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Showing posts from October, 2021

Door Design Completion

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  I finished adding the colours and adding texture to the door to make the door look more completed and realistic, giving a rustic and weathered look through the "wood" and the rusted cogs on the door. Door Analysis: The door that I have designed is heavily inspired by the the steampunk theme employing the use of cogs, wood and metals similarly seen in the steampunk theme. The addition of the metal pipes makes the door have an industrial and slightly comical appearance because you would think that the door doesn't work on steam power. To further back up the industrial side of this door, I implemented a number pad to give a sense of mystery as to what is behind the door. It also brings a level of interaction to the door as the character could use the number pad to open it. The use of the wood in the door compliments the metallic pipes and number pad because of its timeless and old appearance, using a dark mahogany colour, extensively used in steampunk designs. When my door...

Level Design for my Game

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Level Design The main genre idea for my game is a puzzle based single player game where you are exploring different areas of a dystopian, steampunk styled Victorian city.  The idea that you are a small character is one of the main aspects of the game as you see normal household items in a different perspective, challenging you as a player to figure out how to traverse the room, that would normally be easy. To traverse around the different maps you will have to move items such as chairs and other inanimate objects to find collectables such as pieces of the story as to how your character got here and items to help you progress such as keys (to open doors) and cogs (to get a machine going). Interactive Elements:     Cogs - The cogs you can carry around and use them to restore old machinery, in turn,  opening up new areas on the map.     Movable Furniture - Furniture can either be carried (if light enough) or pushed (if heavy enough). This can help yo...

Work on Games design

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Pi Calulations

  Circumference =  π x Diameter Diameter = Circumference /  π Radius = Circumference / 2 π Area =  π x Radius ² Surface area = 4 x  π  x Radius ² Volume = (4/3) x  π x Radius ²

Different Animators

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  Seth McFarlane Seth MacFarlane is the creator of the television series “Family Guy” and “The Orville”, and co-creator of the television series “American Dad!” (2005–present) and “The Cleveland Show” (2009–2013). MacFarlane was born and raised in  MacFarlane was born in Kent, Connecticut and had an interest in illustration and began drawing cartoon characters such as Fred Flintstone. After receiving his high school diploma, he continued experimenting with animation, and his parents gave him an 8 mm camera and went on to study film, video and animation. After earning a bachelor at RISD MacFarlane created a series of independent films. In his senior year, he made a thesis film, The Life of Larry, which became the inspiration for Family Guy.   Walt Disney Walt Disney is the creator of Disney and a pioneer of the American animation industry, he introduced several developments in the production of cartoons. As a film producer, he holds the record for most Academy ...

The 12 Principles of Animation

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The 12 Principles of Animation Squash and Stretch: Gives your animation the illusion of mass, flexibility, gravity and weight. The ball is stretched in the position it is thrown in and squishes when is on an impact. Anticipations: This prepares the audience for what your animation is about to do. An example is the character bending their knees to prepare to jump.   Staging: Focusing on what’s important in the scene and uses motion to guide the viewers eyes. An example is facing your characters slightly towards the camera without facing the camera completely.   Straight ahead animation: Drawing by frames to see the motion that your animation will have. Pose to Pose animation: Drawing the beginning and end frames and filling in all the frames in between.   Follow through and Overlapping: Objects do not just stop dead when coming to stand still, different parts of it stop and start moving at different rates.     Slow in/out: This is ...

Camera Usage/ types of shots

  Movies usually are shot at 25 fps whereas games are usually shot at 60 fps. large aperture allows more light into the camera (F3.5). This also gets a shallower depth of field meaning getting a blurry background. Small aperture allows less light into the camera (F22). This gets a greater depth of field so everything is in focus. The ISO is how sensitive the sensor inside the camera is to light.