Tuesday, October 27, 2020

Investigation

 This week I really wanted explore the process of when creators are brainstorming game ideas. 

I watched a video on how Midway Studios came up with the idea of Mortal Kombat. A main inspiration was Karate Champ. Here's an image of what the game looks like.

Ed Boone and John Tobius along with a couple friends "snuck into" Midway Studios to film a small pitch for the video game doing martial arts moves and talked about Chinese ninjas and mysterious powers that the characters would have. John Tobius wanted to create something that was a mashup of all his childhood influences. He was a Martial Arts movie Junky.  Big Trouble in Little China had some very obvious influences. They wanted to have the game fronted by Van Damme but that obviously didn't work out for them. Management was at a loss because they thought for sure it wouldn't sell due to the lack of success with fighting games at the time. But in 1991, Street Fighter 2 came out and it was an absolute hit; Thus leading Midway Studios to have some faith for the game and the rest is history. This is what the first installment of Mortal Kombat looks like. 





This week I was still crammed with lots of make up work so I honestly only did this but doing this was really fun and it was cool to finally learn how my favorite game was first created. 



Thursday, October 22, 2020

Investigation Blog Post 3

 This investigation is dedicated to the process game developers go through while creating games. 


Basically, there is 3 steps to development. Step one, Pre-Production. Step two, Production. And step three, Post-Production.

Pre-Production is mapping out what you want to do for the game. Essentially you're figuring out characters, the storyline and creating concept art. This is an example of what concept artists will sketch out prior to starting production. 

Production: The story is refined, assets (characters, creatures, props and environments) are created, the rules of play are set, levels and worlds are built, code is written, and so much more! Designers model characters and the atmosphere of the environment. Here's an example of a designer creating environmental models! 


Post Production: This the easiest step and usually the most exciting step. During Post Production, editors go through everything to make sure it’s correct and exactly what everyone wanted. After everything, you test the game to make sure it works and this is when early gameplay is released for the public to view.


What was done this week: Again, I was without any access to school related resources so all I did was research the steps of game development and it turns out that it is a lot harder and time consuming than I thought it would be. 

Wednesday, October 21, 2020

Investigation Blog Post 2

 This week I wanted to keep it simple but also, I wanted to analyze Fallout. Specifically, Fallout 76. Fallout 76 is a perfect example of Invention and Fantasy. It's an open world multiplayer based game where you create weapons and build bases. It perfectly depicts what an Invention and Fantasy game should look and play like. The invention part of it is building your base's and also your weapons that you create. The fantasy part of it is the open world in a time period unlike any we as humans have seen before. 


This is what the workbenches look like. They are scattered around the map and this is where you create new weapons!


 


This is what a base could look like! You as the player have full control of what you build and you can completely customize what your base looks like!




Work log: 

I couldn't do much due to not having access to any of my accounts for school but what I did this week was watched some people making weapons on the game and also watched one guy make this MASSIVE base that was really cool!

Monday, October 5, 2020

Investigation Blog Post

 I looked over a few games this week and tried to focus on investigating what the designers of the background do to more immerse you into the gameplay of Invention and Fantasy games. I noticed that a big part of games is the immense attention to the background of actual gameplay. One of the best examples of what I’m talking about is yet again God of War. The game itself is cool but what really makes it admirable is the background and scenery. 

The game is literally beautiful at every area you arrive in. This is what really pulls players in to enjoy the game as a whole. You can tell the developers of this game spent a lot of time with just the scenery and it helped the game gain popularity. When I watched people’s play through, the first thing they say about the game is that it’s beautiful. 

Monday: Watched half a full play through of God of War.

Tuesday: Watched the 2nd half of the play through.

Thursday: Personally played Mortal Kombat 11 and analyzed the scenery of the stages.

Friday: Watched gameplay of Ghost of Tsushima (Honestly really beautiful and I highly suggest it)

Thursday, September 24, 2020

 I have decided that this year I would like to focus on Invention and Fantasy. I feel like it could be really cool to pursue because there’s lots of cool games that follow that theme. I think one of the best games to represent the theme would be all the God Of War’s. It’s Greek mythology so therefore it’s a fantasy. 

This game really stood out to me for the theme because its something i've played all the time growing up


Tuesday, May 26, 2020

       My favorite part of class this year was being able to learn how to Animate a lot better than i used to do. I've learned the most about Animation and texturing things to make them look the most realistic possible. I really didn't hate anything that we did in class at all. I didn't like that i was always behind people on their projects but that's probably because I have OCD and I needed everything to look perfect. Other than that, class was great and I can't wait for class with you next year!

Thursday, May 21, 2020

To start out an animation, you must first brainstorm your ideas and begin to lay out the whole project, create your story board and then the costumes and backgrounds/locations are determined. Then you must create your character models and then make animatics. To then start getting everything in action, you start modelling characters to have a 3D view. Then it's time to give everything custom textures to make the objects and characters unique and make them POP! Then comes lighting the scene. Without doing this, you wouldn't be able to see characters, buildings, skies, etc. Then comes rigging this is done so the character models move. Then finally, you animate. After all is done, sounds must be edited in and picture of the "movie" must be edited to make it look the best quality possible.
I would personally want to be a part of the Modelling role.
I want to learn more of how lighting and textures can be done the very best.






https://conceptartempire.com/what-is-3d-modeling/



Saturday, May 16, 2020

1.) Squash and stretch- Change of Shape. The Prinicples of Animation, Squash and Stretch
2.) Anticipation- Prep for an action The Prinicples of Animation, Anticipation
3.) Staging- Mistakenly clear idea. Dissertation Research Blog: Principles of Animation Staging ...
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4.) Straight ahead action and Pose to Pose- Creating key poses for characters. 4. Straight Ahead & Pose to Pose - 12 Principles of Animation ...

5.) Follow through and overlapping action-  *cannot find results

6.) Slow in and Slow out- Timing of and object at the start or end of a sequence. Slow In & Slow Out - Principles of Animation

Principles of Animation - Arcs - YouTube
7.) Arc- Represents the values of an objects parameters.

8.) Secondary Action- An action that results from another action. 

9.) Timing- Duration of an action. 

10.) Exaggeration- pushes the movement further. 

11.) Solid Drawing- Makes a drawing look 3D. 

12.) Appeal- when the character or object has Charisma. 

Monday, April 27, 2020

This animation was quite difficult to do. I messed up a few times but you live and you learn. What i think i could have done better is better usage of my time.