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Showing posts from January, 2022

What to revise/ improve upon from test

 What to revise: These are the things that I need to focus and revise on after a recent test. Maths: For maths I need to focus and revise on the binary conversions, through higher binary numbers such as 670 instead of sticking to the 8 length binary, there can be a 10 length and so on.  Additionally for maths, I need to learn the pi formulae for diameter and area, as that was another question I  struggled on. Programming: In programming I need to revisit interpreter vs compiler differences as i had forgotten about them. Another thing is to revise variables and structures. Games Design: An area I need to cover is evolving technology as it is a big part of games design as well as also revising the mechanics and process of design which covers the iterative design process. One other part to revise is design document as I didn't know what they were when doing the test so will focus on that aswell.

Iterative process for a game (COD)

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  The iterative design process Brief: You have been tasked with making a new Call of Duty game outside of the usual genre. Activision wants to distance itself from the previous games so this cannot be a traditional first/third person shooter. Analysis: An idea for this project is to base the game in the wild, and you are stranded with some of your team. The game idea is based in the dystopian future with lots of overgrown (trees, bushes) cities. you need to hunt for food and make items with debris from the cities, but other people are trying to do that as well, so you must fight for resources. Design and develop: Here are some ideas that I have for the map of the game, as it has a good atmosphere for the player to feel like they are exploring the terrain and uncovering new secrets. Additionally there are many places to camp and hide from other enemy groups. This is the development of the analysis, going through many different towns to gather more ...

Non- violent Weapon Moodboards

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First ideas: My ideas for this weapon is to create a semi real, semi unreal weapon using unique mechanics to pacify enemies.  The main idea for my weapon would be a small, pistol inspired weapon. To create a more unique idea I will try to put the gun into a shotgun type style, using a long barrel an being a two handed manually reloaded style gun. I would also like to put a distinct theme onto the gun, I am thinking a cyberpunk theme as it would be quite an interesting theme for a gun as cyberpunk relies heavily on using led coloured highlights of the gun, to maybe show the different statuses of the gun. Additionally the theme additionally heavily covers the materials of metals and other alloys. Material Ideas: For the small shotgun styled weapon, I would like the colour scheme to be themed with a sleek black metal case as I think it would suit the cyberpunk theme quite well. Additionally, the red led highlights in the gun will be a great contrast to the dark black colours so w...

Character model rigging - Blender

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 My first go at trying to create a character rig, my mirror went wrong as I had put the object origin point in the wrong place so I will go step by step how to create a character rig. To add an image into blender, shift A and  go onto image and click reference image, to get a picture into blander and remember to deselect align to view option. To make the image go invisible from behind, go into the picture icon and select the front option in side. to get two different viewpoints in blender to make modelling easier, right click on the side tab and select the vertical split to get this result. Then what you wanto do is get a square mesh and align it into the centre of the character model and do some loop cuts using ctrl R and line it to one of the feet as you only have to do half of the character due to the mirror that you do later. To model the foot, I made a few loop cuts and start moving them into position using the grab tool, I repeated this until I h...

Technology Development

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XBox Hardware Development: The original  Microsoft really leaned into the “X” branding for the original Xbox console, so named because of the Microsoft DirectX technology on which it was based. The console s controller went through a slimming process soon after its release when Microsoft replaced the original console’s hulking “Duke” controller with the much more compact “Controller S” that had originally been the standard controller for the console’s Japanese release. some specs:  Hard Drive: 8 or 10 GB HDD, Memory  64 MB DDR SDRAM 200MHz. this was good for the early non-intensive games that was out at the time of the original Xbox bust as games progressed, they became more memory intensive therefore required more storage. Xbox 360: The Xbox 360 was a very different-looking console to the original Xbox. It now came in white as standard and ditched the giant “X” shape in favour of minimal Xbox branding along the disc tray. The Xbox 360 was a huge ...

Making a first person shooter

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  using special functions to make a grenade type projectile come from your gun.

Trigonometry

  SohCahToa Sin(x)= Opposite/Hypotenuse Cos(x)= Adjacent/Hypotenuse Tan(x)= Opposite/Adjacent

3 Artist Studies

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Per Bergman Per Bergman is most well know for his artwork contributions to little nightmares 2, using moody and dark tones in his work, often creating a sense of mystery and tense environment in his work in Little Nightmares. Bergman uses light in his work sparingly, to create a sense of drama and to center your attention to one part of the piece when you first look at the artwork. The color scheme is very muted compared to other artists, using washed out colors to give the sense of age and disuse to the picture. Bergman uses very sure lines in his artwork, making the image look very lifelike, yet still keeping a feeling of realness due to the characters size compared to his environment. The color wheel that Bergman uses is very muted tones for his artwork, I think using the analogous color wheel to get his tones. Todd Keller Todd Keller's artwork in the game Recore has lots of elements that I really like, including the great use of reflection that is used on the artwork....

Game design

Playtesting Questions:  - What did you like most about the game?  - What didn't you like about this game?  - What was the most enjoyable moment of the game?  - What was the most frustrating moment of the game?  - Did you enjoy the game's theme? Why or why not?  - Did you enjoy the games art style? Why or why not?  - Where there any confusing rules?  - Was the overall game duration too short, too long, or just right?

Gametesting write up

9 Childs Street The idea of this game is a young protagonist called Armin exploring a haunted house located across the road from him. The idea of a ghost of a man who took children to his house is a very disturbing and creepy idea for the game, also adding paranormal features such as a static broadcasting tv and mysterious objects that move around when your not near to them. The mechanics of the game was quite well thought out, implementing two good jump scares for the player, noticeably the first jump scare was very well made. Using different breadcrumbs around the house, it is easy to navigate around the house and find out what objectives you need to do. Additionally the addition of a puzzle fetching a chair to gain access to a key was a nice added extra. Some features that i enjoyed with this game was how you get introduced to the house at the beginning, most horror games start the game inside the house where in this game you enter the house yo...

Art - Blending worksheet

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This lesson was used to help us use blending techniques to mix two colours together to make a gradient.

Art - analogous

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Analogous colours mean two or more colours that are side by side on the colour wheel and often contain the same primary colours. I created this picture of the sunset only using these colours to try and add tone and highlights.

Art - Alberti Task

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 For this task we had to make our own shades of colours by blending together two different shades of colours to crate an image. This was the reference image I used to draw my picture. I downloaded different brushes to achieve my scratchy drawing technique and used other smudge tools to mix the colours together.

Colour Triangle

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  The fundamental rule of colour theory for painting is that there are three primary colours: red, blue and yellow. The second rule of colour theory is that mixing two primary colours together creates secondary colours, that is purples, oranges, and greens.