Tony’s Lesson: Character Design

Coming up on our blog check tomorrow it’s really made me rattle my brain for anything at all I can blog about, I know I have blogged about everything I can of our project and individual work so then I turn to anything in Tony’s lessons, I tend to do them all within the lessons themselves whilst they I can remember it in detail but I recall part of a lesson that I’ve already blogged about the main subject of which was the the elements of a story in movies, however, in the final part of that lesson I sat watching Tony draw an amazing character using a pretty cool process that I’m pretty sure I can make a blog on so that I can remember for future reference, so here goes!

Referring back to that lesson, there were several elements that made up a story, when making a character, there are several elements that made up that too, these were the location, the characters job and then the plot also, in Tony’s case he chose Russia because he loved how much the statues are so angular which he replicated in his drawing, he then wanted a sewer worker which was reflected in his clothing and then the plot was that he killed rats.

Tony then went to get reference which is massively important when doing this method, grabbing images of a statue, sewer workers and then a robot used in sewers that could be used as a weapon. I was able to find all the ones used below.

Image result for russian statue  Image result for sewer workersImage result for sewer robot cleaning

Putting these images to the side on separate layer in Photoshop, he then proceeded to make the first layer of drawing to get the general shape of how he wanted the character to look at what angle, this being very rough, once this was done another layer was made on top to then get a more finalised line drawing. Next was a layer placed underneath for the colour, for this I want to make a note of the way that Tony warped the image of the sewer workers to make one of them fit into his drawing, this was great to both do most of the colour work or even just be there to use the dropper and fill in the areas that it didn’t quite work with. Finally, one last layer was made to the go on top of that and put a suitable effect on it to be able to mimic light on the character, after this the character was then complete after putting a shadow beneath!

This blog was mainly for me to remember the process incase I need it in the future, most likely when I’ll need it next is for our synoptic project, but I really am looking forward to when I do, I just hope It’s as easy as it looked in lesson!

Tony’s project: Characters of fear

Image result for art of fallout 4 water creatures      Image result for art of fallout 4 water creatures

For Tony’s final project of the year we have been set the task to create a turnaround sheet for a creature of our design, however, Tony had an idea that this particular creature had to embody fear, his example for this was that his loft has a faulty light that flickers and takes a while to fully turn on, whilst doing that he imagined a creature lurking in the dark only when the light goes off, so whilst drawing this he’d make it dark so it couldn’t be seen and possibly with fur so that it could survive in the cold.

He then showed us a new technique of getting quick drawings done, he brought up an edited image of a bear that he put the shell and some limbs of a crab on, he then went over it and made some simple line art, he then used that line art to block some simple colours in and then within that one lesson after fleshing it out a little, was an amazing drawing of a bear crab thing.

So, setting off thinking about what I’d draw, the first thing that sprung to mind is how afraid of open water my mother is, not knowing what is underneath her at any time, then continuing on that idea I love the fallout series and happen to own the new Fallout 4’s art book of which contains some amazing art of creatures such as Mirelurks etc which are a mutation of a few animals that scare the hell out of me, so, using this and tony’s new technique is how I plan to complete this task. I then spent the rest of the lesson merging some known scary animals in Photoshop and then attempting to try out that method for practice before I do the real thing, here is my first attempt.

Capture.PNG

Industry Research: Games Companies

Bethesda Game Studios (Rockville, Maryland):

Bethesda Game Studios, owned by ZeniMax

Here are some Job Roles that are currently available at Bethesda and that are along the area that I Aspire to be able to work in one day.

 


 

Character Artist job.PNG

 


 

 

Concept Artist job.PNG

 


 

Level Designer Job.PNG

 


 

 

 

VFX – Sky Replacement

Today in our lesson with Gary, we started to learn how to do Sky Replacement, throughout the lesson we will learn 2 methods of doing this, one using Linear color key ( good for Blue Skies ) and the other using colorama ( great for white / grey skies ).

The first was a great simple way of changing a still scene with a blue sky, below is the original image changing into the cloudy, dull scene that I created. I personally think that it is a great easy way to to change a scene, I also did some colour correction on the foreground to fit the scene.

sky-replacement-gif

 

For the second method I decided to push the boat out a little, I did the by not only using a video instead of a still image, but also import some birds that I found online and put them into the scene. It took a lot of effort but I really enjoy the result, sadly I wasn’t able to do any colour correction and make the image look more natural in the scene but I learned and refined a bunch of fundamentals whilst doing this.

Sky Replacement GIF 2.gif

Ant’s Math Lesson – Trigonometry, Radians and Classes

Trigonometry

Today, Ant made us realize that things like Trigonometry actually have purpose after GCSE, so we began with this, the study of lengths and angles of a triangle, this uses SOH, CAH and TOA.

The way that I remember how to calculate this from school is the triangle method that works very well;

Image result for soh cah toa triangles

Basically, once assembled like this, you cover the one that you want and carry out the equation that you are left with (If one is over the other it’s divide, if they’re next to each other it’s multiply) for example, if I wanted to fine Sine, I would cover that up and be left with Opposite over Hypotenuse which you’d divide and get your answer.

Radians

Radians are just a different unit of measuring angles, like degrees. 1 Radian s the angle covered by wrapping a circle’s radius around it’s circumference.

1 Pi Radian = 180 Degrees

2 Pi Radians = 360 Degrees

Radians = Degrees / 180 * Pi

Degrees = Radians / Pi * 180

Classes

Classes are like Blueprints are recipes, for example c# scripts are classes for game objects, here is an example below.

Transform – Name Of Class

Position/Rotation/Scale – List all of the properties, stats or variables.

Translate/Rotate – Functions and/or what the object can do.

 

 

Computer Game Engines

Game Engines And Their Games:

Game Engine: Source Engine

Games: Dota 2, Half Life 2 series, Counter-Strike: Source, Counter-Strike: Global Offensive, Left4Dead, Left4Dead 2, Portal 1 and 2


Game Engine: Glacier 2

Game: Hitman Absolution


Game Engine: FrostBite 2

Game: Battlefield: Bad Company 2, Battlefield 3, Need for Speed: The Run


Game Engine: Unreal Engine

Games: Mass Effect Series, Dishonored, Bioshock Infinite, Batman: Arkham Asylum and City and hundreds more


Game Engine: CryEngine 3

Game: Crysis 2 and 3

 

When looking for key features for Game Engines I found some great information from https://en.wikipedia.org/wiki/Unity_(game_engine) as I struggled to gather some of my own sources. However, I have took what i thought was the key information and abbreviated it slightly.

 

Key Features of Unity:

 

Unity allows specification of texture compression and resolution settings for each platform that the game engine supports, and provides support for bump mapping, reflection mapping, parallax mapping, screen space ambient occlusion (SSAO), dynamic shadows using shadow maps, render-to-texture and full-screen post-processing effects. Unity’s graphics engine’s platform diversity can provide a shader with multiple variants and a declarative fallback specification, allowing Unity to detect the best variant for the current video hardware and, if none are compatible, to fall back to an alternative shader that may sacrifice features for performance.

Unity is notable for its ability to target games to multiple platforms. Within a project, developers have control over delivery to mobile devices, web browsers, desktops, and consoles. Supported platforms include Android, Apple TV, BlackBerry 10, iOS, Linux, Nintendo 3DS line, OS X, PlayStation 3, PlayStation 4, PlayStation Vita, Unity Web Player (including Facebook), Wii, Wii U, Windows Phone 8, Windows, Xbox 360, and Xbox One. It includes an asset server and Nvidia’sPhysX physics engine. Unity Web Player is a browser plugin that is supported in Windows and OS X only.

 

When looking for the key features of Unreal Engine 4 their website made it very easy for me, having a video that shows all of the Software’s best parts.

 

Game Logic and Mechanics

Game mechanics are constructs of rules or methods designed for interaction with the game state, thus providing gameplay. All games use mechanics; however, theories and styles differ as to their ultimate importance to the game.

This means that their importance in the game industry is great as the making  of game mechanics and game logic can decide what genre the game is, you can into to great or little depth depending on how big the game is. For mine, a simple game, I will use it for only a few things; Taking damage, Dealing damage, Movement and Enemy movement.

A great deal of people use flowcharts to represent their mechanics and game logic, I will also attempt to do this for my level 2 game to show you an example of how it could be done. The following two pictures are screenshots are taken of flowcharts I made for the process of taking and dealing damage both of which will be used in my Level 2 game.

Picture1Damage