Monday, 26 March 2012

Character Modelling Project

Ahhh, where to start with this one, the good or the bad. I really havn't enjoyed this project. There's probably a few factors involved here, my first impression of this project was that it was to focus on our understanding of basic anatomy and our modelling skills in respect to that, obviously an understanding good anatomy is a challenge to begin with, but that isn't to say I don't like a challenge, and I do thoroughly enjoy life drawing. The project also began quite well and at a good pace I'd say, the actual base mesh of the gladiator was fairly successful, including building the head and hands, the only issue with this was that I had used a few too many tri's building the hands which was easily fixable.

I was also able to put together a few concepts for ideas in regards to armour and weaponry which enabled me to finish the model with ease as I knew how the final mesh was going to look. Unwrapping was also a good step, I do feel the unwrap stage of any model is one of my strongest attributes and I was able to pick up the 'Pelt map' function quite quickly and apply it to the mesh efficiently.

 

I suppose the texturing process went okay too now that I think about it. It was hard to match skin tones on the different parts of the body which led to some minor (hardly noticable) seams.

On the other hand rigging was hard, not only because my version of 3DS Max had an issue with the Skin modifier, which I was advised to use over Physique by many of the second and third years, which led to me using the Physique modifier anyway, but it was also the first time I had rigged anything. Although it was difficult, it was a good learning process and I was able to get to an 'acceptable' point with my character.

So, the modelling went okay, so did concepting, unwrapping. Texturing was fun and looked decent on the mesh and rigging wasn't the complete failure it could've turned out to be. So, the bad? Well, overall I am just disappointed with the outcome of this project. I think I am comparing it to the last (vehicle project) too much, but all along with this project Ive just felt like it wasn't progressing and just hitting walls. The project never felt unique. I think my biggest issue with this project is that I find it really hard to enjoy any character work, its not that its too hard, I just don't aspire to being a character artist, I much prefer environments, vehicles, assets, all parts of a whole environment. It may be because of who I ma as a person, exploring new worlds seems much more interesting to me than meeting knew characters, its just how I feel right now. At the end of the day I don't believe I worked as hard on this project as I could've, especially in relation to the last project, but again I can say I was much more enthusiastic with the last. I'm hoping that these feelings are in most part in relation to this specific project and not character design as a whole. I definitely want to do another character project, sooner rather than later,  either way I know its something I can not and should not avoid.


 

Sunday, 19 February 2012

Game Production, The vehicle Project

Just a quick summing up of this project before it's too late. Wow! great project for me, right up my street, vehicles and such. I initially had some problems when I began to build the van, in that every time I extruded a face/ poly it would have a turned edge right across the front of it. I'd watched some fairly comprehensive videos on edge modelling so I was feeling fairly confident to begin with but when this happened it was just annoying! I though I was doing something wrong, that it must've been my fault, but in the end it seemed that resetting the normals resolved the issue. I was also able to pass this information onto some of my peers.

The aspect of the project I was most looking forward to was the texturing, I decided to step away from using my reference photographs to texture as obviously with a van, they're not the most exciting to look at and my van would just end up having some company logo on it that had no meaning to me personally so I decided to paint my own textures which turned out to be highly successful! I decided to texture the van based on one of my all time hero's, Valentino Rossi's, recent WRC Ford Fiesta RS.

The texturing was hard, especially trying to make sure that it stayed as closely as possible to Rossi's Fiesta without looking like I had just stuck things anywhere. It was also difficult trying to make larger 'vinyl's' that covered more than one panel of the car join properly on the separate panels. In the end the texturing went better than I could of hoped though.

There was one final disaster worthy on making its way into this blog post. Once I had finished I decided to try and grab some nice renders using Marmoset. I had never used it before, only heard second and third years suggesting it, I had also seen some examples of second years work which had been renders in Marmoset. So I downloaded the trail version and began to teach myself how to use it, I was doing quite well too, I had managed to figure out how to export my .Max file as an .Obj file so that I could apply different textures to the different objects within the scene, and then it happened. Marmoset crashed! not only did it crash but in doing so it managed to corrupt my .Max file (which wasn't being used anyway), my photoshop files for the textures (which also weren't being used) as well as my .Tga texture files (the only files that were actually being used by Marmoset out of the lot). How?! Thankfully after much panic I was able to recover my files from a variety of different places, I had to work into my diffuse layer slightly but I was able to get my files back to where they where. Phew.


Sunday, 12 February 2012

Game Design and Gameplay

Game design is the process of designing the content of a game, this could be for a board game or a video game. Obviously for the benefit of my future im going to focus on game design for video games here. Game design includes a number of core elements which include the content and rules of a game.

The design of a game will always begin with an idea but today the initial design will take the form of a game design document which will consist of the games design for use during development. The document will include things such as background, gameplay, storyline, environments and levels, characters, the rules of the game etc. These documents are extremely effective today as game studios usually have large teams working on any one game which means that as the game develops  each element remains consistent with the next. Early in video game history (70's), video games sold commercially were developed on a much smaller scale and often developed by maybe only a handful of people who would take on several roles, the actual game designer would of most likely of been the lead programmer and in the case of Sid Meier, this individual sometimes made up the the entire art team as well.

Today the design document will be very concise and detailed, it will also be clear and well ordered to ensure that the whole team working on a video game know everything there is to know regarding the titles direction. The primary function of a design document is to serve as a reference or instruction manual for the development team (artists, level designers, animators etc.) so needs to be easy to read and follow and today the document will typically go into lots of detail regarding all of the key elements of the game including, objectives, level and environment design, character design including characteristics and personalities, enemies, music, graphics, narrative and gameplay etc.

So what's the difference between game design and gameplay? Well for me it seems 'game design' is everything, the hole shabang! and gameplay is an integral part of the game design, one of the 'key elements'. The actual gameplay within a game design document should detail how the player interacts with said game. There's a very fine line between the game design and the game play it seems, as gameplay would most likely be one of the largest components of a game design document, but what sets gameplay apart from the other aspects of the games design is that it describes the interactive elements of a game. Actually another word sometimes used for gameplay is game-mechanics, and it is what distinguishes a game from other non-interactive media such as books or films. Certain elements of game design may be listed under gameplay which might include reward systems, the actual interaction between the player and the environment including objects within the environment. To summarise gameplay is the overall experience of the game design.

So what makes good game design? Well I'd say that all entirely depends on the games genre, and more importantly whether the game is a new IP or a sequel and if the game is fictional or based on true events such as a sports game. Overall its the vision for the final product which is most important to me and the more detailed a games design document is the more likely that final vision is likely to be attained, but this would also be affected by the size and skills of the team working on an individual game.

So were do I stand as a video game artist within the game design? Personally I feel I play a huge role, and not only within the games industry but in any. The actual artistic approach with anything will always play a vital role in the interaction of the viewer and the subject, ie; the gamer and the game. The artistic approach of a game is needed not only to make levels and characters, but to convey emotions and feelings. I'd like to think that any artistic role should be creative and within the game's industry it is the artists job to create what a game designer can only put into words as best as possible in relation the designer/ designers vision.

SO just to keep you happy Mike, is FEAR greatly different to Pac-Man? There are so many answers and all of them are right I'd say, if you pull back the curtains then the two games would appear very similar, particularly in terms of gameplay and objectives, you run away from enemies through corridors which is meant to be quick, jumpy, and increase suspense but newer technology means that FEAR is more interactive and therefore provides a greater experience for the gamer than that of Pac-Man.

Friday, 10 February 2012

Reef Character Visual Design Project

This is just a quick summing up of this project now that's coming to an end, I'm just completing my sculpey model of my finished character. Initially with this project I had some strong ideas and was quite eager to get started. The task seemed quite open in terms of which direction we could take the character, the key word given to us being 'humanoid', which said to me something which has 'human' form (ie, a head, two legs, tow arms etc) but dosn't necessarily have to appear human.  A few of my peers didn't seem to like the openness of the project being given, I cant see why myself, to me this meant the results would be much more diverse and most importantly in no way wrong, the actual process of our design seemed the most important thing. My initial idea then was to create a more stylised character, thinking more along the lines of Pixar and Dreamworks, I decided to do this as my vehicle design project was taken with a more sensible and practical approach.

Thinking along the line of 'reef' my first thoughts included bright colours, warm climates, clear waters, sandy beaches, the Caribbean, sea life. As I wanted my character to be taken with a stylised approach I felt it needed to have some sort of overall image and personality and after spending some time in DMU library I settled upon the idea of creating a 'Rasta-man', 'Rastafarian' character. Here was my big problem, I had instantly settled on ideas, I brought together some strong mood boards and imagery, but I had to clear an image of how I wanted my character to look in the end which I now see completely stunned all of my conceptuality and design from the word go. I immediately began designing my final vision which is completely stupid, I came up with some sort of turtle/ old, decrepit Rasta-man character which was quite frankly crap. I was too busy trying to put all of my thoughts into one final image straight away without any prior concepting and it was going completely wrong, I didn't just want a human with bits of coral attached to it or a sea creature stood on two legs but I kept arriving at the latter and it wasn't what I wanted. Again, the problem was clear, the images and ideas of where I wanted to take the character where too strong and that includes what I had in mind for storyboarding and it was wasn't taking me anywhere exciting as it wasn't giving me anything that I wasn't expecting.


 The character wasn't what I wanted, and for me personally it didn't seem to 'fit' into any specific game genre so therefore wasn't suitable. I decided to back to the drawing board and start from scratch employing some of the techniques that we were shown at Mitch Small's initial concepting lecture, I started with a human form silhouette and began to work into quickly and without much thought for the final outcome. These concepts were much more open for a final direction and I settled on one in particular and began putting together a mood board to use for working towards a final. I had now begun to take a completely different approach in terms of the characters 'style'. Going from a cartoon-ish feel to a much more real, horror/ enemy feel, the whole thing felt like it would be accepted much easier into a game environment. In the end I settled upon a fish-skeleton/ monster type character, the idea was more of a twist on my initial thoughts on 'reef' in terms of colour and a sense of calm, this character was more of a 'risen-dead' from the dark, colourless depths of the ocean, the idea that the character didn't belong was kind of unsettling and I was pleased with the results.

Overall I admit that I didn't really enjoy the project. I don't know whether that is because I'm not very keen on the idea of character artist or because the whole approach was new and it meant the project was more difficult in terms of finding my way. What I do know is that if I were to do the project again I would employ some of the techniques I have learnt in this project, which would make the process easier and in turn probably more enjoyable. I certainly hope to do another character design project before completely disregarding the idea of character artist, at the end of the day the chance now to explore new grounds, probably get them wrong, but not have to worry is probably a chance I wont likely get again.







Thursday, 19 January 2012

Back to the Grind

Just a quick reflection on how the new semester has started. Overall quite well I'd say, unfortunately I'm still feeling quite tired on a regular basis which is making work seem difficult, mostly just to focus on what I'm actually doing but I'm trying my best to keep positive! We have been given our new Game Production project which is the Transit van, unfortunately I haven't started until this second week so I really need to get my act together with this one. I'm slightly annoyed at myself as not only is it a project I have never done before, it is at least, some kind of vehicle which I'd expect myself to be quite eager to get on with, my aim is to have the model finished by next week so I can really push on the texturing. This is the first project that also requires a design document so I'm going to try and make notes on how the project goes along.

Visual design has been great, this week we were looking at blind contour drawing which is always enjoyable, particularly as a group, and it began to feel like the class were becoming closer as we were interacting much more and generally having a good time. I also thoroughly enjoyed my self directed study, firstly the photographs of myself making a variety of different expressions which I got a slightly carried away with, (instead of taking 9 photo's I took 22!). I then did some blind contour drawings from the photographs which I developed into final water colours which can be seen in the pictures below. The water colour idea was actually inspired by an artist (agnes-cecile) I found on deviant art of all places! (I actually never look on deviant art, maybe I should make it more of a regular thing!). I also did some blind contour drawings of a 'street-scene', actually a block of modern flats, which I again developed into water colours using the same technique as the expression pieces. We have also begun the life drawing sessions which I don't feel is my strongest area, I don't particularly want to be a character artist anyway, but I always enjoy life drawing anyway, I know it helps me to become a 'better', more observant artist and I can usually produce a few fairly decent pieces, I will post some work onto my blog as soon as I have them scanned.

As for Critical Studies, things are as usual. At least there's some stability in my life! Obviously last week, first week back, we were supposed to go ahead with presentations on a game review we had done which didn't happen, I was a little dissapointed, but I reviewed the game in my last blog which I still enjoyed and feel I was probably able to include a little more anyway.

Other things to note? Our new Visual Design project seems fun and interesting, the Reef project, I have a few ideas buzzing around in my head. Also been some good programs on TV recently, a new series which actually coincide with the Reef project Great Barrier Reef on the BBC. Two programs also on the BBC with Dr Kevin Fong, To Boldly Go Up and To Boldly Go Down and again on the BBC the three Stargazing Live episodes with Brain Cox and Dara O'Briain where really cool. There was also an extremely good Horizon program, BBC, titled 'Playing God', which was extremely interesting.















Thursday, 12 January 2012

Game Review Presentation, TT Superbikes

Great, looks like I'm the only one to have actually put together some form of presentation for this week and now we're asked to do a blog! Ahhh well, I suppose I have some notes to work from now, so here goes.

The game I have chosen to review is TT Superbikes for the Playstation 2. I've chosen to review this game for a few reason's, it is by the means the greatest game ever made, many gamers probably wouldn't even give it a second glance, but I don't play this game because I am a 'hard-core' gamer, I play it firstly for my love of racing games and my whole passion for racing, Motorsport and motorcycle racing in general, including my love for the Isle of Man TT and for a handful of other personal reasons which I will try to include along with an un-biased review of a game from a gamers perspective, hopefully mixing the tow will make for a decent review.

So, firstly, I feel I should explain a little about the Isle of Man TT. The Isle of Man TT is a motorcycle race held on the Isle of Man once a year. It is possibly the most prestigious motorcycle race in the world, but definitely the most dangerous, toughest and exhilarating race in the world. The race takes place over 37 ¾ miles of public roads, over 200 corners must be negotiated up to six times and 5 races take place over a week. Riders can reach speeds of up to 200mph between trees, hedges and brick walls with the opportunity for disaster around every corner. Experts say that it can take up to 3 years to learn the track, to date 237 riders have lost their lives to the TT course, on average that's 5 deaths for every mile of the course. The racing is also unbelievably fast, the fastest lap time to date was set by John McGuiness, his average speed over the 37 ¾ miles was an astonishing 131.57mph! I have only been across to the Isle of Man once to witness the racing but I can say for a fact that it is the most surreal thing you can experience in your life, the noise, the speed and the sensation you just feel that something special is happening and I highly recommend anyone to travel one year to watch, I'm sure you'll get hooked, all I can say is that if it doesn't excite you then you're not alive!

Here are some videos to give you a better picture of what the TT is about and the speed's they reach;

http://www.youtube.com/watch?v=sE7H6f9PVwk

http://www.youtube.com/watch?v=YWfwuKPyxEk

http://www.youtube.com/watch?v=pe7F6cOkQJU

I regularly go to watch club Motorcycle racing at Mallory park and last year went to watch the world championship (MotoGP) at Silverstone, as awesome as it was I was still sat a hundred yards away, behind 70 feet of gravel traps and an 8 foot fence. The Isle of Man TT is one of a kind, just from those videos you can see how close spectators can get to bikes racing past at 160mph+, in our generation of corporate control and health and safety nuts, this shouldn't be allowed to happen, but thankfully the event is untouched, and each year the event holders strive to make it 'as safe as possible'. But as all of the riders would tell you, they race the TT for the dangers, the thrills and the excitement of being on the very edge, it's in your blood and you cant get it out! To many riders the TT is not about beating others, its about beating the track, riders with no hope of winning have come to break personal bests and challenge the course, riders are always chasing faster and faster lap times, as I have already mentioned, it's like nothing else I've ever experienced, incredibly fast, it makes the hair stand up on the back of your neck! It really is like the real world version of Wipeout, or Death Race and it's legal!


So with these 'relationships' to the ideas of films and other video games you would imagine that the Isle of Man TT would lend itself well to a game, but ultimately it may only appeal to those who truly appreciate the particular event and circuit, or those who take their racing seriously enough to be extremely patient during the rather steep learning curve, fortunately I'd land myself n both of those categories.  The biggest, actually second biggest positive, I'll come to the biggest, of the game is, although I own a £425 Playstation 3 console I find myself constantly drawn to this 'last generation' Playstation 2 title, it allows me to do something that not only no other current generation title allows me, but to do something I only dream of doing in reality. It does what a game, in my opinion, should do, it allows me to involve myself in something I feel very passionate about in my life away from gaming and says 'here you can have a go too', but in the safety of my arm chair. The game obviously allows you to complete full laps of the TT course, which is all I want to do, I can stick in Call of Duty or Skyrim any day of the week and thrust myself into what feels like a never ending campaign but I would much rather do a lap of the TT any time. Obviously the course is very long so progression through the game involves a series of challenges which take place over segments of the course.

Particularly for a Playstation 2 game Jester Interactive have created an extremely realistic depiction of one of the world's most famous circuits and according to Jester the game features "every vital bump, wall, tree and house" en route. 



Other attributes to note are that the game features impressively realistic bike physics and rider animations, as well as believable audio, the game also offers 80 motorcycles as well as side-cars from different classes to chose from and delivers a superb sensation of speed.

So, I'm sure you're wondering what the biggest positive is? Well take a look at the following pictures;


The pictures are of Colin Rides motorcycle workshop, a small shop and workshop in Widnes close to where my parents live. I used to visit the shop regularly with my Dad on his bike, which really was more of a youth club for friends and possibly geriatric delinquents than a motorcycle shop! Sadly, Colin passed away a few years ago, and I hadn't visited the shop for quite a while with commitments to my education, but on visits I often chatted to an old chap named Stan. Stan was in his seventies, and like my Dad, many others who have surrounded me in my life and now myself he had a wonderful passion for Motorbikes. I told Stan about this game, how awesome it was, that you were able to race the full TT course on a video game, bear in mind I was in my teens, I imagine he thought what was coming out of my mouth was utter bollocks. Yet, the next time I was at Colin Rides with my Dad, tucking in to some chips, pie and gravy I'd imagine, guess who'd gone out and bought himself a Playstation 2 just so that he could play this game? Stan, you legend! I remember sitting and chatting to Stan about our lap times and how many 'clean' laps we've completed, how I struggle through the Glen Helen section and how he loves the sensation of flying down Bray Hill, something he's always dreamt of but never been able to do in the real world. It's only now that I come to realise how fucking awesome all of that is! If a video game can bring a Seventy year old man to spend his hard earned cash on a home console to play just one game and bring him and a teenager together with a common interest and passion then that video game has succeeded and surpassed many others in my eyes!

As I have previously mentioned the game may only appeal to serious race fans, it is very difficult to race a clean lap, with the extremely narrow road ways and the high speeds it takes many hours of patience to get right. It probably only shows how tough the real event is, I'm a huge racing game fan and its the only game Ive come to play where I cannot complete lap time's quicker than the real racers, John McGuinness, Guy Martin, Cameron Donald, Conor Cummins, Ian Hutchinson, and to those who have sadly lost their lives to the course, Dave Jefferies and Joey Dunlop, they are the bravest men in the world. The game has a difficult time in the gaming world, but if I was the only person playing it, which I know I'm not, I would owe a lot to Jester Interactive for making the game and giving me many hours of enjoyment, maybe I can repay them one day by working alongside those guys to make games that I love.



To finish on a positive not, I would like to say how impressively true to life the game is, accurate land markings, bus stops, an impressively wide range of foliage, flashbulb-popping photographers, roadside picnic tables and outdoor restaurants, licenses sign-age, adjoining avenues, pavements and curbing (most of which will play havoc on your bike's balance), and an assortment of buildings that may be unique in the genre because the majority of them are unique. The visual effects are sadly quite limited probably due to the hardware limitations of the Playstation 2 so I can only hope and pray for a PS3 release.

Finally I'd like to point everyone in the direction of a wonderful, life affirming film documentary which was released last year about 2010's Isle of Mann TT and the whole event in general, I'd pursue anyone with a pulse to watch it.

http://www.youtube.com/watch?v=QldZiR9eQ_0


Friday, 30 December 2011

Christmas break so far. Help I'm tired!

The Christmas break started off very productively, I was up super early on my first free day out of uni to visit Newark Air Museum and had a great day out on my own. Stupidly I bought an air-fix kit whilst there and spent the rest of the week building and painting that, still didn't finish it completely! Awesome fun though. At the end of that week I attended the student rep meeting to discuss the results of the student survey, I've got to hand it to Mr Pickton though, he did an awesome job of the survey and worked very hard, what can I say, he makes us look good.

The following week before Christmas I decided to take a rest and re-generate myself for the Christmas weekend, I did some extra work at Halfords where I work and part time and then it was Christmas! I had an awesome weekend, my parents came down from Warrington to spend the weekend and we were able to spend the whole of Christmas day at home with Sophia, and the following day, Monday 26th we all went to Mallory Park for the day to watch some bike racing at the Plum Pudding race meet. I honestly didn't think I'd be there with Sophia until next year, I've been to Mallory loads this year with my dad but havn't been allowed to take Sophia so I was well happy.

So, this week I was hoping to get some work done, obviously I visit Soph on Mondays and Wednesday's so havn't had those days full but I was asked to do a favour and cover somebody at Halfords so that was another day gone, Saturday I'm working till 1pm and Soph will be at the flat from 2pm and I agreed to help out by working all day at Halfords too so that's this week gone as well.

That leaves me with next week to get stuck into work and finish the vehicle design project and a presentation for critical studies. Mike was obviously right by telling us not to depend on the Christmas break to get stuff done as it will not happen but it really does go by quickly. I'm fine with getting stuck into work next week, the big problem is I'm tired. All the time! No matter what, im tired. Everything else thats going on in life is taking its toll it seems, I'm stressed, not eating properly and it seems everything i do day to day is none stop chaos and I'm only just keeping up. I'm hoping to see a doctor next week because of this, sometimes i feel motivated and ready to do work and my body is just too fatigued and other times i feel great physically but my head will just not function and I'm worried that my work wont be of a good quality if i cant clear my mind and that will effect my grades.

Hopefully a doctor can help but i dont know what to do, my life is my life and nothing can be changed. I've dropped my hours at work on a Thursday night but that only increases my worries over money. There's so much else going on, i feel i can cope caring for Sophia but the 'powers that be' seem to be making it as difficult as possible, i probably shouldn't divulge too much on that but it sucks and is stressing me out most of all.

But by far one of the thing that is stressing me out the most is driving in Leicester! I travel to Melton Mowbry 4 times a week to visit Sophia and it seems that every set of traffic lights are on red, even at one in the morning when there's nobody else on the fucking road, and there are a lot of traffic lights! and everyone else on the road are selfish wankers who have no time for everyone else! honest to god ive seen less violent drivers in the British touring cars at Brands Hatch!

Ahhhhhhhh rant over, possibly a little relief! I Should probably go and have a sleep and clear my head!

If you got this far, thanks for listening and putting up with me!