Monday, 29 August 2016

Game Concepts - Find the Booty!!!!

Our group first got together and decided to reskin the 3D game, but remove the z axis (depth) of the game, as we found it a problem from the original game provided. This would also cut down workload for us at the same time. 
Afterwards, we generated some ideas for the game as Michelle Zhen recorded them down on her book. We all agreed that our Pirate in search for his 'Booty' would be a fun idea: we all wanted to enjoy taking part of this project. I was also excited personally as it was a theme I never really drew my characters around often. 
Everyone searched up some images for various aspects such as environments, characters and colour schemes to use as mood boards. 
Colour Scheme for a tropical setting

Environment/Style Moodboard
Our group also thought that making the game have low-poly graphics would suit the simple puzzle-platformer genre, as well as cutting down time for us in the long run with the simple shapes.

Pirates
Looking at cliche pirate appearances to incorporate into our character. 

Style Moodboard
Exploring low polygon characters for our character. 
(Thank you Ethan for compiling the images into moodboards for everyone ><)




We all went ahead and sketched up some concept designs for characters and environments.

Early character and environment sketches. Also though of some simple obstacles the player would have to pass through. Ethan came up with the idea that having the player try to activate a cannon to destroy a boulder could be interesting.

Further environment sketches for the side slider style. We went for a rather tropical setting to fit with the light mood of the game with the bright environment colours. Also sketched some ways the gunpowder to activate the cannon could look as a resource.

More character concepts. Tried to incorporate stereotypical pirate aesthetics along with exploring different ages and personalities for the different concepts.

We thought the pirate's 'booty' could have been taken by a shark which would be the reason for the player's journey. (Lauren came up with Loan Shark...) = we gave the shark a suit to wear. I also sketched a few doubloon designs(that spelling though) if we decided to use it as a resource.

Few more designs for the loan shark. 

Thursday, 11 August 2016

Creative Studio - Playing/Remixing






...This doesn't even make sense QAQ
One Punch Man parody

This new comic plays with the original and changes the context entirely, while keeping a similar event of one character trying to convince another to sign up for something. I have achieved this by changing dialogue, as well as the appearance of one of the characters to parody the hero exams in the famous anime One Punch Man.
Some panels were also removed or copied to either remove unneeded details, or add in more dramatic effect.

Tuesday, 9 August 2016

Creative Studio: Perceiving

I think I would've made it smoother with a tablet >.>;;;;

My selected food was a green tea pocky.
The creamy taste was represented with smooth lines joining together and then bursts with a cooler colour. I felt that the contrast in colour along with the rougher brush stroke was a good way to represent the sudden burst of green tea that I tasted after the initial milky taste. However, I also wanted to show how the two blended well together by making the creamy taste lead into the animation for the green tea. 
Finally, the crunch of the breadstick ends the animation as well as the tastes I experienced. The falling of the crumbs are made out to be similar to a curtain call to signal the end. 

Production Interactive: Environment concepts


Are these even thumbnails now

Production Interactive: Steampunk...?;;;;;;

I don't even know if this is what we were supposed to do OTL


Production Interactive : Hypertext


Tome

Weapon

Cursed weapon

Friday, 24 June 2016

Animation Update - 2D

Most people within the team participated within the 2D animation. I was passed shot 5 "Spread the Love" from a team mate to animate. 
Animation without the background and sound

I first created roughs for the animation and tried to capture a sense of uncertainty leading towards desperation within the character through the use of slight anticipation when his eyes lingered on the left, then using follow through action when they returned to their original position. I also wrote accents for the dialogue to guide my mouth movements along with the audio to sync them up as close as possible. The forced smile was liked by many team mates as they thought it emphasized the emotion of the character well.
However, a lecturer pointed out that the animation wasn't consistent with the other shots Jonathan and Michelle had produced. Their mouth movements were a lot snappier, while mine involved too much movement. Thanks to our head of 2D Jonathan, he was able to give advice which was removing some of the inbetweens to give it a sharper movement.

Later, I was told by Jerwin that he had updated the 3D animation for Butter within this shot. This meant I would have to redo the shift of the facial expressions. I was able to use my old rough as a template for getting the expression correct.
Mapping out the placement of the expressions. It was quite choppy and jumped all over the place, something I would fix later by the use of guidelines which would help cementing the positioning. I had also used the clean up version from the original rough.

While doing so, I was updated by Jerwin again that he had tweaked the animation for shot 5 a little. Luckily, it wasn't too big of a change, and I was able to reuse the animations I had already been producing. 


I was able to position the face to have a smoother transition alongside the 3D animation, and soon began adding roughs for the arms that Jerwin would clean up later. I wanted a shift within the arm to go around the collar of his wrapper shirt, as well as let it include anticipation which would emphasize a defeated arm fall that was made to look more natural through follow through of the arm's swing as it slowed to a halt. 

In exchange for Jerwin doing the cleanup for the arms, I took the shots he helped with and composited them for him.