tag:blogger.com,1999:blog-15398679453697426412023-10-09T04:48:37.351-07:00Dango 'The Incredible' MangoWelcome to my blog! Here I will be posting my Critical Studies work whilst studying Game Art Design at De Montfort University =)Daniel Hillhttp://www.blogger.com/profile/04069289226127106964noreply@blogger.comBlogger54125tag:blogger.com,1999:blog-1539867945369742641.post-76057201679286817762014-01-10T06:25:00.000-08:002014-01-10T06:25:40.553-08:00I've Moved!<span style="font-family: Arial, Helvetica, sans-serif;">For those following me on here that wish to keep up with my third year work, click on the link below to see me in my new shiny home that is in no way identical to this one. at all. Its all professional and stuff. Gawd. </span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">Check it out!</span><br />
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<a href="http://danhillgameart.blogspot.co.uk/">http://danhillgameart.blogspot.co.uk/</a>Daniel Hillhttp://www.blogger.com/profile/04069289226127106964noreply@blogger.com0tag:blogger.com,1999:blog-1539867945369742641.post-43126213354595936032013-05-23T15:50:00.002-07:002013-05-23T15:50:39.353-07:00Personal Reflection of Second Year<div class="separator" style="clear: both; text-align: center;">
<span style="font-family: Arial, Helvetica, sans-serif;">Final Blog post of the year! </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Second year of University flown past already! Its crazy to think how fast the time has passed here, it seems even more so than the first year.</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">What really hits home now reaching the second year, is how much my mindset about the course has changed and resolved itself at this point. No longer am I stubborn in my annoyance of things and programs I find difficult to use... Now I just crack on with stuff, and focus on the things I need to learn that are relevant to ME and the direction I want to head in for my future career. I think that part of this is due to my sudden confidence in 3D work that i didn't have before.... since starting here its always seemed to overwhelm me, I've not really ever enjoyed doing it... it always seemed like once id finally learned something about it something else would pop up to undo all my hard work. Now however, I actually think about the stuff I know ill NEED and focus on that Like at this point I'm pretty much set on becoming a Character artist... the fact that i got my first 'Good' grade really showed me that if i even end up in the games industry that's the only thing i know ill be happy doing. And I say 'if', because I know at the heart of it all ill always be more comfortable and happy working in 2D and so I've come to the conclusion that ill gladly take on a career as a general illustrator at the end of this course if that's what it takes to do something that I've always loved doing. I don't look at it like a 'plan B' or as a lesser option, but... games have always been something I've been passionate about and so has creating artwork.... but if i don't end up making artwork for games it wont be the end of my world :)</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">University has changed me a lot I think... college made me more confident with other people and my own work, but in a way Starting over at Uni has kind of de-constructed all of that and made me stronger, both in my confidence, my work and where I'm going in the future. And i think that's what University's are ideal for... they put you into a path to your own future that your forced to mould yourself, without anyone else to hold your hand through it... you have to deal with the responsibility on your own and it makes you ready for the job you've always wanted. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">I think I've always put up with 'making do'; I found I was good at graphics so I stuck with that even though it wasn't necessarily a career I wanted to follow. But I'm hoping that at the end of my three years stint studying Game Art, I'll be able to achieve the things I want to do weather its in Game Art or otherwise, I want to be able to be able to go into work and everyday look forward to it with a passion. I think that's the most important thing, and i think that Universities are still capable of instilling that certainty in students who are unsure or who are just going by the motions. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">I definitely need the summer break to rest up from a years full of hard work, but I actually cant wait for the third year where I can finalise my time in education and step out into the real world. Its been 7 years coming, and I cannot wait :)</span></div>
Daniel Hillhttp://www.blogger.com/profile/04069289226127106964noreply@blogger.com0tag:blogger.com,1999:blog-1539867945369742641.post-782410751805226752013-05-23T14:51:00.001-07:002013-05-23T14:51:01.713-07:00The Town With No Name :')<div class="separator" style="clear: both; text-align: center;">
<span style="font-family: Arial, Helvetica, sans-serif;"><b>GAME REVIEW</b></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">I first came across this game when a friend of mine sent me the link of it from Youtube... and I literally was blown away at how this game even existed. I knew that I would never play this game, and i would never want to but what I was watching was thing of beauty at how horrific everything about it was. Anything that is so badly done in my opinion deserves a special place in my heart, and with that being said I've decided to share this magnificent gem of a game with the world via my blog. Enjoy :')</span></div>
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<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/WeV18bZGMqc?feature=player_embedded' frameborder='0'></iframe></div>
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<b><span style="font-family: Arial, Helvetica, sans-serif;">Overview</span></b></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYlnOnNG46jQ8-57c_O6zULMqYmySLIGHOGMSUtRfFThGQ9g1OdWY_R3pLtKkWPouWBWs9Cjjaglifi-EJTUgip0nSQTnCYZf4CTXFcONMf4G2BbtbI5XN6qIOO8p-5M3iRQnCf3ATjQM/s1600/townwithnoname01.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="148" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYlnOnNG46jQ8-57c_O6zULMqYmySLIGHOGMSUtRfFThGQ9g1OdWY_R3pLtKkWPouWBWs9Cjjaglifi-EJTUgip0nSQTnCYZf4CTXFcONMf4G2BbtbI5XN6qIOO8p-5M3iRQnCf3ATjQM/s200/townwithnoname01.jpg" width="200" /></a></div>
<span style="font-family: Arial, Helvetica, sans-serif;">The basic premise of the game is this: You turn up in a rootin tootin wild west town for no other reason other that you can... though you'll find out exactly why if you watch it through until the end (now THAT'S a hook to keep watching). Your tasked with nothing else but to wander about this town that looks like its been made out of discarded shoe boxes aimlessly, vaguely interacting with the town's various deformed characters in some vain hope that you'll eventually get some sort of excitement or adventure out of this game. You wont.</span><br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjoEN4NLxMFgZUKfxZfv7KdZu1dpXLbI_FPZFQCDRmq03eKJOT107kWVk-TGAYshRkqSvfsDQOe5ieFT3BkAV8cmvCxd7RVo37P3Ue0WFGLmcro7fGYWmw-NIMTbcxEF49IAOSiYo4Gcco/s1600/townwithnoname08.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="148" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjoEN4NLxMFgZUKfxZfv7KdZu1dpXLbI_FPZFQCDRmq03eKJOT107kWVk-TGAYshRkqSvfsDQOe5ieFT3BkAV8cmvCxd7RVo37P3Ue0WFGLmcro7fGYWmw-NIMTbcxEF49IAOSiYo4Gcco/s200/townwithnoname08.jpg" style="cursor: move;" width="200" /></a><span style="font-family: Arial, Helvetica, sans-serif;">You'll keep plodding along through this point-and-click excuse for a game more in awe of how bad it is, and laughing at that fact than at any point taking any of it seriously. I even think the producers were aware of how bad it was and at various points try to inject some sort of tongue in cheek humour into it... but most of it falls so badly short, or isn't relevant to anything that you will often find yourself paralysed by laughter for all the wrong reasons. </span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">Wandering about will then be suddenly cut short when you have to take part in a gun fight with one of the towns 5 billion apparent gun-slinger's, in a not-so tense test of your reactions as a cardboard cut-out darts about the screen trying to dodge your crap shooting.... though even if you miss it seems near impossible to care. You'll find the death scenes far more enjoyable anyway. There are a smattering of mini games in the Town With No Name, but they do nothing to improve the overall experience if nothing only get in the way of the hilarious characters that seem to be the only reason to keep playing/watching. if you manage to play this through to the end, you'll only wonder to ask yourself why, though the laughs you will get out of it make it worth the inevitable questions such a games existence seem to raise.</span><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhusxm9nGLPEAFSgSeEzAvx6oF9DB3N_QLG2YxeKgOPWYU7x6dnrrdroi9C3pGGBne5t-ltjohuxlEve3Y5w0NSbkAuSwZtfttNeuJ7MDwke1xrdStMyK171l-8j5_PPlcQSAyRD5wdoJw/s1600/townwithnoname04.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="238" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhusxm9nGLPEAFSgSeEzAvx6oF9DB3N_QLG2YxeKgOPWYU7x6dnrrdroi9C3pGGBne5t-ltjohuxlEve3Y5w0NSbkAuSwZtfttNeuJ7MDwke1xrdStMyK171l-8j5_PPlcQSAyRD5wdoJw/s320/townwithnoname04.jpg" width="320" /></a></div>
<span style="font-family: Arial, Helvetica, sans-serif;">As a point and click adventure, that's exactly what you'll find yourself doing throughout your confusion with this game. The whole game is essentially one of those 'make your own ending' books, where clicking certain actions takes you on a different route than another... though this game still manages to confuse that amidst its randomness. Any action taken to interact with people or things, only seems to serve to show you where the next mis-timed joke is coming from... though it does inevitably shove you towards the games concluding story. If you could even call it that. </span><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhU4nESl3svzVIiv_nyj3YVkrfvacbIJbXPv9XVZWo63BkpgpNsnLwcFCS17wm_Flkw1ueLoTv-Gy94BTDRIgCn_JNiSBgnVRNyJvwfHP6g3LnoB9Aq-nwUTDqGokczmsmx9DeXZ0z5yuc/s1600/townwithnoname06.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="235" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhU4nESl3svzVIiv_nyj3YVkrfvacbIJbXPv9XVZWo63BkpgpNsnLwcFCS17wm_Flkw1ueLoTv-Gy94BTDRIgCn_JNiSBgnVRNyJvwfHP6g3LnoB9Aq-nwUTDqGokczmsmx9DeXZ0z5yuc/s320/townwithnoname06.jpg" width="320" /></a></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">The 'action' side of the game comes in the gun fights that seem to happen in between every other event, as your approached by a disembodied sheriffs hat informing you of the next person who wants to take a stormtrooper-like shot at you. Some of the decisions you'll find making just for the sake of seeing what happens as opposed to actually caring about the game progression... like stealing a horse for example, that's always good for a laugh. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">A man with no name, steps off a train with no name into a town with no name, and hilarious misunderstandings occur. Also, events including having a bath so a prostitute will have sex with you for several months, catching a beer, watching Clint Eastwood smoke what can only be described as a tampon and shooting a child who calls you Shane can only be called the highlights, that lead to one of the games shock conclusions... yes.</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghyRaOtGZBFisowlF3O7zY1UTIqUfPyFHVOyGrH19ZgUCEPHsI8nyHQkNOtp_Z33RDx5E9hi5ocjOlYJM35q2Z6VMGSl8KHpv8012clqKJqUo7Byi8sFYe1-OoOZdQjYU6AY-8YegfSAg/s1600/townwithnoname13.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="238" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghyRaOtGZBFisowlF3O7zY1UTIqUfPyFHVOyGrH19ZgUCEPHsI8nyHQkNOtp_Z33RDx5E9hi5ocjOlYJM35q2Z6VMGSl8KHpv8012clqKJqUo7Byi8sFYe1-OoOZdQjYU6AY-8YegfSAg/s320/townwithnoname13.jpg" width="320" /></a></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Errrrm..... ill let these screenshots answer that one</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVBMiUpLpBMuE_7WhxE9bAOReLn53FYGXIx_4iwdG5LikJr9-rE5vG39bfdOyI7OByxpFKEYDo64Xe6bT8cxugHoJqKOB8060c0ndEAF335wF1ZAhuJTrWyzMRizjVkVRv_uxDjjcXvCo/s1600/townwithnoname07.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="148" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVBMiUpLpBMuE_7WhxE9bAOReLn53FYGXIx_4iwdG5LikJr9-rE5vG39bfdOyI7OByxpFKEYDo64Xe6bT8cxugHoJqKOB8060c0ndEAF335wF1ZAhuJTrWyzMRizjVkVRv_uxDjjcXvCo/s200/townwithnoname07.jpg" width="200" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDlhvMD2PZdJf9FaI87I1JYnAeKrkJxpY3akCzCzS81DcYrbODx7IlxxK5pLHq-IEH4Zrj-Ks1CrYMuZxXXc3oBo4Zcelq7t_k3Q0a2xigIUNwD7hl9Bzd_iWgn0UX6B2cU8mX7bhnoDw/s1600/townwithnoname09.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="238" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDlhvMD2PZdJf9FaI87I1JYnAeKrkJxpY3akCzCzS81DcYrbODx7IlxxK5pLHq-IEH4Zrj-Ks1CrYMuZxXXc3oBo4Zcelq7t_k3Q0a2xigIUNwD7hl9Bzd_iWgn0UX6B2cU8mX7bhnoDw/s320/townwithnoname09.jpg" width="320" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTQWne5P7MN6wPcLnOpVYbk6hBkKifzdF_T-s6V_91OTj3BR1YthdE-Uc_W8coR9Iexiho5b_SoPvJLxzsaMhn5C6tdQG282o_r2Garrv_qjZIFruaZ49C7RM6F9iNcu-JelWr3gcchPI/s1600/townwithnoname11.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="148" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTQWne5P7MN6wPcLnOpVYbk6hBkKifzdF_T-s6V_91OTj3BR1YthdE-Uc_W8coR9Iexiho5b_SoPvJLxzsaMhn5C6tdQG282o_r2Garrv_qjZIFruaZ49C7RM6F9iNcu-JelWr3gcchPI/s200/townwithnoname11.jpg" width="200" /></a></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Lets just finish this up by saying, a LOT of MS Paint has been used, and even then not in a way that is remotely good... the only things that look remotely capable is where the artist has blatantly ripped off character's from westerns and the font from Back to The Future for reasons im still unaware of.</span> </div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Every thing heard in this game is an assault on the auditory senses, from the opening western tooting, the slam-dancing music that apparently greets you in every stable you walk into, to the voices... the voices of every inhabitant that gives you the impression that every culture from around the world has at some point moved here and inter bred with the locals... and even then its painfully obvious that its more likely than not just one guy attempting every stereotypical accent he can think of in some vain attempt at humour. And I still don't understand why sleeping with the prostitute is then represented by with what sounds like Marge Simpson singing a little ditty.</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>Conclusion</b></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">The best game you will never play. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">This is clearly what inspired Red Dead Redemption...</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Clearly</span></div>
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Daniel Hillhttp://www.blogger.com/profile/04069289226127106964noreply@blogger.com0tag:blogger.com,1999:blog-1539867945369742641.post-42260069904865065232013-05-23T12:56:00.002-07:002013-05-23T12:56:17.787-07:00Continuing To Draw Naked People In A Non-Pervy Way<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcQ8EDXtnelqZc10zHWwK81cYo9Ct1Hyle__GLi6Y5HlIsKbt5QFPQR-Mw9LzhtYzgaN4CWU2tBpMTESzsOBR9wKRHFII7_nU-DkPaPQbajFP2eOuPwf70WAA7McTtpv0gLS6rW9a3G2U/s1600/51+LifeDrawing+~Indian+Ink.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="276" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcQ8EDXtnelqZc10zHWwK81cYo9Ct1Hyle__GLi6Y5HlIsKbt5QFPQR-Mw9LzhtYzgaN4CWU2tBpMTESzsOBR9wKRHFII7_nU-DkPaPQbajFP2eOuPwf70WAA7McTtpv0gLS6rW9a3G2U/s320/51+LifeDrawing+~Indian+Ink.jpg" width="320" /></a></div>
<span style="font-family: Arial, Helvetica, sans-serif;">Throughout this year my attention has become more and more focused on life drawing practice, as creating characters becomes my main objective for all future work. I've found that the continuation of life drawing this year had really helped me in becoming so much better, especially with the reduced time to do some of them in which has definitely improved the confidence of my strokes. You have to make each one count when you have only 10 seconds to draw!</span><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjp4OehRqFvBLHlg1dstIftyZOhHIJlcRblRf8HVwbYFKlzXvFqxRgFRVAq1yD8sadoQFndkdTnHKpNjHGdeXz1_A46gohaCGjRp1mo-W7Pd1R18Fks_7r1bTKuC_2iLlleD2vnUbA0eDA/s1600/52+LifeDrawing+~Indian+Ink.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="222" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjp4OehRqFvBLHlg1dstIftyZOhHIJlcRblRf8HVwbYFKlzXvFqxRgFRVAq1yD8sadoQFndkdTnHKpNjHGdeXz1_A46gohaCGjRp1mo-W7Pd1R18Fks_7r1bTKuC_2iLlleD2vnUbA0eDA/s320/52+LifeDrawing+~Indian+Ink.jpg" width="320" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHNet8d57ke_e8Sv07TfzIPFTmf1haaXmqkKGlWeBLmgEi3io64KVJ-iBbyNnkLdndxkD93OZwSavHbfcWa_NQ2eItMLz7HN70omZv_xe4CFjlb_1hBWKUClnMZO-0tNPXlCFGQ2Hg7_k/s1600/48+LifeDrawing+~Brush+Pen.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="171" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHNet8d57ke_e8Sv07TfzIPFTmf1haaXmqkKGlWeBLmgEi3io64KVJ-iBbyNnkLdndxkD93OZwSavHbfcWa_NQ2eItMLz7HN70omZv_xe4CFjlb_1hBWKUClnMZO-0tNPXlCFGQ2Hg7_k/s320/48+LifeDrawing+~Brush+Pen.jpg" width="320" /></a></div>
<span style="font-family: Arial, Helvetica, sans-serif;">At this point I've pretty much moved away from pencil completely, preferring inks paints and brush pens as all mediums in which I find myself stronger in. I find the permanence of such materials gives me a clarity when working, knowing that everything I press down on the paper its permanent, so I don't worry about correcting anything and just move onto the next piece. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">One thing i hadn't got much chance to explore this year is accurate use of colour: Its still an area im lacking experience in, and one im going to try and focus on practising in over summer ready for third year. </span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYluA967JLg0pp6v05uPPFIfIcC-FL1ggK8csqRX2GBTvGL5CXY1XzvcRWxekjAPvra_06BPiXOOtgrhC83lDKTbM9Ssvtm7vpR2b6x9KAENMtImWVwAXY0rEHkzRCY0TSqdoqTH6Kk0g/s1600/Fem+anatomy+watercolour15.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYluA967JLg0pp6v05uPPFIfIcC-FL1ggK8csqRX2GBTvGL5CXY1XzvcRWxekjAPvra_06BPiXOOtgrhC83lDKTbM9Ssvtm7vpR2b6x9KAENMtImWVwAXY0rEHkzRCY0TSqdoqTH6Kk0g/s320/Fem+anatomy+watercolour15.jpg" width="250" /></a></div>
<span style="font-family: Arial, Helvetica, sans-serif;">Personal Practice: Watercolour still remains one of my favourite methods of shading, though I also love using coloured inks. I've been not only focusing on anatomy, but also more specifically portraits and focusing on faces. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">As we STILL haven't had a chance to draw male anatomy properly in class, due to a lack of male life models, I had to look up other resources online to practice in this area. As a character artist im going to need to know how to draw both men and women accurately, so this has been an important focus of mine. </span><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjveMFQaIvi0NDBWSFSbmvqnC9AZ1QwqhISOAiumfoJ-rlgHxae__irKEcddDgZcfSSUyMesU5Lgi1R40HHZ7Sh2k1GBBmg4LZ5e1v-6kEmJI3QWkljm6UCipgZvgITk8tNBng269P4tYw/s1600/life+drawing_male03.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjveMFQaIvi0NDBWSFSbmvqnC9AZ1QwqhISOAiumfoJ-rlgHxae__irKEcddDgZcfSSUyMesU5Lgi1R40HHZ7Sh2k1GBBmg4LZ5e1v-6kEmJI3QWkljm6UCipgZvgITk8tNBng269P4tYw/s320/life+drawing_male03.jpg" width="296" /></a></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Digital Practice: I've also tried to broaden my horizons by practising life drawing in both digital and traditional media, to boost my confidence with the drawing tablet and Photoshop. These speed male studies I did I think show how I've progressed in terms of being able to capture the human form, as well as my shading techniques.</span><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrtH0KPcH-wKbRIp2cGA1ii6Db5d42V9d0ovojWT1zQ7OJdH96A7KCwqg1JMLiTjvCaNZRbigAI5BGuoJmWhYzaGUirOUfAQ-EcdbjDmsejJWCdnQYuURKP7iz0jjC2Uokr7Nd8_bnKTw/s1600/life+drawing_male04.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrtH0KPcH-wKbRIp2cGA1ii6Db5d42V9d0ovojWT1zQ7OJdH96A7KCwqg1JMLiTjvCaNZRbigAI5BGuoJmWhYzaGUirOUfAQ-EcdbjDmsejJWCdnQYuURKP7iz0jjC2Uokr7Nd8_bnKTw/s320/life+drawing_male04.jpg" width="231" /></a></div>
<br />Daniel Hillhttp://www.blogger.com/profile/04069289226127106964noreply@blogger.com0tag:blogger.com,1999:blog-1539867945369742641.post-88349377433751197512013-05-23T12:36:00.002-07:002013-05-23T12:36:13.061-07:00Yes, I Designed A Sci-Fi Strip Club<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUw7ga5V-Jk0hsNSVcAJ-rC0sZQ5ynQi7lgXS5JJ4NZmyS_iHujePIDa2I4HkQWJlkClchyI8nZx06y9fTnglCz69cjHoz7viIImfGpA8izczkbG-jNWmxf-FgOafOd2gs0HWAXbeCX6Q/s1600/mos-eisley-cantina.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="277" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUw7ga5V-Jk0hsNSVcAJ-rC0sZQ5ynQi7lgXS5JJ4NZmyS_iHujePIDa2I4HkQWJlkClchyI8nZx06y9fTnglCz69cjHoz7viIImfGpA8izczkbG-jNWmxf-FgOafOd2gs0HWAXbeCX6Q/s400/mos-eisley-cantina.jpg" width="400" /></a></div>
<span style="font-family: Arial, Helvetica, sans-serif;">As a rule..... im not a fan of designing or drawing interiors. Even exteriors that much but I tolerate them more, due to having more space to play around with. So as you can imagine I was really looking forward to this project... hurhurhur.</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">However I thought of ways to make it enjoyable, and that revolved around being ridiculous and in something I knew would interest me enough to come up with some cool ideas.... So I came to the conclusion that I was going to design some sort of Sci-Fi Strip Club. Yes.</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">My main inspiration and thought behind this was... what if something like the original Star Wars movies featured a strip club in them? id imagine it something dingy but full of a wide variety of obscure aliens and species, like the Mos Eisley Cantina scene from A New Hope. </span><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWIt4lDYqXDfga07NhN2Ug8yaMginTXaqVLBSytZzrrMAcK6D5yIqcY6OGahbpMParvvYs9EiPjAW_ZcoBV4DfU4eSCLO1eMR4cX5GGTOuv_hvCMO72EY4tQmXcqOj8XoHeg8aH2QpO48/s1600/Concept01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="205" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWIt4lDYqXDfga07NhN2Ug8yaMginTXaqVLBSytZzrrMAcK6D5yIqcY6OGahbpMParvvYs9EiPjAW_ZcoBV4DfU4eSCLO1eMR4cX5GGTOuv_hvCMO72EY4tQmXcqOj8XoHeg8aH2QpO48/s320/Concept01.jpg" width="320" /></a></div>
<span style="font-family: Arial, Helvetica, sans-serif;">Early Sketches: I looked at how i could create an authentic looking bar environment, that could till be identified as being something not of this world. I focused on fluid lines and curves for the bar area, but with visibly functional things like wise and tubes running in ceiling hatches to show the power supply of the building. </span><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilsDz2XOnnD033cstn4Zz9uDjWWOeEXpzREwQFKEGITj6Kjdh1G6syIpuUZeVpaLB8OUPAiaWC6J99AaHrNgFOJmbzPA1zfPOj18UmlG4RUFzhKASJQoVnGHf4-e36Dowqc0c8cHOYKF0/s1600/Concept03.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="222" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilsDz2XOnnD033cstn4Zz9uDjWWOeEXpzREwQFKEGITj6Kjdh1G6syIpuUZeVpaLB8OUPAiaWC6J99AaHrNgFOJmbzPA1zfPOj18UmlG4RUFzhKASJQoVnGHf4-e36Dowqc0c8cHOYKF0/s320/Concept03.jpg" width="320" /></a></div>
<span style="font-family: Arial, Helvetica, sans-serif;">Overhead Room Layout: I looked at things from a birds eye perspective so I could get furniture placement and overall idea for where things could go and how much room the bar would have. I went for a central bar with the tables kind of placed equidistant from that as if orbiting it: the rooms four corners are occupied by the dancing stages, two ate the back with poles the two at the front without. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">3D Block-outs: I decided the best way to bring my strip club to life would be to make a rough 3D model of it. This would allow me to place everything in the right positions as well have a basis for my final piece, with all the perspective and proportions of the club correct. </span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4nsc4tmagj0PEcizoMia83GjNECyPONjID7yKBgs5F0Su6VxzjhNE7uo1RW2w8wvz3p0NdLzeWQ1P-yTtsO_U8CM2hBQdIvvAK8qSPShIV5fArjHcwAbrJ-Gx0eQhqp3k2_IlLP1YN8I/s1600/screen08.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="201" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4nsc4tmagj0PEcizoMia83GjNECyPONjID7yKBgs5F0Su6VxzjhNE7uo1RW2w8wvz3p0NdLzeWQ1P-yTtsO_U8CM2hBQdIvvAK8qSPShIV5fArjHcwAbrJ-Gx0eQhqp3k2_IlLP1YN8I/s320/screen08.jpg" width="320" /></a></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Final Piece: I painted the final design by using a screenshot of my 3D block-outs, so that i had the rooms placement spot on. I made use of mood lighting a lot for the club, as i think that's what would give you the feel that this was a club not seen on this planet. Even though this was a project focusing on interior design, as a budding character artist I couldn't help populating my club with various weird and wonderful inhabitants! I think it gives the final things a much more atmospheric feel, as well as tell you what sort of establishment this is ;)</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAb5beivXS7EkrfNKkbbwESXReZIxhfVGJcMA3hc-BQ-McCkyjzOGXkQNe4EdkPXiL7Dd6ABWia0fOK5Q5KbFE6TnjE4_viBPSojVksUdG9D9CUDJpuTG4SmdcBMe1x9vw91WrJKoQIho/s1600/postermockup.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAb5beivXS7EkrfNKkbbwESXReZIxhfVGJcMA3hc-BQ-McCkyjzOGXkQNe4EdkPXiL7Dd6ABWia0fOK5Q5KbFE6TnjE4_viBPSojVksUdG9D9CUDJpuTG4SmdcBMe1x9vw91WrJKoQIho/s320/postermockup.jpg" width="220" /></a></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">I also made this poster mock-up to advertise my establishment...</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">THE CLAMMY JAWA</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">All patrons of all species welcome! </span></div>
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<br />Daniel Hillhttp://www.blogger.com/profile/04069289226127106964noreply@blogger.com0tag:blogger.com,1999:blog-1539867945369742641.post-82167989213254572352013-05-23T12:11:00.003-07:002013-05-23T12:11:35.120-07:00A Not So Masterful Masters Study<span style="font-family: Arial, Helvetica, sans-serif;">I initially had no idea we had to do a Master's Study... which is always a fantastic start. I was so busy in the middle of my group project that a lot of other stuff got pushed to one side, but once most of that was out of teh way i set a day aside to work on this. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">I decided on looking at Rembrandt, mostly because he's an artist that often pops up while researching other artists... that and the fact that I knew I wanted to do a self-portrait and his work focused a lot on that subject so I thought it'd be a good artist to focus on. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">The piece above is one I studied and used to compare to my progress a lot.... this stood out to me as most of Rembrandt s works are usually very stark in contrast between the shadows and sparse lighter areas, which he uses to great effect to highlight the areas and features on the face. I also like how this particular piece was very bold with its brush strokes that they became very apparent how each one was done: it was this approach I tried to adopt when making my own portrait. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">Progress Shot: This is the near finished version I painted digitally alongside a photo reference of myself. You can definitely tell its me, but the angle of the head is too straight on my piece as well as the head being slightly too narrow. My right eye is also a little off in its shape. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;"> ~ Final Piece ~</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">I think overall, as a self portrait this painting is rather successful, but as a masters study it fell short quiet a lot from what i was trying to achieve. This being my first proper digital painting/masters study, it took me awhile just to adapt to treating the digital canvas like a traditional one and just paint with rough strokes to make up the much larger picture. I think I grasped a good understanding of how Rembrandt used his strokes to great effect, but by the time that realisation sunk in id pretty much finished... I think that this is definitely a piece I am going to revisit once I have more time on my hands, so that I can address the issues.</span></div>
Daniel Hillhttp://www.blogger.com/profile/04069289226127106964noreply@blogger.com0tag:blogger.com,1999:blog-1539867945369742641.post-34780459873366114592013-05-23T11:57:00.000-07:002013-05-23T11:57:51.266-07:00Building The Queens Building ....Scarily<div class="separator" style="clear: both; text-align: left;">
<span style="font-family: Arial, Helvetica, sans-serif;">First Group project at De Montfort and initially it was quite daunting: being thrown together with people you don't know that well to all work on the same outcome is a scary concept, But at the same time one I welcomed as I knew it'd be good practice for industry.</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">The whole thing turned out great though! I was put with a great group of guys (and one gal) who were really eager to get stuck in and every group meeting we;'d throw around some really solid idea's. We really liked the idea's of it being an abandoned school as well as 'Overgrown' being a recurring theme throughout so eventually we decided on those two elements to concentrate on. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Early paint-over: Each one of us took load of reference photos of the Queens building itself, so we knew how it was constructed and the general layout. This is an early concept paint-over of one of the rooms i found in the building, an empty sound testing chamber. Thought it had a very eerie feel.... even though this would not make it into the final level. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Concept Digi-Paint: After we had worked out how the work was going to be divided amongst the group, I ended up with the cafeteria/kitchen area of the building, and area we decided that the player was working towards reaching. This is a digital sketch I did after figuring out how I wanted the room to be laid out.... I had that freedom as the current day queens building doesn't have its won cafeteria (though it was in the original blueprints) so I could design it how I wanted, so long as it fit in with the style of the rest of the building. Liked the idea of having the ceiling partially collapsed to show more deterioration as well as to let more light into the building. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">Assets: Though a lot of the assets I had to make for my area were quite basic, furniture, etc. I made sure to make as much relevance to the theme of primary school as possible.... hence the chicken bin above hahaha! (Some very atmospheric lighting going on there...and its not even in engine yet!)</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">One thing we had to be aware of, is that using UDK for out level meant having to research light maps so we could utilise them on all our assets. This was a steep learning curve for me as I had already made a lot of my assets at this point so had to go back through a lot of them so I could apply the maps.... a pain in the arse, but i got my head around it in the end. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">More Assets: Some of the basic stuff I made for my area; I was able to cut a lot of corners and save myself a lot of time for making several tile-able textures fro things like the equipment in the kitchen, as a lot of big kitchen surfaces use a polishes metal surface, so I was able to use this throughout a lot of my assets there.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">Decals and Fun Stuff: Some of the last things I made for my level were posters... as my area was a cafeteria in a school I knew that making the sort of healthy eating posters would make it more authentic. It didn't take me long to design each one, but I think I managed to inject a little of my humour into each one ....well im proud of them anyway :D</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">In level: The final level really turned out great! everyone did a great job with their individual parts, and we pulled it all together to come out with a really creepy and atmospheric level at the end. I think our chosen theme of an abandoned and overgrown school gave our particular level a very distinct and unique feel to it, and in the end we came away with a project im proud to show off to people at every opportunity :)</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">Video Fly-Through</span></div>
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<a href="http://www.youtube.com/watch?v=Ov6qttC2Zxc">http://www.youtube.com/watch?v=Ov6qttC2Zxc</a></div>
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<br />Daniel Hillhttp://www.blogger.com/profile/04069289226127106964noreply@blogger.com0tag:blogger.com,1999:blog-1539867945369742641.post-32614832639483140702013-05-22T16:01:00.001-07:002013-05-22T16:01:27.645-07:00Life Changing or Career Building?<span style="font-family: Arial, Helvetica, sans-serif;">The current climate In University's is getting tougher and tougher for students to get the most out of their time spent there, and the skills they need to progress on to the job they've been pursuing. With increasing amounts of avenues for people to take to learn skills and technical abilities for the job they want becoming available, as well as the increase in tuition fee's its easy to see why people would opt out of the higher education route. </span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">Especially in terms of the educational path to a job in the Game's Industry, there are more and more resources online, tutorials, etc. that give you a comprehensive insight into the skills you need, and what tech and software you need to do it with. Also with the way that a lot of professional game companies are outsourcing to other specialist studios more and more makes it difficult to a fresh graduate to break into the industry, so the prospect of studying for 3 years to then struggle to even get in is daunting. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">I think for a games related course to stay up to date and provide the best for students is to combine the basic knowledge they need in any creative environment with up to date software and skills needed in industry.... This may go against what certain companies are after when they ask for creative abilities and being a good team player over actual qualifications, but that's just it... every company will have their own attitude for hiring new talent, and its up to the student to be prepared with as much as possible to be able to adapt to any job opportunity thrown at them.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">The main thing people need is a balance. A balance of both key traditional values, that are hard to be taught outside of a focused teaching environment and a teaching structure that focuses on up to date software being learnt as well as tasks set around those seen in industry to prepare people for the conditions for getting out there into the big bad world of work. I think Game Art here has got that pretty much in how they deal with things, though I think that the pressure of working in an educational environment that reproduces that of industry is definitely tough to work under, its effective at toughening you up to the right mindset so that we'll be ready for industry jobs. Though a lot of people that came here had come from foundation art courses and similar not everyone had an art background, like me: I came from 4 years doing graphic design, so I was never taught the basics of perspective and anatomy as much as I needed. But since coming here I've learnt A LOT of stuff that has been incredibly helpful, and in such a short space of time as well. University as a whole has equipped me mentally to be able to deal with things, and handle work professionally so I think it is still a key route that young people should take if they</span><span style="font-family: Arial, Helvetica, sans-serif;"> hope to progress into the job they want.</span><br />
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<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: Arial, Helvetica, sans-serif;">My planned celebratory dance for future job offers</span></td></tr>
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<span style="font-family: Arial, Helvetica, sans-serif;"> </span>Daniel Hillhttp://www.blogger.com/profile/04069289226127106964noreply@blogger.com0tag:blogger.com,1999:blog-1539867945369742641.post-57628415021148264832013-05-14T17:12:00.000-07:002013-05-14T17:12:09.750-07:00Moonshine....... Y'all<div class="separator" style="clear: both; text-align: left;">
<span style="font-family: Arial, Helvetica, sans-serif;">For this little assignment, we compiled together a list of various 'themes', 60's america, Mongolian steppe, ancient Greece, etc. .. all pretty as random as possible from each other. The end vote was for the theme of 1920's America, with the title of 'Moonshine'.... I'm not quite sure why, because I certainly didn't choose it. But never mind, despite being a subject I don't necessarily have an interest in, I dived into research and accepted it as a challenge. </span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh79u4YoFzUKBNlBSFWLlM8jTucbXY3jYeXBjFUjjAr-2G4f_J7sl4aSVBD-auZLv5zTwYjuekJKSZZfGj1gXsK7cZGvpk13yNKVDcAU4hMMDhFjA6X5lYFgTlYGIc3Wr8ruz1vSeJX8_0/s1600/00120065-0000-0000-0000-000000000000_469b5687-f4ab-4992-a2ac-46c322b7a161_20130110000614_Moonshine_010913_RM_300.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh79u4YoFzUKBNlBSFWLlM8jTucbXY3jYeXBjFUjjAr-2G4f_J7sl4aSVBD-auZLv5zTwYjuekJKSZZfGj1gXsK7cZGvpk13yNKVDcAU4hMMDhFjA6X5lYFgTlYGIc3Wr8ruz1vSeJX8_0/s200/00120065-0000-0000-0000-000000000000_469b5687-f4ab-4992-a2ac-46c322b7a161_20130110000614_Moonshine_010913_RM_300.jpg" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiztPIxwc3aPLiK2kVBeJQLAa6u0ucIg1aIf8uU65LD5ebduueQ2uYEpvm_XTwBomA51O7Ty7_lBa3Ld-UU1umHhnYJMgNyHXkmKjRtdP1UNJ1m31eRBp_fTI-3qHHFfVamTkeRVKYnFc8/s1600/3723614.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiztPIxwc3aPLiK2kVBeJQLAa6u0ucIg1aIf8uU65LD5ebduueQ2uYEpvm_XTwBomA51O7Ty7_lBa3Ld-UU1umHhnYJMgNyHXkmKjRtdP1UNJ1m31eRBp_fTI-3qHHFfVamTkeRVKYnFc8/s200/3723614.jpg" width="200" /></a></div>
<span style="font-family: Arial, Helvetica, sans-serif;">We had the choice what we would make for this project, environments, vehicles or characters. As a budding character artist, I went for that, looking into various types of folk seen under the category of 'Moonshine'... which was pretty much all Red-necks and Hill-billies. </span><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8ZpT6q1KAyfrc9GhQRSHfdH59OsLdWNW29Ep879iOQPfoK8bwEwwoUZ8wlKUPo7udzAjNKSPbJodglf63uHu5FiVjsg87JBIAFiFgLkZJHJYpWNws9X5iQN8evxtlrH3aKjxhD7_7bi4/s1600/Old-truck_-_West_Virginia_-_ForestWander.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="133" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8ZpT6q1KAyfrc9GhQRSHfdH59OsLdWNW29Ep879iOQPfoK8bwEwwoUZ8wlKUPo7udzAjNKSPbJodglf63uHu5FiVjsg87JBIAFiFgLkZJHJYpWNws9X5iQN8evxtlrH3aKjxhD7_7bi4/s200/Old-truck_-_West_Virginia_-_ForestWander.jpg" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYCBlOb3fVC9aTX-cZv2OHQ3-GgP3qmkKsxmL7T4FQODfFTVJH3Fji_--OYi7bNTzxFS3MgQkhfkAnWuYn9sLzKPp88NhnASt8aC5wEXWFX5mal7Ew1dv7-8omxx8dtughKVZWcdFj0wY/s1600/redneckaj4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYCBlOb3fVC9aTX-cZv2OHQ3-GgP3qmkKsxmL7T4FQODfFTVJH3Fji_--OYi7bNTzxFS3MgQkhfkAnWuYn9sLzKPp88NhnASt8aC5wEXWFX5mal7Ew1dv7-8omxx8dtughKVZWcdFj0wY/s200/redneckaj4.jpg" width="141" /></a></div>
<span style="font-family: Arial, Helvetica, sans-serif;">Even though I was concentrating on Character design, I also still looked at vehicles and environment and added them to my mood-board ... knowing what these sort of things looked like will no doubt help me when I create my final piece with my character in it. </span><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKEu1_vAHHWQ7NuVyav5_H4Ym3m-Hj2Ro3UwhAKlFtE6TZKPPozTK5jHldWUyAdnHQx5EqynA9VzXU_LCVenipmRS7gPISNwgAZj1JJoEj5yhZ_AvJO_rjZP0BcUTLMBT908Uo7aI-Kek/s1600/Sketches01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKEu1_vAHHWQ7NuVyav5_H4Ym3m-Hj2Ro3UwhAKlFtE6TZKPPozTK5jHldWUyAdnHQx5EqynA9VzXU_LCVenipmRS7gPISNwgAZj1JJoEj5yhZ_AvJO_rjZP0BcUTLMBT908Uo7aI-Kek/s320/Sketches01.jpg" width="214" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjB9POBi0cdVvgW19PT76NpRv851AziOaEZddgdiyX7tUopmZXdr9oU-4kng3JV6dv3SUGtBconvvQZN_eL5elUXgJyNsSYAF6RbqBim-c3Y3bS-mo9KVgns3mLXQqdsCVqTfPpbVIDYDI/s1600/Sketches02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjB9POBi0cdVvgW19PT76NpRv851AziOaEZddgdiyX7tUopmZXdr9oU-4kng3JV6dv3SUGtBconvvQZN_eL5elUXgJyNsSYAF6RbqBim-c3Y3bS-mo9KVgns3mLXQqdsCVqTfPpbVIDYDI/s320/Sketches02.jpg" width="221" /></a></div>
<span style="font-family: Arial, Helvetica, sans-serif;">Early sketches I did relying on the reference gathered in the mood-board.... I was aiming to make a male character this time around, as the last character design project I did was a female, and I like to mix it up sooo... yeah. I want the character to be as stereotypically rural american as possible, without having to resort to every stereotype as possible... a careful balance is needed so you can tell who this type of person is instantly, and not be TOO ridiculous. </span><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghTlPDj5bRinmLWfmyG6VP5OL-U4BWene3g4ZqETHZ3SBfmiE9AhcfNOUq0QdHi9J6Mh47dFodzugtES5j7IBgwrpq4ieUVMzHgD5EFPH0U_MTrsedaYR511vi6s4dXatIUjlh0IGQS_o/s1600/Sketches03.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghTlPDj5bRinmLWfmyG6VP5OL-U4BWene3g4ZqETHZ3SBfmiE9AhcfNOUq0QdHi9J6Mh47dFodzugtES5j7IBgwrpq4ieUVMzHgD5EFPH0U_MTrsedaYR511vi6s4dXatIUjlh0IGQS_o/s320/Sketches03.jpg" width="214" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiucKDWN3zPbmOd7o7NnPQSPREO-TLT6F88sWQkVFNvS_Hphv-ZKTailRUEdEh5qOwpgYNKpvQUEeTunMx978lOQ6eH8U3UWYpDttMWA5MJfEe9yyQ0-8WaZu26YEKqFXyHOfaPXVh6PpA/s1600/Sketches04.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiucKDWN3zPbmOd7o7NnPQSPREO-TLT6F88sWQkVFNvS_Hphv-ZKTailRUEdEh5qOwpgYNKpvQUEeTunMx978lOQ6eH8U3UWYpDttMWA5MJfEe9yyQ0-8WaZu26YEKqFXyHOfaPXVh6PpA/s320/Sketches04.jpg" width="216" /></a></div>
<span style="font-family: Arial, Helvetica, sans-serif;">I liked the idea of a scrawny old dude, who looks has a xylophone ribcage, and a constant slouch as if he has spinal deformities..... which he could well have. I liked the idea of giving the character a name, and as this fellah is clearly so beautiful I decided on the name 'Handsome Herb'... very suitable I think! Other things like a missing eye, lank hair that only covers the rear of his head and visible veins and liver spots all add to Herbs charm :D</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">This is the final character design..... which I think turned out not bad! I was especially happy with how the pose turned out, as it gives him that ungainly posture, that combined with his scowling, lopsided face give him a combination of threatening and comedic vibes. I made sure to add lots of little details to enhance his appearance as a red-neck without being as obvious as a cowboy hat and some straw in his mouth: Things like, visible under-arm hair (the first character I've EVER designed with that...it's such a proud moment), veins, dirty long nails, and plenty of filth and mud on his bottom half, where he walks about in the mud but refuses to bathe more than at least 2 times a year. One thing I was worried about with thus final, is that it was kind of starting to look a bit 'Wild West', and I didn't want it to be confused with that... the font used for his name in the above sheet kind of has that vibe to it, but i think the overall character design is kind of timeless in that respect, so I'm happy with that. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif; text-align: left;">This is the Final Piece I did of my Character of Handsome Herb in an environment. Obviously the focus of the project was to create something that reflected the activities of the</span><span style="font-family: Arial, Helvetica, sans-serif; text-align: left;"> illegal Moonshine Creators of the</span><span style="font-family: Arial, Helvetica, sans-serif; text-align: left;"> 20's, so I showed Herb with his secret stash of buried Moonshine in the</span><span style="text-align: left;"><span style="font-family: Arial, Helvetica, sans-serif;"> woods near his ranch, testing out a new batch he's concocted. I'm quite happy with the progression of my digital skills and I think it shows in this piece, with my use of shadows and lighting.... which is pretty much what the whole piece relies on, I decided against adding full colour, just because it took away from the atmospheric feel to it. </span></span></div>
Daniel Hillhttp://www.blogger.com/profile/04069289226127106964noreply@blogger.com0tag:blogger.com,1999:blog-1539867945369742641.post-5520366273958711082013-03-30T13:41:00.001-07:002013-04-10T18:36:49.937-07:00Yoshitaka Amano's 'DEVA ZAN'<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirT2OzSZ4ESb35zHNHo0evsH4i-rxVxvvC9BatqaM33ejB0Sq7hjDQqNncSkWUVhy7JQQ4BqudXV9rkABYupSGSOYkV-ks8_ktX9IkvDvBKszT0CqbqYXbR6CuA2QxrEoTis9N9Mmun5c/s1600/DevaZan45.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirT2OzSZ4ESb35zHNHo0evsH4i-rxVxvvC9BatqaM33ejB0Sq7hjDQqNncSkWUVhy7JQQ4BqudXV9rkABYupSGSOYkV-ks8_ktX9IkvDvBKszT0CqbqYXbR6CuA2QxrEoTis9N9Mmun5c/s320/DevaZan45.jpg" width="225" /></a></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">The latest book featuring the art by Japanese painter Yoshitaka Amano, isn't an art book but a complete novel not only illustrated, but also conceived and written completely by Amano himself. The story is based upon Buddhist mythology, and follows the warrior Yoshitsugu during the last days of the Samurai, and his discovery of himself as one of the Twelve Divine Generals of Heaven, Zan. His journey takes him not only outside of Japan, but outside of his time and space entirely. as he travels across numerous worlds in search for his true purpose and identity, and to reform the other Divine Generals. Only then will Zan be able to lead the army of light against the darkness that has consumed the heavenly realm, and now threatens to extinguish the entire universe. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Yoshitaka Amano is internationally renowned for his work on the Final Fantasy and Vampire Hunter D franchises, and has illustrated literally hundreds of novels by other authors. But Deva Zan is his first piece of work that focuses on his own story, that has been over a decade in development, and a story that is currently in the works as a fully animated motion picture by Amano's own studio, Deva Loka. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Fans of Amano's work will know how diverse his work can be, and this volume is no different; from the start your greeted with both intricate black and white line-work to minimalistic splashes of vibrant colour, all complimenting the surreal and fantastical story written alongside them. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Though having pretty much focused on characters as the central focus of his work, this book highlights some really interesting environmental pieces that are brilliant at illustrating the surreal worlds and dimensions that the main character Zan is travelling through. These pieces show the hectic nature of the stories journey, as each world feels bursting with vibrancy, even those without inhabitants, with otherwise toned down environments always having some sort of colourful centrepiece to them that either act as a framing tool, or as a drawing point to some important aspect of the story itself. The artwork always stay focused on the books characters though, with the fantastical backgrounds working beautifully in showing off everything from the feudal Japanese wilderness to the cityscapes and bustling metropolis of New York and futuristic worlds. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">The character's that are featured in the story of Deva Zan vary from the battle weary samurai that is Zan and his mechanical steed Panther, the lumbering demon guardian Bear, the diminutive dancing Sanfu and the sultry love interest Maria, each one is as different from the last and any others feature in the overall story. Though a lot of Amano's characters often have very feminine features, he does a good job in this story of creating a vast difference between each person. There is also a great difference in how each character is depicted, the demon guardian Bear is first depicted in such vibrant colours of red that he dominates the pages, and you get a great sense of his great size and power. Zan is often drawn with thick brush strokes, to show his identity as an ex-samurai. </span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkXW2_oNeLH0FtRa3jqwTF4quNqA-B3ENWaejiSn6KY5sK9IeC8hKGDq6c9lLoEaJ_z360I-o1OC2gLXirh1q8a09Z6clbQek0GLVCKj1TOkptInx48suF6LHkuXlQpNHzGJYU2Pswg-w/s1600/DevaZan05.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="310" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkXW2_oNeLH0FtRa3jqwTF4quNqA-B3ENWaejiSn6KY5sK9IeC8hKGDq6c9lLoEaJ_z360I-o1OC2gLXirh1q8a09Z6clbQek0GLVCKj1TOkptInx48suF6LHkuXlQpNHzGJYU2Pswg-w/s320/DevaZan05.jpg" width="320" /></a></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">The varying use of different media's such as pencil, inks, watercolours and gold leaf create such a vast difference between each page that as well as reading alongside the story you really have to study each picture, to see and take in everything that is going on. This is both the benefit of a story being written by an artist, and a negative aspect; the accompanying artwork illustrates the story more seamlessly than if it was done for another author as Amano knows exactly what he wants to depict. But a downside to that, is that if the story becomes a bit confusing (and it can do in places) the artwork can become a bit abstract, and doesn't make things clear to understand. </span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4F_v1aIlXf646iPsiBIAoltUhv_eDtW1t4qzwX1U1G1GVkc5sMOj6VWOc8V-MIeILC75IUhR2pvVq86x9Ef6n1ndBQQeu-XpnFHO54E6fATD4Ka_woOO6jnqMgvkuBcTxwBDfJ2_SVaw/s1600/DevaZan38.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="161" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4F_v1aIlXf646iPsiBIAoltUhv_eDtW1t4qzwX1U1G1GVkc5sMOj6VWOc8V-MIeILC75IUhR2pvVq86x9Ef6n1ndBQQeu-XpnFHO54E6fATD4Ka_woOO6jnqMgvkuBcTxwBDfJ2_SVaw/s200/DevaZan38.jpg" width="200" /></a> <a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeAhSwkv1rsZZbi_JToNYMKygD21z7ZtoU0XiIESa2YwwWf1e3XESZYPdE51Sn57-bD6Q-_DACllCY9r_W8fSQ2VVvu00xgc4TSoZHMpmZvqIaMwhZbkC9FBOTGvs1pMOcfpJn9YfcFqQ/s1600/DevaZan34.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeAhSwkv1rsZZbi_JToNYMKygD21z7ZtoU0XiIESa2YwwWf1e3XESZYPdE51Sn57-bD6Q-_DACllCY9r_W8fSQ2VVvu00xgc4TSoZHMpmZvqIaMwhZbkC9FBOTGvs1pMOcfpJn9YfcFqQ/s200/DevaZan34.jpg" width="127" /></a></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Those that know Amano's work, will know that his work always sees to have a feel of fluidity and movement, and this book really highlights that. There are some really intense action elements within this book, and the artwork alongside it really gives you a great feeling of action and excitement... you can really tell that Amano has been planning on adapting this story on to the big screen. This is another dividing point; the varying angles and perspectives that each picture is depicted makes each one interesting to look at, and gives a great sense of movement and action. The downside to this though, is that it can sometimes appear too abstract and the positioning obscure, especially when a particular piece is quite colourful, it can be quite overbearing if your not accustomed to Amano's surreal style of work. </span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcFvz4jdLYr465gKOlkoDP0bVyGW_wGkYOx8Cn--kVKvqrNj5cb0APY2yHW4nphARgcJs8CbOyzz00lGlHg3Bxwp-aCZNQyBG0EEN3_lMMDLMMNw40beYT3ezllc20149uh4OoR2S56yM/s1600/DevaZan28.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcFvz4jdLYr465gKOlkoDP0bVyGW_wGkYOx8Cn--kVKvqrNj5cb0APY2yHW4nphARgcJs8CbOyzz00lGlHg3Bxwp-aCZNQyBG0EEN3_lMMDLMMNw40beYT3ezllc20149uh4OoR2S56yM/s320/DevaZan28.jpg" width="278" /></a></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Overall, Deva Zan is definitely a book for fans of Amano's art as well as his imagination, the 200 plus new pieces of art he has worked on over the last ten years specifically for this project are wondrous and awe-inspiring, and in themselves showcase his varying styles and technique as a painter and artist. I would say however, this book isn't the best introduction to Amano, as this style of book that is written by him as well, is a first and i can see how it can be confusing to those who are new to his style of work; even as a long time fan of his, i had to make sure to examine some of his pictures alongside the story in detail to get a better grasp of what was going on at that specific point. Some pieces are also quite abstract, and to casual browsers may appear to be 'contemporary' while on closer inspection, each picture is relevant to the overall book.</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">As a final word, id say this is a fantastic piece of work, and a must for those who want to invest themselves in a unique story and illustrated world, that is steeped both in traditional Buddhist mythology and surrealist fantasy and science fiction... If this is your first step into Amano's world however, dont expect it to be an easy journey. If you have the time to invest yourself into his work though, you may find yourself lost in a world that is unlike any other.</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">:)</span></div>
<br />Daniel Hillhttp://www.blogger.com/profile/04069289226127106964noreply@blogger.com0tag:blogger.com,1999:blog-1539867945369742641.post-63767606280913199442013-03-30T13:40:00.002-07:002013-04-12T07:39:14.848-07:00Creativity, The Talent Myth and Craft<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/proxy/AVvXsEjG-3u4tt1H4-BytkuvD6wRIAmQgKIUUeF-CxOE1Mn8QcVGi6XqOrQuz7Ju7Ye47VbcA_cFDnZANWOWW5_IpWvEV4zLyNxgZTDo6osqsh_7JZfrnhjdbMkQAkZ9xe_M1ZBq0Ds5KvQXs0oRI9XiejETT6z8uwxACNdK3VUPcujRXxs0TnFq" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="280" src="https://blogger.googleusercontent.com/img/proxy/AVvXsEjG-3u4tt1H4-BytkuvD6wRIAmQgKIUUeF-CxOE1Mn8QcVGi6XqOrQuz7Ju7Ye47VbcA_cFDnZANWOWW5_IpWvEV4zLyNxgZTDo6osqsh_7JZfrnhjdbMkQAkZ9xe_M1ZBq0Ds5KvQXs0oRI9XiejETT6z8uwxACNdK3VUPcujRXxs0TnFq" width="320" /></a></div>
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<span style="font-family: Arial, Helvetica, sans-serif; line-height: 115%;">Creativity.... </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif; line-height: 115%;">although initially seeming to
be an easy subject to talk about, I knew once I began to think about it in
depth that it would be a challenge to discuss. My opinion on creativity is that
it is something that is innate in most people; anyone with an active
imagination has a creative spark, but it is the application of hard work to
feed the spark to make and mould an individual talent into something unique. I
mean, from that description it sounds like</span><span style="font-family: Arial, Helvetica, sans-serif;"> I think everyone is a creative person, and
if you ask most people, who won’t say that they are a creative person? Regardless
of what sector they are a part of? But I think only a few handful of people are
able to take in the inspirations and influences around them, address any ideas
and concepts they have invented and tackle the problems that they face in new
and original ways.</span></div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/proxy/AVvXsEgcrD4KTBhiwfF3SLD3fASiKhhJBvuN4seWVU4wngy6ydTnDmxpfqA1GsbnF6CJGGWu9Y1AYjyl__GLf7geSP5y0vYrJGjIe-VFwSmYjREg6fJIN74Z2h0qitLIoHJQw4uAtQqiuEijRaHUP1K2Ly-qNUgkkbKpX6EdgiUZVJdSLZelI0HZgzmXW-CL1eCpet8GO3n_JM2jRyV3CHqn" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/proxy/AVvXsEgcrD4KTBhiwfF3SLD3fASiKhhJBvuN4seWVU4wngy6ydTnDmxpfqA1GsbnF6CJGGWu9Y1AYjyl__GLf7geSP5y0vYrJGjIe-VFwSmYjREg6fJIN74Z2h0qitLIoHJQw4uAtQqiuEijRaHUP1K2Ly-qNUgkkbKpX6EdgiUZVJdSLZelI0HZgzmXW-CL1eCpet8GO3n_JM2jRyV3CHqn" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: Arial, Helvetica, sans-serif;">Perspective: an experimental perception puzzle game, that shows how game developers will always be home to to new creative ideas, regardless of what state the industry is in. </span></td></tr>
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<span style="font-family: Arial, Helvetica, sans-serif;"><span style="line-height: 115%;">I think artists in particular are a good
example of people who make their creativity a focal point of both career and life;
they don’t allow themselves to be constrained to what is necessary and constantly
functional. I don’t think artistic talent is something you are born with, but I
think the influences throughout your life draw you towards the things you have an interest in. I know many people who have a passion for art, but </span><span style="line-height: 18px;">don't</span><span style="line-height: 115%;"> have any skill to make it... but i think if they applied themselves to </span><span style="line-height: 18px;">the</span><span style="line-height: 115%;"> study of it, they would be able to divert that drive into making it, its the same with anything; if you put the hard work behind the things that stimulate and interest you, you can achieve any level of creativity you strive for. </span></span><o:p></o:p></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><span style="line-height: 115%;">I think honing your craft plays the more practical part in being a creative artist; balancing this hard graft aspect with the inspiring influences, and creativity aspect is crucial. Skill can only get you so far; a computer can replicate an image onto paper without any of the </span><span style="line-height: 18px;">influences or</span><span style="line-height: 115%;"> process's an artist would work through, its all equations and processed numbers to achieve that end. Regardless of how accurately or how </span><span style="line-height: 18px;">skilfully</span><span style="line-height: 115%;"> a person can transfer their creativity into an end product, their vision or idea can still be presented and brought to life... an example of this is most modern art. I </span><span style="line-height: 18px;">don't</span><span style="line-height: 115%;"> get it and i </span><span style="line-height: 18px;">think</span><span style="line-height: 115%;"> most of it is crap, but it's still (mostly, apart from those lazy bastards who hide behind </span><span style="line-height: 18px;">the</span><span style="line-height: 115%;"> shield of being </span><span style="line-height: 18px;">minimalistic and other grandiose bullshit</span><span style="line-height: 115%;"> to not put in </span><span style="line-height: 18px;">the</span><span style="line-height: 115%;"> hard graft and appear to be all high brow) an expression of their creativity and ideas. </span></span></div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/proxy/AVvXsEg-TF8pUmqjzaH3b5FDU334g-zCCzkWqXW9_yb4qDKc-TecXQr0lfZbUaz19mtxK6io6DrpSLi1abL8jgJ6clrORCr5H7Te53Yj8yu3pq2wnowrhacwQ7Lj_gp0OK-3rbnWJQIcRsh4Zvwu7VxbQFuxmaXEMFf8zdAppyXUBfWBieXRPLGxkd7E0uWNy_1jog" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/proxy/AVvXsEg-TF8pUmqjzaH3b5FDU334g-zCCzkWqXW9_yb4qDKc-TecXQr0lfZbUaz19mtxK6io6DrpSLi1abL8jgJ6clrORCr5H7Te53Yj8yu3pq2wnowrhacwQ7Lj_gp0OK-3rbnWJQIcRsh4Zvwu7VxbQFuxmaXEMFf8zdAppyXUBfWBieXRPLGxkd7E0uWNy_1jog" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: Arial, Helvetica, sans-serif;">Little Big Planet is a good example of a recent game that puts the creativity aspect directly into the hands of the player, to create their own game experience. </span></td></tr>
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<span style="font-family: Arial, Helvetica, sans-serif;"><span style="line-height: 115%;">Creativity i think, lies at the heart of all video games; everything from the game play, interaction, the game world and its inhabitants, and even the overall design direction of the game. Its the complete package, and every aspect compliments the other, and i think it shows a games weakness when one of </span><span style="line-height: 18px;">the</span><span style="line-height: 115%;"> links in the process is weaker than the other. I think that in an industry that has seen such an influx of</span><span style="line-height: 18px;"> investment and development in recent years, has made it hard for games developers to stand out and create something new and unique; publishers aren't willing to take the chance on a new IP when they know what sells well, and would prefer to stick with a guaranteed sale. its good to see a flood of new independent studios releasing a fresh wave of creative games on mobile platforms, allowing new games to still be creative in a market that is dominated by big companies that suffer from churning out the same style of games, year after year. </span></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><span style="line-height: 18px;">I think personally i have already had an interest in art and expressing myself creatively... not really as a means to express myself to others, but more really as doing so has always made me happy. I would hope people looking at me and my work, would acknowledge that making art in whatever field, has been something that i have dedicated most my life to and is something i am passionate about. Its difficult to say how creative or talented you are, without sounding arrogant or overly modest; i know i am talented at what i do, but at the same time I'm determined to improve, because i know there are so many areas i have to improve in before i move into the real world outside of education. I think i need to dedicate myself to more specific areas in art, areas that I'm lacking in to balance out with my strengths in the areas i a stronger in. e.g. more practise on environment and still life, to catch up with my work in life drawing which is my stronger area. </span></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><span style="line-height: 18px;">And when all is said and done,</span></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><span style="line-height: 18px;">and after much thought and in-depth analysis</span></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><span style="line-height: 18px;">.... here's a book about arty felines</span></span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFnyu-fAWKrhO9tK-3XbrWkYA0Wdy_Xsx9u54p2Z-HdyGtvPTEqKFbbqTa0FemfyeOEP2hGkQQ1wwgeCvSM8VovRVNF74Dm1LXFPoB2zCHGu5_9walCDVMYsc7KzLOLQ-TD7uF22UPEEA/s1600/why-cats-paint.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFnyu-fAWKrhO9tK-3XbrWkYA0Wdy_Xsx9u54p2Z-HdyGtvPTEqKFbbqTa0FemfyeOEP2hGkQQ1wwgeCvSM8VovRVNF74Dm1LXFPoB2zCHGu5_9walCDVMYsc7KzLOLQ-TD7uF22UPEEA/s1600/why-cats-paint.jpg" width="245" /></a></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><a href="http://orgsci.journal.informs.org/content/18/6/989.abstract">http://orgsci.journal.informs.org/content/18/6/989.abstract</a></span></div>
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<a href="http://www.itfgaming.com/opinions/is-creativity-in-video-games-on-the-decline/"><span style="font-family: Arial, Helvetica, sans-serif;">http://www.itfgaming.com/opinions/is-creativity-in-video-games-on-the-decline/</span></a></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">1) SKY ~ Clouds, wind, hurricane, sun, birds, blue<br />2) TREE'S ~ Green, leaves, coconuts, roots, squirrels, bark, lumberjack, wood</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">3) PLANET ~ Circle, earth, space, cosmos, world, large, immense, colonisation, animals </span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">4) SHIP ~ Water, sail, pirate, captain. cannons, speed, discovery, buccaneer</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">5) BIRD ~ Flight, wings, perspective, worms, eagle, majestic, pigeon </span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">6) TALL ~ High, intimidating, basketball player, giant, mountain, ladder</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">7) SKIN ~ Body, human, protects, shell, wrapping, enclosed, blood</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">8) HAIR ~ Long, wavy, gel, lots, head, strength, coat, warmth</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">9) EYES ~ Striking, soul, view, look, see, vision, window, glass</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">10) TEXTURE ~ Rough, pattern, bumpy, feel, nature</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">11) SCHOOL ~ Kids, play, teachers, maths, chase, rounders, drawing, writing</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">12) FEAR ~ Spiders, unknown, loss, darkness, failure, uncertainty</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">13) HAPPINESS ~ Joy, smile, sunshine, laughter, friends, jokes</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">14) TAXI ~ Drunk, laziness, chat, direction, comfy, dodgy, costly</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">15) ATMOSPHERE ~ Ambience, feel, warmth, glow, burn, planet</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">Then after i had noted down all these words i began to form each lot into a sentence, trying to make as much sense as possible with the words i had thought up....</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">1) The blue of the sky, and the sun made way for the hurricane as the clouds whipped around, the wind sending the birds off course.</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">2) The lumberjack chopped wood, as his axe sunk into the bark, the green leaves shook right down to the roots, making the squirrels throw their coconuts. </span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">3) The immense earth formed a circle in space, travelling through the large cosmos, as a colonisation for animals. </span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">4) A pirate captain signalled the cannons, the sail unfurling, as the ship speeded across the water, the life and discovery of a buccaneer. </span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">5) The majestic pigeon in flight ate worms, but in perspective an eagle came along and clipped its wings. </span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">6) A giant basketball player climbed a ladder up a high mountain so it didn't seem intimidating any-more. </span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">7) The human body protects us like a shell, the skin wrapping us up in an enclosed network of blood.</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">8) Though the coat was long and wavy, the marmoset's head had lots of gel on it adding to its strength and warmth. </span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">9) Looking through the glass window, was a striking vision into the soul, and made me view things differently. </span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">10) In nature the feel of things such as armadillo's are rough and bumpy, and appear in a pattern.</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">11) Kids play rounders while teachers chase them, trying to teach them drawing, writing and maths.</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">12) The uncertainty of darkness makes me think of spiders of failure lurking in the unknown.</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">13) Jokes and laughter in the sunshine makes me smile with joy as i spend time with friends.</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">14) The drunk laziness of the dodgy character, was costly in chat but sent me in the right direction. </span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">15) The planet had an ambience that gave it a feel of warmth. as the pod breaking through the atmospheric burn gave its hull a bright glow. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">Now i had a very vague outline of what was going on, i tried to form these sentences into more of a narrative i could then base my storyboard on...</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">...Then moved onto writing up a final draft, rearranging all the words and ideas i had come up with so far, so that they all try to fit within a 12 panel storyboard template. Some words and ideas were removed completely, as adding them would make some sections too cluttered, and i thought the storyboard was already confusing and random enough as it stands so i left them out. </span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhluH_a4IdOTI80v_Z8TzBvzJWM5_iVUWPa7nFpWedB3du60cadnBkSRYS-E5wYtdjje6PETtdBB-p16QPCmMp3K97zU1eokI7umlXOAe_M1WKtDoYFXmWNR803KwiVDers24PcsnU4Psk/s1600/scanned+notes03.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhluH_a4IdOTI80v_Z8TzBvzJWM5_iVUWPa7nFpWedB3du60cadnBkSRYS-E5wYtdjje6PETtdBB-p16QPCmMp3K97zU1eokI7umlXOAe_M1WKtDoYFXmWNR803KwiVDers24PcsnU4Psk/s320/scanned+notes03.jpg" width="223" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifTaiCHfMQxYAH12-fDTEA1p1cIUcwW7VVUbUGfnBz1umPVjVFqjXheJWKn_KIjGpRPfjwd4qKHb67T03TBhZBZot12XBEB4Ng-zoL2ZQQP7mwreckPuhXuZuknaEx9R83_HvXGj_db1o/s1600/scanned+notes04.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="294" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifTaiCHfMQxYAH12-fDTEA1p1cIUcwW7VVUbUGfnBz1umPVjVFqjXheJWKn_KIjGpRPfjwd4qKHb67T03TBhZBZot12XBEB4Ng-zoL2ZQQP7mwreckPuhXuZuknaEx9R83_HvXGj_db1o/s320/scanned+notes04.jpg" width="320" /></a></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">With the story draft sorted, i then translated this as best i could into illustrations, working to the twelve panel layout id decided on (with the exception of one panel that is split into two, to get 2 different perspectives in one).</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">...And the finished storyboard! scanned in my original pencil work, coloured over it in Photoshop adding shading, light, etc. What with the surreal and random nature of this project, kept the colouring and style very colourful, and i think it shows how much fun i had working on this! :D </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">I decided on leaving the panels without frames, and with the paint overs left messy, as it gives the whole thing a very hand-made feel and that's what i wanted to get across. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Overall, a very fun project to work, on due to the completely random nature of it, and the fact that a lot of the illustration work relied on thinking up surreal things from your imagination, and that's the sort of work that really appeals to me and that i can easily find myself getting stuck into. I'm definitely going to set myself more of this sort of work given the chance, as i think its a good showcase for my illustration and imagineering skills, and will hopefully lead to strong portfolio work in the future :)</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">~Chasing The Moon~</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0_6Knu9h85NjD7Q66dwh80RVXhfGU8fuImcw6kgWHZTNxngPr-y0aJdltq61OqlygEtBs37Ia6LJYsGDdVpAjGx-QRmCqaXuHhkdCjqm_3y5iUONLGA2UFuqVBPDzIEuf_NRwezoUB4s/s1600/Final+Storyboard02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="531" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0_6Knu9h85NjD7Q66dwh80RVXhfGU8fuImcw6kgWHZTNxngPr-y0aJdltq61OqlygEtBs37Ia6LJYsGDdVpAjGx-QRmCqaXuHhkdCjqm_3y5iUONLGA2UFuqVBPDzIEuf_NRwezoUB4s/s640/Final+Storyboard02.jpg" width="640" /></a></div>
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Daniel Hillhttp://www.blogger.com/profile/04069289226127106964noreply@blogger.com0tag:blogger.com,1999:blog-1539867945369742641.post-55202961674299606432013-03-30T13:39:00.002-07:002013-04-07T15:39:27.767-07:00Book Character Illustration<div>
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<span style="font-family: Arial, Helvetica, sans-serif;">It's the night before Hogswatch. And it's too quiet.</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">There's snow, there's robins, there're trees covered with decorations, but there's a notable lack of the big <span style="color: black;">fat man</span> who delivers the toys...</span></div>
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He's gone.</div>
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Susan the governess has got to find him before morning, otherwise the sun won't rise. And unfortunately her only helpers are a raven with an eyeball fixation, the Death of Rats and an oh god of hangovers.</div>
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Worse still, someone is coming down the chimney. This time he's carrying a sack instead of a scythe, but there's something regrettably familiar...</div>
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HO. HO. HO.</div>
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It's true what they say. </div>
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"You'd better watch out..."</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDgONeHXHJ6sdonV3A44ToP1lKPMyB-gLxQZlvQbP4X_KnilbddREfQFeUgP90MllUh86nc10zY_bVyNFOXciH6oH_1KOCKLcOdSLz0Z1cSoVdYrThZMNxMYVnviNZnkky1Pe-4ROPvmI/s1600/Moodboard2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="238" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDgONeHXHJ6sdonV3A44ToP1lKPMyB-gLxQZlvQbP4X_KnilbddREfQFeUgP90MllUh86nc10zY_bVyNFOXciH6oH_1KOCKLcOdSLz0Z1cSoVdYrThZMNxMYVnviNZnkky1Pe-4ROPvmI/s320/Moodboard2.jpg" width="320" /></a></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">For this project i chose the character of Susan Sto Helit, from Terry Pratchett's Discworld series, featured in the novels Soul Music, Hogfather and Thief of Time... i chose the version of her from The Hogfather. Once id re-read the book, taking notes, i compiled a few mood-boards looking at outfits worn by governess' figures as well as variations of the types of clothes worn by the character (hooded cloaks, formal dresses)</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbDHPsXDYg4Gpas_YZdW1hYQs8kOqULx0Uh7wgaUUB2dr3Ah5ktysTGFEil3VhMsfKoI4DV651J-E3HB0IFHGVNLRYIvXC_Ubg6lr4ynud5gU-5pexj0txg0lTr-YLiHLJiz8wIG_4pUs/s1600/VDEDITED59.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="224" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbDHPsXDYg4Gpas_YZdW1hYQs8kOqULx0Uh7wgaUUB2dr3Ah5ktysTGFEil3VhMsfKoI4DV651J-E3HB0IFHGVNLRYIvXC_Ubg6lr4ynud5gU-5pexj0txg0lTr-YLiHLJiz8wIG_4pUs/s320/VDEDITED59.jpg" width="320" /></a></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">For early sketches i looked at capturing Susan's hair style first, it being described as a 'dandelion', white with a single black streak running from end to end. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Below are a few sketches i did using markers, as i tried to depict Susan in a few scenes from the book; Her taking a practical approach to the monsters the children are scared of with her poker, her hair rearranging itself in her study and her holding the Death of Rats in her palm. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif; font-size: x-small;">'Thusan?'</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif; font-size: x-small;">'Yes Twyla?'</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif; font-size: x-small;">'I'm afwaid of the monster in the cellar, Thusan. It's going to eat me up.'</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif; font-size: x-small;">Susan shut her book firmly and raised a warning finger.</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif; font-size: x-small;">'What have I told you about trying to sound ingratiatingly cute, Twyla?' she said</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif; font-size: x-small;">The little girl said, 'You said I mustn't. You said that exaggerated lisping is a hanging offence and I only do it to get attention.'</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Various costume designs i did, trying to capture the look of a governess. I tried to make it both practical, formal but also quiet stylish, with hints to Susan's heritage as Deaths Granddaughter. </span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdNVqgFlts9AWgDtNr4tVOGIOgi6dQtybH3gYWykJTQzgG75L8NPnqlKu9knI3uckzEtzXTzsZ4U09ZVm-dScpKHYNiT7bmsQtt6juBVycDdcuodRZDn3lvsHv3Wbl_ZW52mA08rQplkA/s1600/final+character+design+linework.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdNVqgFlts9AWgDtNr4tVOGIOgi6dQtybH3gYWykJTQzgG75L8NPnqlKu9knI3uckzEtzXTzsZ4U09ZVm-dScpKHYNiT7bmsQtt6juBVycDdcuodRZDn3lvsHv3Wbl_ZW52mA08rQplkA/s320/final+character+design+linework.jpg" width="151" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEieMDi4IK2i597nMvlz1qgZy8Af7WJRsTncP6vlzbngjArqBfIgwkPndpeRlFx22Y7K0MFS1iULpaloVedwyt90sufezI7jVw21kRVtinh04kgomoAMudUw7HOYb0x6yEJ2wTn3pPUTQH0/s1600/final+character+design+linework~shaded.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEieMDi4IK2i597nMvlz1qgZy8Af7WJRsTncP6vlzbngjArqBfIgwkPndpeRlFx22Y7K0MFS1iULpaloVedwyt90sufezI7jVw21kRVtinh04kgomoAMudUw7HOYb0x6yEJ2wTn3pPUTQH0/s320/final+character+design+linework~shaded.jpg" width="174" /></a></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">*The final design for Susan Sto Helit; decided to give her a no nonsense pose, befitting her character. Created the line art by hand then tried out a hatching sketch technique on a copy to see what it looks like... it gives it a unique, 'olde worlde' feel, that i think fits the world depicted in the book.</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">*Final design of Susan, sketched in various circumstances and poses... tried to capture her practical approach to the mystical world she is so resentfully part of. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">The final piece, depicting both Susan at the forefront, with her grandfather Death stood behind her as an imposing figure. I tried to make Deaths figure not overshadow that of Susan, and in contrast to Susan's white on her costume, the black robe of Death acts as a frame to her quote well i think. As an afterthought, i decided on adding in the city of Ankh Morpork (which is the central setting in many of the Discworld novels), but shown through a sort of stylised 'window' to show how Susan is part of both the ethereal world outside of reality like Death but also still trying to keep hold of her human side. </span></div>
Daniel Hillhttp://www.blogger.com/profile/04069289226127106964noreply@blogger.com0tag:blogger.com,1999:blog-1539867945369742641.post-6576731973183147872013-03-30T13:38:00.003-07:002013-04-26T09:57:40.646-07:00Introduction to The Games Industry: From Generalist to Specialist<span style="font-family: Arial, Helvetica, sans-serif;">As all industries grow, they become increasingly complex with various roles in the various sectors within it. The Video Game industry is no different, and as one of the fastest growing industries in today's market, having an understanding of how it all fits together and works is essential to someone like me who is studying Game Art.<br /><br />The areas of the industry are divided into the following businesses:<br /><br /><b>Publishing</b><br /><br />The various companies whose job it is to bring the games to the market. They control what games make it past the development stage, through funding and management of the finished game. They also are responsible for marketing, PR, Sales and manufacturing the game, and often companies like EA, Activision and Codemasters will pay the developers in advance to cover the cost of development. Once the development process is finished, the game is sold by the publisher and the money made back will go back to the publisher until they have made the money back that has been advanced to the developers. Depending on the game's success, how much money is made back determines both a developers additional royalties and also a publishers investment in a developer; if a game doesn't sell, regardless of weather a sequel is already in production if the publisher isn't behind it financially it wont see the light of day. <br /><br /><b>Developers</b><br /><br />The multitude of Programmers, Artists, Designers, Sound Engineers, Musicians, Producers and Writers who all all work on creating the game itself. Development companies vary from independent to part-owned or fully owned by Publishers, distributor or hardware manufacturer. Most games are funded by a Publisher; The developer pitches their game idea to a publisher who agrees to fund the development work through an advance against future royalties. The developer then proceeds with development of the game, receiving regular payments upon reaching pre-determined milestones in the project. With the up rise of indie games however, a lot of games are being created and funded via online fund raisers, putting the fate of the games release in the hands of those who would inevitably want to play it. <br /><br /><b>Distributors</b><br /><br />The companies who are responsible for getting the finished game from the Publishers to the shops that sell them. As Publishers don't deal directly with the stores, they sell their games onto Distributors who then in turn sell the game to the various shops they deal with. With current generation consoles all providing their own digital distribution services via their respective online services (PSN, XBLA and WiiWare), distributing companies are being replaced causing a massive shift in the industry.<br /><br /><b>Hardware Manufacturers</b> <br /><br />Two main TYPES of hardware exist in gaming, both Pc/Mac's and game consoles, Pc's are open access, meaning anyone with the funds and backing can develop games for them, while consoles are closed systems, meaning all the games are made in industry, and so apart from hacking a console illegally, the games made for consoles are much more stable due to a longer and more thorough process of development and testing. <br /><br /><br />As someone who is studying to work in the development side of the industry as a game artist, i have researched the individual roles and salaries to see how they differ and also to see the path needed to take to get where i want to in the industry. (Estimated wages are in dollars, and all wages increase, both after being in the industry for 3 years and then again after 6). <br /><br /><b>Programmer/Engineer:</b> Between $50,000 and $90,000 a year. Is the highest paid role, especially at entry level position. <br /><br /><b>Technical Directors:</b> Has a lot of responsibilities, so can earn between $60,000 to well over $100,000 a year<br /><br /><b>Game Artists:</b> New and under 3 years experience can expect an average of $40,000 per year. If position held for over 6 years can earn up to $67,000<br /><br /><b>Game Animators:</b> Between $46,000 and just over $75,000 in the current climate<br />(If you gain a senior role in either the art or animation department of game development, salaries can range from $64,000 to a ridiculous $214,000)<br /><br /><b>Videogame Designer:</b> Between $46,000 and $70,000<br /><br /><b>Creative Director:</b> Between $45,000 and $81,000, though depending on the company senior roles can bring in up to a reported $180,000 a year.<br /><br /><b>Producer/Executive Producers:</b> Producers are only usually roles given to those who have worked in the industry a few years first anyway, but those can earn anywhere between $62,000 and $200,000 a year.<br /><br /><b>Game Tester:</b> Between $32,000 and $50,000 a year<br /><br /><b>Lead QA:</b> On average, between $40,000 and $60,000, though if highly skilled and have longevity can earn up to over $200,000!<br /><br /><b>Sound Engineer/Technician:</b> Between $50,000 and $74,000 a year.<br /><br /><b>Musician/Composers:</b> On average can earn between $55,000 and $90,000, but with longevity can earn over $200,000. <br /><br />Success in gaining a position as a game artist in particular, tends to be based off a good, solid portfolio and knowing people who are already in industry to get to know all the inner workings of companies and how they accept new prospects. While some companies rely on a good degree, others may not even take that as a priority instead basing it off what work you show them, and how professional you act during the interview. At the end of the day, concentrating on a specific area in a role you want to work in, will mean you have a solid strength that you can work to your advantage and can offer a prospective company. <br /><br />(An in depth look into the more specific roles, and how much they pay)</span><div style="margin-bottom: 0cm;">
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<a href="http://education-portal.com/articles/Game_Software_Developer_Salary_Duties_and_Requirements.html">http://education-portal.com/articles/Game_Software_Developer_Salary_Duties_and_Requirements.html</a></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><br /></span>Daniel Hillhttp://www.blogger.com/profile/04069289226127106964noreply@blogger.com0tag:blogger.com,1999:blog-1539867945369742641.post-35982078048995616942013-03-30T13:37:00.005-07:002013-03-31T16:27:15.040-07:00Mortal Engines<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiS0bPryassebBS308EGJvGBwJHDvLyUDN8r3rQjVPUuroTVLecSq4UgN4Pug1BW3i-nyVn869_1gxZpdFuqvgh_O4SuHtfDHFloyK-JDg8Q9EOuo4ZXoo5sn8TagN5LQ_RACw6PCiQHBQ/s1600/mood+board01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiS0bPryassebBS308EGJvGBwJHDvLyUDN8r3rQjVPUuroTVLecSq4UgN4Pug1BW3i-nyVn869_1gxZpdFuqvgh_O4SuHtfDHFloyK-JDg8Q9EOuo4ZXoo5sn8TagN5LQ_RACw6PCiQHBQ/s320/mood+board01.jpg" width="320" /></a></div>
<span style="font-family: Arial, Helvetica, sans-serif;">This is one project in which I was excited about from the outset: Character design, across both visual design and game production, to characterise ourselves in the style of the setting of the novel, 'Mortal Engines'. I started out by reading the book itself, so I knew what style to work on, while at the same time creating sketches of self portraits to get my features down. Once I had finished with the book, I had an idea of modelling my character in the same style of the 'sky pirates' mentioned in the book, as airships were a major form of transport in the apocalyptic world between the moving cities. I researched clothing styles, looking at Victorian fashion, as well as great coats and dusters often worn by characters in the book, as well as other military style outfits, all compiled over a few mood boards. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">Once I had gotten the self portrait down that I was happy with to base my characters appearance off, I began editing various styles on top of it, using the original sketch as a template. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">*Looking at various clothing variations for my character, combining some clothes with others .. wanted a combination of stylish and practical.... if my character is going to be an airship pilot this needs to be obvious in the clothes he wears. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">I took the inspiration of my character from the air pilot Anna Fang, who had her own airship and wore a great coat and wielded a sword... it was this buccaneering style I wanted my character to have, so I carried across several of these elements into my own character while trying to not be based directly off her. I made my character a pilot for the Anti-traction League as well, even creating a crest for the organisation to be depicted somewhere on my character to show his allegiance. Also as the League is based around a part of the world that has Arctic weather conditions (Tibet?), I leaned my characters clothing style towards someone who would live in these cold conditions. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">*Digital Sketches of developed attires for my character, also looking at a combination of styles and colour schemes. Decided on a practical burgundy/brown for most of the costume, though all colours are worn to show the practical nature of the characters job as an airship pilot. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">*Working from a developed sketch I created he final design for my character digitally, making the line art first, then reversing that to edit it into a back view, to show off my character from both angles, as a turnaround image. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">I made the decision to keep the line art for my final character artwork prominent, even after I had shaded and coloured it, as I think it helps to convey my own style and the characterised aspect. Also making the final character image as simple as possible, means it'll be easier to nail the basics down with my 3d version.</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">*The overall turnout of my 3d model I was pleased with, in particular the mesh itself I think was particularly strong, though I think that maybe dedicating so much time to that gave me less time to focus on the texturing...which I think lets the whole thing down a bit. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">*When I rigged and posed my character I was going for a quite heroic stance, but from various angles it looks more camp than anything, hahaha! rigging showed some weak areas on my mesh that didn't move as well as they should, notably around the elbow joints, which I noticed after my feedback... something to work on for future character projects. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">*The modelling around the face I was particularly happy with, especially from profile view... you can really tell its me! (quite proud of that ^_^). Though there are a few flaws when viewed from the front, such as the nose shape. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">My final airship pilot character both the hi poly and LOD alongside each other. Annoyingly the file that I had created my lower poly version in corrupted in all version I had of it, so wasn't able to take any better screenshots than this one.... something ill most likely try to redo, as there were some areas I wanted to add to the texture, such as buckles and straps that had to be removed to get the tri limit down. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">This was definitely one of my favourite projects thus far, and only strengthened my love of character design (regardless of how ill the amount of work I had to do made me), and I think my Good grade I got for the 3d side of it reflects my hard work I poured into it. There are still many areas I need to improve on, but I think this project was good in highlighting both my strengths and things I still need to learn and perfect. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">*Below: Final piece depicting my character on board an airship, during his patrols of the mountainous regions the Anti Traction League is stationed*</span></div>
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<br />Daniel Hillhttp://www.blogger.com/profile/04069289226127106964noreply@blogger.com0tag:blogger.com,1999:blog-1539867945369742641.post-31288980560973268232013-03-30T13:37:00.002-07:002013-03-30T18:54:57.650-07:00Elements of Game Technology, pt 3: Interaction Design<span style="font-family: Arial, Helvetica, sans-serif;">The way we play games has largely been focused on the functionality, what is the most functional way to input your commands with the game as simplest as possible...however with the rise of home gaming, and video game consoles the importance of the physical aspects of things such as controllers and joysticks became just as an important aspect as the games themselves. People in the industry soon realised that comfort and ease of use was part of a much wider issue to making their console as interactive and simple to use as possible. This is visibly true of the joystick, a device made use of in arcades fro years before game companies took it on board as a control method for their home consoles. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">Comparisons to one of the first joystick designs to a modern one used in pc gaming: the use of it remains the same, just the design has involved to take into account comfort and function.</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Alongside the traditional button and d-pad set-up, the analog stick has steadily crept back into consoles as the most seamless and fluid way of manoeuvring around in games. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"> Looking at the evolution of the PlayStation of three generations, shows its leap from the 'box' era of old school consoles to that of the more stream-lined and aesthetically pleasing curves of the PS3. Sony have essentially tried to take their PS2, the best selling console of all time, and tried to make it look more attractive, compared to its brick-like but incredibly functional predecessor. Its interesting to see, that the shape and style of the PlayStation controller has remained he same throughout three generations, signifying that if it works, why try to improve on it? Saying that though, the recent reveal of the PlayStation 4 shows that they have added more functions of the joy-pad to try to make the experience with it even more interactive. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">Nintendo is a company that has gone from the box style functional aspects of the original Nintendo Entertainment System, and evolved into a home console who's primary focus has been on motion control, and direct interactivity with the player. By focusing on an aspect not really keyed by other home consoles, the Wii was the first to popularise motion control, and appeal to those who wouldn't normally play video games. The competition in the PlayStation Move and the Microsoft Kinect are both superior in many ways to the Wii's original set-up but due to lack of games being catered to motion control on Sony's and Microsoft's consoles they have failed to be utilised as successfully. The Kinect is the farthest in terms of direct control, that game consoles have come, in terms of removing a hand held controller entirely and letting the player directly become the controller. It will be interesting to see how far they can take it, or if it will just become yet another fad that will fall by the wayside. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">The reveal of the Google Glass project, that utilises augmented reality into glasses worn, shows how far user interface has come in technology.... something you'd imagine as something purely in sci fi as a kid growing up (that's probably me showing my age)</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><a href="http://www.dailymail.co.uk/sciencetech/article-2165818/Google-Glass-augmented-reality-specs-available-NOW-1-500.html">http://www.dailymail.co.uk/sciencetech/article-2165818/Google-Glass-augmented-reality-specs-available-NOW-1-500.html</a></span></div>
Daniel Hillhttp://www.blogger.com/profile/04069289226127106964noreply@blogger.com0tag:blogger.com,1999:blog-1539867945369742641.post-80445719311075581862013-03-30T13:36:00.000-07:002013-03-30T16:12:57.164-07:00Elements of Game Technology, pt 2: Sound For Games<span style="font-family: Arial, Helvetica, sans-serif;">Ever since gaming has made the leap from a static medium to an interactive one, sound has been included as a way to generate moods and reinforce each games identity as a whole, from the beeps and midi tones of Space Invaders and Tetris, all the way up to fully orchestrated epics and vocal arrangements for games such as Halo and Final Fantasy.</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">Musical arrangements in games have always been used effectively to enhance the mood of the certain level, or situation you are in at the time in the game: From an epic orchestral score to accompany you as you take part in a large scale battle, to the more light hearted and catchy beats used in a puzzle game, practically every genre has been covered in the history of video game music, some more prominent than others. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">Its not only musical scores that have been utilised in video games, but also effects and audio environments that create living worlds, that are both unique and rich in atmosphere. Sounds help create an ambience of a game your investing yourself in, and lends believability to Characters, Vehicles, Creatures and even how inanimate objects sound when interacted with: if a sword you were holding hit off an enemies shield and didn't react in a realistic fashion the effect would be ruined and jarring to the player. With shoot-em-ups a lot of attention to detail is spent on how each gun sounds and feels, with research being done with the real life equivalents to get the effect of using each weapon as authentic as possible, and to distinguish each weapon from each other, to the extent that take on characteristics of their own. On top of a full soundtrack to accompany it, each game in today's generation will have a complete and vast sound library for everything in the game, from gunshots to the creak of a door opening, its all relevant and important to the</span><span style="font-family: Arial, Helvetica, sans-serif;"> end product. </span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">Noises and sounds have a great effect on the player when a game relies heavily on ambience and mood to effect your playing through it.... as an example games in the survival horror genre have made use of sounds and noises to great effect to disturb and scare the player, even with the absence of any visible danger on the screen. The sound of a distant creak, or something scraping along a metal surface can enhance the scare factor, and plays on peoples ability to let their imagination do the work for them, in filling in the blanks as to what actually makes them scared. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">Video Game composers have risen to prominence in today's industry, with games hiring talent who work across movies and other big budget mediums. U.S Composer Michael Giacchino who worked on the soundtracks for the Medal of Honour game series, has gone on to create scores for the Television show Lost, as well as movies 'The Incredible's and 'Star trek'. Not only a personal preference of my own, but Japanese composers in particular were the first that seemed to be Lauded for their work in video games with Japan being the first countries to release full game soundtracks as stand alone CD's, as well as host full concerts dedicated to game music. Koichi Sugiyama (Dragon Quest) and Nobuo Uematsu (Final Fantasy) are a few of the key figures in </span><span style="font-family: Arial, Helvetica, sans-serif;"> composing </span><span style="font-family: Arial, Helvetica, sans-serif;">game music, and definitely</span><span style="font-family: Arial, Helvetica, sans-serif;"> contributed it to the rise of it in the west. Uematsu himself is often referred to as the 'Father of Video game Music' and has done many world tours, often alongside Grammy award winning composer Arnie Roth. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Interview With Nobuo Uematsu</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">My personal key moments in gaming audio:</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Sonic The Hedgehog ~ <a href="http://www.youtube.com/watch?v=CqOlpQ7sepE">http://www.youtube.com/watch?v=CqOlpQ7sepE</a><br />My introduction to games as one of the most awesome mediums i had ever stumbled into.... everything from each stages music, to the tinkle of the rings when you'd collect them, the jumping noise, the 'BWOWMP' of the springs when you jump off them, and the way the music speeds up when you get the shoes that make you faster and obviously the 'invincibility' music.... there's literally so much audibly that these games throws at you, making the whole experience feel even more enjoyable than just the game play. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Pokemon ~ <a href="http://www.youtube.com/watch?v=JNJJ-QkZ8cM">http://www.youtube.com/watch?v=JNJJ-QkZ8cM</a></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">There are too many examples of audio from these games that stood out for me, and completed my experience in playing them growing up.... but the fact that all original 151 pokemon had their own individual cries contributed to each one having their own character. The piece I chose there I chose because for a chiptune, it really does convey the creepy and sad town its for.... quite impressive to do in my opinion for a a gameboy game. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Final Fantasy ~ <a href="http://www.youtube.com/watch?v=195QtkOJCYg">http://www.youtube.com/watch?v=195QtkOJCYg</a></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">A massive influence on me in general, though the music is something that sets the series apart. Nothing captures the sense of a large scale adventure than the music for this series. </span>
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<span style="font-family: Arial, Helvetica, sans-serif;">Kingdom Hearts ~<a href="http://www.youtube.com/watch?v=gUQuBBBzx-I">http://www.youtube.com/watch?v=gUQuBBBzx-I</a></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">Incredibly emotional and impactful, considering its a game series that is apart of the Disney universe. This piece in particular is one of my favourite compositions of all time. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">Chrono Cross ~<a href="http://www.youtube.com/watch?v=ROKcr2OTgws">http://www.youtube.com/watch?v=ROKcr2OTgws</a></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">The first game soundtrack i listened in it entirety, and still one of my favourites. Very few other soundtracks evoke such a sense of loneliness, and the surreal nature of other worlds.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">Silent Hill 2 ~<a href="http://www.youtube.com/watch?v=JozVfR-XavQ">http://www.youtube.com/watch?v=JozVfR-XavQ</a></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">An amazing musical accompaniment to a game that relies heavily on silence (hohoho) and mood setting noises to create ambience and fear in the player so effectively.... the music reflects the haunting nature of the game perfectly. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">Digital Devil Saga 2 ~<a href="http://www.youtube.com/watch?v=kM8fizLPZqI">http://www.youtube.com/watch?v=kM8fizLPZqI</a></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">A piece of music from quiet an obscure Japanese RPG, that regardless of weather you've played the game or not gives a great sense of an apocalyptic and prelude to a climactic battle about to take place. The best examples of music are able to set the scene for you, regardless of weather you have the visuals in front of you, and the soundtrack for this game is no exception.</span><br />
<br />Daniel Hillhttp://www.blogger.com/profile/04069289226127106964noreply@blogger.com0tag:blogger.com,1999:blog-1539867945369742641.post-22073999015700768222013-03-17T13:33:00.001-07:002013-03-17T18:29:46.847-07:00Yoshitaka Amano <div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7wUeXURzK_rB9aE7I_wCkgNp75J2P2wcbOc9VjU81pZJniiZCJctnhPDqWKWMMABdvyRI31nUSQT1_yqIzW9NcpSO3MjPlZUsUS3tD4EJpSqzsqu3DcZcxC8ACgbnmW2eFrXqd7Rc0ZI/s1600/Inspiration_Page_01.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="475" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7wUeXURzK_rB9aE7I_wCkgNp75J2P2wcbOc9VjU81pZJniiZCJctnhPDqWKWMMABdvyRI31nUSQT1_yqIzW9NcpSO3MjPlZUsUS3tD4EJpSqzsqu3DcZcxC8ACgbnmW2eFrXqd7Rc0ZI/s640/Inspiration_Page_01.jpg" width="640" /></a></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">When thinking of what inspires me, its quiet a difficult thing to pin point.... when i think about it there are so many elements and various things that have influenced me and inspired me over the years....</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">So I had to think about the question more specifically.... what has inspired me, in terms of wanting to be an artist? to focus on games and illustration as a career? hmmmm, I guess looking at it its one artist in particular, and that's Yoshitaka Amano. I've never been one of these people who's been into 'art' as it is, but throughout college I was more into art based stuff than design, despite the fact I was studying graphic design. I know its all connected but often when I would be set assignments researching graphic designers, id often drift off and look up artists instead... and that's when I began researching Amano's work. He was always someone I was aware of, through his work as a character designer on the Final Fantasy series of games, but wasn't until I looked into his work properly that I realised his scope of work he has done over the course of his career. </span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi70txewPCoL1oAgPx-hzs2A_0RGgJMcCqnksFK2rIqxvX7jnrP1bH3PqPZiucLWTToJiwcTi48VIDggV2FcIi3z7k76uTCXQEk5w-siavf9tTefFS_CCJs6RzrO6ebZZr8kDYWgloQO-Y/s1600/Inspiration_Page_02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="296" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi70txewPCoL1oAgPx-hzs2A_0RGgJMcCqnksFK2rIqxvX7jnrP1bH3PqPZiucLWTToJiwcTi48VIDggV2FcIi3z7k76uTCXQEk5w-siavf9tTefFS_CCJs6RzrO6ebZZr8kDYWgloQO-Y/s400/Inspiration_Page_02.jpg" width="400" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgV1kWOORRaRjdTkvuk8C0F4UM0A9519MV4eYGeqYTJo4Qp6VcH-huXgoZw3xHkmpvzFtmemeu6WnagRWY7AT0CRBxsU9d_wnwb1_Od_qMt1AkRNqEf-rH40l0O_3DEdWrrKQQ--OoDDVY/s1600/Inspiration_Page_03.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="296" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgV1kWOORRaRjdTkvuk8C0F4UM0A9519MV4eYGeqYTJo4Qp6VcH-huXgoZw3xHkmpvzFtmemeu6WnagRWY7AT0CRBxsU9d_wnwb1_Od_qMt1AkRNqEf-rH40l0O_3DEdWrrKQQ--OoDDVY/s400/Inspiration_Page_03.jpg" width="400" /></a></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Amano is heavily influenced by both western artists such as Peter Max and Gustav Klimt, and Traditional Japanese Ukiyo-e Woodblock prints, so his work shows a fusion of both these styles in their execution. His earlier work shows his western influences more clearly, the comparison below is his work done for Vampire Hunter D, and the main character in the first picture is an older piece he did, and is very reminiscent of the work by Klimt and the Art Nouveau style with very warm and half tone colours, and even the faces of the characters look very western in their depiction. Working on this character for a long time, has shown how his style has evolved very much into his own unique style, with much more emphasis on wispy lines, and brush strokes which depict characters in minimalistic detail that still somehow remain very in depth. </span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKDSXsPnEiOOBMbvU2DhXXdLwaltjGFHtVbAMhykBi35beLbtjZCVH-yfv89lxdNVCk3IkecIEiw-AFGLkRt2EOWlho1dccaf45DnmSVq56yrVG6SMKJlJ51jhdlrEMDrTG48_6t61MOc/s1600/Inspiration_Page_05.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="296" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKDSXsPnEiOOBMbvU2DhXXdLwaltjGFHtVbAMhykBi35beLbtjZCVH-yfv89lxdNVCk3IkecIEiw-AFGLkRt2EOWlho1dccaf45DnmSVq56yrVG6SMKJlJ51jhdlrEMDrTG48_6t61MOc/s400/Inspiration_Page_05.jpg" width="400" /></a></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Prevalent throughout Amano's work is his focus on the female form, and the various ways it is depicted shows how he uses very refined techniques to create his work. He will often start with fine pencil lines as a basis for the form of his work, then paint or ink over it with various media, though the lines created by his pencil work is often still visible. This might seem messy, but actually is what gives a lot of his work its fluidity and sense of movement especially when it is something simple like a face, that is perfectly framed by wisps of hair. The faces of his subjects are often incredibly minimalist compared to the rest of the composition, with intense amount of detail put into the surroundings so as to appear to frame the simplicity of the features. </span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGg7pUeuF8xrwljmjGhzWOjge8pYWDEaRfEYZx_HGaFON2dxJE52ETYn7BpYZg1K1F5fnpOgf5ukxG1zA_P9Q9z8qzsrcsHwrX5HSoL_wDMN81cRKIHzR6gno--1ZILX6oSRbbB5b4z38/s1600/Inspiration_Page_04.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGg7pUeuF8xrwljmjGhzWOjge8pYWDEaRfEYZx_HGaFON2dxJE52ETYn7BpYZg1K1F5fnpOgf5ukxG1zA_P9Q9z8qzsrcsHwrX5HSoL_wDMN81cRKIHzR6gno--1ZILX6oSRbbB5b4z38/s400/Inspiration_Page_04.jpg" width="400" /></a></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">There is quite a large emphasis on clothing and attire in a lot of Amano's work, showing his understanding of fashion design, and how material fits to the human form.</span> <span style="font-family: Arial, Helvetica, sans-serif;">Amano's focus on Fantasy themes means that this is often taken to the extreme, with clothes extending and overlapping to fit across the whole page, forming a sort of surreal wave of patterns with the character surrounded by it. The pattern work on the clothing itself is also often detailed to the extreme, with fabrics often taking on a mysterious quality that forms an extraordinary array of colour and shape. This forms a contrast against the simple and minimalistic forms of the humans he depicts in each piece of work that focuses on a character. </span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYX6NIs1EZ3gdCaA1vyyuf57zRVxBp_uv5BYR6445YTurV_r5qce5asdqst5ypxIrM3iQLEiBcdHxFmlx3vQMmpzPb5n82kd88kB-zaAKPYCnw6K30ln6GQJwlU1awg35wnVod20vBC78/s1600/Inspiration_Page_06.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYX6NIs1EZ3gdCaA1vyyuf57zRVxBp_uv5BYR6445YTurV_r5qce5asdqst5ypxIrM3iQLEiBcdHxFmlx3vQMmpzPb5n82kd88kB-zaAKPYCnw6K30ln6GQJwlU1awg35wnVod20vBC78/s400/Inspiration_Page_06.jpg" width="400" /></a></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">As well as his own work, Amano has also depicted many other popular figures in his time, the examples of Batman and Darth Vader shown below. These examples I chose specifically, because put side by side they show the varying styles that Amano displays in all of his work; from the wispy lines and gentle shading on the characterisation of Batman, to the thick yet fluid brush strokes in ink used to depict the figure of Vader. Two iconic characters that are instantly recognisable yet done in Amano's unique way in contrasting media. The style of the fluid brush strokes is one that has influenced me most by Amano, and I have spent many hours trying to attempt the natural flow of the brush with Indian ink to get an effect that can even come remotely close to teh effortlessness depicted in hsi work. </span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhA4bXxLBtVEZirtn7MLZTWFh2bVcQScLmI2Y7VrMnhVSobH2RLngU21eGJkRphU4F9-JBAaojd_b8kdP79-NNxKFoZoezH74SnMq9iGwsAFlz31SjVjaeS_CKeKtcBLaI_MWmC5h66Xuo/s1600/Inspiration_Page_08.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="296" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhA4bXxLBtVEZirtn7MLZTWFh2bVcQScLmI2Y7VrMnhVSobH2RLngU21eGJkRphU4F9-JBAaojd_b8kdP79-NNxKFoZoezH74SnMq9iGwsAFlz31SjVjaeS_CKeKtcBLaI_MWmC5h66Xuo/s400/Inspiration_Page_08.jpg" width="400" /></a></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">His ability to experiment in any media and field has led to such a diverse range of work, its almost impossible to cover it all in something like a blog. Shown below though are a few examples that show his background interests in Pop Art and his early career working as a character designer for an Anime studio. Both of these examples show his ability to step away from the fine detailed work you've seen so far, and focus on the simplicity of his creations, depicted specifically for print or large scale viewing in an art gallery. </span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGQrqFNYf74ObWCBKvVDRKkvVDITJ2aWWKUfblUk2b3rPGztyFVaR1h6qHjoZ-n45Nj5ktwJ1XlY1E9h1QBxrVhQeC5XByQBCS4GKh18Wn6HitlrrrHsR6H1XL3OEQXe28yJdJS3mzeik/s1600/Inspiration_Page_07.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="296" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGQrqFNYf74ObWCBKvVDRKkvVDITJ2aWWKUfblUk2b3rPGztyFVaR1h6qHjoZ-n45Nj5ktwJ1XlY1E9h1QBxrVhQeC5XByQBCS4GKh18Wn6HitlrrrHsR6H1XL3OEQXe28yJdJS3mzeik/s400/Inspiration_Page_07.jpg" width="400" /></a></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Diversity in Amano's work not only covers what medium he can work in, but also what audience he can make his work appeal to. The artwork below is from a project that was created specifically with a younger audience in mind, what began as a small book illustration project for children has now grown into a full scale animation. I find it very inspirational how he was able to take something lie vegetables and characterise them, building his own world around such a simple idea, and turn it into something so unique. </span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQY83MZzuT4_NuRt40Igq5FGRq7s1UJsxpqrJLl1WrK15daKHAXSfN3wRnpsj6C7O3wv6EPKPoPMG1Dn5NyH3hB3n8_S_JLU_xbkKKLQBt5aHCP9J1mSFKtbjqmgq5lKlpkP4vyAJDP10/s1600/Inspiration_Page_10.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="296" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQY83MZzuT4_NuRt40Igq5FGRq7s1UJsxpqrJLl1WrK15daKHAXSfN3wRnpsj6C7O3wv6EPKPoPMG1Dn5NyH3hB3n8_S_JLU_xbkKKLQBt5aHCP9J1mSFKtbjqmgq5lKlpkP4vyAJDP10/s400/Inspiration_Page_10.jpg" width="400" /></a></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Over the course of his career Amano has collaborated with various people, Neil Gaiman (Worked on Sandman), Greg Rucka (Illustrated a Elektra & Wolverine comic written by him) and Japanese Metal band, Galneryus (provided cover art for their albums) amongst others. His ability to depict the characters created by others is one of his greatest strengths and he is able to do so without compromising his own style: each creation is recognisable as his artwork. </span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1_eqlsryvgpyV1JFwdDsM2s0h-Xm3M-FqtXT_Hbt5EiCPzlMgT83Pi2GBYfqUUapBN-ClzwZYGHScVNWdoa_vHwFAeCTveh6wIP4XY0Cxa7eFpMeooVgtpGg--EU3v6RyiZwI8S-2vjw/s1600/Inspiration_Page_09.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1_eqlsryvgpyV1JFwdDsM2s0h-Xm3M-FqtXT_Hbt5EiCPzlMgT83Pi2GBYfqUUapBN-ClzwZYGHScVNWdoa_vHwFAeCTveh6wIP4XY0Cxa7eFpMeooVgtpGg--EU3v6RyiZwI8S-2vjw/s400/Inspiration_Page_09.jpg" width="400" /></a></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">His current project, is something that has been ten years in the making, and is not only an art project but also a story written and created by Amano, called Deva Zan. As well as a published illustrated book (which I will review in full at a later date) the story is currently being turned into a fully animated movie. I cant wait to see how a full motion picture will translate Amano's unique style of artwork, and from the brief clip ive seen it is looking very impressive. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">(teaser trailer fro Deva ZAN movie)</span></div>
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<a href="http://www.youtube.com/watch?v=xv4SvGn2bX0">http://www.youtube.com/watch?v=xv4SvGn2bX0</a></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">(Amano Interview)</span></div>
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<a href="http://www.youtube.com/watch?NR=1&feature=endscreen&v=df1RlpQjo_U">http://www.youtube.com/watch?NR=1&feature=endscreen&v=df1RlpQjo_U</a></div>
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<a href="http://www.youtube.com/watch?v=gAaFNCAt_k0">http://www.youtube.com/watch?v=gAaFNCAt_k0</a></div>
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<a href="http://www.youtube.com/watch?v=iQW9_K_WzAM">http://www.youtube.com/watch?v=iQW9_K_WzAM</a></div>
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Daniel Hillhttp://www.blogger.com/profile/04069289226127106964noreply@blogger.com0tag:blogger.com,1999:blog-1539867945369742641.post-33334871467121663352013-03-17T10:55:00.001-07:002013-03-17T18:31:09.381-07:00Inspirational Star Wars Illustrations<div class="separator" style="clear: both; text-align: left;">
<span style="font-family: Arial, Helvetica, sans-serif;">Its one of those things that has stuck with me since I was as young as I can remember; My earliest memory of watching Star Wars for the first time was sat in front of my TV screen, gazing in wonder at these amazing adventures by these awesome characters as I feverishly tried to replicate an AT AT Walker out of my Lego bricks I had scattered in front of me (this was quite some time before official Star Wars Lego sets were out mind you)... Star Wars has always been one of those franchises that has fuelled my imagination.</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Regardless of how this makes me sound like a massive fan-boy (I wear that title proudly when it comes to such things), I think its important to acknowledge those things that have provided influences in your life.</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">I recently received as a Christmas present an art-book that collects a huge assortment of illustrations from over the many years from the beginning of the Star Wars saga to now, covering all aspects of the franchise: work done for the movies, games, novels, trading cards, toys, it covers everything that falls under the category of 'illustration' from the archives of one of the worlds largest licensing vaults. This book was a revelation; It not only displayed the vast range of varying artwork created, but also brought to my attention various artists and illustrators who I had not known about before... It is these artists I thought id shine the spotlight on in this post. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>Ralph McQuarrie</b></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">For those that don't know, Ralph McQuarrie is the legendary concept artist behind not only the concepts for the original trilogy of Star Wars movies but others including, E.T. , Battlestar Galactica and Cocoon amongst many others. It was through his artwork that George Lucas was able to visualise his galaxy, and the characters that dwelled within it. The original Star Wars artist has gone on to be the inspiration for many, if not all of the artists featured on this page. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><a href="http://starwars.com/news/ralph_mcquarrie_remembered.html">http://starwars.com/news/ralph_mcquarrie_remembered.html</a></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif; text-align: right;"> <b>Drew Struzan</b></span></div>
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<span style="text-align: right;"><span style="font-family: Arial, Helvetica, sans-serif;">Another iconic name in the film industry Struzan's work is recognisable to nearly everyone even if you don't recognise the name, having produced movie posters for a massive portion of blockbuster's, including; Back to The Future, Star Wars, Indiana Jones, Blade Runner, E.T. The Extra Terrestrial, The Muppets, Harry potter, and Hellboy... and that's just scraping the surface. Like the majority of artists featured on this page, Struzan is a master of traditional media, making use of coloured pencils and acrylics in his many works. </span></span></div>
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<span style="text-align: right;"><span style="font-family: Arial, Helvetica, sans-serif;"><a href="http://www.drewstruzan.com/">http://www.drewstruzan.com/</a></span></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif; text-align: left;"><b>Hugh Fleming</b></span></div>
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<span style="text-align: left;"><span style="font-family: Arial, Helvetica, sans-serif;">An Australian artist who has worked on numerous Dark Horse comic book covers, recreating the epic feel of a movie poster by capturing the realistic likenesses of each character in every cover. His work has not only covered the star wars comics that follow the stories of the franchises expanded universe, but also many Indiana Jones covers, as well as numerous independent works. </span></span></div>
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<span style="text-align: left;"><span style="font-family: Arial, Helvetica, sans-serif;"><a href="http://dayofthejedi.com/2008/09/14/star-wars-rocks-the-art-of-hugh-fleming/">http://dayofthejedi.com/2008/09/14/star-wars-rocks-the-art-of-hugh-fleming/</a></span></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>Terese Nielsen</b></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">An artists who's work has pretty much dominated the world of card games since the early '90's, doing work for Wizards of the coast, most notably contributing artwork for the Magic The Gathering card game series. She has also worked illustrating superheroes for Marvel, Dark Horse and Topps comics, which she fully painted. She has also contributed work to teh World of Warcraft series as well as Star Wars miniatures.... All of her work has an intrinsic focus on characters, of which there is always a strong and dynamic feel to each. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>Jason Palmer</b></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Another artist who began looking up to the likes of Drew Struzan, only to end up in the same industry, working on various Movie posters, DVD covers, comic book covers and collectables for licenses such as Star Wars, Harry Potter and Game of Thrones. His pencil work is incredibly detailed and realistic, and his studies in various characters show his ability in capturing those seen on the big screen.</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><a href="http://www.jasonpalmer.net/">http://www.jasonpalmer.net/</a></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>Jerry Vanderstelt</b></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">An illustrator who's focus on the world of Sci Fi and Fantasy has led him to recreate incredibly realistic interpretations of iconic characters from various licensed franchises, including Star Wars and Lord of The Rings. He works with Warner Bros. and New Line Cinema to create various movie artwork, though he has also worked for numerous other companies over the years. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><a href="http://www.vandersteltstudio.com/">http://www.vandersteltstudio.com/</a></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>Randy Martinez</b></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">An artist that is incredibly versatile amongst many mediums, he has created cartoons, caricatures, illustrations, paintings and 3D art for Lucasfilm since 1999. His stylisation and sense of humour carries across into many examples of his work, even when utilising detailed paintings... as seen in his 'Sith Rocks' piece above. His ability to depict recognisable characters in his own stylised fashion is what sets his work apart. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>Matt Busch</b></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Has worked in Hollywood since the early nineties, and his work not only covers franchises such as Lord of The Rings, Battlestar Galactica and Night of The Living Dead, but he has also created work for bands such as Foo Fighters, Beastie Boys and Poison. He has dedicated the last few years in reaching out to those who want to learn the trade, by creating various unique drawing tutorials as well as providing insight into the industry. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><a href="http://www.mattbusch.com/headline.htm">http://www.mattbusch.com/headline.htm</a></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>Dave Dorman</b></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">A renowned artist in the Star Wars world, Dorman is an Eisner award winning illustrator, who's artwork has captured most iconic characters in popular culture over the past 25 years. He is well known for his epic cover art for the Star Wars and Indiana Jones comic book covers by Dark horse comics. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><a href="http://www.davedorman.com/">http://www.davedorman.com/</a></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>Dave Seeley</b></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">An artist who grabbed my attention not just through the work itself but with how he creates it: Though commonly the combination of traditional media and digital is to start with traditional then polish it into a final piece on computer is how most artists do it, Seeley does it in reverse by creating his images digitally first, then working over them in oil paints after. his influences in sci fi movies, and background in architecture is prevalent in the detailed, and epic compositions he creates. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><a href="http://www.daveseeley.com/">http://www.daveseeley.com/</a></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>Brian Rood</b></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">A professional illustrator who has worked across so many fields and for so many clients its difficult to know where to start. He is notable for creating a range of estate artwork based on iconic entertainment figures of the twentieth century, including Ray Charles, Muhammed Ali, Sammy Davis Jr, Frank Sinatra and Richard Pryor to name but a few. He has contributed well over a hundred illustrations to Hasbro's Star Wars toy packaging alone.</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><a href="http://brianrood.com/">http://brianrood.com/</a></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>Tsuneo Sanda</b></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">A Japanese artist, with influences in various western traditional artists, Sanda has concentrated his career on depicting artwork themed around Sci Fi and Space, including work for Star Trek and Star Wars. His work has been featured in book covers, comic book art, prints and even company exclusive work. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>Tommy Lee Edwards</b></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Having an incredibly impressive body of work to his name, Tommy Lee Edwards has created work for comics (X-Men, Daredevil, Batman), licensing style guides for movies (Harry Potter, Men in Black 2, Superman Returns, Batman Begins, and the Star Wars and Indiana Jones properties) as well as video games (Command and Conquer, James Bond and Prey). His work for conceptual and storyboard artists in movies has provided recent work in the Denzel Washington epic 'The Book of Eli', as well as other upcoming projects. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><a href="http://tommyleeedwards.com/">http://tommyleeedwards.com/</a></span></div>
Daniel Hillhttp://www.blogger.com/profile/04069289226127106964noreply@blogger.com0tag:blogger.com,1999:blog-1539867945369742641.post-64721331579051728062013-01-25T19:25:00.000-08:002013-01-25T19:25:02.276-08:00Feedback ~Visual Design<div class="separator" style="clear: both; text-align: left;">
<span style="font-family: Arial, Helvetica, sans-serif;">With my Visual design work, it was mostly a case of getting up to date with the work we had been set so far, which I managed catch up on over the Christmas holidays. Also, with a lot of the work I showed Chris, I had done it all traditionally so with any changes that could be made it was suggested that I do them digitally once I had them scanned in. This is the case with my Abbey Park final shown below:</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgELzzZV0kcc8GqTXwVHJSps-ZcxtPAGgjK9gGBJCE3Pkh4JejUNEBXA-3Mx0fSma8j2kHkImh5T-_rCokmWeoHxRWCofrGrci4-nmXcj4vA8-mBqjOW1AvCJ4nIgj6DSQNVaJYMzyp4FA/s1600/Abbey+Park+digital+paintoverCOMP.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgELzzZV0kcc8GqTXwVHJSps-ZcxtPAGgjK9gGBJCE3Pkh4JejUNEBXA-3Mx0fSma8j2kHkImh5T-_rCokmWeoHxRWCofrGrci4-nmXcj4vA8-mBqjOW1AvCJ4nIgj6DSQNVaJYMzyp4FA/s400/Abbey+Park+digital+paintoverCOMP.jpg" width="303" /></a></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Even though im not completely done editing it, here is how I've changed it so far: turned the contrast down slightly, by adding darker shades to the piece, mostly to the right corner as this is overly bright in my original painting and shows not much form underneath the light reflection. I've also tried to make more of an emphasis on the bridge centre piece as this is the focal point of my painting. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">This is one of the pieces I did of abbey park leading up to the final, and was my focus on using colour that I am concentrating on this year. It was suggested that to make the object of the bridge closest to the viewpoint, that I make a copy of my original painting and got over it with a fine line pen, to enhance the edges of the solid objects. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">A piece that I completed over Christmas, from the original pencilled line art, I am really pleased with how this came out. I think it is the most accurate use of colour and lighting in a painting I have done so far. The only thing that niggles me about it, is that the shapes of the circular components of the train are not completely accurate, as they were an area I struggled to get right. I will probably try to adjust the front of the train digitally, later on. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">With a lot of the work I did over Christmas, the Leicester sketches I did probably were the best at showing how far I've improved, as I did them in precision fine line pens and permanent media such as these are media in which I tend to do well in. This combined with a watercolour wash, is a technique in which I will focus on for future works, as the end result is one I am very satisfied with. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">These were preliminary sketches done with ink and brush pens for my Bradgate Park work: Probably the least successful pieces I've done so far. My intent was to try and do them as fast as possible, but with the media involved the brush strokes tended to be quite thick and so made it difficult to create definitions between the far and near objects. Probably too stylised from the original images they are trying to capture... still, I enjoyed using the different media. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">Initial sketches done for 'War of The Worlds' project, according to my tutor, the loose lines worked quite well on some of these sketches even though when approached with an open project like this I find it quite hard sometimes to be so loose flowing with my pencil strokes as my head full of ideas, gets in the way of just putting pencil to paper. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">A final painting for my 'War of The Worlds', depicting my 'tripod' design. As a rough painting, it still needs a lot of work and more details adding, which i will most likely do digitally later. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Overall my visual design has greatly improved, and with more projects that involve freedom im finding that im getting into the flow more, as im having more fun at letting my imagination kick in. One thing that was noticeable was my lack of confidence in pencil, compared to my work with pens, so it was suggested i experiment with various mechanical pencils to try and get an ideal pencil to translate my strokes. I think the next step from here, is to approach painting digitally in the next project, as my work is still focused mainly on traditional, as im stubbornly stuck firmly in that area :p</span></div>
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<br />Daniel Hillhttp://www.blogger.com/profile/04069289226127106964noreply@blogger.com0tag:blogger.com,1999:blog-1539867945369742641.post-76838359836325760322013-01-25T18:14:00.003-08:002013-01-25T18:14:35.625-08:00Feedback ~Game Production<span style="font-family: Arial, Helvetica, sans-serif;">The feedback from my first assessment definitely helped in showing me which areas I need to improve in, though this post I will look at my work in improving my first two Blitz briefs that were both a re-introduction to 3d after the summer holidays and an introduction to implementing our 3d work into a games engine.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">With the trash project, the only main issue with my final model was how I hadn't specified the detail on its normal maps.... making certain areas that should have been flat, look embossed on the items (like the printed font and logos on the boxes). I went back into my normal maps, and clone stamped areas that were bumpy, to become 'flat' so that they wouldn't end up looking with an embossed effect on the final object. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">Another issue with my original construction, was that a lot of the geometry of the first and second floors was duplicated without me realising it, which in turn affected the surface values of the building maps (it made them all blurry and distorted to look at). So I went through each face of my buildings and deleted them until they didn't overlap any more. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">This time round I decided to make use of tile-able textures, with some brick textures I took from my photo references to create my texture maps, editing them so they tiled. I made sure the bricks were more darker tones, and had a grimier surface property as my previous texture used seemed to bright and clean compared to the surrounding buildings</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Even though I wanted to add a lot more external decoration and derelict things to the building, the time I had to work on this before I re-submitted it was limited... so with the time I had I decided to create some Chinese lanterns to go outside the old restaurant, which helped in adding to the exterior aesthetic to the building. </span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">With the overlapping geometry sorted, the textures became a lot cleaner, and with the tile able textures applied, the tone of the building became more in tone with the others. I also shifted some of the window textures around, so they appeared less symmetrical, which I think was one of the last models problems. With the final thing, I checked all of the problems I originally had once i brought it all into UDK to see how my changed materials and textures looked in engine. The end result is considerably more polished than my first attempt, with the removal of the cloned geometry sorting out the texture surface problems, and the use of a tillable texture making the building look better, and also saving texture assets with the use of just a one texture. With more time, I would have liked to add more external props, such as statues, and maybe even create a visible interior through one of the buildings windows. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;"><br /></span>Daniel Hillhttp://www.blogger.com/profile/04069289226127106964noreply@blogger.com0tag:blogger.com,1999:blog-1539867945369742641.post-71275097026430893652013-01-02T10:30:00.000-08:002013-01-02T10:30:39.341-08:00Elements of Game Technology, part one: game engines <br />
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<span style="font-family: Arial, sans-serif; line-height: 0.45cm;">The 'game engine' is
essentially, what makes a game work, it brings all the individual
designs of characters, environments and throws them all together into
a working world for people play. The use of game engine Editors
allows us as game artists to take the artwork and 3d designs we
create and apply them under game and playable conditions, and see how
our concepts and ideas as games are ultimately adapted into a
finished, interact able product. It allows us to apply our basic
ideas as still objects to an interact able environment, where we can
see our characters move about and our worlds come to life with
lighting and weather conditions.</span></div>
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<span style="font-family: Arial, sans-serif;">As the current stage of
the course is how we adapt our creations to in-game engines, im going
to look at a few examples of engine's used in the industry today. </span>
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<span style="font-family: Arial, sans-serif;"><span style="font-size: small;"><b>UNREAL Engine</b></span></span></div>
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<span style="font-family: Arial, sans-serif;">The most popular and
widespread games engine used in the industry today, beginning in 1998
it has been constantly updated and developed to meet the demands of
each generation of software since. It is its ability to adapt to
varying platforms that has made it so popular and as the multi-format
engine of choice amongst developers, both in smaller and more
renowned game studios. It is its adaptability that has made it so
popular, and has been utilised by multiple companies in a varying
genre of games, from shoot-em-ups to sports simulators. It is this
adaptability for use in many types of game genre that sets it apart
from other engines, and makes it both invaluable and affordable for
games developers in the current gen market. </span>
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<span style="font-family: Arial, Helvetica, sans-serif; font-size: x-small;">Demo showcasing the new elemental effects utilised in UNREAL 4</span></div>
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<span style="font-family: Arial, sans-serif;"><span style="font-size: small;"><b>CryENGINE</b></span></span></div>
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<span style="font-family: Arial, sans-serif;">Fairly new on the scene
compared to other engines, the CryENGINE has been incredibly
impressive so far with revolutionary graphics and physics displayed
in their shoot em ups, Far Cry and Crysis. The CryENGINE is notable
that it was released while pc gamers were waiting for other big name
pc releases, and so its release of such amazing looking games in the
lull was what was needed for game developers to up their game and for
Crytek to establish a name fro themselves. Though utilised in the FPS
genre and its own games, the CryENGINE is being utilised more and
more over other competitors, and the latest version, CryENGINE 3, is
unique in that it is being developed with all current gen consoles in
mind. Another advantage it has is that it handles all its own
physics, animation and sound, without support from other third party
developers, making it self reliant and have an advantage in an ever
competitive field. </span>
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<span style="font-family: Arial, sans-serif;"><span style="font-size: small;"><b>RAGE Engine</b></span></span></div>
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<span style="font-family: Arial, sans-serif;">Up until the current
generation of consoles, Rockstar have always relied on other
developers to supply their engine to power their brilliant run of
games, such as GTA 3, Vice City, San Andreas and Bully (In the Form
of Criterion's Renderware). It was with the high concept behind their
sequel to red dead revolver that would lead them to developing their
own in-house engine though, in the form of the Rockstar Advanced
Games Engine. The RAGE Engine plays to the strengths to the games
Rockstar specialise in, by being able to generate massively immersive
streaming worlds, with smart A.I and weather effects thrown in for
good measure. Its also notable for working incredibly well with other
third-party engines, such as Euphoria which they have used to power
their animations. </span>
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<span style="font-family: Arial, Helvetica, sans-serif; font-size: x-small;"><span style="line-height: 17px;">Demo of the world of Red Dead Redemption, brought to life by the RAGE Engine</span></span></div>
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<br /></div>
Daniel Hillhttp://www.blogger.com/profile/04069289226127106964noreply@blogger.com0tag:blogger.com,1999:blog-1539867945369742641.post-24267235590753103502012-12-21T10:51:00.000-08:002012-12-21T10:51:34.099-08:00Elements of game design, part eight: Documentation<div class="separator" style="clear: both; text-align: center;">
<br /></div>
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<div align="LEFT" style="line-height: 0.45cm;">
</div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif; line-height: 0.45cm;">Even
though the mere mention of the word 'documentation; is enough to bore
anyone who hears it, the process of careful planning of all your work
from start to finish is what defines a successful project from one
that's doomed to fail. As all projects work to a (usually) strict
deadline, mapping out the development before you actually begin the
creative process is usually vital, to set out all of the activities
you will need to cover throughout the whole project.</span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif;">To
Prepare for the upcoming documentation I will have to do throughout
my FMP in third year, I will now write up a practice run to try and
nail down the fundamental information needed for any game idea. As
industry requires any creative person to be able to work alongside a
combination of briefs, timetables and technical specifications, its
good practice to write up my own as well as see how it could be
utilised later on. </span>
</div>
<div align="LEFT" style="line-height: 0.45cm;">
<br /><br />
</div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif;"><span style="font-size: small;"><u>Project
Outline</u></span></span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif;">My personal aims include
creating a fluent document that states all of the ideas and
specifications I will need to layout my plans for a game of my own
concept and design. Through the process of planning and documentation
I plan to learn the skills necessary to carefully plan every aspect
and stage of my work, from concept to final, which will provide me
with good experience for future projects (especially my third year
FMP).</span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif;">The platform of choosing
would be current generation consoles, Playstation 3, Xbox 360 and the
Wii U, though I would also make the game available to pc gamers to
reach a wide target audience across as many platforms as possible.
The game would be available through digital download, therefore
cutting costs on a physical release, and making the retail price
lower than most new releases. </span>
</div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.brashgames.co.uk/wp-content/uploads/2011/04/Enslaved-Odyssey-to-the-West-Screenshot.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://www.brashgames.co.uk/wp-content/uploads/2011/04/Enslaved-Odyssey-to-the-West-Screenshot.jpg" width="320" /></a></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://www.ps3blog.net/wp-content/uploads/030910-reddeadredemption1.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="154" src="http://www.ps3blog.net/wp-content/uploads/030910-reddeadredemption1.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: Arial, Helvetica, sans-serif;"><i>Games that are similar in certain aspects: Enslaved: Odyssey to the west features a world overrun with robots and old technology. And Red Dead Redemption, as my concept is inspired partly by the wild west setting and open world. </i></span></td></tr>
</tbody></table>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif;">The game itself is an
action/adventure, with platforming elements to promote exploration.
The games USP Is the ability to take any material you come across in
the world around you and use it to adapt your character to whatever
situation, to help progress throughout the game. As you play an old
model robot, the ability to modify your character is key to upgrading
your skills as well as changing your appearance throughout the course
of the game. The title is aimed at not only the usual audience of
males between 15 – 20's, but also looks at younger audiences with a
stylisation that is universal such is used in movies and animation by
Dreamworks and Pixar. </span>
</div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://blogs.eciad.ca/anatomyillustrated12/files/2012/11/Wall-e-Bra.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="http://blogs.eciad.ca/anatomyillustrated12/files/2012/11/Wall-e-Bra.jpg" width="320" /></a></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://gamingbolt.com/wp-content/gallery/ps3_exclusives/ratchet_and_clank.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="http://gamingbolt.com/wp-content/gallery/ps3_exclusives/ratchet_and_clank.jpg" width="319" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: Arial, Helvetica, sans-serif;"><i>Films such as Wall-e and games like the Ratchet and Clank series are similar in style and concept to my idea, with their own unique take on the sci-fi genre. My idea takes the idea of the lone robot character into a vibrant alien world like those seen in the Ratchet and Clank games.</i> <br /></span></td></tr>
</tbody></table>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif;">I will use 3DS Max for
creating the elements of my idea in 3d, utilising Photoshop for the
texture maps. For testing my assets in-game I will use the UDK
Editor, to see how my creations work within various conditions. </span>
</div>
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<br /><br />
</div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif;"><span style="font-size: small;"><u>Technical
Specifications</u></span></span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-size: x-small;"><br />
</span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif; font-size: x-small;"><b>Lead Character</b></span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-size: x-small;"><span style="font-family: Arial, sans-serif;">A
clunky old robot, based upon humanoid proportions. Exaggerated
features that are made up of varying parts that are falling apart due
to age. Dressed in wild west attire, wide brimmed hat and ragged
poncho to mirror the desolate and mock western style surroundings. </span>
</span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-size: x-small;"><br /><br />
</span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif;"><span style="font-size: x-small;">Triangle
Count: 8000 Tri's</span></span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif;"><span style="font-size: x-small;">1x1024
and 1x512 Diffuse texture map</span></span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif;"><span style="font-size: x-small;">1x1024
and 1x512 Normal Map</span></span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif;"><span style="font-size: x-small;">1x1024
and 1x512 Specular Map</span></span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-size: x-small;"><br /><br />
</span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif;"><span style="font-size: x-small;">Reference
Imagery:</span></span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://images2.wikia.nocookie.net/__cb20080416221850/starwars/images/8/82/IG-88.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="200" src="http://images2.wikia.nocookie.net/__cb20080416221850/starwars/images/8/82/IG-88.jpg" width="105" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: Arial, Helvetica, sans-serif;"><i>IG 88 ~Star Wars Saga</i></span></td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://johngushue.typepad.com/.a/6a00d83451f25369e2010536b52801970b-800wi" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="160" src="http://johngushue.typepad.com/.a/6a00d83451f25369e2010536b52801970b-800wi" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: Arial, Helvetica, sans-serif;"><i>Clint Eastwood ~The Good, the Bad and The Ugly</i></span></td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://ps3media.gamespy.com/ps3/image/article/819/819642/ratchet-clank-future-tools-of-destruction-20070912073757239_640w.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="http://ps3media.gamespy.com/ps3/image/article/819/819642/ratchet-clank-future-tools-of-destruction-20070912073757239_640w.jpg" width="254" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: Arial, Helvetica, sans-serif;"><i>Robot Pirates from Ratchet and Clank: Tools of Destruction</i></span></td></tr>
</tbody></table>
<div align="LEFT" style="line-height: 0.45cm;">
<br /></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif; font-size: x-small;"><b>Non-Playable Character</b></span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-size: x-small;"><span style="font-family: Arial, sans-serif;">Scavenger
style drone robot, built in the appearance of a metal vulture: used
by an old government to search out valuable scrap to re-use. Are
hostile towards the main character, due to his parts being constantly
replaced with the scrap parts they are programmed to search for. </span>
</span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-size: x-small;"><br /><br />
</span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif;"><span style="font-size: x-small;">Triangle
Count: 5000 Tri's</span></span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif;"><span style="font-size: x-small;">1x1024
Diffuse texture map</span></span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif;"><span style="font-size: x-small;">1x1024
Normal Map</span></span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif;"><span style="font-size: x-small;">1x1024
Specular Map</span></span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-size: x-small;"><br /><br />
</span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif;"><span style="font-size: x-small;">Reference
Imagery:</span></span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-size: x-small;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.star.etmortius.net/equipement/droids/images/Star%20Wars%20-%20D6%20-%20Droids%20Stats_img_220.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="196" src="http://www.star.etmortius.net/equipement/droids/images/Star%20Wars%20-%20D6%20-%20Droids%20Stats_img_220.jpg" width="200" /></a></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://images.wikia.com/starwars/images/f/f4/Vulture_droid_walk.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="184" src="http://images.wikia.com/starwars/images/f/f4/Vulture_droid_walk.jpg" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: Arial, Helvetica, sans-serif;"><i>Scavenger and Vulture droids respectively from the Star Wars franchise</i></span></td></tr>
</tbody></table>
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif; font-size: x-small;"><b>Vehicle</b></span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-size: x-small;"><span style="font-family: Arial, sans-serif;">A
rusty old hoverbike that has been scrapped together, much in the same
aspect as the main character. Though futuristic, is still an inferior
mode of transport compared to the rest of the worlds alternatives. Is
used to traverse large open areas, and also to reach those areas not
accessible by foot. </span>
</span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-size: x-small;"><br /><br />
</span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif;"><span style="font-size: x-small;">Triangle
Count: 3500 Tri's</span></span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif;"><span style="font-size: x-small;">1x1024
Diffuse texture map</span></span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif;"><span style="font-size: x-small;">1x1024
Normal Map</span></span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif;"><span style="font-size: x-small;">1x1024
Specular Map</span></span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-size: x-small;"><br /><br />
</span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif;"><span style="font-size: x-small;">Reference
Imagery:</span></span></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://librapix.com.s3.amazonaws.com/motorcycles-motorbikes.com/942.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="150" src="http://librapix.com.s3.amazonaws.com/motorcycles-motorbikes.com/942.jpg" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: Arial, Helvetica, sans-serif;"><i>Classic Motorcycle</i></span></td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://images3.wikia.nocookie.net/__cb20071219233037/starwars/images/f/ff/74zSpeederbike-NEGVV.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="200" src="http://images3.wikia.nocookie.net/__cb20071219233037/starwars/images/f/ff/74zSpeederbike-NEGVV.jpg" width="170" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><i><span style="font-family: Arial, Helvetica, sans-serif;">Speeder Bike ~Star Wars</span></i></td></tr>
</tbody></table>
<div align="LEFT" style="line-height: 0.45cm;">
<br /></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif; font-size: x-small;"><b>Environment</b></span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-size: x-small;"><span style="font-family: Arial, sans-serif;">A
majority of the areas or levels featured in this game will be large
scale and open to explore at the players own pace, and will range
from wild-west style ghost towns where old mechanical structures dot
the landscape, to overgrown and abandoned forest reserves to bustling
future metropolis'. The more populated areas of the game will be more
restricted in terms of exploration, to save on memory and amount of
intractable assets required to make. </span>
</span></div>
<div align="LEFT" style="line-height: 0.45cm;">
</div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-size: x-small;"><span style="font-family: Arial, sans-serif;">The technical spec's for each games area will vary greatly, though they will feature assets that include overgrown ruined factories, various abandoned vehicles and crashed spacecraft, and other relics of and abandoned world the main character is part of. The opposite will also be included though, with new futuristic constructs and architecture in one of the game worlds few thriving cities. A smaller area that would feature as the game's early stage, would be at least around 15,000 tri's, with various assets with their own 1x512 diffuse, normal and specular maps. As you progress through the game the stages will be expansive, though because of this it means re-using the same assets wont be as obvious and will save on resources.</span></span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif;"><span style="font-size: x-small;">Finished assets will be manipulated into place using UDK.</span></span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-size: x-small;"><br /></span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif;"><span style="font-size: x-small;">Reference Imagery:</span></span></div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiplivDnUYwOnthsKCmfRMl7qHV-oGvxjJF2kRJVzqwslKjnevIK0P9QRaZ4BLpeKEtsSNRm4tmGbvyAdl6P6wnlzjZc7HJ_ASEVdIPG06H2KUs6smQUt2WGwLiFg30wAhq4kgXowaTHKU0/s1600/9+9++ht+Bodie.jpg" imageanchor="1" style="font-size: medium; margin-left: auto; margin-right: auto;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiplivDnUYwOnthsKCmfRMl7qHV-oGvxjJF2kRJVzqwslKjnevIK0P9QRaZ4BLpeKEtsSNRm4tmGbvyAdl6P6wnlzjZc7HJ_ASEVdIPG06H2KUs6smQUt2WGwLiFg30wAhq4kgXowaTHKU0/s320/9+9++ht+Bodie.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: Arial, Helvetica, sans-serif;"><i>Old Wild West Ghost Town</i></span></td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://en.ratchet-galaxy.com/images/racacit/artworks/Insomniac_Games/worlds/Krell_Canyon_3.jpg" imageanchor="1" style="font-size: medium; margin-left: auto; margin-right: auto;"><img border="0" height="180" src="http://en.ratchet-galaxy.com/images/racacit/artworks/Insomniac_Games/worlds/Krell_Canyon_3.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: Arial, Helvetica, sans-serif;"><i>Krell Canyon: From Ratchet and Clank: Tools of Destruction</i></span></td></tr>
</tbody></table>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-size: x-small;"><span style="font-family: Arial, sans-serif;"></span></span></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://mktplassets.xbox.com/NR/rdonlyres/130598BA-237A-4FDA-B35E-2EBFBFB35946/0/simEnslavedOdyssey03.jpg?01AD=3h2WUdjniUwrbTYq0Pjq4FPvo1hrDUg8KmVh41sw7raHXFyfC0fpW7Q&01RI=92AB7F74B24523C&01NA=" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="189" src="http://mktplassets.xbox.com/NR/rdonlyres/130598BA-237A-4FDA-B35E-2EBFBFB35946/0/simEnslavedOdyssey03.jpg?01AD=3h2WUdjniUwrbTYq0Pjq4FPvo1hrDUg8KmVh41sw7raHXFyfC0fpW7Q&01RI=92AB7F74B24523C&01NA=" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: Arial, Helvetica, sans-serif;"><i>Ruins from Enslaved: Odyssey to The West<br /></i></span></td></tr>
</tbody></table>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif; font-size: x-small;"><b>Props and Scenery
Objects</b></span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-size: x-small;"><br />
</span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif; font-size: x-small;"><b>Weapons</b></span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-size: x-small;"><span style="font-family: Arial, sans-serif;">A
laser carbine, styled in the same fashion of an old fashioned rifle
but with a cobbled together appearance to show it has been hand made
from old materials. Various other weapons will become available
throughout the game, though none will exceed the budget. </span>
</span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-size: x-small;"><br /><br />
</span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif;"><span style="font-size: x-small;">Triangle
Count: 1000 Tri's</span></span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif;"><span style="font-size: x-small;">1x512
Diffuse texture map</span></span></div>
<div align="LEFT" style="line-height: 0.45cm;">
<span style="font-family: Arial, sans-serif;"><span style="font-size: x-small;">1x512
Normal Map</span></span></div>
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<span style="font-family: Arial, sans-serif;"><span style="font-size: x-small;">1x512
Specular Map</span></span></div>
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<span style="font-family: Arial, sans-serif;"><span style="font-size: x-small;">Reference
Imagery:</span></span></div>
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<a href="http://www.bigbadtoystore.com/images/products/out/large/MST10059.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="231" src="http://www.bigbadtoystore.com/images/products/out/large/MST10059.jpg" width="320" /></a></div>
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<tr><td style="text-align: center;"><a href="http://www.501st.com/crl/TB_CRL/TB006_Biker_Scout/006_16.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="240" src="http://www.501st.com/crl/TB_CRL/TB006_Biker_Scout/006_16.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: Arial, Helvetica, sans-serif;"><i>Various blaster type weapons from the Star Wars saga</i></span></td></tr>
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Daniel Hillhttp://www.blogger.com/profile/04069289226127106964noreply@blogger.com0tag:blogger.com,1999:blog-1539867945369742641.post-42431223532146422452012-12-20T08:37:00.001-08:002012-12-20T08:37:29.023-08:00Elements of game design part 7: Level Design<br />
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<span style="font-family: Arial, sans-serif; line-height: 0.45cm;">Whereas
environment design that I have previously looked at is concerned with
the aesthetic side of how the surroundings are created, level design
is done purely for games: it differentiates a piece of work that may
be done purely to look at, and what has to actually be manipulated
and function by use by a player. What iv e talked about previously
about a concept and design having to be based on fundamental
knowledge so that we know it works and looks right to the viewer is
taken further, as the surroundings not only are there to look at any
more with in-game levels, but are there to be interacted with in a
variety of different ways.</span></div>
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<tr><td style="text-align: center;"><a href="http://greysundiaries.files.wordpress.com/2011/02/tr2lvl1_web.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="240" src="http://greysundiaries.files.wordpress.com/2011/02/tr2lvl1_web.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: Arial, Helvetica, sans-serif;">Early examples of 3d games had the opportunity to make navigation seamless into the environment without obvious signposting: Here in tomb raider 2, this is done via ledges and platforms you have to find and navigate as part of the (at the time) quite expansive levels. Though clunky by today's standards, it was a way to make navigation and interactivity seamless, and make the player think of how to use their surrounding game world. </span></td></tr>
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<span style="font-family: Arial, sans-serif;">I
think its incredibly important to differentiate from the visual
aspect of level design and the level itself.... Majority of levels
are made purely with the process of making sure they are navigate
able and able to be traversed clearly before any artwork or design is
done to the levels contents, the meshes being left blank or covered
in rough place holder art to distinguish one part from the other. At
the end of the day a game is there to be played, and if it is
difficult or unclear on how to do so it is failing at the most
fundamental level. Numerous games use various methods to bring their
in-game worlds to life by making them dynamic and react to the
decisions made by the players to give the impression that your not
only within something but also affecting it based on your own choices
and decisions. And now, with more realistic games that closely mirror
are own world as real as possible, elements that used to help us
interact with a game that used to be merely part of the aesthetic
side (a flat signpost telling us which direction to go) are now built
into the game's level (Activating a switch that moves platforms
allowing the player to navigate to a certain area). With the increase
of exploration and freedom in games, the world isn't necessarily made
up of blocks that are cleverly disguised as buildings any more, but
fully implemented digital pieces of architecture with doors that can
be opened, windows that can be smashed, and lights that can be
switched on. </span>
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<tr><td style="text-align: center;"><a href="http://images.eurogamer.net/articles//a/1/0/2/4/8/8/1/LevelDesign_000.jpg.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="180" src="http://images.eurogamer.net/articles//a/1/0/2/4/8/8/1/LevelDesign_000.jpg.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: Arial, Helvetica, sans-serif;">The basic layout to the start to any level design is the functionality aspect, and how the player can interact within it. </span></td></tr>
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<span style="font-family: Arial, sans-serif;">While
the game production work I have done on the course so far has largely
involved the aesthetic side of making things in 3d, we are slowly
being pushed towards thinking about the interactivity involved in our
creations. The creation of characters introduced us to rigging,
showing us how not only to make the human anatomy look true to life,
but also make it work like it would in the real world. This was a
start into looking at the functionality aspect of our work, and with
recent projects with bringing our renders into the Unreal Engine,
we've seen how important it is to make things work (albeit on a basic
level) while in a game's level. Though I learnt the start with basic
things like collision detection, it was interesting to see how my
building that I had made could be explored in first person. </span>
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Daniel Hillhttp://www.blogger.com/profile/04069289226127106964noreply@blogger.com0tag:blogger.com,1999:blog-1539867945369742641.post-57033217730347818892012-12-19T14:40:00.002-08:002012-12-19T14:40:53.850-08:00Elements of game design part 6: Visual Composition<br />
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<span style="font-family: Arial, sans-serif; line-height: 0.45cm;">The
basic principles of visual composition lie at the heart of all forms
of visual communication, and making sure that these fundamental
building blocks are included in every aspect of art that you create
is vital in making sure that the thing you are creating can be an
accurate reflection of what it is you are trying to depict,
regardless of how fantastical the subject matter. You could paint the
most amazingly stunning piece of work, but all it takes is one slight
error in how you out it all together initially, and the flaw screams
out from the image, becoming blatant in where you went wrong.</span></div>
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<tr><td style="text-align: center;"><a href="http://scifimafia.com/wp-content/uploads/2012/03/seventh-son-concept-art-1.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="183" src="http://scifimafia.com/wp-content/uploads/2012/03/seventh-son-concept-art-1.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: Arial, Helvetica, sans-serif;">A concept piece depicting good use of scale: the placement of the characters, looking out onto the epic landscape gives the viewer the same sense of a large scale environment. </span></td></tr>
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<span style="font-family: Arial, sans-serif;">In
environmental design, if buildings aren't geometric and viewed with
the correct sense of perspective with their surroundings, then the
overall feel of the environment isn't going to be convincing and only
be a wrongly depicted image of real life. When what it should be, is
a convincing window into an environment that is true to life in the
basic principles, while still being as dynamic and original as
possible, making use space and lighting. Positioning of the
perspective in all compositions is also greatly influential on the
images 'mood', for example, to give a sense of scale a wide field of
view is used to capture a large landscape and sweeping vista's to
show the large scale of an environment. For more enclosed settings, a
viewpoint from close to an object and looking down on them tends to
give things a more 'intimate' atmosphere, and usually works well when
depicting indoors and scenes between characters. The placement of
people within environments is also just as important, as an image to
depict some sort of large scale surroundings is often amplified when
a tiny representation of a person is included, as this gives a good
idea of just how large the environment is in contrast to the person. </span></div>
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<tr><td style="text-align: center;"><a href="http://the-witness.net/news/wp-content/gallery/concepts-1/tw_turret_interior1.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="210" src="http://the-witness.net/news/wp-content/gallery/concepts-1/tw_turret_interior1.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: Arial, Helvetica, sans-serif;">This is a good example of an interior environmental piece of work that not only demonstrates an enclosed space but also the depth and height of it through a unique perspective, to show how tall the staircase stretches. The contrast between the lighting also demonstrates the bottom of the cold interior (with blue) and the warmth of the light leaking through above.</span></td></tr>
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<span style="font-family: Arial, sans-serif;">This is often seen in games, with the use of the in game camera, as
3<sup>rd</sup> person cameras over the characters shoulder are often
used in horror games to give a sense of a claustrophobic environment
and to generate fear.... while in open world games, the camera often
pans back at opportune moments to allow the player to take in the
world that seems to stretch around them, allowing them to take it all
in. </span>
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<span style="font-family: Arial, sans-serif;">Obviously
when an aspect of design concentrates on character development, the
focus on fundamentals is based around proportion and shape, and how
closely they are to real life. Regardless of how sci-fi or fantasy
based the character is, it has to function on the basic functionality
of organic life that exists in our world.... weather it be human or
part of the animal kingdom. Everything is based on functional shapes
and how they work together, and every part of composition shares
that. </span>
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<span style="font-family: Arial, sans-serif;">With
my own work, in visual design I have slowly began to hone all the
individual elements that make up the rules of composition, it being
the first time ive been taught in detail all the important factors as
opposed to the more randomised way id work before, which would always
demonstrate the important information im missing in the final
outcomes. The process of sketching quickly and repeatedly to nail all
of the important elements down, has been an important factor in how
my 2d work has evolved and how I then tackle my final pieces of work.
Composition in game production is the next step, as it takes things
to the next level by introducing not only the 3d element but also the
dynamic element of time, now that we've begun bringing our work into
game engines. This takes the compositional aspect into the realms of
functionality, and how players can literally interact with things
that were originally just there aesthetically. </span>
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Daniel Hillhttp://www.blogger.com/profile/04069289226127106964noreply@blogger.com0