possible reason that he uses
this rather than a conventional bag could be because it's one of his most
lovable discoveries.<br />
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A reason why his sword and glove is lit up could be because his line of work
may involve exploring the deep and the dark; he would need a guiding light to
plunge through the darkening depths.<br />
<br />
Of course I don't like to anchor any meaning onto anything unless I have to,
so I like to keep it quite open for anyone to have their own take and interpretation
on my things as well! <br />
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As long as I start with something that could potentially work
and ends as something that could still potentially work, going nuts in during
the development phase can really boost your creative thoughts.</div>
Sam Wonghttp://www.blogger.com/profile/12051862029137786169noreply@blogger.com0tag:blogger.com,1999:blog-6755450300423783252.post-73838094838181838762013-05-23T08:26:00.001-07:002013-05-23T12:41:49.538-07:00An Introduction to the Game Industry: from Generalist to Specialist<!--[if gte mso 9]><xml>
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<br />
<div class="MsoNormal">
Game creation has certainly come a long way since the days
of ‘bedroom programming’. As the industry grew into a multimillion dollar
industry; and technology and demands grew for gaming, specialised roles have naturally
come into play particularly for larger scale titles and companies.</div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="http://upload.wikimedia.org/wikipedia/en/thumb/5/59/Pac-man.png/200px-Pac-man.png" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="http://upload.wikimedia.org/wikipedia/en/thumb/5/59/Pac-man.png/200px-Pac-man.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Pac-Man was a 9 man team job!</td></tr>
</tbody></table>
<div class="MsoNormal">
A single person generally isn’t able to fully manage all
areas of the game. As things become larger in scale, so too must the staff and
specialisation working on the titles.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
A games Designer is a role that envisions the world and
creates the rules of the games. Games Designers need a varied mix of skills
such as design, management, scheduling, research, etc.
</div>
<div class="MsoNormal">
For larger scale games, more than one Game Designer may be
needed to overlook the projects. Learning to collaborate and communicate will
be required to ensure a smooth process.</div>
<div class="MsoNormal">
Here are some of the job titles that exist within this area:</div>
<div class="MsoNormal">
<br />
Leader Designer</div>
<div class="MsoNormal">
Games Designer</div>
<div class="MsoNormal">
Script Writer</div>
<div class="MsoNormal">
Map Builder</div>
<div class="MsoNormal">
Level Editor</div>
<div class="MsoNormal">
Object Planner</div>
<div class="MsoNormal">
GUI Designer</div>
<div class="MsoNormal">
Storyboard Artist</div>
<div class="MsoNormal">
Illustrator</div>
<div class="MsoNormal">
Graphic Designer</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
As games become more and more graphically advanced and
artistically demanding, artists and animators are employed to focus on the
visuals of the games. There are many kinds of specialised art areas that take
on specific roles such as a concept artist, environmental artist, vehicle
artists, etc. To have a specialised roles and someone to communicate and steer
the roles into the right direction (such as an Art Lead or an Art Director),
the game visuals start to come together to form a larger, visually stunning and
believable picture. Specialised areas of the art side include:</div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWlB9Kmf3_jcOX8K3athZB6uBqHVuk2abU057sKAqJkMcBTcsEWmx-FM3o4sFs04AOU4pRHQ8EGUjoe73vodhlGMsFjr4hyphenhyphen_Es5ebRdD8hTxNvXpGiabRwARg6dfAE26LbJidUUQDy3Qk/s1600/feng_zhu_01.png" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWlB9Kmf3_jcOX8K3athZB6uBqHVuk2abU057sKAqJkMcBTcsEWmx-FM3o4sFs04AOU4pRHQ8EGUjoe73vodhlGMsFjr4hyphenhyphen_Es5ebRdD8hTxNvXpGiabRwARg6dfAE26LbJidUUQDy3Qk/s320/feng_zhu_01.png" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The renowned artist Feng Zhu</td></tr>
</tbody></table>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Creative Manager</div>
<div class="MsoNormal">
Art Director</div>
<div class="MsoNormal">
Lead Artist</div>
<div class="MsoNormal">
Concept Artist</div>
<div class="MsoNormal">
Environment Artist</div>
<div class="MsoNormal">
Vehicle Artist</div>
<div class="MsoNormal">
Character Artist</div>
<div class="MsoNormal">
Technical Artist</div>
<div class="MsoNormal">
Animator</div>
<div class="MsoNormal">
3D Modeller</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Programmers are the ones responsible to actually make the
game play and work. Just like the other areas of the industry, programmers have
varied specialised roles with a Lead Programmer to overlook and guide all other
areas.</div>
<div class="MsoNormal">
Here are some of the specialised roles that can be found in
the programming area:
</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Lead Programming</div>
<div class="MsoNormal">
Software Engineer</div>
<div class="MsoNormal">
A.I Programmer</div>
<div class="MsoNormal">
Middleware/Tools Programmer</div>
<div class="MsoNormal">
Graphics Programmer</div>
<div class="MsoNormal">
Gameplay Programmer</div>
<div class="MsoNormal">
Action Scripter</div>
<div class="MsoNormal">
Platform Designer</div>
<div class="MsoNormal">
Information Architect</div>
<div class="MsoNormal">
Systems Analyst</div>
<div class="MsoNormal">
Database Designer</div>
<div class="MsoNormal">
Engine Programmer</div>
<div class="MsoNormal">
Server Architect</div>
<div class="MsoNormal">
<br /></div>
<div style="text-align: right;">
</div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="http://www.vgarabia.com/images/2009/08/nobuo-uematsu.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="219" src="http://www.vgarabia.com/images/2009/08/nobuo-uematsu.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The veteran composer for Final Fantasy, Nobuo Uematsu</td></tr>
</tbody></table>
<div class="MsoNormal">
Audio in games is one of the smaller specialised areas in
the industry. Generally this area can get a little chaotic with many types of
composers. In one instance, the game Super Smash Bros Brawl on the Wii had one
of the most music composers in one game with 36 veteran composers, with the
Final Fantasy composer Nobuo Uematsu for the main theme. Music ended up being rather
inconsistent in my opinion but wasn’t particularly a bad thing however as there
were many different types of genres within the game.</div>
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Here are some of the specialised roles you may find within
this particular area:</div>
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<br /></div>
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Musician</div>
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Composer</div>
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Sound Effects Designer</div>
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Audio Engineer</div>
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<br /></div>
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Quality Assurance (or Games Testing) is and area that many first
come to as their first point of entry to the gaming industry. It’s a highly
important area in which the Testers must find and iron out bugs and faults of
games and document them.</div>
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Here are the roles that could be included within this area:</div>
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QA Manager</div>
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Quality Assurance Technician/Tester</div>
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Lead Tester</div>
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Localisation Tester</div>
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Localisation Manager</div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://upload.wikimedia.org/wikipedia/commons/6/68/Daisuke_Ishiwatari_at_FanimeCon_2010-05-30_1.JPG" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="240" src="http://upload.wikimedia.org/wikipedia/commons/6/68/Daisuke_Ishiwatari_at_FanimeCon_2010-05-30_1.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Daisuke Ishiwatari Started off his career as a Games Tester and worked his way up to Games Deigner, Composer, Voice Actor, Lead Artist and more. Kinda seems like a Specialist to Generalist here!</td></tr>
</tbody></table>
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As the industry continues to become larger and to invent new
ways in which to take the industry forward, I’m sure that there will be many
more specialised job areas spawning for the days to come.</div>
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<br /></div>
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<a href="http://www.creativeskillset.org/games/careers/article_2768_1.asp">http://www.creativeskillset.org/games/careers/article_2768_1.asp</a></div>
Sam Wonghttp://www.blogger.com/profile/12051862029137786169noreply@blogger.com0tag:blogger.com,1999:blog-6755450300423783252.post-18299118670845617432013-05-23T05:39:00.000-07:002013-05-23T05:39:01.944-07:00Elements of Game Technology, Part Three: Interaction Design<!--[if gte mso 9]><xml>
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In the early days of gaming, playing games at home and in the arcades were
nothing more than a simple control pad or an arcade stick. They were simple
designs that were pretty easy to understand as well as getting the job done.<br />
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">In the early times, not much consideration was put into the design of
consoles and controllers as there would be many flaws and nuisances. An example
would be the extra ‘brick’ plug adapters for the Sega genesis add-ons such as
the 32x and the CD attachment; with the adapter being too large and a nuisance.</span></div>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;"> </span></div>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;"> </span><span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">As the industry grew, so too did the designs of consoles and game
controls.</span>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">I’ll start with discussing about the arcade designs.</span></div>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">Arcade machines come in various shapes and forms these days. From the
simple (but popular) arcade stick to the steering wheel and gear stick, many
different control types have been created for specific arcade games and their
genres.</span></div>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">With my experience, playing at the arcade has always felt like a lively
experience especially with the unique intereactive control schemes. Playing
Dance Dance Revolution on the dance pad with all these lights flashing in your
face, high quality sounds and with a bunch of friends really makes that
experience much more fun (even more so when a crowd gathers).</span></div>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">If the game was
missing the dance pad, the experience would change completely and would
probably not prove to be as popular.</span></div>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">There are other types of musical arcade games that have many different
variations in the control schemes better suiting the game and genre. To name a
few:</span></div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="http://traveljapanblog.com/wordpress/wp-content/uploads/2012/06/21125716-taiko-video-game-ryan.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="200" src="http://traveljapanblog.com/wordpress/wp-content/uploads/2012/06/21125716-taiko-video-game-ryan.jpg" width="190" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Taiko no Tatsujin Arcade Machine</td></tr>
</tbody></table>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">Guitar Hero – Plastic guitar controller</span></div>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">Taiko no Tatsujin – Taiko drum controls</span></div>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">DJ Max Technika – Touch screen</span></div>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">Beatmania – Turntable</span></div>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">Other types of control schemes for other genres include</span></div>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">Gun controllers</span></div>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">Interactive steering wheel, pedals, car seat and gear stick, etc.</span></div>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">Footballs</span></div>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">With home consoles, games are usually designed with the standard control
pad in general. As consoles advanced in tech, intuitive control schemes would
advance alongside them.</span></div>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">Consoles would eventually have standard controllers that included analog
sticks with some consoles including pressure sensitive buttons. This opened
many possibilities for new ways to play games. One example would be for 1<sup>st</sup>
and 3<sup>rd</sup> person shooters; where possible the universal control scheme
would progress onto using 2 analog sticks (with one for movement and the other
for direction).</span></div>
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<a href="http://paranerds.com/wp-content/uploads/2011/09/1985-1024x744.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="232" src="http://paranerds.com/wp-content/uploads/2011/09/1985-1024x744.jpg" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNb0rznld44n0rwAgdiAq0z_oZS1wbevbimlpRObn8CxkAxOQzASjcO-btH0cDjh0MSo5Ebpsr2xALnWYTxSzTdIYhgciM3Av4jx5xjMRF5j_UntVymnj84vQqSlWJiNXt8KAT28Rj2JY/s1600/659e5_playstation_1024829800_3c8f69296b.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNb0rznld44n0rwAgdiAq0z_oZS1wbevbimlpRObn8CxkAxOQzASjcO-btH0cDjh0MSo5Ebpsr2xALnWYTxSzTdIYhgciM3Av4jx5xjMRF5j_UntVymnj84vQqSlWJiNXt8KAT28Rj2JY/s320/659e5_playstation_1024829800_3c8f69296b.jpg" width="240" /></a></div>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;"></span><span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">Home consoles would also adapt many control schemes from the arcades to
take the arcade experience at home. Light guns, dance mats and arcade sticks
would be taken to the living/bedroom to further enhance your gaming.</span>
</div>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">In my opinion, the experience of having these controls schemes at home
just isn’t the same as the real arcade experience. This isn’t to say that it’s
not fun at all, but rather just fun in a different way. I find that the advantages
to having these control schemes are that you don’t have to keep paying money
into an arcade machine for each gaming session.</span></div>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">One example from my personal experience is that back in my childhood
days I was able to have long sessions of playing Point Blank with 2 light guns
without having to spend a fortune paying for 2 players each time (something I
would never be able to do in the arcades with my non-existent money).</span></div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://i.imgur.com/XsYvj2h.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="264" src="http://i.imgur.com/XsYvj2h.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">One controller for each hand</td></tr>
</tbody></table>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">Having multiple ways of playing a game with different control schemes
also opens up windows for more fun. For fighting games, I’ve been playing with
a control pad for my entire life. However during my adult days, one of my
friends were particularly interested in playing fighting games with an arcade
stick (as he created some) and had made one for me. With my new gift I was able
to learn a different control scheme which in a way opened up a new gaming
experience for me and was able to double the fun than I would have had with
just the control pad.</span></div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdrK3jadcNQpngILLUCqX2mz6QZYcx9rxD3vl8nXQQya-ykykocnbfdTF6G0ZXChBJQpXaSKx4Il2j17yqtQh0uq5_MWI4ul5Al5AJviioCD0oRt60C1ffL80lXrlQIMbRAYKM1zSPjcs/s1600/DSCF2202.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdrK3jadcNQpngILLUCqX2mz6QZYcx9rxD3vl8nXQQya-ykykocnbfdTF6G0ZXChBJQpXaSKx4Il2j17yqtQh0uq5_MWI4ul5Al5AJviioCD0oRt60C1ffL80lXrlQIMbRAYKM1zSPjcs/s320/DSCF2202.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">My friend made me this (I didn't choose this image on it!). It's been signed by the creators of Guilty Gear and BlazBlue Daisuke Ishiwatari and Toshimichi Mori when I attended the London BlazBlue Tournament.</td><td class="tr-caption" style="text-align: center;"></td></tr>
</tbody></table>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">The arcade sticks have also continued to be developed. There are
multiple companies that create top of the range and offer different types of
arcade stick parts that could help people fully customise their own arcade
stick to their preferred specifications. One particular arcade stick has
ironically discarded stick part and has replaced it with buttons.</span></div>
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<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/dGU1d-cmtuQ?feature=player_embedded' frameborder='0'></iframe></div>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">I think that the gaming industry is going to continue to develop new
ways of gaming as time goes on. This is evident with what the newer consoles
have to offer.</span></div>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">Consoles and arcade systems have had a varied focus on motion sensor,
touch sensitive, voice control and even the dynamic gyroscopic movements seen
on the 3DS.</span></div>
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<a href="http://86bb71d19d3bcb79effc-d9e6924a0395cb1b5b9f03b7640d26eb.r91.cf1.rackcdn.com/wp-content/uploads/2011/03/nintendo-3ds-spec-sheet.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="234" src="http://86bb71d19d3bcb79effc-d9e6924a0395cb1b5b9f03b7640d26eb.r91.cf1.rackcdn.com/wp-content/uploads/2011/03/nintendo-3ds-spec-sheet.jpg" width="320" /></a></div>
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<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/6RSHZmO-gk8?feature=player_embedded' frameborder='0'></iframe></div>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">3D technology has been pushed to further immerse gamers and viewers into
the game world. Though it’s a fun gimmick, I think that it’s a very unnecessary
function to have and shouldn’t be forced upon players in the future.</span></div>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">I have personally enjoyed many games with many different kinds of
controls schemes. Ranging from the dual light guns on Point Blank, to the wacky
turntable of Beatmania, each and every game were able to make feel much more
involved within the games and provide me with a new kind of challenges.<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://ps2media.ign.com/ps2/image/article/698/698893/beatmania-20060328054647133-000.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="160" src="http://ps2media.ign.com/ps2/image/article/698/698893/beatmania-20060328054647133-000.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Beatmania Controller for the Playstation 2</td></tr>
</tbody></table>
</span></div>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">Recent announcements from the Xboxone with the improved motion tracking
and voice recognition is showing that our gaming future could possibly be
filled with interactive controls schemes thrown at us; whether we like it or
not.</span></div>
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<tr><td style="text-align: center;"><a href="http://www.independent.co.uk/incoming/article8626166.ece/BINARY/original/web-xbox-one-1-ap.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="300" src="http://www.independent.co.uk/incoming/article8626166.ece/BINARY/original/web-xbox-one-1-ap.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Xbox One</td></tr>
</tbody></table>
<br />
Sam Wonghttp://www.blogger.com/profile/12051862029137786169noreply@blogger.com0tag:blogger.com,1999:blog-6755450300423783252.post-63333333600141656712013-05-22T18:23:00.000-07:002013-05-22T18:40:36.444-07:00Elements of Game Technology, Part 2: Sound for Games<!--[if gte mso 9]><xml>
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<br />
<div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm;">
<span style="color: black; font-family: "Times New Roman","serif"; font-size: 13.5pt; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">I've always said that my personality has always been affected by games
during my upbringing, stemming from The art styles, 8 bit pixel games that
provoked my imagination of an in game world (as well as just the love for pixel
arts!), characters within the game and environments just to name a few.</span><span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;"></span></div>
<div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm;">
<span style="color: black; font-family: "Times New Roman","serif"; font-size: 13.5pt; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">Sound effects and music within games are of no exception.</span></div>
<div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm;">
<span style="color: black; font-family: "Times New Roman","serif"; font-size: 13.5pt; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-GB;">The wacky 8 bit sound effects of the retro age and just early games noises in general have
always given me that connection to fantasy worlds and escapism from the real
world. The 8 bit sound effects in music today bring back many fond nostalgic
memories of my carefree early gaming days.</span></div>
<div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal">
<span style="color: black; font-family: "Times New Roman","serif"; font-size: 13.5pt; line-height: 115%;">Sounds and music has come a long way
since its 8 bit days and in with sound effects and with it, the ability to
create very realistic sounding games such as Call of Duty. With the sound
technology we have today, the believability of game worlds can be much more
convincing.</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="color: black; font-family: "Times New Roman","serif"; font-size: 13.5pt; line-height: 115%;">Many games today have musical scores
that help create the atmosphere and the tension within certain moments of the
game. For example, in Call of Duty, there is a section in the game where you
are on snow mobiles and in a tense chase; the finale is made by a large jump
over the snowy cliffs. The music then builds up towards the jump and then stops
as the player is in mid-air.</span></div>
<div class="MsoNormal">
<span style="color: black; font-family: "Times New Roman","serif"; font-size: 13.5pt; line-height: 115%;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/ak42yPyzSok?feature=player_embedded' frameborder='0'></iframe></div>
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<span style="color: black; font-family: "Times New Roman","serif"; font-size: 13.5pt; line-height: 115%;"><br /></span></div>
<div class="MsoNormal">
<span style="color: black; font-family: "Times New Roman","serif"; font-size: 13.5pt; line-height: 115%;"><br /></span></div>
<div class="MsoNormal">
<span style="color: black; font-family: "Times New Roman","serif"; font-size: 13.5pt; line-height: 115%;">Through the clever use of sounds a wide
range of possibilities open up to drive the player forward in various ways. For
example sound can often hint clues to the player and their directives or the
music could play a subtle tone to encourage the player to have a stealth
approach to certain areas.</span></div>
<div class="MsoNormal">
<span style="color: black; font-family: "Times New Roman","serif"; font-size: 13.5pt; line-height: 115%;">Another example is Metal Gear Solid. The
music starts off very neutral and very passive and all of a sudden the player
would be caught by a soldier and the pace of the game changes dramatically
along with the musical cues of the games. As times passes and the player avoids
and hides for a set amount of time, eventually the music would change into a
kind of cool down tone; after the adrenaline of being chased.</span></div>
<div class="MsoNormal">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<object class="BLOGGER-youtube-video" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" data-thumbnail-src="http://img.youtube.com/vi/KpyXkjW_ld4/0.jpg" height="266" width="320"><param name="movie" value="http://youtube.googleapis.com/v/KpyXkjW_ld4&source=uds" /><param name="bgcolor" value="#FFFFFF" /><param name="allowFullScreen" value="true" /><embed width="320" height="266" src="http://youtube.googleapis.com/v/KpyXkjW_ld4&source=uds" type="application/x-shockwave-flash" allowfullscreen="true"></embed></object></div>
<div class="MsoNormal">
6:00 Onwards</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="color: black; font-family: "Times New Roman","serif"; font-size: 13.5pt; line-height: 115%;">As sounds continue to develop along with
the gaming industry, I personally find that memorable music becomes less and
less. I think nostalgia plays a big deal for me and not to say that there isn’t
any music these days in games that I find memorable.</span></div>
<div class="MsoNormal">
<span style="color: black; font-family: "Times New Roman","serif"; font-size: 13.5pt; line-height: 115%;">I personally find that with 8 bit like
tunes in my childhood days were like my lullabies. They were generally quite
simple tunes with a very catchy melody; which was more than enough to make them
some of the most loved and memorable tunes in my life.</span></div>
<div class="MsoNormal">
<span style="color: black; font-family: "Times New Roman","serif"; font-size: 13.5pt; line-height: 115%;">Though modern music and sound in games do
very well with immersing players within the moment and the games, it doesn’t
particularly always make it better than the earlier and less advanced sound
technologies. Many songs these days are still involve a great deal of 8 bit - like
noises greatly inspired by earlier video game noises.</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="color: black; font-family: "Times New Roman","serif"; font-size: 13.5pt; line-height: 115%;">Here's an example of a song made using the sounds of the first Game Boy.:</span></div>
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<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/ArWwnnSZh8g?feature=player_embedded' frameborder='0'></iframe></div>
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<span style="color: black; font-family: "Times New Roman","serif"; font-size: 13.5pt; line-height: 115%;"><br /></span></div>
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<br /></div>
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<span style="color: black; font-family: "Times New Roman","serif"; font-size: 13.5pt; line-height: 115%;">Games within the gaming industry (new
and old) have been a major influence in my life, encouraging the type of
personality I hold, hobbies I take up (such as my recent guitar playing) and
the styles of other music I take interest in.</span></div>
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<br /></div>
<div class="MsoNormal">
<span style="color: black; font-family: "Times New Roman","serif"; font-size: 13.5pt; line-height: 115%;">Here are a few of my favourite video
game composers:</span><br />
<br />
<span style="color: black; font-family: "Times New Roman","serif"; font-size: 13.5pt; line-height: 115%;"><span style="color: black; font-family: "Times New Roman","serif"; font-size: 13.5pt; line-height: 115%;"> Koji Kondo</span> </span></div>
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<br /></div>
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<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/Yv9ZntxdyCs?feature=player_embedded' frameborder='0'></iframe></div>
<br /></div>
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<span style="color: black; font-family: "Times New Roman","serif"; font-size: 13.5pt; line-height: 115%;"> Nobuo Uematsu</span><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
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<span style="color: black; font-family: "Times New Roman","serif"; font-size: 13.5pt; line-height: 115%;"> Michiru Yamane</span><br />
<br />
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<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/sQuNTBftD5s?feature=player_embedded' frameborder='0'></iframe></div>
</div>
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<span style="color: black; font-family: "Times New Roman","serif"; font-size: 13.5pt; line-height: 115%;"> Martin O’Donnell</span><br />
<br />
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<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/EQR-n6Z7Kxk?feature=player_embedded' frameborder='0'></iframe></div>
</div>
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<span style="color: black; font-family: "Times New Roman","serif"; font-size: 13.5pt; line-height: 115%;"> Motoi Sakuraba</span><br />
<br />
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<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/TQriRKm4poU?feature=player_embedded' frameborder='0'></iframe></div>
</div>
<div class="MsoNormal">
<span style="color: black; font-family: "Times New Roman","serif"; font-size: 13.5pt; line-height: 115%;"> David Wise</span><br />
<br />
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<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/h0Mp8uMammw?feature=player_embedded' frameborder='0'></iframe></div>
</div>
<div class="MsoNormal">
<span style="color: black; font-family: "Times New Roman","serif"; font-size: 13.5pt; line-height: 115%;"> Grant Kirkhope</span><br />
<br />
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<br />
<span style="color: black; font-family: "Times New Roman","serif"; font-size: 13.5pt; line-height: 115%;"> Daisuke Ishiwatri</span><br />
<span style="color: black; font-family: "Times New Roman","serif"; font-size: 13.5pt; line-height: 115%;"></span><br />
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<span style="color: black; font-family: "Times New Roman","serif"; font-size: 13.5pt; line-height: 115%;"><span id="goog_226351548"></span><span id="goog_226351549"></span> </span></div>
Sam Wonghttp://www.blogger.com/profile/12051862029137786169noreply@blogger.com0tag:blogger.com,1999:blog-6755450300423783252.post-22480573038862176362012-12-04T19:52:00.000-08:002012-12-04T22:09:50.725-08:00Elements of Game Technology Part 1: Game Engines<!--[if gte mso 9]><xml>
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<br />
<div class="MsoNormal">
Now that I have dipped my toes into the basics of importing
assets into UDK, I think it’s time to look into various other game engines and
what they have to offer!</div>
<div class="MsoNormal">
Here are some of the game engines that I have discovered and
will be comparing:</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
CryEngine 3</div>
<div class="MsoNormal">
Source Engine</div>
<div class="MsoNormal">
Unreal Engine 3</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
I’ll start from the top with the CryEngine 3.<br />
<br /></div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="http://cookingwithgrenades.com/wp-content/uploads/2012/09/Timesplitters-Dino.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="239" src="http://cookingwithgrenades.com/wp-content/uploads/2012/09/Timesplitters-Dino.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Oh Timesplitters, you so crazy! Bring back the madness Crytek!</td></tr>
</tbody></table>
<div class="MsoNormal">
CryEngine 3 is the game engine from Crytek that runs games
such as Crysis franchise, Homefront 2, Mecha Warrior Online, to name a few. Crytek UK was formerly known as Free Radical Design responsible for one of the awesome game franchises that I grew up on known as 'Timesplitters' (a bit pointless, but it's what comes to my head when I think Crytek!) </div>
<div class="MsoNormal">
It’s not free software and is reported to cost roughly 1.2
million dollars to have it licenced. However there is a version called
CryEngine 3 SDK that’s free of charge for educational purposes and non-commercial
game development. If distributing a game you had created for free then it also
requires no license.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Truthfully, there are a whole lot of things that I read up
about game engines and I have only the slightest clue in what they mean by it
at the moment, but I'll do my best to research them and get a better understanding of them!</div>
<div class="MsoNormal">
Apparently unlike many other game editors that use a subtractive
style of editing which retracts areas away from a filled space in the world the
CryEngine 3 uses an additive style within their sand box.</div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="http://media.psu.com/media/cryunreal/cryunreal_01.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="160" src="http://media.psu.com/media/cryunreal/cryunreal_01.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Hmm, I think I preffer the CryEngine in this image</td></tr>
</tbody></table>
<div class="MsoNormal">
Since the sand box can potentially be large, it uses an
algorithmic form of creating the textures onto the landscape and other objects.
It does this by utilising many parameters within the software to work out the
distribution of textures and vegetation, etc. It supposedly saves time and makes
it feasible to edit large terrain and maintain the sandbox free roaming style.</div>
<div class="MsoNormal">
Because of something called “What you see is what you play”,
you can jump right into whatever you were designing. </div>
<div class="MsoNormal">
A few disadvantages with this engine is that it’s limited in
its free version and that it’s only compatible with Windows and the Xbox 360
and PS3 consoles, limiting itself further. For me though, it’s fine as I’m
still at the stage of learning game engines and what not.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The Source Engine was developed by the Valve Corporation and
games such as Half Life 2, Team Fortress 2 and Dota 2.</div>
<div class="MsoNormal">
The game was originally designed for powering FPS games,
however it has also been used to professionally used to create many other
genres such as side scrollers and RTS games.</div>
<div class="MsoNormal">
As with UDK and CryEngine, there is also a SDK version for
educational and free use.<br />
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/rJRLy-Dgf5A?feature=player_embedded' frameborder='0'></iframe></div>
<div class="MsoNormal">
<br />
However upon doing some further research into the engine I have
learnt that it has been criticized for being outdated and a “near broken” state
with bugs and crashes. It requires varying level of (potentially long) text
based scripting manually before the commands are executed.</div>
<div class="MsoNormal">
Currently a new set of tools is being created by valve so
time will tell if the problems will be addressed. I think I’ll stay away from
the Source Engine for now…</div>
<div class="MsoNormal">
It's a shame cos it looked quite nice in that video. I might look it up at some point when it's updated. </div>
<div class="MsoNormal">
It can however support the Mac, Xbox 360 and the PS3 (as
well as Windows of course).</div>
<div class="MsoNormal">
<br /></div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="http://www.gameschasm.com/gameschasm/unreal-tournament-6.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="205" src="http://www.gameschasm.com/gameschasm/unreal-tournament-6.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Ahh UT... brings back memories... *teary eye*</td></tr>
</tbody></table>
<div class="MsoNormal">
Unreal Engine 3 was developed by Epic Games. When I think of
the name Unreal I instantly think about the Unreal Tournament games I had
enjoyed oh so much back in the day (I make myself sound so old…)</div>
<div class="MsoNormal">
Anyways, moving on swiftly; some games that ran on the
Unreal Engine 3 are Batman: Arkham Asylum and Arkham City, Borderlands 2 and
the upcoming games BioShock Infinite and Aliens: Colonial Marines a currently
being developed on the engine.</div>
<div class="MsoNormal">
Like the Source Engine, it was primarily designed for
running FPS games, however many other genres have been successfully developed such
as MMORPGS. It is a rather popular game engine used by many game developers. It
could be because of its support of C++ making it very universal and familiar to
use.</div>
<div class="MsoNormal">
It’s also in support many of the current platforms such as
Windows, Mac, PS3, Xbox 360, Wii U, the iOS and Android.<br />
<br />
</div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="http://media.psu.com/media/cryunreal/cryunreal_05.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="160" src="http://media.psu.com/media/cryunreal/cryunreal_05.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Hmm, I think I prefer the Unreal Engine in this image </td></tr>
</tbody></table>
<div class="MsoNormal">
The latest Unreal engine (that being 3) is designed for the
use of Direct 9,10 and 11 and can read systems using OpenGL managed by the non-profit
technology consortium Khronos Group.</div>
<div class="MsoNormal">
With UDK, anyone can sell there games by paying Epic 99
dollars and 25% royalty on UDK related revenue all UDK based games or
commercial applications above 50 000 dollars.</div>
<div class="MsoNormal">
One advantage with the Unreal Engine is that it’s considered
widely as being ‘easy to use’ compared to a lot of other engines. I guess if I
were in need of some tutorials or need find out a problem, it would be more
likely to find an answer using this engine as many people use this popular engine.</div>
<div class="MsoNormal">
Since UDK is free, it’s no surprise that its features are
limited. The platforms are severely limited to only Windows and the iOS and it
costs around the 1 million dollar mark to get a license for Unreal Engine 3.</div>
<div class="MsoNormal">
This shouldn’t be a problem to me though as I’m only
learning the program through educational purposes.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
So now that I’ve looked into these three engines, I think I’ll
give the SDK version of CryEngine 3 a crack at some point. Though learning UDK
should probably be my first choice for now (especially since the group projects
are coming up!)</div>
<div class="MsoNormal">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/NXNvmvaBNiY?feature=player_embedded' frameborder='0'></iframe></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
This is pretty interesting. I personally find them both to look quite appealing and have their own little charms (in this demonstration at least). I'll definately be giving these two a go probably and getting a grasp at them before checking out another game engine... (probably... :p)</div>
<div class="MsoNormal">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<object class="BLOGGER-youtube-video" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" data-thumbnail-src="http://2.gvt0.com/vi/SMaNJ_YZ7-Y/0.jpg" height="266" width="320"><param name="movie" value="http://www.youtube.com/v/SMaNJ_YZ7-Y&fs=1&source=uds" /><param name="bgcolor" value="#FFFFFF" /><param name="allowFullScreen" value="true" /><embed width="320" height="266" src="http://www.youtube.com/v/SMaNJ_YZ7-Y&fs=1&source=uds" type="application/x-shockwave-flash" allowfullscreen="true"></embed></object></div>
<div class="MsoNormal">
<br />
Also, saw this very recently and just remembered. I'll just leave this here... ¦3 </div>
<div class="MsoNormal">
</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<a href="http://www.esenthel.com/?id=compare">http://www.esenthel.com/?id=compare</a></div>
<div class="MsoNormal">
<a href="http://gamedev.stackexchange.com/questions/8111/why-should-i-consider-using-the-source-engine">http://gamedev.stackexchange.com/questions/8111/why-should-i-consider-using-the-source-engine</a></div>
<div class="MsoNormal">
http://www.psu.com/a006835/CryEngine-3-vs-Unreal-Engine-3-Comparison </div>
<div class="MsoNormal">
<br /></div>
Sam Wonghttp://www.blogger.com/profile/12051862029137786169noreply@blogger.com0tag:blogger.com,1999:blog-6755450300423783252.post-77573093729141297572012-12-03T19:40:00.001-08:002012-12-03T19:40:48.306-08:00Abbey Park Final: The Pencil and the Digital HybridOkay so I got round to working a little more into my Abbey
Park final! I wanted to kind of keep the texture of my pencil strokes from my
previous attempt of a final and see how the hybrid traditional and digital
mediums worked as a team.
<br />
<div class="MsoNormal">
<br /></div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSiqPqMhquLmVraU-aZLnpj5qwMKzOxaKL2-gVIiL6AaRHicTCkyffn2XzQN3PXTm_ynR4AL72THDv4dfRuVdal4L-ji3DgcOPmzDV1owHAuOKVBrIiq6wfGejeq9rEk1IqvoptQ925R0/s1600/Final+2+Saturated.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="242" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSiqPqMhquLmVraU-aZLnpj5qwMKzOxaKL2-gVIiL6AaRHicTCkyffn2XzQN3PXTm_ynR4AL72THDv4dfRuVdal4L-ji3DgcOPmzDV1owHAuOKVBrIiq6wfGejeq9rEk1IqvoptQ925R0/s400/Final+2+Saturated.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Well, not bad I guess...</td></tr>
</tbody></table>
<div class="MsoNormal">
It didn’t really have that impact that I was going for so I
may end up removing the pencil texture and just focus purely on digital since I can barely see any pencil in there.</div>
<div class="MsoNormal">
However though, I would love to make it work so I might continue playing around
and experimenting a little longer before making such a decision to remove it completely.
I definitely need to up the detail a lot more seeing the as the graphite from
the pencil didn’t give it the push I wanted.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Gotta keep experimenting and practicing!</div>
Sam Wonghttp://www.blogger.com/profile/12051862029137786169noreply@blogger.com0tag:blogger.com,1999:blog-6755450300423783252.post-29260005227974176132012-12-03T19:21:00.001-08:002012-12-03T19:43:44.351-08:00The Blitz Building Project: Part 2<!--[if gte mso 9]><xml>
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<br />
<div class="MsoNormal">
So moving onto UDK, a program I’ve never used before
(besides play testing a racetrack created by an old friend for her project) I
was a expecting a massive headache navigating through the program and getting used to it's interface when I'm so used to 3DS Max!</div>
<div class="MsoNormal">
It actually wasn’t all too bad really; it was much simpler that I
thought it would be (for now).</div>
<div class="MsoNormal">
The tutorial I followed was easy to follow and I got the
hang of it rather quickly. The only problem though was that it took forever!</div>
<div class="MsoNormal">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwjB-AKulHWEUyVM6833LYkk8Q8ab6ITjMm0bC3OUyJtL3GEfi3Zw9F2B_U6B0tojzqe_U_s1TaaXhoSy8RwzDaKoNuqzR_3KVzsxwdnjZuID-EVE21IU0Azzyr1joWwkYN1xM6rV2PpY/s1600/Unreal+1.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="179" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwjB-AKulHWEUyVM6833LYkk8Q8ab6ITjMm0bC3OUyJtL3GEfi3Zw9F2B_U6B0tojzqe_U_s1TaaXhoSy8RwzDaKoNuqzR_3KVzsxwdnjZuID-EVE21IU0Azzyr1joWwkYN1xM6rV2PpY/s320/Unreal+1.jpg" width="320" /></a>I
was just spending hours upon hours sitting in front of the computer importing
and linking Textures to Materials and creating new materials blah blah.</div>
<div class="MsoNormal">
But first,
let me talk about the collision meshes.</div>
<div class="MsoNormal">
<br /></div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHxk2ZO5oaPah-Jnf_0v_Noz8vaz8y0R__w76wf5pCPr7mshBEKko9xwrerThNWqasrsI7RzgkxolgkR-AOfhKjUmsODwk8URo9IU6vYj3NWxRZoEMzqqYMkWL4G50XW2HOvB37e9Sgew/s1600/Unreal+2.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="257" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHxk2ZO5oaPah-Jnf_0v_Noz8vaz8y0R__w76wf5pCPr7mshBEKko9xwrerThNWqasrsI7RzgkxolgkR-AOfhKjUmsODwk8URo9IU6vYj3NWxRZoEMzqqYMkWL4G50XW2HOvB37e9Sgew/s320/Unreal+2.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Yay jump node!</td></tr>
</tbody></table>
<div class="MsoNormal">
So because my intention was to be able to have access to the
second floor through the balcony with my trash pile serving as my platform (as
mentioned in part 1), I had to set the collision meshes much larger so that the
player wouldn’t be able to jump and fall through the building. As I was setting
the creating the collision mesh, I felt that the trash pile wouldn’t tall
enough for the player to jump off. I later thought that I could perhaps use one
of the blitz building’s fire escape ladders to climb up onto the fire escape
ledge and drop onto the balcony from there.</div>
<div class="MsoNormal">
However the trash pile still wouldn’t
reach the fire escape ladder and that it was a little obscure for the player to
figure that out. So after lookingto what UDK can do, I stumbled across a
tutorial which let me creat a jump node.</div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXltAhfgymbhYNRLKT8grquUzO1nb6UvUA-7dVz7LtA1sE_-kUWwl7eOknO5_KzQ-a0nyRvPwX7Wwxmql_abXY-Cyk7WDRyDItgAx5aMwvcfEFHtSUM5MSjtCai6d8mxaP2nR5nXikPFY/s1600/Unreal+3.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="173" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXltAhfgymbhYNRLKT8grquUzO1nb6UvUA-7dVz7LtA1sE_-kUWwl7eOknO5_KzQ-a0nyRvPwX7Wwxmql_abXY-Cyk7WDRyDItgAx5aMwvcfEFHtSUM5MSjtCai6d8mxaP2nR5nXikPFY/s320/Unreal+3.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Looks dangerous...</td></tr>
</tbody></table>
<div class="MsoNormal">
This was perfect in letting me create a boost for the player
to land onto the fire escape ledge and dropping onto the balcony. </div>
<div class="MsoNormal">
It may look a little out of place, but at least the player knows it exists and you can reach the second floor!</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiP4LGykA9ib7UWgAb4WMv5cxcsihyeB4TGedHdrTBbpoc0lBBYrvCMui0BWfndltuf-NIa4JfDU4Cdrr960FgbY0pUj3q8QJ3r8YvnEYbXn-bLLmueD6wnh7vduqcv9Bo9YhtORxPdkWM/s1600/Unreal+4.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="172" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiP4LGykA9ib7UWgAb4WMv5cxcsihyeB4TGedHdrTBbpoc0lBBYrvCMui0BWfndltuf-NIa4JfDU4Cdrr960FgbY0pUj3q8QJ3r8YvnEYbXn-bLLmueD6wnh7vduqcv9Bo9YhtORxPdkWM/s320/Unreal+4.jpg" width="320" /></a>When creating the collision meshes for the interior, I asked
one of my lecturers If a standard plane can be used as a collision mesh. I was
pretty sure the answer was yes but when I came to it during play testing, the
collision for it didn’t work. It must have been an error on my part but one of
my colleagues mentions that it has to be a box of some kind. I’m not too sure,
but it’s something I’ll have to investigate further some in the future.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhg_S7MaEaM1v55IDyYhk5Dyc-1tMxON9FV33mEYT5xz4JxoBk_3mPnFWHr3LC96fsqXgoWiSzUQ64STcbHiSn1UBwDeGN1FILE2L7cveVc7gKQKjzpRdMDwSWIjTp_FpwSaPU4HQyK3Nc/s1600/Unreal+5.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="172" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhg_S7MaEaM1v55IDyYhk5Dyc-1tMxON9FV33mEYT5xz4JxoBk_3mPnFWHr3LC96fsqXgoWiSzUQ64STcbHiSn1UBwDeGN1FILE2L7cveVc7gKQKjzpRdMDwSWIjTp_FpwSaPU4HQyK3Nc/s320/Unreal+5.jpg" width="320" /></a>Anyways, after setting all of my collision meshes and naming
them appropriately, I moved onto saving everything down as an ASE file.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Now comes the point that took me the longest…</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
As I read the tutorial I followed it correctly and did
everything just right. And it said something a long the lines of “repeat this
for all other assets” or something. So that’s precisely what I did, I imported
the next mesh and named the mesh, imported the textures again and sorted them
out in to categories and then created materials and linked the textures to it in
which I then linked the materials to the assets. I repeated the process again
for the next mesh and textures, redragged the same textures and renamed them
like I did the other ones and made the materials, etc. This was taking me
forever, I was getting sick and tired of renaming everything the same thing
even though I have already imported the same textures and created the same
materials about 40 times!</div>
<div class="MsoNormal">
<br /></div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzg6dXSAFgaoxR3-fMaYBiEacselxCNXPDHqGDZQeq3XXwqrH86xSIrUMuMxekCp4ierjBvNwGc2xT9IZLGyeKfxXWZXgqeYQH6nQ4Q4K93aqL-ZxPF2ySKpnliHh2pZ-Vprxj4O69hUk/s1600/Unreal+7.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="173" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzg6dXSAFgaoxR3-fMaYBiEacselxCNXPDHqGDZQeq3XXwqrH86xSIrUMuMxekCp4ierjBvNwGc2xT9IZLGyeKfxXWZXgqeYQH6nQ4Q4K93aqL-ZxPF2ySKpnliHh2pZ-Vprxj4O69hUk/s320/Unreal+7.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A little dark... could do with some lights</td></tr>
</tbody></table>
<div class="MsoNormal">
As I finally finished, I was relieved, and I started moving
onto putting everything onto the scene. As I was wondering how I was actually
meant to save it and load it, a friend told me that in order to load up your
scene, you have to load up your package first. I said:</div>
<div class="MsoNormal">
“What, all of your packages?”</div>
<div class="MsoNormal">
And he replied “No you should only have one package”</div>
<div class="MsoNormal">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijhuhThXqsBlSg5zvRay35bDo5j-2zMw7u4NnZXmA4OeJkTF4ej2QlrLYYXpSK0Gxs0E7HI1lBJIOnkvemdzTWyiiKodBH2Pjbh28QNFXm6JjoKn1NeyhpWrkum_e0TCLLaW4axdIxYYY/s1600/Unreal+8.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="173" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijhuhThXqsBlSg5zvRay35bDo5j-2zMw7u4NnZXmA4OeJkTF4ej2QlrLYYXpSK0Gxs0E7HI1lBJIOnkvemdzTWyiiKodBH2Pjbh28QNFXm6JjoKn1NeyhpWrkum_e0TCLLaW4axdIxYYY/s320/Unreal+8.jpg" width="320" /></a>That’s when it hit me, I had created a package for each
bloody mesh and imported all the blitz textures and my building textures, renaming
them all the same thing, etc.</div>
<div class="MsoNormal">
I felt so stupid and died a little inside. I
misunderstood the tutorial and made things much longer for myself. I could’ve
have finished it so much faster and wouldn’t be so stressed for time.</div>
<div class="MsoNormal">
The
annoying thing was that I had to deal with the problems with merging everything
together (which wasn’t that hard) and having to figure out if I have any
duplicates of the same file under a slight change in the names.</div>
<div class="MsoNormal">
Well in the end I got there and everything started to make a
little more sense. I’m relieved that UDK processed weren’t ACTUALLY that long
so it was in a way another relief to me.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Well, after I lined everything up and brought everything
into UDK and got the level playable, I went to check out how the collision
meshes were. </div>
<div class="MsoNormal">
Everything from the bottom floor was great, there wasn’t any
problem with the collisions but the jump node wasn’t working. I had followed
the tutorial precisely but nothing would change. I had a suspicion that it only
worked if it was in the ‘game mode’ (with the guns and double jump mechanic).
After finding out from a friend on how to activate it, I was finally able to
confirm my suspicion and I was correct; it had started working after it was
enabled. </div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiC71YQfyYQJHr9iTyTTmpyrMuDEPBwKNUDhWZXj_xqYVNznsVEjyeI7p8ruEU99_XV_19kfUoEVX7QUWPsBON7YZY9hA0MBLVRpB1PDkESBIYV3-yXpyDboehqn4NaXCESanAZHXOe_28/s1600/Unreal+6.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="172" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiC71YQfyYQJHr9iTyTTmpyrMuDEPBwKNUDhWZXj_xqYVNznsVEjyeI7p8ruEU99_XV_19kfUoEVX7QUWPsBON7YZY9hA0MBLVRpB1PDkESBIYV3-yXpyDboehqn4NaXCESanAZHXOe_28/s320/Unreal+6.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Whoops, I can walk through this!</td></tr>
</tbody></table>
<div class="MsoNormal">
As I landed a top the fire escape, the first thing I noticed
was that I was able to see through the buildings as I didn’t put the collision
mesh close enough to the static mesh.</div>
<div class="MsoNormal">
I continued to drop into my balcony and
found out that the planes I used as a collision mesh for the walls didn’t work
and I walked right through them.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
A little disappointed with how it turned out with the
interior, I have run out of time to make any fixes so I can only take in all
the mistakes I made and be extra careful for future projects and practices. I
feel I may have been a little over ambitious with the idea of creating an
interior.</div>
<div class="MsoNormal">
As I was walking around in the interior, I thought to myself that it would
have been nice to add some subtle lighting to the ceiling and made me think
about looking into lighting in UDK sometime soon.</div>
<div class="MsoNormal">
<br /></div>
Although disappointed, the project was pretty interesting
(besides the whole create 40 packages thing). UDK really wasn't as bad as it seems.<br />
Oh yeah, after all that trouble with the packages, I forgot to add one tiiiiiiny little asset on the road...<br />
<br />
fml... ;_; <br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiaPXytkNBdnvmzDLAqa61USp0sKJIyBBfDyXcEsqy8MsKAsYh3ODhLmFCRLyXsbXEyN1809vS-Jb03LZhS8beqnml1iJ6YrCUW9A2NrEUA0TCOAna7bU-zbCuFAqnthQ1IWZQoF6TiCqs/s1600/Dumb.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="230" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiaPXytkNBdnvmzDLAqa61USp0sKJIyBBfDyXcEsqy8MsKAsYh3ODhLmFCRLyXsbXEyN1809vS-Jb03LZhS8beqnml1iJ6YrCUW9A2NrEUA0TCOAna7bU-zbCuFAqnthQ1IWZQoF6TiCqs/s400/Dumb.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">HURRR I SO DUMB (Seriously, this might not look that bad, but it took me suuuuch a long time *cries to sleep*</td></tr>
</tbody></table>
Sam Wonghttp://www.blogger.com/profile/12051862029137786169noreply@blogger.com0tag:blogger.com,1999:blog-6755450300423783252.post-60266379915196095532012-12-03T17:22:00.001-08:002012-12-03T20:00:00.319-08:00The Blitz Building Project: Part 1<!--[if gte mso 9]><xml>
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Towards the beginning of this project, I decided
that I wanted a kind of castle-like architecture for my building. Originally, it was to be more akin to medieval Europe. I wanted to also play around
with the scale of the building to stop it from look too similar to the other 2
buildings (within a certain extent of course!)</div>
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As I was analysing the building further, I noticed that the
windows in had Chinese writing on them. This almost instantly made me change my
idea because I found that a more suitable setting for the scene be something
oriental. I finally decided to stop onto a restaurant with a slight old
fashioned theme on the outside of the building. I researched into oriental
doors and roofs and what could be in a scene of a restaurant.</div>
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<br /></div>
<div class="MsoNormal">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqSHq0Ag87nPPbpDjypNlCKHKlxMMdvOMU7DMPxnwi2pZ3Cs32ID-8TVa5fZVatQZcRVUbTjzbX-RSK35kWC2awIzE6uBaMXHdjRE3zqblY498KxExL8upT6JJnCbbh060GZjjO4Nezc8/s1600/Redner+3.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqSHq0Ag87nPPbpDjypNlCKHKlxMMdvOMU7DMPxnwi2pZ3Cs32ID-8TVa5fZVatQZcRVUbTjzbX-RSK35kWC2awIzE6uBaMXHdjRE3zqblY498KxExL8upT6JJnCbbh060GZjjO4Nezc8/s320/Redner+3.jpg" width="320" /></a>I really wanted to add the lion statues commonly found in
front of Chinese restaurants. Unfortunately I didn’t want to raise my tri limit
that much further. I decided to make an interior after I played around with the
idea of having a balcony on the second floor. “Since you can see inside, why
not just make in inside!” I thought to myself and this is where most of my tris
went into.</div>
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I made the mistake of making the chairs (unintentionally) high in
the poly count. Because restaurants had many chairs, I figured they had to be
an important feature to make look good.</div>
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<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLPehAHKTLgl1xhRjruRVl9jYLgXslBBxxpKlD8HsTAHs312i_OutY2LNTOOppGu4hzw5SQj9YPOiy7f1iDTXcwYW7SRHm2dnLLgt6W5j2GvuwKU73-O8kqrzt_LbSihMSn0glJDbWmQU/s1600/Render+1.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLPehAHKTLgl1xhRjruRVl9jYLgXslBBxxpKlD8HsTAHs312i_OutY2LNTOOppGu4hzw5SQj9YPOiy7f1iDTXcwYW7SRHm2dnLLgt6W5j2GvuwKU73-O8kqrzt_LbSihMSn0glJDbWmQU/s320/Render+1.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Balcony</td></tr>
</tbody></table>
However in the end I ended up reaching
over 10k in tris! I really had to tone that down somehow.</div>
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I went and created
and extremely low poly chair with a few of the high ones remaining however at
the same time I also changed my mind to wanting to create access to the
interior when I imported it into UDK. So I scratched the idea of the high and
low poly chair and made them all medium low poly chairs (so much trouble for
chairs!)</div>
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<br /></div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWX27nY3nM1HNbMjB1esXtQs9BKDmLUSFCZGQWqbJE_NDGxRmvLL3_mcgIYnBg0nVepSorglOvV3I7jsAI-px8JxVa8kLuBC1ImuG-2ldFnKTPw5BJqURzuL8BTBiGH8QpcUlxYRTjSKY/s1600/Render+4.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWX27nY3nM1HNbMjB1esXtQs9BKDmLUSFCZGQWqbJE_NDGxRmvLL3_mcgIYnBg0nVepSorglOvV3I7jsAI-px8JxVa8kLuBC1ImuG-2ldFnKTPw5BJqURzuL8BTBiGH8QpcUlxYRTjSKY/s320/Render+4.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Second Floor Interior one side</td></tr>
</tbody></table>
I opened the front double doors and dragged the interior from
the balcony to the bottom floor so that the player would be able to walk into.
It was going okay until I ended up realising that there is many things missing
that would be on the bottom floor of a restaurant (like a registration desk for
waiters to show confirm the customers numbers and show them to their seats,
etc.)</div>
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<br /></div>
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I ended up dragging it back upstairs to the balcony floor
and went with the idea of trying to import my trash scene to use a platform to
jump onto the second floor.</div>
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<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_tyKkHjf6T4hpGICClT0MdUuSTGEX5A72nahDjltvQuHHhp-3Z5S7mM4k4En-vzF4Ckm_SS8S188wX5z5PVm9DwUs1lZWvHcPKyxZrhLoSWPq9YgsOn0Fkr6pmP4St-lKRR0YsGMMTb4/s1600/Render+5.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_tyKkHjf6T4hpGICClT0MdUuSTGEX5A72nahDjltvQuHHhp-3Z5S7mM4k4En-vzF4Ckm_SS8S188wX5z5PVm9DwUs1lZWvHcPKyxZrhLoSWPq9YgsOn0Fkr6pmP4St-lKRR0YsGMMTb4/s320/Render+5.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Second Floor Interior the other side ¦3</td></tr>
</tbody></table>
I was really disappointed with how my building turned out
with the roof as I had trouble trying to get the shape and never went back to
it after leaving it for a little while.</div>
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Because I had dragged my interior downstairs, I wanted to
create a window in which you can see the stairs leading to the upper levels in
the back of the room.</div>
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<br /></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiduU1hTEy9FQ0f4VqxJ-QaNt10jCupX_2wW19rKTOJ9B7p6ZPo0_KSFF4LfJ_BUKiGW5tx2giVVnIIQm48m92mkGptSoNmw9X218jDJ42gjbO8GdyUWWyuRk6s1GCWMw-tnqzvkwMjGwM/s1600/Render+8.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiduU1hTEy9FQ0f4VqxJ-QaNt10jCupX_2wW19rKTOJ9B7p6ZPo0_KSFF4LfJ_BUKiGW5tx2giVVnIIQm48m92mkGptSoNmw9X218jDJ42gjbO8GdyUWWyuRk6s1GCWMw-tnqzvkwMjGwM/s320/Render+8.jpg" width="320" /></a>With the texture sheet I didn’t really know how many texture
sheets we could use since I was unsure about how UDK works. To play it safe I
ended up putting all assets onto one unique diffuse. This gave me barely any
space to put much detail on many things. Rather than the 1024 texture sheet I usually go for, I upped it to double the size (2048) to see if I can compensate for having to fit everything on one sheet.</div>
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<br /></div>
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In the end I was a little disappointed with how the building
turned out, the brick textures was an extreme pain to try and match with the
other two buildings. One of my lecturers gave me some advice with perhaps
creating some grime and dirt on alphas to perhaps match the other two buildings
but unfortunately I had run out of IDs (up to 5) because of my tile-able
textures.</div>
<div class="MsoNormal">
<br /></div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCT1yDbp-Jjt4n2viKjwKt5H2twcr2SdQblsfxcoEeiVTPDuSRuSqjec46uZTkNphGjvReP-lGzw-a-Pbh9-pgck_WJi9vt9QvnY8cy_MP8o3wqpTKkVgJCQA_4nENlWYTmRRQJ4YsYpo/s1600/Building+Diffuse.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCT1yDbp-Jjt4n2viKjwKt5H2twcr2SdQblsfxcoEeiVTPDuSRuSqjec46uZTkNphGjvReP-lGzw-a-Pbh9-pgck_WJi9vt9QvnY8cy_MP8o3wqpTKkVgJCQA_4nENlWYTmRRQJ4YsYpo/s320/Building+Diffuse.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">So much to do, so little space... D:</td></tr>
</tbody></table>
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I’m always learning from my projects though so I’m not
completely bummed out by my performance. I've also realised that I do a lot of oriental related projects I tried to steer away from it for the this project but I ended up doing it anyways! I've decided that I'm done with the orient themes for a while as I'm sure everyone (as am I) is getting bored of it!<br />
<br />
I’ll take it to part 2 of the project
and fill you in on my struggles of importing everything into UDK!</div>
Sam Wonghttp://www.blogger.com/profile/12051862029137786169noreply@blogger.com0tag:blogger.com,1999:blog-6755450300423783252.post-35900211556836871412012-12-03T16:40:00.000-08:002012-12-03T20:03:23.560-08:00My Trash pile<!--[if gte mso 9]><xml>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUY8BxvIK0H956brYATAGgB1nxmdhjLXcvUkEbw_Nxpage6q_Wo01vHYRcxKbmaPceqzm8CaYSLhP-SqbJaWvog-4Zw83jHbsRPW3jMhiyodQ59iZvV8TtbIKTe2hSNy1F1HYPYlnZ6N0/s1600/Trash+Diffuse.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUY8BxvIK0H956brYATAGgB1nxmdhjLXcvUkEbw_Nxpage6q_Wo01vHYRcxKbmaPceqzm8CaYSLhP-SqbJaWvog-4Zw83jHbsRPW3jMhiyodQ59iZvV8TtbIKTe2hSNy1F1HYPYlnZ6N0/s200/Trash+Diffuse.jpg" width="200" /></a></div>
<div class="MsoNormal">
Creating the trash pile sounded a little dull to begin with
but in time I actually ended up getting quite into the project. From the get go
walking around inspecting trash looked a little silly but didn’t think much of
it as I’m sure most of the art students have done many things that made them
look like a tit! So now that that was out of the way, I researched into what
kind of trash I wanted to do and wanted to do a trash pile of wrappers and
random gross objects sticking out of the wall I found around the University
campus. I decided against it however as it was a little small and didn’t really
have much to it. </div>
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<br /></div>
<div class="MsoNormal">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9eZVaoxtxcCLoEzs0VZZSxvjBFVKDTO27asWyNi7feSXvpL3nptIFwo7bIADY7clm78wqR5vnk-FyhfXqEJt45k7IwE5hujtLCPwfN7EbANKvCzXn-bADDGtLysW0GTBsilWiZwDNAug/s1600/Render+1.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9eZVaoxtxcCLoEzs0VZZSxvjBFVKDTO27asWyNi7feSXvpL3nptIFwo7bIADY7clm78wqR5vnk-FyhfXqEJt45k7IwE5hujtLCPwfN7EbANKvCzXn-bADDGtLysW0GTBsilWiZwDNAug/s320/Render+1.jpg" width="320" /></a>I settled with my final idea of creating several boxes, fast
food wastes and a broken cheap table. At first I wanted to fill the boxes full
of bottles. However I only had about 500 tris to work with and I felt that I
couldn’t quite lower the poly count on the bottle without making it look too
low. I made the decision of creating just one bottle and having the scene
populated with various fast food wastes.</div>
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</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwx2HxITDs_GWFpvGwL8NvxGGCo8XNifOjRE4cTW-WftqBEoyg0GE8RFOa0OG9Wpracu4-ciReyiqzBCE3E7j_FYiAIdmjsEnIbOiNHblZVQJMmynmVPJ-YW_zh7YqvMfBTaW6tjsFtnc/s1600/Render+3.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwx2HxITDs_GWFpvGwL8NvxGGCo8XNifOjRE4cTW-WftqBEoyg0GE8RFOa0OG9Wpracu4-ciReyiqzBCE3E7j_FYiAIdmjsEnIbOiNHblZVQJMmynmVPJ-YW_zh7YqvMfBTaW6tjsFtnc/s320/Render+3.jpg" width="320" /></a></div>
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbmmJXoMqYueNspa9TttuPkZpNhwQGgfXoK668NMTRuy2XxPJ2FL8lx3Oy3lLNBtlxTHrnCuTJFpVNCp10XEZqrM5MwmoLPZth7mjWfXwUX7R26gJpaVU1MY1DWUrmzzz82ppdXYIPGwU/s1600/Render+2.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbmmJXoMqYueNspa9TttuPkZpNhwQGgfXoK668NMTRuy2XxPJ2FL8lx3Oy3lLNBtlxTHrnCuTJFpVNCp10XEZqrM5MwmoLPZth7mjWfXwUX7R26gJpaVU1MY1DWUrmzzz82ppdXYIPGwU/s320/Render+2.jpg" width="320" /></a>One of the biggest mistakes I made was how I prioritised the
texture space for certain assets. I definitely should’ve made the bin bag look
more convincing. Another mistake I made was I positioned everything before I
unwrapped them. This made it awkward to unwrap as the angles were all funny.<br />
<div class="MsoNormal">
Because the bin bag looked quite weak, I made the tactical
choice of slightly obscuring it under the table!</div>
<div class="MsoNormal">
I had a lot of problems when I was experimenting with the
lighting. When I entered day time system everything went completely dark and I
was stumped on how to fix it. I couldn’t find any relevant information on how
to fix it from the web so I decided to stick on a few Omni lights to light up
the scene; giving it a tint of colour to the lighting.</div>
<div class="MsoNormal">
I played around with the threepoint lighting technique to see what kind of effects I can get for the final renders</div>
<div class="MsoNormal">
<br /></div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRdFzz4ZJwsZUniv3Qb1GrdXVwhyumh_Zv0bnRiNbMz_vJpSTkJoeRDk1uG177tv3a_8zLi7vqnuNBvJYAd4dLgNvtqGv8iZWrV1-4rYPsaFDx_J7SBRSUk0nTcR3RuiNLAymvFdqXVEM/s1600/3+point+lighting+p.gif" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRdFzz4ZJwsZUniv3Qb1GrdXVwhyumh_Zv0bnRiNbMz_vJpSTkJoeRDk1uG177tv3a_8zLi7vqnuNBvJYAd4dLgNvtqGv8iZWrV1-4rYPsaFDx_J7SBRSUk0nTcR3RuiNLAymvFdqXVEM/s200/3+point+lighting+p.gif" width="196" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Threepoint Lighting</td></tr>
</tbody></table>
<br />
<div class="MsoNormal">
I have learnt a few things from the project which are to
dedicate my spaces more effectively to certain assets and not to position
everything before unwrapping them.</div>
Sam Wonghttp://www.blogger.com/profile/12051862029137786169noreply@blogger.com0tag:blogger.com,1999:blog-6755450300423783252.post-37856379944399505022012-12-03T16:13:00.001-08:002012-12-03T19:24:02.235-08:00Elements of Game Design, Part 7: level design<!--[if gte mso 9]><xml>
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I’ve designed a few levels… in games such as Timesplitters
and Super Smash Bros Brawl and to say the least the results have always been
pretty comical… for five minutes…</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Every time I design a stage in these sorts of games the
results have always been fun for a little while before becoming absolutely sick
of them and wanting to play the default stages chosen. I naturally end up
making symmetrical type stages because for some reason my brain wants me to
create a certain pattern within the stages I design.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
My infamous ‘Sam Bored’ custom stage in Super Smash Bros Brawl
is a clear example of bad level design! It’s funny for the first 5 minutes, and
then all these problems occur such as ‘not being able to die easily’ and ‘people
hiding at the top of the stage on springs!’ Though it’s not very much to play
with and we’re limited, I never put any thought onto what would make the level
fun to play other than ‘put everything in symmetrically!’ So I guess I’m’
saying it’s not that simple to create a good stage without thinking it through.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Nowadays thinking back to those times I think to myself “why
were they so boring to play so quickly? Looking at the game stages that the game
developers created, there are many of them that aren’t very symmetrical unlike
my designs. When I think about it, it’s been the stages that don’t have a
symmetrical design that intrigues me the most and keeps my interest peaked. For
example in Super Smash Bros Melee, one of my favourite stages would be the Hyrule
Temple stage</div>
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<br /></div>
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<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Because of the way it’s designed, I find its essentially roughly
3 different areas to battle on. Whereas I can understand the need for balanced
stages for the use of tournaments and what not, I’ll be talking about level
designs for campaign driven gameplay rather than multiplayer focused stages.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
With story driven campaign level designs, you want to keep
it challenging, engaging and different. The levels are pretty much your virtual
assault course; I’d personally find it dull if the assult course I had to run
was just a straight line of nets to trample through. I would want to hop on
wooden logs, scale walls, climb monkey bars and swing on ropes! All of these
keep me interested and engaged within the course itself.</div>
<div class="MsoNormal">
<br /></div>
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<br /></div>
<div class="MsoNormal">
Of course if it’s like
a challenged mode or something that isn’t considered the main story point of
the game then I wouldn’t really mind because it’s a side mode but I wouldn’t
personally play it for very long if it was that mundane.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Back in the times when the next stages of games were just a
difficulty boost, games usually only really needed one programmer and the
profession for a dedicated level designer wasn’t particularly required. Generally the player needs to be kept engaged and immersed
within the game world as well as in some way directed towards the goal. Just
like visual composition certain elements can be used to dictate the player mood
and feelings, perhaps even have the player’s actions affect the areas around them. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
In a game called Left 4 Dead 2, I particularly found it interesting
on a stage called ‘Hard Rain’ where you would run through the first half of the
stage as you would in the other stages. However the gameplay started to change
half way through.</div>
<div class="MsoNormal">
The first being that you have to traverse back the way you
entered from. Now you may think that’s a bit lazy, but the whole feel of the
stage has changed completely.</div>
<div class="MsoNormal">
Firstly the whole area has darkened and the mood
changes completely and definitely look more sinister than the previous warm
sunset feel.</div>
<div class="MsoNormal">
Secondly it’s heavily raining and the sounds effects further build
upon the atmosphere as well as thunder storms that create waves upon waves of
zombies running directly at you. The once ‘peaceful stroll’ through the stage
has become filled with hazards that impede your journey back such as floods.</div>
<div class="MsoNormal">
<br /></div>
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<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Many of Left 4 Dead’s level designs are very good examples
(in my opinion) of great level designs. The backdrop of the story definitely leads
to many elements they can naturally include within the game and level designs.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
I find that depending on the game types and genres, there are
different elements to how a level or stage should be designed. Such as a competitive
fighting game may end up shifting towards a more balanced stage for competitive
one on one games where as games like Super Smash Bros is designed to be a party
4 player battle royal so the level designs will naturally be more quirky and
interesting.</div>
<div class="MsoNormal">
Levels that involve the gamer interacting with the stage
like Gears of War cover system have always added that depth and realism to the
game.</div>
<div class="MsoNormal">
Mortal Kombat is another game that cleverly involves the stages for their
fatalities. Players have always had fun with being able to interact with the
stages like that and add that depth towards the gameplay rather than just solely
being a backdrop arena.</div>
<div class="MsoNormal">
<br /></div>
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<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
An upcoming game called ‘Injustice: Gods Among us” is a 1 on
1 fighting game that actually involves using parts of the background to their
advantage. This trailer shows off a few of those elements adding another depth to the gameplay.</div>
<div class="MsoNormal">
For 1 on 1 competative fighters, it's rather unusual to be able to utilise parts of the stage mid battle so it will be interesting to see how it works out.</div>
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</div>
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<br /></div>
<div class="MsoNormal">
I guess where I’m getting at is that levels that look great
and suit the game genre, subtlety guides the player towards the main goal and
has interactivity in some form or another are the most interesting ones for me.</div>
<div class="MsoNormal">
<br /></div>
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<div class="MsoNormal">
A gamer like myself however loves to run away from the
actual objective to explore and see what I can find, ignoring the hints of the
direction I ‘should’ be going. Halo 2 and 3 was a particular game that I
remember breaking many maps in and the developers have left Easter eggs and
secrets intentionally in broken parts of maps. I guess not every player wants
to play by the rules and have joy in breaking them, something which I'm sure the level designers are aware of!</div>
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<![endif]-->Sam Wonghttp://www.blogger.com/profile/12051862029137786169noreply@blogger.com0