Showing posts with label Pre-production. Show all posts
Showing posts with label Pre-production. Show all posts

Monday, 15 May 2017

Six week production

This is the production sheet that Victoria made the layout of and filled in what she was doing, me and Mitchel then got copies and filled in the gaps that where under our names

Monday, 24 April 2017

Logo mood board






 The logos I like the most are the Haunting Ground logo, Kojima Production, and the Play station

I like the haunting ground logo because of the font, The g in the  haunting part of the title is a cool way of making the dash on the g. I also like the medical symbol they but in the background. If I remember the game correctly there are homunculus which where created by a doctor and are causing trouble for the protagonist by destroying her mental state. The color they use for the writing is like a crimson which could represent blood as there is lot in the game.

The PlayStation logo I think is cool because for so long I never  realized the symbol was just a p and an s standing for PlayStation, I thought that was cool.The color for the logo is also very eye catching with the bright colors they use.
The Kojima production one I like because of the fox to be honest I like this one because I like foxes and I'm a big fan of Kojima's work. The way the fox is drawn though like with the legs it looks a bit like lightning.











Thursday, 20 April 2017

Comics that could inspire our work

Ava's Demons
Wayward
Monstress
The things I that inspired me where two comics, and one web comic, known as Ava's daemon, Monstress, and Wayward. The reason they inspired me is the art style is unique for each one, Monstress being almost steampunk, art deco  and dark, Ava's daemon using bright colors but also some dark to make atmosphere, and Wayward is almost a  mystery the art style is like Ava's daemon in the way of the bright colors but using moody colors to set the tone but the drawing are a lot more detailed and very visually pleasing.

Monstress is a Comic with a steam punk like art style in a fantasy setting using Kaiju's which are the monster found in the Japanese film genre called Kaiju (Godzilla is a Kaiju). Monstress is about a girl called Maika who is risking everything to control a tremendous amount of power, which will place her in the center of a devastating war between humans and and otherworldly forces.

http://readcomiconline.to/Comic/Monstress/Issue-1?id=12147


Ava's Demon is a web comic created by Michelle Czajkowski. Created in 2012 and physically released in 2013 after a successful Kick starter. It is known for it's painted art style  and animation. The layout is set in a single panel layout (one panel displayed at a time) which the reader sees the next panel by pressing the next button. Ava's Demon is about a universe set in an interplanetary travel and advanced medical science. Certain people have obtained God-like powers through the powers of science. The comic follows the main character Ava Ire  a young girl that has a demon urging her to commit suicide  her entire life.  When Ava learns the true motives of the demon, she takes on a mission from her to get a second chance at life.

http://avasdemon.com/

Wayward is about a girl called Rori Lane who i s trying to start a new life in Japan where she reunites with her mother, but there are ancient creatures lurking in the shadows of Tokyo, and she can sense something within herself,which is threatening everything she holds dear.

http://readcomiconline.to/Comic/Wayward/Issue-1?id=12106

Facial expressions and face maths


When drawing facial expressions you don't need much detail all the time, but it is still good to have detail. Using a few lines (wrinkles to show more expression on the face ) I f you where to remove the wrinkles the face would look a bit plane, sometimes though the lines could make the face look old and when your trying to draw a younger character it might not look so you might have to find a way to alter the face so it still shows the expression but makes it look the right age.

Face math is when you add to facial expressions together shown on the top  page of the sketch book using the faces of happiness and fear to create a new expression.












Tuesday, 18 April 2017

A rough Idea for project 3

I had to do a brain storm because I couldn't think of anything. Half an hour later I had two ideas which were pretty similar in a way while at the same time different.

The 1st one was the progress of a teen and how the environment influenced them for better of for worse changing them making them different.

The 2nd one which I think I will go with is the imagination of the human brain when left to itself, I thought maybe I could do it so it was a person who was in a coma and how they imagined the world, or a child and what they might see.

I will be working by myself, but will probably be asking for assistance from over people, if I'm struggling with something and think someone could help me.

After discussing the other people in the classes Ideas and how they where going to make it we had to refine the ideas and onto them in more detail. Like how it is going to be set out the story what was interactive in the comic.

going into more detail on the setup it would be like a normal web comic where the interactive side could be just pushing the next page or previous page button, but I also think I might also put little things that can be clicked on.

The story is going to most likely go by the story of someone who is in a coma and is "telling" the reader what it was like before the coma. But in reality it is just saying what they thought it was like before the coma which is almost nothing alike to what actually happened just what they thought. I want to try and make it seem believable but show that it isn't real by chucking random things in like weird out of this world creatures which might at some points make you think why is that there, and some that fit into the environment but shouldn't be there(for example they might look graffiti). In the end though it will be reviled that none of what the person said was true by them themselves going "well at least that is what I think happened" , or them suddenly awakening trying to explain what happened to someone else and the other person going what are you talking about none of that happened.

Tuesday, 31 January 2017

Schedule

Rali designed a schedule for use which shared on one drive so we could fill in the gaps for what we would be doing. W e filled out and got this as the table we also worked out how much we would be paid an hour and how much we would be paid in total.

Time table



Pay



Based on the two jobs ads below, I would say and entry level
3D Designer or someone with 1-2 years of experience would be
 able to find a job offer with a salary of aproximately £20,000 per
 annum.
https://www.cv-library.co.uk/job/205240031/Junior-3D-Designer-
Solidworks?s=100609&rx_campaign=indeed6&rx_group=103261&rx_
job=205240031&rx_source=Indeed&rx_medium=cpc&utm_source=Indeed
&utm_medium=cpc&utm_campaign=Indeed_Engineering_IT
Junior 3d designer £19,000.00


http://www.jobsite.co.uk/job/957410574&utm_medium=aggregator&utm_
source=indeedOrganic&utm_campaign=MP2_DSN&cid
=msearche_indeedSponsored___MP2_DSN_

3d graphics artist £22,000.00

An UE level editor will be able to earn a more solid salary of
 around £35,00 per annum.
https://www.indeed.co.uk/cmp/BlackBox/jobs/Unreal-Engine-Developer-
164386247b598299?q=unreal+engine
UE editor  £35,000.00




A Game/level designer will be able to find job opportunities 
that offer around £25,000 per annum.
http://jobs.gamesindustry.biz/datascope/scotland/uk-and-europe/designers-
experienced-senior-scotland-up-to--40k-id89591
Game designer  £25,000.00






The main problem we are at risk of encountering during this
 project is falling behind on our schedule;if this is to happen,
we will create a new schedule with updated roles designated to those
 in our team.If necessary, we will think about getting rid of some assets
that we see as  less important, if we think that this will enable us to make
time back to catch up to where we should be. Another problem that
could happen is if any member of our team falls ill during the time of
production; if this were to happen,the remaining members of our team
 will do our best to ensure that we do not fall  behind and get there
share of the work done to the best of our abillites in this instance.
Depending on the duration of their illness, we will have to adjust
ourselves and the remaining tasks accordingly with the remaining time
that we have left, until their return.

Sunday, 29 January 2017

Firewatch report

Report on the creators of Firewatch

Logo


promotional art for the game

"A controlled burn of brilliance" -IGN

 The Creators of the game Firewatch are  small but scrappy company in San Francisco, California who set out to make games about "interesting people in Fascinating places, There first ever game was Firewatch which was made in collaboration with a software company from Portland Oregon called Panic Inc. the creators of the game all work in the a team called Campo Santo, which consists of 14 people.

The team and what they do.


  • Jake Rodkin is a designer and creative writer (credits: The walking Dead, Tales of Monkey Island, Poker Night at the inventory,Puzzle Agent, and Sam∧ Max .)
  • Sean Vanaman is a designer and writer (credits: The walking Dead, Tales of Monkey Island, Poker Night at the inventory, and Puzzle Agent.)
  • Jane Ng is a environment and lighting artist (credits: The Godfather, Spore, Stacking, Brutal legend, and Return Of the King)
  • Chris Remo is a designer, developer, and composer who did music for games like Gone home and Thirty  and Co-wrote The cave and Battlefront Rogue One:X-wing VR Mission.
  • James Benson is an animator and designer (credits: Ori, Fable 3, Blind Forest, and project Milo)
  • Ben Burbank is a system and Graphics programmer, who recently was the lead programmer at double fine, and started his career sports game for the PlayStation 2 at EA.
  • Aubrey Hesselgren is a game play programmer, Aubrey is well known for his Brink's parkour systems, Super Meat Boy Galaxy,and has been working on the The world is Flat between his freelancing gigs.
  • Gabe McGill is a producer who has a lot of roles, business admin, and a all round useful person, Firewatch is his first credited game.
  • Kathy McElwee helps with the accounting and finance remotely form Portland. She used to be CFO (Chief financial officer) for 3DO and Telltale Games.
Over people credited are 
  • Olly Moss
  • Patrick Ewing
  • Will Armstrong
  • Nels Anderson
  • Paolo Surricchio.

I went and did a research to find an interview with the people who work in Campo Santo and found one with designer,developer, and composer of Firewatch Chris Remo, where he was asked questions about the setup he uses. What hardware does he use? he said it all depended on what project he was doing, but if he was doing it for making a game he would use exclusively use windows machines, he also runs a podcast show with Idle thumbs (as he co-runs the network). Chris and the other Idle thumbs have been creating a new recording studio which will be shared with Campo Santo which the based of of the sequence conference office from tinker tailor solider spy. "..we are obsessed with it and thought it would be hilarious."

what software does he use? he used Unity engine to create Firewatch which he said was "..a pretty full service game development environment". They augmented it with  various plug-ins and middleware which included Wwise, which is an extremely powerful sound engine,which he used to implement all audio and music playback, and they use Perforce for version control.

What would his dream setup be? When he was asked this question  he answered with " I honestly fell that I am not enough of trained professional in any of my fields to know what my dream setup is supposed to be." he said that whenever he would look at a composer, designer or a podcast persons set up he would think it was impressively better then his. In an ideal world he said have a completely isolated and soundproof room at his house where he would be able to play and record music.

"I always, always want want is for my computer screens to be bigger, higher resolution, and greater in number,Also I hate track pads.

Even the nice Apple ones on MacBooks?

Yes they are all bad. Here is my dream setup: always having a mouse and never a track pad."








Bibliography
https://www.camposanto.com/about/

https://usesthis.com/interviews/chris.remo/

Tuesday, 24 January 2017

spatial narrative report

Two games that I think clearly show Spatial narrative are Portal 2 and PT.The reason I think these game use spatial narrative, Is because of the environment they are in. Portal 2 is a game in a laboratory that has been abandoned now the game itself hasn't got much spatial storytelling but there are secret areas which tell a deeper story to the game then the one we know, that's right I'm talking about Doug Rattman a.k.a the rat man a scientist  who worked  in the Aperture Science enrichment center he is the only known surviving scientist from when GLaDoS flooded the center with Nurotoxins. He is a paranoid schizophrenic who relies on anti psychotic medication to keep him sane. we never met him in the game but his story is told by all the scribble's left around by him in his den's.
a comic strip on DR Rattman
Not mine but it shows some of the story, and the story of the rat man

Some of Rat mans scribbles about his delusion's about the companion cube and how it's human, how ridiculous right, right, no okay.

P.T's environment is completely different from the portal environment which is mostly white with  light colors with the odd dark area. P.T. is completely dark minus the first two sections. The game is set on the bottom floor of a house which keeps looping each time you go through the last door, the game gets progressively darker as you progress with new things to be discovered also whith a ghost slash deamon lurking about to scar you at any moment what could be better, want to turn back now well to bad once you walk through that door there's no turning back and you can't go back to the previous area all you can do is progress or turn of the console and never play it again.(who you kidding you'll play it again).  but going back to how it tells it story you walk about and investigate listen to the radio which tell's you what happens in vague details, listen for key audio bits which might be hard to hear, and always look at the pictures, now you might think but all games can do that, if that's not enough look at the environment it self it is changing each time you walk through that door. the lighting the arrangement of items and even the cleanliness  of the house deteriorate. 
One of the puzzles for the game you have to stare at the eyes to gouge it out.

what I like about the games is pretty much all of it for portal you have to go out of your way to find the spatial narrative which expands the game, and P.T is overall just visually impressive and makes sense.

What I dislike about the games, I don't really dislike much about portal but I haven't played in quite awhile so I might find something next time. and with PT, I in general don't like horror games, but it was still enjoyable, the other thing I dislike about P.T is the puzzles some of them could seem near impossible.

The games I choose haven't inspired my game at all minus the amount of detail the use in the spatial narrative, our game won't have dialogue unless we figure it out so the entire story will need to be told via the environment, using Items to guide you where you need to be, random objects laying about, and things on the environment like drawings in a cave, or claw marks on a tree.




Monday, 23 January 2017

What is spatial storytelling

Spatial storytelling is when then only story told is the story the environment is telling, using everyday objects, like books,TV's even toilet paper.

For example a story could be set in an empty house where the only person is you. you go about and look around the rooms find "newspaper clippings" or "books" with pages ripped out. If the room is clean or messed up, if the room is messed up it could represent the personality of the person in the house or if something worse happened like a fight or a struggle, Not everything has to be told in newspaper clippings and writing and not everything is obvious and spoon feed to you, you might need to look deeper into the game to find out whats going of, look in every corner, draw and hole, you never no what hint could be about for you to find more story, or try to progress the story.



Game's that use spatial story telling.
Some examples that use spatial storytelling for either the entire game of just as little Easter eggs that you can find are Portal's Rat man, also know as Doug Rattman, who was a scientist in Aperture Science enrichment center he is the only known surviving scientist from when GLaDoS flooded the center with Nurotoxins. He is a paranoid schizophrenic who relies on anti psychotic medication to keep him sane. we never met him in the game but his story is told by all the scribble's left by him.Image result for portal rat man



Another game would be the silent hill trailer PT which is an entire game based on Spatial storytelling. Where you are walking through a house that keeps on looping. Once you start you walk and keep walking through doors, after awhile you can't just simply keep walking you need to interact to progress and new areas open up. the spatial storytelling isn't just visual it is also in the audio. to get some of the story you need to listen to the radio, and there's a section where you have to listen for three laughs then go to a phone.