So I'm yet to really talk about my idea for my animation on here.
In part because I have very little clue what I solidly want to do.
My basis, though, is I want to use bartending and mixology as my discipline for the animation, and I want to make a 3D zoetrope, since I like the appeal of sculpting and modelling something physical for this.
My only major idea with it so far is to form a skull with liquid motions and shattering and reforming - as if the skull was being poured and mixed like a cocktail. Is it abstract enough? I have no idea.
But it sounds like it'd look cool, so I like it for now.
I love designing characters and monsters, though, so when we were told to turn our discipline into one, I was into it.
But how do I make something from mixology?
I liked the skull and fluid ideas I had for the actual animation, so I wanted to make a creature that was both skeletal, but also slimy and drippy.
Hence, you got this - a creature that starts with dark goo at the bottom, and transfers into shifting smoke at the top - after all, smoke and alcohol are commonly portrayed side by side.
The rib cage and hints of a spine and pelvis allude to the skeletal side, and the face has a goopy, dripping open mouth, and no eyes (if you want a reason for the lack of eyes, I would consider it an allusion to the saying that 'bad moonshine'll turn you blind').
In terms of what abilities this creature would have, I imagined a mix of shapeshifting and possession.
It said pose, but I wound up making a rough gif because I didn't know how to draw possession and it looked cool.
Thursday, 1 September 2016
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.
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.
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