Thursday, 7 July 2011

The "Jenny Haniver"

This is my very quick painting of what i imagine the Jenny Haniver would look like. Im going to work on a more dynamic shot sometime this week maybe tomorrow, so keep looking.

Mortal Engines.

I read the book at Easter, but i just searched for some artwork and it really gives you a sense of the scene the book creates. They're not all in the same style but its really enjoyable to find work based on the novel, hopefully ill get round to producing some pieces myself. Mortal Engines was a fascinating novel and once i sort out my finances ill carry on with the series. I'm really looking forward to this project when we get back.

None of these are mine so.. Enjoys.


















Wednesday, 4 May 2011

End Of Year Ramblings

 This is my end of working year blog, and ill evaluate my work and experience on the course here. I started the year with no experience with 3D software and no digital painting experience. But luckly enough i was thrown in with a mixed experienced group and we quickly helped eachother learn the basics of both Photoshop and 3DS Max.

2D ARTWORK
Firstly We relearnt the basics and fundementals of drawing starting with 1point perspective and 2point perspective.

  

These were the first final pieces of the year, of the canal next too the university and of the archway in university grounds. Luckly i have had plenty of practice drawing landscapes and this was fairly helpful in easing me into the course and into drawing again after A levels. I put these peices in as they show the standard i was at when i started the course.

 
These two pieces were from later in the year from leicester and bradgate respectively, i chose this point in my studies as it was where i began to transfer my art style from paper too photoshop. Infact this was the second photoshop piece that i had completely thus far. After Crits this was how the Focus turned out and i felt proud that i had come so far in just 3months.




Here are some of the life drawing that i produced in the second term, i definantly feel that i have improved my style from the first lifedrawings that i produced in year 10 and those that i brought to my interview. I find it horrible but interesting to look back on how much ive progressed and how i thought that the work that i produced at the time was really good. I feel that i have achieved a great deal and learn't alot from the course so far. Infact im really looking forward to the next two years and getting more practice in 2D and 3D work, and manage too produce something noteworthy.








Here are a few examples of some paints that i have produced in the second 3 months of the course for just visual design components. Considering that these are probably the limit of what i have produced digitally i have still recieved alot of praise, and i feel that with time i will be producing more elaborate, faster and sleeker paintings over the coming years and into eventual employement. I feel with the course i have made my temporary decision to focus on environmental art work and modelling as i feel more comfortable and talented in that area and my 3d modelling of characters are still far behind what i would feel happy with.

3D WORK


The first use of Normal Maps effectively, even though the bricks were massive it was a good progression of work.

The Architecture Project- This was definantly the most fun project for me, and i really learnt alot making this both from the lectures and from those helping me on the course.

The tree's were a nightmare. Everyone said we would struggle and they were right, the leaves were a nightmare and if there were one project that i would recreate it would be this one. However i feel that it was a necessary step towards improvement, and time constraints and meeting deadlines.



The first and second attempt at my sackboy guru project. The guru project were very helpful in teaching us the basics of the course and the third years who help really made us feel welcome, and helped us with problems too trivial for heather. They made sense of the mess and gave us project that were injoyable and interesting.


I hate characters. But good practice yet again, i think with more tris it would be more enjoyable and i could always practice faces alot more. Not the best project but there is always an aspect of ones work that you dislike.


This made 3D exciting and enjoyable for me. I loved this project and really liked planar mapping and texturing this vehicle. Although there are problems with the texturing, i really learnt about texture efficiency and modelling efficiency in this project and i feel i had the biggest leap at this stage of Game production.

The final project was a very low budget weapon, i decided to created a pistol and i feel this gave me enough room to produce a solid and consistant model and end to the year. The time constraints and budget where bothersome but i feel they made it more challanging and gave me more too work towards.

I feel the year has been dominated by 3D and what i have learn't, there has been a big learning curve and this has really set me up for next year and the summer projects. I definantly feel i have more room for improvement but my confidence and knowledge has grown lots throughout the year thanks to other students and from Heather, Chris and Mike. Who have taught us about valuable lessons in modelling, drawing and working in the games industry. I wouldn't question recommending the course too anyone and i wouldn't change my decision at all. This has been the most enjoyable and resourceful learning experience of my life. 



Thursday, 28 April 2011

Environment

Environments makes games, they are perhaps the most important aspect of game design in my opinion as they control game play and visually instruct and stimulate the user into believing or more importantly enjoying the experience. Environments are artificially created to support game play and they go hand in hand with atmosphere and the pace of game play. They can divide areas, create mood and allow story and emotions to be felt by the player. Environments dictate genre, style and platform and work in different ways to engage the user into believing what they are playing and making the experience more full.

Although environments may not be the first thing people talk about it is usually the first aspect of a game you notice. You are pulled into a game from the start and a sprawling world awaits your eyes. It is this moment that defines game plays the initial feeling and reaction that the player receives when playing and area or level for a first or thirty first time. That is what an environment is, it doesn't have to be blindingly obvious but its role is to interact with the story to show emotion and fit in with the style of the game. Level designers construct areas to slow down the user and create events that make the game more playable and enjoyable. They use cues to show the player where to go such as a light shaft, cavern, doorway. More broadly a focal point show the player where to go and this helps navigate a player in the right direction.

Environment definitely influences the atmosphere of a game by setting the mood with colour and assets that tell a story of the room or moment to the player. Reinforcing the key game play features and story. I don't feel that  a players belief in a world universe is down to its direct realism or stylisation, as you can still be drawn into a world that is completely absurd. If you enjoy or are concentrating on a game your mind will help you feel more comfortable within what you are playing. I do think you have to be careful as an over realistic game will distract the user from the game play if anything is wrong or different and the same can be said for an over stylised game that can distract the user by not having anything realistic in its basis.

But if a developer can do this well both these can create brilliant games and environments. I feel that call of duty has done brilliantly in creating games that have environments that can be played over and over again, the same with halos vast caverns and sprawling meadows, GTA's skyscrapers and industrial parks. I think its fair to say everyone will find something to enjoy in a game environments and it doesn't have to be taken from real life to be enjoyable. Super stylised games attract there own player audience and the environments are eye catching and enjoyable. Think of the mass buy of the Wii that saw so many people creating Mii's. Despite its awful graphics it wasn't brought for that it was brought because stylisation is fun and it allowed people to interact and play together.

Environments are pivotal to game play as they create mood, atmosphere, life, stylisation, direction and speed of play. They are equally important across platforms and genres and they take a lot of reference for film, literature and life. They create worlds that are out of this world and allow people to experience things that they wouldn't otherwise experience. Which is what games do best, and why they are so popular.

Easter Update 3


Two bragate paints i completed in the last couple days, i think i'm complete on what finals i need for the hand in. Just two blogs left and i should be complete all together, stupid weather being nice and making me rush at the end.