Thursday, 22 June 2017

Unit 55: Graphic Narrative Production



The main influence for the narrative part of this project was the Deadpool game as this has such creative directing involved that mixes multiple genres of narratives from  4th wall breaks to comedy and humor. The structure was created in a sort of comic style way which I wanted to capture in our game. As for design The last of us was important to make a derelict style building to give off the abandoned theme which emphasizes what Chernobyl is all about. The graphics where trying to achieve realism that The Last of Us holds to make it look nice.

The aim was to make a sort of narrative that wasn't just visual but vocal and in order to do this we were going overlay a narrator over the comic style picture depicting the history of per-Chernobyl disaster. In game you start of on a tour the tour guide is a man who grew up in Chernobyl and every time you enter a room he explains what the room was like and how vibrant and lively the place was in the form of a comic strip style flash back, we couldn't get this done however due to time.

The methods weren't in place in the game as the time it took to make the level design and have functioning game took too long and none of the comic strips were produced in our game. There wasn't enough time to create the mechanics in the game. We also tried to create a controller in the shape of a book to help immerse the the audience in the tour guide theme and the coding to get this done is rather easy as its all just an on click event that then plays a animation pre-made in either unreal of 3DS Max.

If i could i would of used the effects of visual structuring in game to emphasize the importance in the room for instance, in the top floor there would have been a broken piano in the center of the room with a beam of light coming from the weather damaged roof that shining on the piano which would draw the attention to it making the player know that they should interact with the piano. The flashback effect is heavily important to cause the reader to sympathize with the story and connect with the game.

I believe i could of executed this correctly to a mediocre degree as our previous work to some degree used the same method as this, how ever with out the evidence of work i can be exactly sure that it would go the way it i said it would. This style of narrating ive never came across before in any game and think it would be a good combination of realism and fictional which helps blend our game as its about a real event but the building is made up of different buildings in real life.

I believe professionals give more time into research different styles of narrative which i failed to do with this work as i made my priority to make the game look good which made me spend time waiting for assets to be made when i could of used that time to look into styles of narrative and how to implement them into our game however structuring a story designing and adding into our game to a professional level would be rather difficult task as it is due to the time it takes to create a professional peice of work. At best given the time we had making a narrative we could only make something basic.




















.left {
background-color: black;
width: 100%;
height: 700px;
display: flex;
align-items: center;
justify-content: center;
}


.section1 {
width: 100%;
display: flex;
flex-direction: column;
align-items: center;
}

 .profile {
  width: 60%;
  background-color: green;
  height: 300px;
 }
  .aboutme {
  width: 60%;
  background-color: white;
  height: 300px;
 }

.right {
background-color: white;
width: 100%;
height: 700px;

}
.section2 {
width: 100%;
height: 20%;
background-color: black;
display:flex;
align-items: center;
justify-content: space-around;
}

}
.project1{
width:100px;
height: 50px;
}
.project2{
width:100px;
height: 50px;
}

.project3{
width:100px;
height: 50px;
}

.section3 {
width: 100%;
height: 80%;
background-color:  white;
}

/* Project 1 Website */
.Content {
display:flex;
justify-content: space-around;
}

.Box1 {
  height: 400px;
  width: 400px;
  background-color: black;
  background-image:url('../images/Dojo_Game.png');
  background-repeat: no-repeat;
  background-position:center;
}

.Box2 {
  height: 400px;
  width: 400px;
  background-color: black;
  background-image:url('../images/Graves_1_Game.png');
  background-repeat: no-repeat;
  background-position:center;
}

.Box3 {
  height: 400px;
  width: 400px;
  background-color: black;
  background-image:url('../images/Graves_2_Game.png');
  background-repeat: no-repeat;
  background-position:center;
}

.Box4 {
  height: 400px;
  width: 400px;
  background-color: black;
  background-image:url('../images/Graves_3_Game.png');
  background-repeat: no-repeat;
  background-position:center;
}

.Box5 {
  height: 400px;
  width: 400px;
  background-color: black;
  background-image:url('../images/Game_Game.png');
  background-repeat: no-repeat;
  background-position:center;
}

.Box6 {
  height: 400px;
  width: 400px;
  background-color: black;
  background-image:url('../images/Gate_Game.png');
  background-repeat: no-repeat;
  background-position:center;
}

.Box7 {
  height: 400px;
  width: 400px;
  background-color: black;
  background-image:url('../images/Fire_Game.png');
  background-repeat: no-repeat;
  background-position:center;
}

.Box8 {
  height: 400px;
  width: 400px;;
  background-color: black;
  background-image:url('../images/Moon_Game.png');
  background-repeat: no-repeat;
  background-position:center;
}

.Box9 {
  height: 400px;
  width: 400px;
  background-color: black;
  background-image:url('../images/Night_Game.png');
  background-repeat: no-repeat;
  background-position:center;
}

.Space {
height:100px;
}
.banner {
height: 200px;
width:70%;
background-color: black;
display: flex;
margin-left: 15%;
color: white;
font-size: 50px;
justify-content:center;
}


 /* responsive */


@media (min-width: 600px) {

.main { display: flex;}

.left {

width: 30%;
height: 1080px;

}

.right {

width: 70%;
height: 1080px;

}

/* Section 1 */




/* Section 2 */


.project1{
width:100px;
height: 50px;
background-color: white;

}

.project2{
width:100px;
height: 50px;
background-color: white;

}

.project3{
width:100px;
height: 50px;
background-color: white;

}

}








The first steps into creating my website was figuring out how I want it to look then splitting it up into sections to figure out where the Divs are going to go. So in photoshop I created a mock image of what i wanted the website to look like. The image in my head was having a navigation bar at the top, an about me to the left and a update section in the left over space. This wasnt the end result admittedly as I wasnt able to create alot of what i wanted. I split the page into 3 sections. in the first 2 sections I added some more divs, three in number 1 and two in number 2. In section 1 I made all the boxes the same height and using flexbox I made them centered and space-between. The other section i added two different boxes with different sizes one of them was supposed to be replaced with 

This is the water i added into our game that has replaced the bottomless pit into the game. admittedly I did cheat to get this water by downloading Unreal Engines free sample pack of water because creating water of my own would of taken me a long time to figure out as I have no experience with the Unreals code and there were no tutorials that allow me to figure this out. The thing i did change was the transparency of the water and the color, this allowed me to add a little of my own touch to the game instead of completely ripping it off. I hope in the future i gain the knowledge to do this myself. The rocks in my game are also taken from this sample pack but it only game with one rock the and re sized and merged some together to make different looking rocks, the texture on these ma

Tuesday, 20 June 2017

Unit 78: Digital Graphic for Computer Games

Over the course of these projects there were multiple different styles of digital graphic i used during our 2D and 3D games. For the 2D there was mainly the use of Photoshop to create the image file to import into Game Maker, the process started out with a picture then we scanned it in and edited it into Photoshop before we scaled it down. As for 3D it was all made with Photoshop and in Unreal Engines blueprint editing option. Unreal Engines diversities helped create interesting textures, in Photoshop we imported multiple images we took our selves and using the Bump map and Black and White functions we created image files that we then could add to a blueprint which then has a huge range of already coded nodes you can if you need to be specific.

3D Unreal Engine was more then just better then 2D as it had more of a expanse of what you could do especially to textures as. You can create a more realistic texture and a  more cartoon like texture rather easily as there a lot more pixels and there is a wide range of nodes that help you make the texture you want. Its a lot more complicated then 2D but there is a very minimal development for you to make good looking sprites not to mention the bugs that can be caused by them not being correct size or the software compressing it.

All graphics were heavily inspired by the games Shadows of the Colossus and The Last of Us. These games are heavily revolutionary in the scheme of their graphics, Shadows of the Colossus in its time was popular for the fact it had wide range expanse and the graphics weren't the best but it was very detailed and hit a milestone for other developers to step there game up. The Last of Us also was another milestone in its time as it effectively used the minimal storage data to maximize the graphics of the game, visually its stunning in a post apocalyptic scene its hard to pull of but the dirt and water and the fungus was great and I

really wanted to capture the detail in my work.

My work is just the start to what Professionals create as I have to use YouTube and other sources to recreate other peoples work where professionals usually have a visual of what they want and research how they can make and tweak their work to perfection. Professionals also use plugins to help them do things they couldn't do with base software like texture blending on objects. Professionals also use other software other than Unreal like zBrush and other graphic tools to help them make other graphics that you usually pay for.

What i aim to do in the future is figure out how to make realistic maps and textures using Unreal and other programs. I want to build environments in Unreal that can capture the nature that surrounds the scenery, it could be an old castle ruins but the fields have to be lush green grass swaying in the wind, the trees in full bloom. I also am really interested in making particle effects for an MMORPG style game with enchantment circles, fire balls and all the cool stuff that can go into games. I have already looked into how things like this can be animated and it doesn't seem too hard to code it damaging things and would be a good skill to learn too. MMORPG games are my influence into games design and to be able to merge the two ideas of nice looking landscape with RPG style skills is a aspiration I have.

Thursday, 18 May 2017

Sound In game

With Owen we looked at Foley sounds for movies and video games. We were asked to come up with some potential ideas and ways to get sound effects for our game. As our game is about an abandoned building there are a lot of natural sounds that will need to be added to make the feel of the game feel like its abandoned and nature has taken back its land. Things like water will be heavily important to recreate in multiple ways as water damage from rain is very common in derelict buildings. To recreat sound of dripping i could use a tap from my home quite easily, sound of rain hitting the roof can come from a hose sprinkling on some material and i could step on water to recreate the sound of walking through wet puddles. Wind is very important with a fan blowing in a mic or getting actual wind if theres any would be able to recreate this. Noise is very important to the game to give it a creepy vibe and ambient of solitude.

Monday, 15 May 2017

This owens lesson we went onto BeepBox website to make a chipstep sound track and i created a nice Rhythem that could be placed in a space invade or shoot em up typ of game as its quite up beat and happy, i spent too long on this more time then needed

http://www.beepbox.co/#5s0kbl00e0ft7a7g0fj7i0r1w1241f0000d2222c0000h2200v3453o3210b0icz95kz8Qs00h4i4x4h40004h4h4h4g4i8y8Pcyhmop24RBSoWgoqwwRQ6CWHGOEfiikO6MA3shOh86KMRAoqpHOXo7ZGoWlwSm62m2Cfrj3H3GCqv6Sop3gapFBDe5MfkvKW2Cqpqos-XKhKQC6xgdOlCmV1pwv3mNnctP87Fa-3wb26FyACahZCuAMQPQU4toWxRkMV5Vi7pjjQAR_kaoUoW0TkxE7g6CCFxVtnAlINVD8j3A50a0aosY9FBMc2FFsqN2FBNNegfAiCDM0AkNe8Q4q0M0qoq0QxF3i6Ad8qgQMQQxJ3g6Ad8qgQxgR3E7gewt0q96wHglEMsx8i4wCgx89C8i2qow

Thursday, 27 April 2017

Logo


In Owens lesson we started to develop our logos by creating a mood board of some of our favorite games and some indie games that we might know or logos we simply like the looks of, this is to have a gander at what other big and small company's look like to give us inspiration. What i have found out while doing the exercise is that there is no one way to make a logos can be created how ever you want too.

This is one of my favorite logos as its a cute design, the relevance of the otter makes it even better  shows consistency in the company, The ink style picturing and writing is also interesting to me as it makes it look less boring specially in the typography as it makes it look less straight and plain. The coloring of plain black is also nice and subtle and not over powering as there is not to much coloring as it is it doesn't make it look plain. The last analysis came to me as when i looked at the alligator I wondered if theres 

Rovio's logo is interesting as it blends vibrant colors with basic shape that makes something completely unique to its company. The curves in this are nice and simple but the also link to the name by making it a hidden R too, you wouldn't of noticed if you glanced over it you wouldn't notice it.
The relevance of Blizzards logo is interesting to me as it uses this really chilling ice blue colour which emphasizes this sort of snowy blizzard. The writing is not all the same size but it still all the same size fitting which is what i like its all in a nice block and nothing is more extended over the other that makes it look really nice. The text is all sharded and broken like ice which breaks the boring normality of straight lines that looks really nice. It looks rather prehistoric, specifically the ice age it looks like it was engraved in carvings.


Thursday, 20 April 2017

Unit 78


we were told to do a small facial task by owen to create 6 premade face of the power point then went on to mix and amtch them, i did this in my last course so i tried to make faces i have not made before. i ended up with tiredness innocence and rage, the three words that most describe me.
I really like the line work in the facial features for this picture as its a really nice exaggerated cartoon style that has a more comedic effect.
This is a more serious cartoon style that also has a beautiful line work and looks amazing

Wednesday, 19 April 2017

Unit 3: Research Technigues for the Creative Media Industries

The brutal roman aspect of RYSE: son of rome has heavily influenced what id like the atmosphere to feel in the game we are creating as it shows beautiful scenery mix with brutal reality of war and fighting. The coliseums colossal size it what we hope to achieve with our game while adding the detailing also. The color pallet used in the Armour detailing and the arena itself is whats desirable about this makes it feel really atmospheric and the games story telling would is well done. I think mixing this with comic strip aspect might give it a more made up story feel like you would here about men of legends.
The first of my inspirations i am grabbing from is the comic series themselves mainly Deadpool as i like the style its made in with the serious tone overlayed with comedy. The way ill use this comic style in my game is laying out the story telling in a more comic strip style that will inter change when you click it will move to panel to panel similar to Marvel vs Capcom 3 and games with similar cut scene. I feel like this is easier to understand with a more newer audience and add a nostalgia effect with older generations so it can appeal to multiple audiences while delivering a well done story to go along with it. Comics are always great at showing detailing in emotions and the surroundings themselves as every brush stroke or pencil line is carefully picked out to create immersive storys and help you connect with the characters.

Tuesday, 18 April 2017

Plan

1.       The theme for this project is an RPG, Fantasy, Cut Scene game.
2
.       Create a 3D environment based around a Colosseum where it creates a story in the form of cut scenes. You follow the story of a gladiator exploring his hidden past. You realise the story becomes darker the more you explore the Colosseum.
3
.       Photoshop, Unreal, 3DS Max.

4.       Isiah: Artwork, 3D Modelling.
Elliot: Character, Voice Actor, Unreal Engine.

Sam: Character, Voice Actor, Unreal Engine.

The main aspect will be creating comic style cut scenes to tell a story of what going on. The Gladiator remembers things from his days in the arena and the friends he made that sadly didn't make it to the end while also thinking about his family and old farmers life style he once had. The inspiration comes from Gladiator the movie where our visuals will also come from. The cut scene comic style influenced by super hero comics main the Deadpool game as they involve such things as that but also really enjoy the 4th wall breaking aspect and comedy of Deadpool. In game its rather easy to make a pop up prom for the comic to pop up in and the whole walking around experience involves story telling and is rather immersive. 

Tuesday, 28 March 2017

Where i got the water from there was also a mesh for a nice rock that I saw that originally wanted to use a place holder for a rock that would be made in the future however making rock mesh wasnt very easy so it stuck until the end. All the rocks are unique in its hsapes and sides and i also merged them together to make them look even more different just so i can somewhat say its my own work but not entirely, the mesh had a material already added but i took that out for my own materials.

Monday, 27 March 2017

In todays lesson we were creating start screen concept ideas on Photoshop. I started by grabbing a picture screenshot i took of the start of my game as that is a good place to start off with. I added 5 rectangular boxed and used a colour I grabbed from the background. As for the text i added a OCR A Std font type and made the purple colour I got little lighter. I added another black box to add it to fill a small gap at the bottom. The title i created in illustrator using the way Owen taught us previously in typography to may this sort of squiggly writing to break up the straightness of the font. The colour wasn't right on the text so i used the same purple colour as the boxes but during the process i accidentally filled the background which created this distorted blur effect that i rather like and kept.

Thursday, 23 March 2017

This is what my first page looks like, it is heavily incomplete but has the basic layout of what i want it too look like. The navigation bar works and as the links link to the pages i have made but only one is currently designed. The left hand side was supposed to have my face and a small description of me in it. The huge purple area is where my updates would have gone if i was able to make it.
The first page is responsive and fits the diameter of  and iPhone 6s, the way i layed it out shows my profile and underneath is the navigation bar.
This is the coding i used to make the website there isn't alot on there as i didn't really do much in general

This is what the second page i created looks like, its rather dull but it has my pictures on there which looks nice
This is he code used for the second page, there is alot of copy and pasted box to cut down work load



Wednesday, 22 March 2017

Dojo

Along with the bridge the Building in the center also went through the same ordeal of multiple changes. At first we had a guild hall image of a Tudor style building with a central bar that you would be place directly in front of the entrance that greets you inside. It had a second floor with arrange seating and a billboard, the atmosphere would be built around hearing noises of chatter laughing and clinks of glass hitting table similar to when you go to a pub. The basic ordeal was created before hand and implemented into the game but it did not have the feel needed, this is due to the conflicting themes being made floating Tudor buildings were never meant to see the light of day and nor will they instead to add to the oriental theme i asked Isiah to make me a Dojo and sent him pictures for reference, the first one was near perfect in looks and size and we added it in to check to see what it would be like and to our surprise we really enjoyed the way it looked, at least i did. It was all placed as one solid mesh and by that time we didn't realise how to UVmap so texturing the building went awkwardly but it wasn't a problem as it was a prototype dummy just to see its looks scaling the building just right was also a tedious task and it wasn't helped by snap to grid. This building stayed where it was for the process of the game development as it was satisfactory and wasn't edited until the second to last week. Isiah didn't like how basic it looked and he learnt multiple skills on the process of this game and wanted to rework the building into its finished state. The building was exported as 7 individual parts floor, frame work, panels, windows, roof and walk way this way we can texture the parts accordingly to what authentic Japanese Dojos would look like minus the fact we have a golden roof. All textures are from the starter content as making them ourselves was an impossible task during the time we had. The final product is outstanding in its looks and I am proud of how it looked and how hard Isiah worked on this piece.