This week our groups got together to commence our presentation planning. which will allow us to prepare for the upcoming pitch in week 3 on Thursday 14th. Our team member Rauno was the group leader and was hosting the meetings and helping to prepare the presentation topics.
After sitting round in a circle we disguised what we would try to achieve as a minimum by our presentation date, more over we disguised what level of progress we should all be at come week 8.
As a group everybody has had their say and the input has been excellent.
As a group we decided that by week 3 we would need to provide the following assets and concepts so then we could put together our presentation which would be pitched on the Thursday.
For the presentation we will need to show the following as a minimum. Two character concepts, two environment concepts, one environment block out in Maya including, animation storyboards and dance concepts.
Collectively we will need to provide all of the above from each team member:
Alexander Strevans - One character concept
Rauno Kiviberg - One character concept
Stephanie Wallis - One environment concept
Cecil Etienne - One environment concept
Oliver Stott - Animation story board & dance concepts
So far every body seems pretty happy with their allocated roles, the team member will switch round every week; moreover we have planned the remaining up coming weeks so that we can be more procedural with planning and more thorough when it comes to meeting our own team deadlines.
I am very happy with the role i have been given, i am the only person particularly interested in animating the models when they are created, the process involved and primary research is very fascinating to me.
Below is a basic undeveloped list of how we will be planning out our upcoming weeks.
Week 3 - Pitch Presentation
Week 4 - 2 environments blocked out
Week 5 -Minimum of 1 character base mesh, Block outs tested in unity
Week 6 - Minimum of one textured character
Week 7 - Basic lighting and textures made
Week 8 - Alpha Presentation- 2 characters meshed and assets built but not fully textured
Team Leaders
Week 3-4 - Cecil
Week 5-6 - Alex
Week 7- 8 - Stephanie
Easter - Oliver
Friday, 1 February 2013
Friday, 25 January 2013
Introduction to the module
Hello! Welcome to my blog page, throughout this I will be talking in extensive detail about my work flow in Applied Game Art Production otherwise known as 'AGAP'. The purpose of this module is for me to be able to work well within a group as you would in a studio in the industry. We will be creating either a race track level design, or a dance level which may be incorporated into a mobile or tablet app game.
During our first lecture a guest speaker came in to tell us about the project we would be involved in. He said we were to create digital art assets and incorporate them into unity using basic code to try and see if our game levels would be playable. The prospect of creating assets for an unreleased game that is gong to be published in the near future is so exciting but at the same time quite pressurising.
WE had a choice of doing one of two projects after the guest pitched his game idea to us. One idea that he had was a race track game, this would be all created using one texture sheet and basic low poly art assets, a brilliant technique to learn. Environmental lighting and emissive's would all be baked into the texture and you would simply make one texture darker or lighter to portray the illusion of shadow and light in the game engine. Anyway this is getting into technicalities which is not the stage I'm at quite yet.
The secondary project was to once again create digital art assets for a dance game app which could be used as either a static app, so basically the characters would dance and you just leave it to watch and enjoy. It is also designed to be intractable so you can play the game itself and control the character movements.
The reason this game is a lot different is because it entails the principles of animation, we would be given a rig that each character would have to scale to which would save animation time and we wouldn't need to create new skeletal rigs. Depending on how the group was going to carry the project through if chosen; is that it could be either very realistic, or very quaint and cute. Both styles are very different which would change the style of animation and choreography.
By the end of the lecture I decided I wanted to choose the character project as it seemed most appealing and I teamed up with a group of 5 including myself. All of whom seemed very keen to take on this project, it turned out that we were the only group who were curious by the prospect of creating a character dance game, to us it seemed very humerous adn we all had lots of ideas.
Our team is comprised of 5 people, Alexander Strevans, Rauno Kiviberg, Stephanie Wallis, Cecil and myself. Together we forged a group called "Gamer's Got Moves" we were all very happy with the end result of the day.
During our first lecture a guest speaker came in to tell us about the project we would be involved in. He said we were to create digital art assets and incorporate them into unity using basic code to try and see if our game levels would be playable. The prospect of creating assets for an unreleased game that is gong to be published in the near future is so exciting but at the same time quite pressurising.
WE had a choice of doing one of two projects after the guest pitched his game idea to us. One idea that he had was a race track game, this would be all created using one texture sheet and basic low poly art assets, a brilliant technique to learn. Environmental lighting and emissive's would all be baked into the texture and you would simply make one texture darker or lighter to portray the illusion of shadow and light in the game engine. Anyway this is getting into technicalities which is not the stage I'm at quite yet.
The secondary project was to once again create digital art assets for a dance game app which could be used as either a static app, so basically the characters would dance and you just leave it to watch and enjoy. It is also designed to be intractable so you can play the game itself and control the character movements.
The reason this game is a lot different is because it entails the principles of animation, we would be given a rig that each character would have to scale to which would save animation time and we wouldn't need to create new skeletal rigs. Depending on how the group was going to carry the project through if chosen; is that it could be either very realistic, or very quaint and cute. Both styles are very different which would change the style of animation and choreography.
By the end of the lecture I decided I wanted to choose the character project as it seemed most appealing and I teamed up with a group of 5 including myself. All of whom seemed very keen to take on this project, it turned out that we were the only group who were curious by the prospect of creating a character dance game, to us it seemed very humerous adn we all had lots of ideas.
Our team is comprised of 5 people, Alexander Strevans, Rauno Kiviberg, Stephanie Wallis, Cecil and myself. Together we forged a group called "Gamer's Got Moves" we were all very happy with the end result of the day.
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