Sunday, 27 March 2011

Finished the last 3D project

Well I have finally completed all the 3D projects the last one was the weapon of our choice. I created a sword which I can say I am proud of. It actually turned out the way I wanted it to. I tried to put as much detail as I can, using speculars and normal maps. Although I do need more work on specs and norms I am quite happy with the final outcome. At first I was quite scared as our tri budget was 700 tris and I thought, “What could I make from that”. So I started to research and came up with my design.



I was thinking a while back that “I can’t wait till I finish the last 3D project”, however know that I have finished it I feel weird. As most of the time was spent on 3D work I used to get the 3D work out of the way then I used focus on other work. But know that I have completed it I feel like there’s something still left, so from time to time I go on 3d max and try to improve the weapon a bit or even try to add a word on my design document.



But I am glad that 3D work is done and dusted only one more week of visual design left....

Gran Turismo 5 Review



I have been playing the game for about 2 weeks now, as I didn’t have much time play it due to an overload of work. I have been a fan of the series since the PS1 generation starting with Gran Turismo 1. It was pretty good, but was not what I had expected, and felt more like an arcade game. Gran Turismo 2 vastly improved the career mode, to the point it needed 2 disks. I was very happy with the changes and improvements in the second, but I still felt this game wasn’t what I wanted.



When GT3 was released on the PS2 it brought a much needed graphical improvement, and some much needed features. I was very happy with the way the series was going. The biggest jump for me has to be Gran Turismo 4, featuring the best graphics ever seen on the PS2, and one of the best career modes to go along with it.



GT5 career mode is completely different from GT4. GT4 had a nice world map where I could just roam about to destinations. GT5 does have skipped this it has gone back to the simple point and click menu which is all nicely laid out, but I have to say I miss the world map in GT4.



The races and events are the same as GT4 you need a required vehicle to enter the events the aim is still get to first place. But I was introduced with a brand new levelling up system were you need to level up to buy cars. For example if you wanted to buy a top notch car then your level needs to be at a pretty high standard as well having loads of money. At first I did not like this idea, but it kind of makes sense know. People will know have to earn levelling points as well as earning loads of money.



The special events are a new addition to the game and I have to say I love them. One of the reasons I was so hyped in getting this game is because some of the special events allow you to drive on the Top Gear test track. I being a fan of Top Gear and a gamer increased the hype factor for the release date of this game. However I have to say the events are very short and there are not many of them, so I would have preferred if there was more to the special events.



There are two modes Gran Turismo; the first one is A-spec where this has all the major events and second one is B-spec where the AI does all the driving you are like the manager of that driver, which all sounds well but I did not pay much attention to this as I was quite disappointed by it in GT4. Nevertheless I tried it on GT5, I have to say it vastly improved the AI and it lets you be in control.



One of the major jumps GT5 has had is that, it is the first GT game to be on the current gen consoles, so a lot was riding on the developers. The biggest change has to be graphics; they are very vibrant in terms of colour palette. Although I do have to say that when you are going at a certain speed some of the foreground becomes blurry and sometimes hard to see what it is. Also some of the premium cars sometimes become blurry and have jagged edges. This is one of the issues I have with the game, however all in all its wonderful game nothing much has changes from the previous game which is good. I would recommend this game to any car enthusiasts.



8.5/10

Friday, 25 March 2011

Task 12: Personal review of the first year

So the first year has nearly come to an end, and I got to say it’s been a blast. Just as most people I have had my ups and downs but all in all it was all worth it. I think the actual course is laid out pretty well especially visual design. I have always wanted to improve my knowledge on drawing skills when I started the course I was rusty on drawings, however each week I had tasks to understand the basic concepts on how different things work. For example I did not know that the vanishing and horizon lines would be so helpful, it helped me a lot. Visual design has helped me understand more to just drawing an object.

I have to say 3D work was a nightmare to start with but with sheer practice and determination I have learned the basic foundations of making a certain model. 3D modelling is a vital aspect in the industry so it was vital for me to get my head round it. Although the course structure is laid pretty well, I would say maybe add more tutorials on blackboard, even if they are not related to the work we are currently doing. I say this because a few people finish their 3D models well advanced of the required deadline so instead of not doing anything they could help themselves to the extra tutorials. In addition it would be very useful if the tutorials were videos instead of screen shots.

The first academic year went by very quickly maybe because it is not exactly a year only about 6 to 7 months of teaching, this is another thing I would like to address we are paying for well advanced a year but we only get half that time, it’s just not right. Nevertheless the time flew by without knowing it.

Critical research allowed me to understand how the game industry works, in terms of what they need and want from graduates. It gave me a path on where I want to go in the future. I think it would be awesome if we could go to some of the game companies as part of our curriculum, this would allow us to better understand the environment of designers work place and also see with our own eyes a real life game company. It would also give us a chance to interact with designers that we aspire to be like in the future.

I like the fact that we go out on location with Visual Design I think this helps us to realize the topic that we are trying to learn. For example I do not think I would have been able to understand perspective without going to places like the canals or the archway. Guest lectures are brilliant love the fact that they come in and talk about what they want from us to get in to the industry. Also really aspiring when former graduates come in and give us insights on how they achieved their goals and ambitions. In fact I was quite happy when Jolyon said that he was pleased in how the structure of course was laid out and the tutors were doing a great job.

So guys do what you’re doing and keep up the good work!! =)

Task 11: Elements of game design, part four: environment


Level design is one aspect that all games need to have, if they do not then a game will not work. When a developer makes an environment then he needs to consider what sort of objects and pathways are going to be in it. They also need to make it compelling as well as easy to navigate for users. The developers in Mirror Edge used unique markings on different parts of the map, to make it suitable for users. Mirror Edge is a game where the character needs to find a route and somehow get to that place. The level design is very interesting as the whole map is usually in a very plain colour, however the important parts are coloured in red so the player can identify where he/she needs to go. I think without this it would have been very difficult.

Depending on the environment the mood and atmosphere can change dramatically, it will allow the user to figure out what is happening in the game. When the mood and story are combined this is when a game or even a film comes to life.

Big games such as Call of Duty have many developers working on a single map this is because the demand gets higher and higher as the year goes on. This is not to say that each year people will get a better map. I for one think that the previous maps for Call of Duty are better. Not everyone is satisfied with the end results. Small companies who are developing environments are sometimes better than the big companies.

I do not think that realism matters in games as I for one am a game play person rather than graphics person. There are some people who think that all graphics need to be on par with the current year; meaning each year all game graphics need to improve. I do not think this necessary as I think this will indefinitely increase the time in which a game is made, and thus people might lose interest in the game, as in the case for Gran Turismo 5.

Back in the Square-enix even they showed game play for Final Fantasy Verses 13, which was awesome! In an interview one of the developers said that one of the streets is actually a street scene from the Square-enix headquarters in Japan. This is something I think developers should incorporate in their games as users could identify themselves in that area and also be familiar with that certain location.

Friday, 21 January 2011

Squeenix Event

There was an event yesterday (2011-01-19) by the publisher Square-enix called the ’1st Production Department Premier’ where they show case their first party titles. Although the event was a success people were not that intrigued like they were when they first previewed some of the games 4 years ago. I have read people’s thoughts after the event some were delighted because it’s been ages since they got anything new from Sqeenix and a lot of them were not so pleased. One of the reasons is that FF: Versus13; a game which was shown, was supposed to be a dark gritty game with blood on every hack and slash.

The thing is it was still as they described but with the new trailer it seems like they were slowly going back to their roots with very bright coloured and unrealistic atmosphere. Versus13 was supposed to be a complete different game, it is to be the first FF game to have blood and gore in it. A lot of people were speculating that Versus13 was going multiplatform and it was going to be as crap as ff13, OH that reminds me although ff13 was kind of crap because of the girly and annoying characters and other reasons. They decided to make a direct sequel called ff13-2...Oh great... more pansies running around half naked. There’s just no point in it.

Anyhow back to Versus13 because it’s just cool. People thought it was going multiplatform but they announced that it was staying for the PS3 or is it..... see the thing is most exclusives will have ‘for Playstation 3 ONLY’, but Versus13 had ‘for Playstation 3’ and that’s it. So I think there might be a possibility for multiplatform.

All in all I was quite pleased with trailers and images they showed at the event. Versus13 has been in development for about 4 years now and they only started to open up with the public showing real-time game footage and epic cut scenes. Speaking of cut scenes the CGI is so good every time I see it I always think it looks too good to be real all the more reasons I want to play it. I would have been even happier if they gave a release date for Versus13 that would make my day very special.

Sunday, 5 December 2010

Task 10: Elements of game design, part three: character

I think each character in TV or in films that play their character need to act totally different to their own personality, which I think is a very difficult task. There are some actors who have to live in a completely different environment to get comfortable with a certain characters personality. For example; an Indian movie called Radio, the protagonist had to live with radio presenters to get to know how to act like the radio presenter. I think this is a huge task for actors to change their personality for a role in a movie which lasts for about an hour and half, and what makes it harder for the actor is the fact that he spent weeks in a completely new environment and the TV show, film or even a game was not successful.

I think actors that play a role in an action movie where the hero has to defeat the villain is the one that I feel that really connects to me, as I always want the hero to win over the villain. I think this is because most films have the character do good deeds at the beginning to make you like the character from the very beginning and then a villain comes along and kills his parents which make you hate the villain and then begin to love the hero even more. Stuff like that really gets me to feel for a certain character.

In order for the character to be popular the script needs to be strong and be understandable to the actor and the audience. The script plays a huge role on a character as it shows what the character needs to act as and make his personality his own. The character also needs to wear suitable costumes to fit in with the mood of the script to show the audience how he is feeling through the use of his clothing.

I find action and adventure movies the best, as I love it when the hero and villain are battling it out for something they desire. I have come to love this sort because I have been watching it from the very beginning of my existence and I love to watch movies that have some sort of action in it.

Task 9: Elements of game design, part two: art direction for games

The art director is in charge of the main visual designs that are seen within a game and how it connects to the audience through the art side. The art director also works closely with the art team to be a member of the team and also be the inspiration to the team. The art director works directly under the production designer, however the main director of the game is responsible for the art director he needs to report back to the main director on how the project is coming along, so it is vital for the art director to give feedback to the director.

The role of an art director is a creative role as I think anything to do with the word ‘Art’ means being creative so I do think that art director means being creative. He needs to be full of ideas and be an inspiration to other art members.

There are various similarities between games and films in art direction, as they both need to have a creative mind and have the knowledge and urge to make it the best. In films the Art Director needs to create something which is real and can be touched by the actor and is made in a much bigger scale than games, however in games the art director needs to create something which is not real and therefore can create an object which may not have existed in real life.

If I wanted to become an art director then I would need to have loads of experience in working in a game company as a lead artist and need to have a game published in to the market. I also would develop on my skills as an artist and try to build my knowledge as being a creative mind. As I believe an art director needs to be creative to be successful.

I am getting used to the amount of work I am given each week as at first I did not know what to focus more on visual design, game production or critical research. But it’s getting better, trying to get most of it done within the required time.