Friday, 28 February 2014

task 2: research and expiromentation

unity experimentation with the terrain editor
to start off with creating a plane and use a terrain brush to be able to sculpt the terrain to the similar shape 
then we can smooth out some areas to get the flat lands and the mountains distinguished between each other 

no we added grass with the texture brush this allowed us to add colour and feel to the terrain 

I added a water texture similarly to the grass inside the crater


now I used the tree brush and I found out it doesn't have limitations on where it is put I found this out by putting a tree in water 
I added more trees and bushes to be able to look more like an island and I added a rigid body so I can move around in this island 

Result from this :
From this I have learnt that the terrain system in unity is simple and easy to use it is also a way to get a quick level to be able to be travel around into.

Thumbnail sketches


Result from this:

Rough sketches

This is my turtles rough sketch for its final stage 
this sketch is needing to be as scary as possible to show the evolution from dreams to  nightmares  
so for this image I used a snapping turtles head as it is the most dangerous looking turtle with a strong jaw force and a spiked shield this implies it will be hard to kill and if it gets to close you will be the one not living.  
This is the first stage of my turtle 
this is a simple turtle however I know that the body is out of proportion so I know I will need to redo this at a later stage however the turtle need to look as cute as I can make it look. to do this I will make the eyes bigger and the head a little smaller in addition to a pink mist to be able to show its a dream this will come from the shell   this image needs to make the shell shorter and the feet be the same size 
This is the middle stage rough sketch 
this is the second stage the purpose in this stage is to show that its getting dangerous and it will need to be resolved before its gets to the final stage in the sprite version it will have pink clouds around it into black clouds and on the last second it will cover itself in this 

Result from this :
 I found that rough sketches are a good way to be able to refine the looks of a thumbnail sketch
it is also a way how to improve on the ideas I already have.

3D modelling





Sketchbooks

http://vinnik.net/cgi-bin/sketchbook.en.cgi?name=2010

why I chose this sketchbook:

How it can help my project
This can help my project by showing me that a sketchbook is only a way for me to show off my work for example In this sketchbook it is only life drawings and typography however it is interesting how they use the ink to flesh out the images









https://www.youtube.com/watch?v=LLrhwbsdMqs
why I chose this sketchbook:
How it can help my project
I thought this sketchbook can help my project because it is themed on dreams and nightmares and It also includes peoples fears and ambitions I can possibly use this contextually for my game such as I can have clowns in my game as well however I don't think I will include It as it will be more difficult to implement this into my game.


Friday, 7 February 2014

task 1: discipline and idea

Chosen discipline-Games development
Current: Games consoles and PC


Past: Arcade games


roles in that discipline-

Current: Narration, Artists,Programmers, 3-D modellers, Sound artist






Past-programmers sound programmers

leading companies-

Current:Electronic arts/ EA

For a period time EA had decided to focus on branding and they originally took a toll and many of the employees went to Ubisoft which was a rival
Electronic Arts Inc. is a leading global interactive entertainment software company. EA delivers games, content and online services for Internet-connected consoles, personal computers, mobile phones and tablets

EA was founded in 1982 By Trip Hawkins he was also a developer for a small company called digital chocolate in 2003 this company was made to handle mobile devices.

In fiscal 2013, EA posted GAAP net revenue of $3.8 billion. EA is recognized for critically acclaimed, high-quality blockbuster franchises such as The Sims™, Madden NFL, FIFA Soccer, Need for Speed™, Battlefield™ and Mass Effect

Past: Atari

Atari had problems with money because of the Commador corporation (Ataris rival) we hugely out selling the Atari and had to sell all their remaining consoles  in order to keep the company going

Atari made another console  , producing a $25 million profit that year.
File:Atari old logo.svg
The Atari ST line proved very successful.  ultimately selling more than 5 million units. Its built-in MIDI ports made it especially popular among musicians.

Also in 1989, Atari Corperation. lost a $250 million lawsuit alleging that Nintendo had an illegal monopoly.
monopoly was a Hasbro game how every being a section or Hasbro Atari was able to attempt to sue Nintendo for having a illegal version of monopoly

As the fortunes of Atari Corporation's ST and PC compatible computers faded, consoles and software again became the company's main focus. In 1993, Atari Corp. released its last console: the Atari Jaguar.

After a period of initial success, it failed to meet expectations. It was not nearly as powerful as Sony Computer Entertainment's PlayStation or Sega's Saturn and lacked the extensive third party support its Japanese competitors had easily secured for their consoles.

leading artists-

Current:Brent Knowles





Past : Shigeru Miyamoto



tools-

Current: unity, UDK, ,sprites, coding (c++,c#..etc)

Past: coding(C ,C++,C#) ,Torque ,BlitzMax, Construct


techniques-

Current: rapid development ,YAGNI , Refactoring, unit testing, Test-driven development

Past:Sorting algorithms ,Creating your own graphical user interfaces ,Go To and spaghetti code

skills required-

Current:programming, video graphics , hardware essentials Computer animation also play a huge role in video games
I.E a games developer needs to be able to fill all the other roles in creating a game not just specializing in just


Past: only a few changes has been needed to be made to be a game developer in the present for example learning how to 3-D model and filling in and spreading more skills to fill areas of specialisms


genre-

Current: there hasn't been any new developing styles in a while however the visual styles  there are
Cel-Shaded, Photorealism, Abstract ,Exaggerated
Past:Action/Reaction,Temporary Invincibility, Re-spawning Enemies, Parallax Backgrounds Wrapping Up

My influence-

Current: Brent Knowles

Past: Shigeru Miyamoto

My Idea:
To be able to produce an environment with a character inside this environment for a game that I will design

In the end
my Idea had changed to making a 2D game that the player can use and enjoy however the reason that this isn't 3D any more was because I don't have enough time to be able to produce a 3D environment
with models that I produce my self due to the amount of time that I have.