For a good while now I havn't played games as much as I used to, but I dont think I havn't played them as much as I of liked to, no, I dont think that is the reason. I dont know wether it has primarily been the events of the last 3years or so that have directly or indirectly affected my urge to sit down and play a game start to finish or wether it is ust the case that I have just gradually become interested in spending my valuable time doing other things, because lets face it, a video game, new or old, will take up a good deal of ones time, just to play from start to finish without worrying about tropies or achievments or whatever meaningless crap that one struggles so hard to get even though, at least in my opinion, the 'getting' of these things always seem cheap and meaningless.
I think it is a mixture of a few different things. Yes, i believe the last few years have had a major influence on me not playing video games as often or for as long. I havn't hardly had the time to sit down and play again, nevermind the opportunity to relax and enjoy one, and as time has gone on and these events have sorted themselves out, things have settled down and started to become easier I havn't found myself phasing back into a routine of sitting for possible a few hours a day, if not every other day, and enjoying a game. The workload involved with being on the Game Art Design course clearly has an influence on how much spare time you have to do other things but i think its a case as I've mentioned before, that there is eventually a clear difference between enjoying playing games and enjoying making them, and sometimes this is apparent in fellow students which one they are.
So what I have done in my spare time? Well i must say that for a good while now I have bought way more movies than I have games and watching a good movie is still something i thoroughly enjoy. We've just bought ourselves a new Samsung 37" LED 3D HDTV and blu-rays just look absolutely stunning on it. I actually counted how many blu-ray movies we have today and it currently stands at 194, not a bad number? I think a major influence on this shift between movies and gaming has just been how unbelievably exhausted I've been. When you've put every last ounce of energy you have into your daily activities, even picking up a controller and mashing away at buttons just seems like to much of an effort, so to sit down and watch a movie is a nice way to rewind and relax before bed.
The sad thing is that the events of the last few years have obviously had quite an averse affect on me and unfortunately i have lost my enthusiasm for a lot of things. Despite this i still enjoy art, and the satisfaction it can give when your hard work and dedication is clearly demonstrated in your work. Frustratingly i do want to play games, i remember how much I enjoyed them, but that is when i was at school with much less responsibilities, its hard to justify using your time in this way but as things, finger crossed, continue to settle down i hope my passion for gaming will return.
Saturday, 20 October 2012
Summary of last few weeks
It has been a slow but sure start to the second year and i thought i'd just take this opportunity to talk about the work and what I've been thinking. Im happy with how i've started the year, it kind of feels like im stuck in the middle at the moment, one big step has been taken moving into the second year and I can see the next steps in front of me and its hard not to jump the gun. Right now im in a comfortable position and im basically just trying to focus on putting out some good quality work.
Second project for visual design has been an enjoyable one at The Great Central Railway in Loughborough and gave me the opportunity again to work on perspective drawing skills. I also still havn't had the opportunity to look at producing a digital/ colour version of my Abbey Park Final so i thought now would be a good opportunity to have a good go at producing a high quality digital final taking into consideration techniques discussed in the Concept Art and Planning PDF. The final piece has taken me at least 12-15 hours to finish, which i consider to be far to long, but seen as im still not completely confident with digital painting, (i havn't exactly done many) im very happy with it. I spent a lot of time researching and considering contrast, saturation and atmospheric blurring, especially towards completing the piece which I was able to apply to the final painting. The final is below;
I have now also finished the trash project ready for Monday's hand in. Again i'm very happy with the outcome. There are a few areas where i would of changed things considering but overall the project was enjoyable and i've got another good asset to include in my portfolio.
Second project for visual design has been an enjoyable one at The Great Central Railway in Loughborough and gave me the opportunity again to work on perspective drawing skills. I also still havn't had the opportunity to look at producing a digital/ colour version of my Abbey Park Final so i thought now would be a good opportunity to have a good go at producing a high quality digital final taking into consideration techniques discussed in the Concept Art and Planning PDF. The final piece has taken me at least 12-15 hours to finish, which i consider to be far to long, but seen as im still not completely confident with digital painting, (i havn't exactly done many) im very happy with it. I spent a lot of time researching and considering contrast, saturation and atmospheric blurring, especially towards completing the piece which I was able to apply to the final painting. The final is below;
I have now also finished the trash project ready for Monday's hand in. Again i'm very happy with the outcome. There are a few areas where i would of changed things considering but overall the project was enjoyable and i've got another good asset to include in my portfolio.
Wednesday, 10 October 2012
Elements of Game Design, Planning and Concepting
I hate these types of tasks, "come up with ground rules for concept and planning". When in reality I really don't feel qualified or in a position to be telling anyone how they should go about planning their work. At the moment I'm still in a position where what I can learn far exceeds what I already know, and this is probably why I feel this way. On the other hand, there is nothing from stopping me from researching how professionally artists go about planning and concepting there own work and feeding back here what I've learnt, not for anybody else to use but for myself.
So that's were the 'Art Process Boot camp' PDF comes in. Not only did I read it, all of it, even the bits at the end where the guy critiques his own work, but I printed it all out, which has probably cost me a bomb in ink by the way, and highlighted some of the parts which I felt where most important and, most importantly, most relevant to the planning of a piece of art work.
So I'm not entirely sure how to write this blog, whether to go on and on about what i think is important in planning or to share with you some of the items I highlighted within this tutorial, possibly a little mixture of both.
The most important thing I gathered from reading all of this was that in order to produce a good piece of art work you MUST apply a process in its creation. Ive seen plenty of other students who just chuck out concept painting after concept painting, even go on to get decent jobs within the industry, and there is no denying that these pieces of work look nice, but there is always something fundamentally wrong with these pieces of work, something you just cant lay a finger on, and that's because, according to this guy anyway, YOU NEED PROCESS. The key to any good painting is if it can communicate to the viewer. If you do not have this communication in your work, more than likely, you wont have the viewer's attention either. The second most important, if not equally important thing I've gathered from this pdf is in order to even start the 'process' you need to research whatever you plan on doing. You will not be able to produce something passable from memory alone, only the masters can do this! And this means reference. Reference, reference, reference. You really need good reference, and if you cant find anything to fit the concept you change the concept. I don't need to talk about how to get reference, I know how and so should you, the important thing is to make sure you search for ALL of the elements you will need for your painting. ALL of them.
The next step in the process after the previous tow, is using your process and your reference to plan your composition and this means by making small, possibly shitty thumbnails, but this doesn't matter, its about your working out, once you find a layout you like, you'll know it.
The rest of this pdf is more about the specifics within the process, in terms of actually doing the painting and in terms of planning is really important at this stage, the point here is to follow the 'rules' that cover ll of these specifics throughout the whole process. Specifics like focusing on tone, material, lighting and shadow, weight and balance, contrast and saturation and focal points. The most important thing which consists of all of these minor specifics that all add up to the major final painting is it's all about the process surrounding the understanding of purpose and discerning detail to create mood to achieve your concept, to have a clear inspiration and planning, a vision. So the next step is not in the specifics but in the remembering to ask the questions to find out.
The next steps are kind of about coming full circle and back to the beginning, firstly back to the point of communicating with the viewer and all of this planning should ask no matter how simple, does the piece tell a story? It doesn't have to tell the whole story but it has to communicate to the viewer and leave it open for the viewer to continue the story themselves in their minds. As I mentioned earlier if you cant do this, you wont have the viewers attention to begin with. And the final step which brings us back to the beginning is its all about applying the process throughout the creation of the piece of art work, this will give your work narrative and a purpose. As I mentioned we all see wonderful pieces of artwork everyday, from fellow students, peers, colleagues and professionals but more often than not we get this empty feeling and we can just brush past a piece of work without giving it any other thought other than, 'yeah, that looks nice' and this is because the work has no purpose. And this is because no process has been applied in its creation, it has just been created.
So here are what I think are the main, most important aspects of planning and conception, call them rules if you like. They do not directly consider the actual techniques involved within the painting process but cover the overall process which would go into a paintings creation;
-Process
-Getting Reference
-Planning the Composition
-Ask the Questions to find the Specifics
-Communicate with the Viewer
-Process in Creation
So that's were the 'Art Process Boot camp' PDF comes in. Not only did I read it, all of it, even the bits at the end where the guy critiques his own work, but I printed it all out, which has probably cost me a bomb in ink by the way, and highlighted some of the parts which I felt where most important and, most importantly, most relevant to the planning of a piece of art work.
So I'm not entirely sure how to write this blog, whether to go on and on about what i think is important in planning or to share with you some of the items I highlighted within this tutorial, possibly a little mixture of both.
The most important thing I gathered from reading all of this was that in order to produce a good piece of art work you MUST apply a process in its creation. Ive seen plenty of other students who just chuck out concept painting after concept painting, even go on to get decent jobs within the industry, and there is no denying that these pieces of work look nice, but there is always something fundamentally wrong with these pieces of work, something you just cant lay a finger on, and that's because, according to this guy anyway, YOU NEED PROCESS. The key to any good painting is if it can communicate to the viewer. If you do not have this communication in your work, more than likely, you wont have the viewer's attention either. The second most important, if not equally important thing I've gathered from this pdf is in order to even start the 'process' you need to research whatever you plan on doing. You will not be able to produce something passable from memory alone, only the masters can do this! And this means reference. Reference, reference, reference. You really need good reference, and if you cant find anything to fit the concept you change the concept. I don't need to talk about how to get reference, I know how and so should you, the important thing is to make sure you search for ALL of the elements you will need for your painting. ALL of them.
The next step in the process after the previous tow, is using your process and your reference to plan your composition and this means by making small, possibly shitty thumbnails, but this doesn't matter, its about your working out, once you find a layout you like, you'll know it.
The rest of this pdf is more about the specifics within the process, in terms of actually doing the painting and in terms of planning is really important at this stage, the point here is to follow the 'rules' that cover ll of these specifics throughout the whole process. Specifics like focusing on tone, material, lighting and shadow, weight and balance, contrast and saturation and focal points. The most important thing which consists of all of these minor specifics that all add up to the major final painting is it's all about the process surrounding the understanding of purpose and discerning detail to create mood to achieve your concept, to have a clear inspiration and planning, a vision. So the next step is not in the specifics but in the remembering to ask the questions to find out.
The next steps are kind of about coming full circle and back to the beginning, firstly back to the point of communicating with the viewer and all of this planning should ask no matter how simple, does the piece tell a story? It doesn't have to tell the whole story but it has to communicate to the viewer and leave it open for the viewer to continue the story themselves in their minds. As I mentioned earlier if you cant do this, you wont have the viewers attention to begin with. And the final step which brings us back to the beginning is its all about applying the process throughout the creation of the piece of art work, this will give your work narrative and a purpose. As I mentioned we all see wonderful pieces of artwork everyday, from fellow students, peers, colleagues and professionals but more often than not we get this empty feeling and we can just brush past a piece of work without giving it any other thought other than, 'yeah, that looks nice' and this is because the work has no purpose. And this is because no process has been applied in its creation, it has just been created.
So here are what I think are the main, most important aspects of planning and conception, call them rules if you like. They do not directly consider the actual techniques involved within the painting process but cover the overall process which would go into a paintings creation;
-Process
-Getting Reference
-Planning the Composition
-Ask the Questions to find the Specifics
-Communicate with the Viewer
-Process in Creation
Starting Year Two
Year two has finally got off to a start after a long summer, but one which I needed, to try and start the recovery from the last few years which have been both physically and emotionally draining. I still don't feel like I'm completely there yet, I've become very anxious about things, become stressed very easily and am still suffering from unbelievable strain in my neck, but apart from that I can say that this year has been much easier to start than last. Things in my life away from work are settling down now and becoming easier, but its still hard to shift the feeling that anything can go wrong at any moment, but I am a positive person, and I believe we only get one chance on this rock so its best to try and enjoy things whilst they last, because, unfortunately, nothing lasts forever.
Okay, so now I've got the doom and gloom out of the way lets move on to week one of year two of BA Hons game art and design. The best way to describe would be to say that the week has started nicely. Monday started with our visual design lesson and we where at Abbey Park getting the year off to a good start with some nice environmental stuff, focusing on lighting and shadows, all be it the actual day was overcast and the lighting was crap, but hey, we're artists and we press on. After spending a few hours at the park, getting a few thumbnails down and plenty of reference I'd found a small section of the park which had been built specifically as a garden called 'Redland Garden of the Senses'. In here i found a wooden construction, similar to a tunnel with overground foliage all around it which looked fantastic, something that could easily be seen within a game environment, not only this but it provided me with the chance to put a bit of perspective into practise in case I'd gotten a bit rusty over the summer break.

Above you can see a page of my thumbnails with the idea for the final piece in the top right.
And below is my final piece, although the task was technically to focus on colour I felt the need to do a grey-scale pencil drawing to start off the year. I havn't managed to get much drawing done over the summer and felt this would get me back into the flow of things. I will 'hopefully' do a colour version of this as a digi-paint as a lot of other students are doing. It is just difficult as although I feel I am a fairly decent artist I have limited understanding of Photoshop and digital painting in general and although I don't like to name names, I get the feeling that others with lesser artistic abilities than myself are able to produce much better digi-paints purely because they 'know-how-to', which is frustrating.
Game production also got off to a 'nice' start, with the Trash Project set by Blitz. The project I feel is going to be an easy-ish start to the year to get back into the swing of things, the main challenge and focus of the project is to be able to produce convincing game art at a strict budget in terms of tri's and texture space, which will be a fun project and I currently feel quite comfortable with producing decent work with a small poly/ tri count. I have already gathered some good reference and have currently got a decent start with building the assets, the wireframes can be seen below. The trash currently stands at around 498 tri's with no smoothing groups applied.
Okay, so now I've got the doom and gloom out of the way lets move on to week one of year two of BA Hons game art and design. The best way to describe would be to say that the week has started nicely. Monday started with our visual design lesson and we where at Abbey Park getting the year off to a good start with some nice environmental stuff, focusing on lighting and shadows, all be it the actual day was overcast and the lighting was crap, but hey, we're artists and we press on. After spending a few hours at the park, getting a few thumbnails down and plenty of reference I'd found a small section of the park which had been built specifically as a garden called 'Redland Garden of the Senses'. In here i found a wooden construction, similar to a tunnel with overground foliage all around it which looked fantastic, something that could easily be seen within a game environment, not only this but it provided me with the chance to put a bit of perspective into practise in case I'd gotten a bit rusty over the summer break.

Above you can see a page of my thumbnails with the idea for the final piece in the top right.
And below is my final piece, although the task was technically to focus on colour I felt the need to do a grey-scale pencil drawing to start off the year. I havn't managed to get much drawing done over the summer and felt this would get me back into the flow of things. I will 'hopefully' do a colour version of this as a digi-paint as a lot of other students are doing. It is just difficult as although I feel I am a fairly decent artist I have limited understanding of Photoshop and digital painting in general and although I don't like to name names, I get the feeling that others with lesser artistic abilities than myself are able to produce much better digi-paints purely because they 'know-how-to', which is frustrating.
Game production also got off to a 'nice' start, with the Trash Project set by Blitz. The project I feel is going to be an easy-ish start to the year to get back into the swing of things, the main challenge and focus of the project is to be able to produce convincing game art at a strict budget in terms of tri's and texture space, which will be a fun project and I currently feel quite comfortable with producing decent work with a small poly/ tri count. I have already gathered some good reference and have currently got a decent start with building the assets, the wireframes can be seen below. The trash currently stands at around 498 tri's with no smoothing groups applied.
Sunday, 29 April 2012
Level (Year) One, Completed
Where to start? I'm feeling a mixture of emotions right now.
Relief that the year has finally come to an end, I say finally as it feels like
it has taken much longer than one year to reach this point. I’m satisfied by
the work I have produced but on the other hand I feel I could have given so
much more if the course was the only thing I needed to focus on this year. It
seems like all year other things have demanded too much of my time and
attention away from the course, and this hasn't only depleted my time being
spent on my work but also my energy levels, my motivation, and the state of
feeling stressed and overly-committed have been overwhelmingly abundant this
year. I have often felt that the demands of my everyday life have exceeded my
ability to handle them and again this has affected my concentration levels and
my cognitive processes.
I know that these feelings have affected my work in many areas and severely in some. I started the year with a strong, positive attitude towards my ability to produce the work needed and still manage things in my life away from the course but as time has gone on things seem to have gotten harder, either that or I have found it harder to cope. Towards the end of the year I have felt constantly tired with no motivation to ‘get up’ and do some work, it has been frustrating that when I’ve tried to do work my mind won’t stay focused, and it won’t seem to function properly, it’s an extremely odd feeling to describe, but it’s just as though my brain wont ‘work’. I have good ideas on the direction I want my work to take but executing those ideas is where I seem to keep hitting walls, and this hasn’t helped with my attitude towards completing the work.
I know that these feelings have affected my work in many areas and severely in some. I started the year with a strong, positive attitude towards my ability to produce the work needed and still manage things in my life away from the course but as time has gone on things seem to have gotten harder, either that or I have found it harder to cope. Towards the end of the year I have felt constantly tired with no motivation to ‘get up’ and do some work, it has been frustrating that when I’ve tried to do work my mind won’t stay focused, and it won’t seem to function properly, it’s an extremely odd feeling to describe, but it’s just as though my brain wont ‘work’. I have good ideas on the direction I want my work to take but executing those ideas is where I seem to keep hitting walls, and this hasn’t helped with my attitude towards completing the work.
Despite these issues I’d like to think I am a fairly
comprehensive artist and that my artistic skills and ability is at a good level
in which to complete my work, and this I feel/ hope has been demonstrated by
the work I have produced this year both in Game Production and Visual Design.
On the other hand I have felt that due to time restrictions I am going to
improve as an artist at a slower rate than I perhaps would because my focus is
being taken away for long periods of time and this has made me feel
demotivated. I am also extremely disappointed with how I have engaged with
Critical Studies this year; again, to some extent my blog writing started well
but as time has progressed towards the final stages of the year my state of
mind has made it more and more difficult to demonstrate the thought processes
for writing. My last few blog entries in particular I feel have been poor, they
have been short and brief and the language use again I feel is unsatisfactory,
and I can only put this down to my state of mind at the end of the year. As I have
sat at my computer ready to write a blog my own mind just seems unwilling to
respond, my mind seems to be both blank and unable to string a half decent
sentence together never mind a comprehensive blog post. This has not only
frustrated me but has upset me too, I have always been positive and confident
in my writing skills and I have never found such a thing so difficult to do.
A look at the positive side of things and I can say that I am quite pleased with the work I have produced this year, my final pieces have been of a decent quality but I still need to improve upon my digital painting skills in relation to my traditional based skills. I must say I have been surprised by the large amount of projects and work that have been set this year, I'm not sure whether each year gets set the same amount of work or if this year is just hard working but I know myself I have posted 176 pictures to my visual design folder on Facebook which seems about average for most of the rest of my year were as if I look back over previous years 'first year' folders the number dramatically drops to under half that amount of work even for some of the top third years. Im not entirely sure what to make of this, possibly my year is weaker overall and therefore has needed to produce more work in order to achieve the level needed or simply that more work has been set this year than previous years.
There are also a lot of positive areas within my Game Production work this year, the actual quality of the work I have produced I am extremely happy with. My understanding of the 3DS Max program has increased at a good a level and has enabled me to produce some good 3D work. I am also pleased with the quality of the textures for the assets I have produced, particularly in the techniques I have developed for the construction of my normal and specular maps, I feel that they dramatically improve the quality of my models and help them to stand out.
One other area within the visual aspect of things is how I have presented my work this year. Earlier in the year some suggestions from third year students prompted me to develop a more consistent presentation style, especially with my 3D work. What resulted was what you call call a logo to sit with my work and a consistent colour and background scheme that has really lent itself to any final renders of work I have produced. This also means that my work is more presentable within a portfolio which I have set up using the deviant art web portfolio service. The site is still 'under construction'. A small quantity of work has been uploaded which sits great within the site but it is yet to reach a stage where one could use it to spread my work, although it would only take a small amount of time to get to that stage, one day tops. This, I hope will be done in the very near future and the site address will be uploaded to this blog as soon as that happens, I may even look at registering my own domain name depending on the cost. In line with that site I am also hoping to update the layout and presentation of this blog to coincide with it.
Finally, to look at the course itself and to conclude my year. I really can give nothing but praise to the course and those that run it. The tutors have always been extremely understanding of the difficulties I have faced over the last few years and have given nothing but the utmost support. The course also boasts some impressive guest lectures each year and this year has been no exception. I myself have particularly enjoyed the guest lectures provided by Codemasters earlier in the year, considering that this is a company that I'd be more than happy to work for the possibility to make connections with the company in any small way is a huge leap over what any other courses could offer a student.
I would also like to mention the fantastic level of support and help from second and third year students and even a small number who have since left the course and are now working in industry. The help they provide is invaluable in terms of progression through the course of the first year and I hope it is something I am able to do for any new comers next year.
Its really difficult to find any negative areas within the course without being nit-picky. As I have mentioned I feel that there has been a surprisingly high amount of work load set this year which seems to me to be inconsistent with previous years. A few students have pointed out that some of the course structure that is outlined on the DMU Blackboard is slightly out of date and if this were to be corrected may go some way in bringing consistency to the projects being set each year.
To conclude, thank god the year is over! Not to say that I havn't thoroughly enjoyed the year but I might now go and sleep for the next five months to replenish my energy for next year! Seriously though, I am certainly looking forward to the summer break. The heartache of the previous few years should go some way to resolving itself and hopefully my stress levels will decrease as will my tiredness and my energy levels and enthusiasm should reach its peak once again and I can continue to produce the work I know I am capable of. I have already got some good ideas for the set summer projects and as soon as everything settles down more at home I am ready to get stuck in. I have also got some other ideas for smaller things to do over the summer but I feel its important just to continue to develop myself without wearing myself out any more!
I finally want to say thank you to my tutors for the support they have given me this year, its always nice to know that people have faith in you're abilities. I would also like to thank my peers, the new faces I have met this year. It has been hard to adjust after making such wonderful friends the first time round who have always been there and given so much love and support to myself and my partner but I have also met some wonderful new people this year who have also shown support, so thank you.
Here's to never giving up!
A look at the positive side of things and I can say that I am quite pleased with the work I have produced this year, my final pieces have been of a decent quality but I still need to improve upon my digital painting skills in relation to my traditional based skills. I must say I have been surprised by the large amount of projects and work that have been set this year, I'm not sure whether each year gets set the same amount of work or if this year is just hard working but I know myself I have posted 176 pictures to my visual design folder on Facebook which seems about average for most of the rest of my year were as if I look back over previous years 'first year' folders the number dramatically drops to under half that amount of work even for some of the top third years. Im not entirely sure what to make of this, possibly my year is weaker overall and therefore has needed to produce more work in order to achieve the level needed or simply that more work has been set this year than previous years.
There are also a lot of positive areas within my Game Production work this year, the actual quality of the work I have produced I am extremely happy with. My understanding of the 3DS Max program has increased at a good a level and has enabled me to produce some good 3D work. I am also pleased with the quality of the textures for the assets I have produced, particularly in the techniques I have developed for the construction of my normal and specular maps, I feel that they dramatically improve the quality of my models and help them to stand out.
One other area within the visual aspect of things is how I have presented my work this year. Earlier in the year some suggestions from third year students prompted me to develop a more consistent presentation style, especially with my 3D work. What resulted was what you call call a logo to sit with my work and a consistent colour and background scheme that has really lent itself to any final renders of work I have produced. This also means that my work is more presentable within a portfolio which I have set up using the deviant art web portfolio service. The site is still 'under construction'. A small quantity of work has been uploaded which sits great within the site but it is yet to reach a stage where one could use it to spread my work, although it would only take a small amount of time to get to that stage, one day tops. This, I hope will be done in the very near future and the site address will be uploaded to this blog as soon as that happens, I may even look at registering my own domain name depending on the cost. In line with that site I am also hoping to update the layout and presentation of this blog to coincide with it.
Finally, to look at the course itself and to conclude my year. I really can give nothing but praise to the course and those that run it. The tutors have always been extremely understanding of the difficulties I have faced over the last few years and have given nothing but the utmost support. The course also boasts some impressive guest lectures each year and this year has been no exception. I myself have particularly enjoyed the guest lectures provided by Codemasters earlier in the year, considering that this is a company that I'd be more than happy to work for the possibility to make connections with the company in any small way is a huge leap over what any other courses could offer a student.
I would also like to mention the fantastic level of support and help from second and third year students and even a small number who have since left the course and are now working in industry. The help they provide is invaluable in terms of progression through the course of the first year and I hope it is something I am able to do for any new comers next year.
Its really difficult to find any negative areas within the course without being nit-picky. As I have mentioned I feel that there has been a surprisingly high amount of work load set this year which seems to me to be inconsistent with previous years. A few students have pointed out that some of the course structure that is outlined on the DMU Blackboard is slightly out of date and if this were to be corrected may go some way in bringing consistency to the projects being set each year.
To conclude, thank god the year is over! Not to say that I havn't thoroughly enjoyed the year but I might now go and sleep for the next five months to replenish my energy for next year! Seriously though, I am certainly looking forward to the summer break. The heartache of the previous few years should go some way to resolving itself and hopefully my stress levels will decrease as will my tiredness and my energy levels and enthusiasm should reach its peak once again and I can continue to produce the work I know I am capable of. I have already got some good ideas for the set summer projects and as soon as everything settles down more at home I am ready to get stuck in. I have also got some other ideas for smaller things to do over the summer but I feel its important just to continue to develop myself without wearing myself out any more!
I finally want to say thank you to my tutors for the support they have given me this year, its always nice to know that people have faith in you're abilities. I would also like to thank my peers, the new faces I have met this year. It has been hard to adjust after making such wonderful friends the first time round who have always been there and given so much love and support to myself and my partner but I have also met some wonderful new people this year who have also shown support, so thank you.
Here's to never giving up!
Thursday, 19 April 2012
Environment
Hmmmm, a tricky one for the game artist and possibly the biggest part of any game studio is the team who works on a games environment. Games have reached a point now where environments can be ultra-realistic, an exact re-creation of anywhere or any place on the planet, whether it be a race track in Gran Turismo or Paris in Call Of Duty, realism seems to be a big demand from the gaming community.
I think we should start by looking at what constitutes environment design with the game world, the environment is what is more commonly known as a 'level' in the gaming world. Everything a gamer can see within the location is the environment, the environment could be a city or it could be an open, featureless desert, but it is the location within the game which the player needs to move through in order to progress through the game. But if a person were to paint an environment, it could just be made to look pretty, that person would not have to take into account the function of the environment or the practicality, were as an environment artist working on a video game environment needs to consider how the player will move through the environment, how they will interact with the environment both in game and visually. I suppose the most difficult job for the artist is to create the illusion of freedom within the game world whilst still directing a player towards the objective, without feeling forced and whilst continually ensuring the player's interest and attention is kept, from anything like the placement of a building to a rock or piece of rust on a wall.
I think some might argue that somewhere along the line, or at least gradually, our creativity is being driven out by the demand for realism, but I just don't think this is the case. If we look at games like Dead Space or Uncharted, these games are not re-creations of anywhere in the world, nobody could actually go to these places, but everything appears real, the environments aren't fantasy, the aren't real p[laces, but they consist of real things, buildings, trees, the property's of the materials appear real, and even though these places don't exist they make the experience feel more real.
I have a very keen interest in becoming an environment artist, I feel the role provides much more freedom than a character artist in that the role isn't just focused on one aspect, even items, weapons, assets, vehicles become part of the environment they are in and need to be consistent within the style of the game.
I think we should start by looking at what constitutes environment design with the game world, the environment is what is more commonly known as a 'level' in the gaming world. Everything a gamer can see within the location is the environment, the environment could be a city or it could be an open, featureless desert, but it is the location within the game which the player needs to move through in order to progress through the game. But if a person were to paint an environment, it could just be made to look pretty, that person would not have to take into account the function of the environment or the practicality, were as an environment artist working on a video game environment needs to consider how the player will move through the environment, how they will interact with the environment both in game and visually. I suppose the most difficult job for the artist is to create the illusion of freedom within the game world whilst still directing a player towards the objective, without feeling forced and whilst continually ensuring the player's interest and attention is kept, from anything like the placement of a building to a rock or piece of rust on a wall.
I think some might argue that somewhere along the line, or at least gradually, our creativity is being driven out by the demand for realism, but I just don't think this is the case. If we look at games like Dead Space or Uncharted, these games are not re-creations of anywhere in the world, nobody could actually go to these places, but everything appears real, the environments aren't fantasy, the aren't real p[laces, but they consist of real things, buildings, trees, the property's of the materials appear real, and even though these places don't exist they make the experience feel more real.
I have a very keen interest in becoming an environment artist, I feel the role provides much more freedom than a character artist in that the role isn't just focused on one aspect, even items, weapons, assets, vehicles become part of the environment they are in and need to be consistent within the style of the game.
Monday, 16 April 2012
Character
We make connections everyday of our lives with inanimate objects, they should be meaningless encounters with discardable items. It can be a phone, maybe a car, but we do this because we believe these objects have 'character'. Possibly due to the human condition it is a necessity to make this association in order for us to make a connection and this gives a big clue into what is truly important in character.
Character design in games has come a long way, but so has the technology behind the games so that's probably why, but one thing that will always remain the same is how we will respond and make our connections with characters and its all about the story, the narrative. A story being told through visual elements, Pac-Man is no different to Crash Bandicoot, he is the happy-go-lucky hero of the game and any person can automatically and instantly recognize that, which is the vital initial connection which needs to be made.
Im a fan of both films and reading books and have always felt that books have had an edge over films in conveying character. I find films introducing new characters have a hard time in getting the viewer to make a connection within the restricted amount of time (2hours approx) and can quite often leave the viewer with an inadequate experience. Books on the other hand more often than not do a better job, one series of books in particular I'm a fan of are Stephen Kings The Dark Tower which span over nearly 4000 pages. The vastness of the story means that deep connections are made with certain characters of the books, we learn their histories, their motives and aspirations and their thoughts and feelings are constantly portrayed.
Video games have the advantage that they are able to convey character in both of these ways, clearly the main attraction is the visual element and the gamers response to the imagery being presented and that's where a game artist comes in. But as technology continues to move at an alarming pace I fear sometimes we can lose track of what is truly important. Game characters dont need to be tens-of-thousands of poly's for us to truly appreciate their characterizations.
Character design in games has come a long way, but so has the technology behind the games so that's probably why, but one thing that will always remain the same is how we will respond and make our connections with characters and its all about the story, the narrative. A story being told through visual elements, Pac-Man is no different to Crash Bandicoot, he is the happy-go-lucky hero of the game and any person can automatically and instantly recognize that, which is the vital initial connection which needs to be made.
Im a fan of both films and reading books and have always felt that books have had an edge over films in conveying character. I find films introducing new characters have a hard time in getting the viewer to make a connection within the restricted amount of time (2hours approx) and can quite often leave the viewer with an inadequate experience. Books on the other hand more often than not do a better job, one series of books in particular I'm a fan of are Stephen Kings The Dark Tower which span over nearly 4000 pages. The vastness of the story means that deep connections are made with certain characters of the books, we learn their histories, their motives and aspirations and their thoughts and feelings are constantly portrayed.
Video games have the advantage that they are able to convey character in both of these ways, clearly the main attraction is the visual element and the gamers response to the imagery being presented and that's where a game artist comes in. But as technology continues to move at an alarming pace I fear sometimes we can lose track of what is truly important. Game characters dont need to be tens-of-thousands of poly's for us to truly appreciate their characterizations.
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