Monday 29 August 2016

30/08/16 - Production Studio: Interactive - Narrative Development (Updates)

I made progress on things, such as mocking up a environment concept with a vague look into how it might look in the low poly style.


 I did the same when it came to the turnaround of my final character concept, as it seemed like the easiest way to show off how such a character would work in the style of the game, as opposed to the raw sketches I'd been doing.

My final was the white haired pirate, but the rest of the group requested that I try him with darker hair, to make him look younger, but I personally prefer the older look.



I also wanted to try my hand at the shark's design, again trying to mock up things in the same style.


Thursday 25 August 2016

26/08/16 - Production Studio: Interactive - Narrative Development

For our current assessment I've teamed up with Ethan and both Michelle's to produce a game level.

To start with brainstorming, we used boardgamizer.com, and generated themes until we found one we liked - which wound up being a pirate themed quest for booty.

So far, I've sketched out four variations of character with which to make colour concepts for.

  I produced a fair handful of colour concepts from these four, and then pitched these to the rest of my group, so that I could pick a final concept with which to both create a turn around of, and trial in the actual style we want to use with the game (which so far is planned to be a low poly 3D).
 This one garnered the most votes out of the options, so I plan to draw a turn around for it this weekend.

We also needed to produce a world/environment concept, so I roughed out this - a simple demonstration of how the environment might progress through the level.
I still want to tweak the colours of this somewhat, but I like the idea of the progression from tropic beach, to deeper, swampier forest, and then into a deep cave for the end of the level.


26/08/16 - Creative Studio - Modelling

When told to create something that represented history (and potentially the future), my first thought wound up being Fry from Futurama, so I made some attempts at modelling him quickly. 

It's fairly rough, with a lot of issues at the moment, but I figured I'll post it now, in case I don't get a chance to further work on it. It wound up being kinda fun to give modelling a short attempt again.





Thursday 18 August 2016

18/08/16 - Production Studio: Interactive - Intro To Unity

So we had to recreate this photo:


In Unity. 
I gave it a decent shot, but some angles were hard to accomplish in a fully 3D space, as well as some initial 'but wait, there're arches in this image!'.




After completing it, we were supposed to create lighting and give the scene a mood - which I struggled with a little, not really having the hang of lighting yet, but I made an attempt.


And then promptly saved this all as a draft over posting it. Oops?

Sunday 14 August 2016

15/08/16 - Creative Studio - Embodied Thinking

We were told to make a small, one second animation based off of a childhood memory given to us by another classmate.
Ethan couldn't remember anything interesting from his childhood, so I just decided to animate his head as an empty fishbowl. Both with and without glasses.



Kudos to Ethan for helping me figure out how to put the ball on a path and make animating it easier.

Tuesday 9 August 2016

9/08/16 - Production Studio: Interactive - Environment Concepts

We had to do environment concepts for a horror game. All of the concepts had to include what I think is a children's rattle, and a sunflower.

I think I got that but I'm tired so here you go.






Monday 8 August 2016

8/08/16 - Production Studio: Interactive - Story Glyphs

We had to create our own versions of two different types of story glyphs - tome, and flavour text.

I worked under the assumption that none of these are intended to be from the same game or story. I mean you could put them all together if you really wanted, but I'm not sure that'd work overly well.

Tome:


I went for a kinda horror game vibe. Modern day. Nothing planned, but something that obviously went wrong, and not super recently, judging by the somewhat aged paper and blood stains.

Flavour Text - Weapon:

I decided to make this weapon just a little bit cursed. And very 'post apocalyptic nightmare'.

Flavour Text - Steampunk:

So we were supposed to add controversy to this one, but I'm not sure I really got that. I chose to make a glass heart, though, because it is both breakable and yet unbreakable at the same time. You may shatter a heart of glass, but it will not break through the woes of love, and vice versa.

(also posting at 2am totally still counts as same day if I haven't slept yet, right?)


8/08/16 - Production Studio: Interactive - Game as Hypertext

We - Team Trash (Me, Dora and Grace) were given a (very brief) brief on a poster to be done in the style of old Greek vases, about 'Greece Lightning', a racer in the Circus Maximus, and to depict them as 'Zeus but with a pompadour'.

I may have slightly taken over the overall production of this poster. Oops?




Sunday 7 August 2016

8/08/16 - Creative Studio - Comic Remixes

So we had to remix a comic into something different.
Evidently I just like creepy stuff.
I took the Boku Wa Tomodachi Ga Sukunai excerpt and. Well. This is what you get?



8/08/16 - Creative Studio - Synesthesia

Attempting to animate something without my tablet was hard.

I did this from the taste of the matcha pocky. I have very little clue what I'm doing.