Games Art and Design

Games Art and Design

Thursday, 23 March 2017

      This second week is a break from working on my groups game, and instead working with Fine Art in a collaborative project - as well as taking part in the interchange project. At the start of the week we decided that since our keyword was 'sea' that we would go to Cromer after the interchange project. During that time myself and one of the fine art students made some sea creatures out of recyclables, although mine disintegrated once we started filming.

                               

                           

                           

                           


      I also made an edit of the film, which due to a lack of sound, wasn't the final cut, however, I made some key adjustments to some of the footage (such as the angle of the filming) which was removed in the final version to my annoyance.

      This is my version of the film.


      And this is the version used.


                                      

      During interchange I went to Strumpshaw fen, on the broads with illustration. it was a pretty cool experience, and it let me practice a little bit of photography, as well as my observational skills as when I was drawing the wildlife they would constantly move, so I had to quickly understand the forms of the animals in order to get accurate drawings.


                       

                        




      This second drawing was an attempt to create a 'soundscape' and I drew the circles based on the frequency and loudness of the noise that the guls and geese were making.







      This week marks the start of a longer game jam, and my group have decided to make a physics based puzzle game called Towers of Sheol. The name is an irony as 'Sheol' is the underworld in hebrew, but we are going for a very aesthetically pleasing and almost heavenly style to our game, with Aztec inspirations.

This week I managed to create a pressure pad system that can trigger events such as doors opening, or beginning more complex puzzles, the pad works with both the player character and drag-able blocks (the blueprint of which I helped to fix).





      This week I also created a pillar asset to be used in game, which I concepted, modelled and textured, checking that the model works in engine at each stage.




      At this stage we decided that we'd like to have an emissive map on the model that used an Aztec style pattern.




      So far we are working well as a team, communicating for the most part in person and using a facebook group to stay informed of what everyone is working on and what needs to be completed. 



Thursday, 2 March 2017

Evaluation

Throughout this unit, I feel as though I have gained a good understanding of not only how ue4 works, but a better understanding of maya, as well as learning how to use two new programs effectively to create game ready assets. I began using the Substance programs with no knowledge of how they work, but I feel like I am confident enough in those programs to either design almost any material needed, or to texture any model, no matter how complex it might be.

I really enjoyed the indie development part of this unit, despite the difficulties that come with blueprinting, especially when it comes to AI as I wasn’t able to get what I wanted out of it, due in part to a lack of knowledge I think. That being said, I don’t think that being a design director is going to be my chosen career path since I much more enjoy creating game assets and painting.

The industry art test was probably the best part of this unit for me, as although there was more pressure to produce good work, it helped me to push my limits creatively to see what I could accomplish in as short a time as we were given. If we were given more time, on this project I might have made something more dense, like one of the forest scenes that I concepted in the early stages of the art test. I feel as though I still need to improve on my drawing and painting skills, although I also feel like I am developing them steadily, just not at the same rate as I am my other skills such as modelling. I think that’s evident when you compare my specialism work with the work that I have produced for my Asset Creation studies as I feel like they are of a higher standard than my paintings.

I think that this unit has really pushed me creatively and has helped to motivate me to do more personal work and learning outside of hours, which again, has pushed my work to a higher standard than it would have been otherwise. I’m going to try and keep this cycle going, as it is really beneficial to the work that I’m producing, not just from a technical standpoint, but from a creative one as well.