Category Archives: Presentations

3D Realisation Presentation (Final Hand In)

So this is my presentation for my final hand in for 3D Realisation. I will post screenshots and Jpegs of all my work and i will provide a copy of all my models on the disc for my final hand in.

So starting at the beginning with our first models that we did for modelling from observation.

We all drew cards and it corresponded to an item on the desk that we then had to model to the best of our abilities. (Bear in mind these are our first models that are more complex than a cube)

The first item i had to model was a toy Helicopter

Helicopter

 

I felt like this model was successful in what i was trying to achieve .

Because i had finished my helicopter i was asked to model another, soI modelled a mac mouse

Mac Mouse

 

After we had sharpened our skills we was then told an item in the building that we had to go and find and take our own reference photos and then model that object. However with this object we was given an additional challenge of modelling this to scale.

This was much harder to achieve a satisfying result, so i got the model as close as i could and to the best of my abilities. My object was a Loom.

Loom

 

The box on the right is the average height of a player in UDK

Loom Scale

 

The next task we was given was to a bunch of electronic equipment in a low poly format.

So i set out modelling the objects, I started with the hardest model first so i could get to grips with it, because i had an idea of how i would go around modelling the rest.

But i will start with the 2 lowest poly models the Gamecube and the Wii.

The Gamecube (64 polys)

Gamecube

I wasnt fully happy with this model because i spent more time on the hardest model than i should have.

The Wii (64 polys)

Wii

This was definitely the easiest object to model

The next object was a Nintendo 64 (128 polys)

Nintendo 64

 

This was a much better object to model as we was allowed more polygons to make the shape more detailed.

Next was the Xbox 360 (128 polys)

Xbox 360

This is my second best model of the low poly models

Next we have the controllers (256 polys)

Xbox 360 controller (256 polys)

Xbox 360 Controller

I managed to get the shape right but the model is very flat and not the best

Nintendo 64 Controller (256 polys)

N64 Controller

The same applies for this one as the Xbox controller

Guitar hero Controller (256 polys)

Guitar Model

 

This is definitely my best low poly model.

After this i decided that i would continue my little project for modelling a Ditto. I have previously done a little silly shape using my kneaded eraser.

20140118_012801 20140118_012822

After this i decided that i would continue our session in clay modelling and produce a full 3d model of it.

20140118_235429 20140118_235511

And then finally i decided to model it in 3D software. I started this model in mudbox, another autodesk piece of software, and then i exported this model from mudbox into 3D Studio Max and applied a turbosmooth modifier and unwrapped the UV’s to apply a face to the model, because i couldnt sculpt the face as i would need to make the model to high a poly count to be able to render it in any decent time, and it was only mini side project.

Ditto

 

After this the whole group had to work together on a simple 1 session task to create a garage with some items in it, but the main focus was to create hand painted textures. While everyone decided to make an item for the garage i decided that i would make a tileable texture for the walls of the garage.

After a significant chunk of assistance for a 2nd year student and some coaching for our tutor i was able to produce something that i was satisfied with

Brick_Wall

Here it is tiled

Brick_Wall Tiled

Our next and final project was the street building.

I had proposed that i would build a Pub on the waterfront

This was my first attempt, but i screwed up the topology of the model by extruding the edges of a NGon and because the extruded face has no uvw data of its own, it takes its data from the edges you extruded. and this was the outcome

Messed Up Topology

After a bit of time messing with the model i decided to start again and this time not make the same mistake again.

This was the outcome of my second attempt at making this building

3ds max

This looked much more simple but every time i tried to arch the door and the windows it would start bending the textures and ruining the topology of the data. so i had to compromise and not make them arched. I also changed the style of the roof so that it would fit the brief and but up against the neighbouring buildings in UDK.

With that being said i needed to make sure that this model would export successfully to the UDK.

Udk Launch Screen

After loading UDK i barely knew what to do, i knew how to import an object and place it on the plane, but that was my extent of UDK knowledge

Building In Udk

This is my building un textured, i had to do some research to learn how to make my imported texture into a material and then apply it to a texture.

Udk Material Building

I finally learned how to do this and make the Material.

Building In Udk Textured

And this is my final building in UDK with a normal and colour map applied on it.

Thank you for listening!

Creative Futures – Monday / Wednesday session (Presentation)

Welcome to my presentation on our Creative Futures sessions, both Monday Afternoon and Wednesday Morning. To start off this blog I’ll talk about my blog.

All of the relevant posts in this presentation can be found under this link:

Creative Futures (I have a parent category for all of the subjects within this module)

In our of our very first, if not our first Monday Afternoon session we set about updating all of our login details for the college computers and we discussed the significance of online presence in our future line of work. We discussed one option of creating and maintaining a blog, which as you can see I am making full use of to keep and update and work from. I have found this to be one of the most valuable tools at our disposal throughout college, and potentially beyond even that.

We next further discussed more online presence and about other sites that we can use, for free to create and maintain, and I fully intend to create and maintain more of an online presence but as of now this is my current Online Presence.

First introduction to Photoshop

First session on Creativity

First session of SketchUp

Introduction to Graphics Project

Project – Character & Branding – My Final piece isn’t yet finished and once it is I will be uploading it to my Blog (1)

Moving on from our Monday Afternoon Creative Futures session, to our Wednesday Morning session. I have a lot of this on my blog already and I have put links to each individual post relevant to our Wednesday morning session. I will put the links into a chronological order to make it easier for myself and other to navigate.

Drawing 101 – Basics

Drawing 101 – Perspective

Drawing 101 – Observational

Project – Introduction – The following week we was asked to produce game pitch idea to focus our work on, My Idea

Project – Environments

Project – Architecture 101

Project – Props, Objects & Vehicles – I have since updated my blog with 1 of the pictures of a prop I have drawn – Updated Blog (Props – 2)

Project – Characters (3), Storyboards (4)and Concept Art – My blog posts for these sections are still a work in progress and will be updated soon.

Thank You For Listening.

Games Design: Introduction – Monday Morning Session (Presentation)

In our Monday morning session of Games Design: An Introduction we have 4 learning outcomes:

  • Review interpret and apply games design principles and conventions.
  • Identify and develop appropriate games concepts.
  • Employ and develop reflective practice.
  • apply suitable 2D interactive production skills for game prototyping and/or production.

In our first week we was introduced to these learning outcomes and the first part of our brief, which is to make (In Flash) an interactive timeline on the history of games.

B – The History of Gaming

“Our lives aren’t even about doing real things most of the time. We think and talk about people we’ve never met, pretend to visit places we’ve never actually been to, discuss things that are just names as though they were as real as rocks or animals or something.”

– Tad Williams, Otherland: Mountain of Black Glass

You are to produce (in Flash) an interactive presentation/prototype of your research into the history of, and current market breakdown of the broad subject area of computer games* that will allow for a visual understanding of the heritage of games aesthetics, genres and historical development by a viewer from outside the discipline. You should research as widely as possible and not simply limit yourself to areas within this subject you feel you already know, you should also not only consider Triple A titles and casual games but alternative broader remit “non-games” (e.g. FourSquare), that encompass the definition “gamification”.

*Though you should consider computer games have a heritage that predates the computer chip.

Your individual timeline projects will be given further focus by a buzzword such as “technology”, “artists” or “developers” drawn from a hat.

All of this research will be a vital resource for the following projects within this module and beyond, and your research should allow you to begin the production of a Games Design glossary. Most professional careers develop their own lexicon of vocational language, Games Design is no different; it will be of real value for you to begin applying it as soon as possible.

You will publish your presentation to your personal reflection and project development blog AND hand-in a CD/DVD/data-stick (at reception) with all your development work, you will be required to show your work in a final presentation to your peers.

– Taken from the New Media Website.

To start this off we watched a video (On YouTube) called Thumb Candy, which details the history of games

The following session we was given a focus for our research (Pulled out of a Hat) my research focus was Revenue and Sales, Immediately I thought of a sales chart for my interactive timeline,

Progress-Sales-Progress-Sales-Chart

After this I thought I could do it in a more 3D style like a bar chart,

bar chart

in both instances I liked the idea of seeing a rising and falling chart mapping the history of sales in games, I initially thought it might be a bad idea to do this as it has just been increasing, but after some research I found that there was 2 crashes in the market of video games one in 1977 and the other in 1983, due to people flooding the market with the same games and nothing new being produced.

The following week we had time to produce some research and pull our notes together so we can start work on producing our timeline, I have my notes in a separate blog post, still in progress, because the website I have used has put it into Dollars and I want to make my timeline have a choice to see the value in either Dollars or Pounds and I need to convert the money values.

The next week we was introduced to the next part of our Assignment Brief

C – Casual Gaming and Gamers

“126 million Americans, or 87 percent of U.S. gamers ages 10 to 65, play games on social networks or casual game websites.”

– John Gaudiosi on stats by Newzoo, via Hollywood Reporter Online, 2012

You will discuss and research the area of gaming culture often defined as Casual Gaming and establish (through class lectures/workshops/seminars) that there are certain criteria/features that are essential or common across games of this type and can be used to help define a casual game, as well as particular markets and audiences.

You are to log all your findings on your reflective journal/project development blog. This should include discussion of Casual Game Markets, Revenue Streams, Genres, Comparison with other Games markets, platforms etc.

Based on this understanding you are to develop initial “thumbnail concepts” for a casual game with each of the following markets in mind:

10yrs -14yrs (can include IP tie-ins); 14yrs + (female market), 35 + (Genre market).

Audience/peer and tutor feedback from your initial presentations will help you select which game concept seems the most valid when considering “real world markets”.

Using this knowledge combined with your own research and desire to make simple, intuitive interactive experiences, you are to develop one of these concepts further, from your initial designs, right the way through to the production of a Product Design Proposal (PDP) or High Concept Document (HCD) as it is sometimes known.

Your PDP/HCD will include rules, rewards, screen/gameplay mock-ups.

This document should be prepared for delivery as both a printed document as well as a digital presentation (You may use Flash/Powerpoint, Video, your Blog or any other appropriate delivery system you prefer).

This presentation and document should act as a rolling demo or “Proof of Concept” to aid the explanation of the games core mechanics.

You should (if possible) attempt to make a segment of your game playable if you feel confident enough using Flash or other software.

In addition to your PDP or HCD and your design development work you will submit an additional evaluation that reflects on how well you have implemented your game concept in light of your initial proposal and research. This documentation is to be submitted as part of your ongoing reflective journal/project development blog.

Finally you will present your game prototype to your peers and take any questions they may have.

– Taken from the New Media Website.

In this part of our brief we will have to design and produce a casual game, aimed at a target audience of casual gamers. My initial idea in this was to make a 2D Hangman style game with all the questions relating to games design. I felt this was not really meeting the brief, so I decided to revisit the brief and think of a new game that matches the brief. This is still a work in progress on a separate blog post.

As a part of this whole subject we have done some starting work in understanding flash, This we did in a basic form of animation and coding a button to make the animation replay. Intro to Flash.

Moving on we was set a 1 day project which again I have a separate blog post about that day. Alaskan Secret.

We have also done work on producing a HUD with the user in mind, making it convenient and for ease of use. we was given a sheet and had to roll a dice to pick our subject area and design a game using these key words and the HUD that would make it easier for the player to use.

Here is the paragraph that I had to use to design a game and a HUD:

I’ll be designing a 3D Side Scroller for a 2D Sprite Based Art game. It will be set in a Man Made/Vehicle within a Armoury, It’ll be styled around a High Fantasy genre and will include Giant Robots.

I started off doing some keywords to give me a direction to start my design process, after this I started off with some thumbnails and making some rough designs and seeing if any of them worked really well.

These are my thumbnails

HUD Thumbnails

I then took the 2 I think worked the most and made them bigger

HUD Designs

This is still a work in progress and I will be making a full Blog post when it is finished.