Thursday, March 25, 2010

My Dark Shock logo


My influence for creating this logo were some pictures of fork lighting I found on the internet. Particually the night time ones.

I then chose one of the lightning pictures, and copied it into Photoshop. Using the Marquee oval tool, I selected the area I wanted for my logo. I then copied and pasted it into a new Photoshop document.

I then went to the image menu, adjustments, variations, and played about with the image until I was happy with the colour style. I then adjusted the saturation.

I then made two more layers, and typed in the words Dark Shock. I put them on seperate layers so I could move them around more easily. I selected the layer "Shock", then went to "Layer style". I experimented with Drop Shadow, Inner Glow, and Emboss.

Once I was happy with this layer, I copied the layer style to the word "Dark". I then rotated and moved the words to where I wanted them.

Thursday, March 18, 2010

Artwork for 3D Environment


This is the artwork I have drawn for my 3D environment for my story "Radioactive Mutant Killer Ponies from Outer Space!"

I created my environment from a moodboard of three pictures. One had a road, one had a cave, and one hand a factory. The initial drawing for the picture was done by Mel, then I put in all the details, and did all the colouring in. The colours I used were red, yellow, and orange for the sky, black for the road, brown for the rocks, grey for the factory, black for the cave, and green and yellow for the grass. The sky, rocks, hill, and factory were done in felt tip pen, and the cave area was done in pastel. I had to put hairspray on the area done with pastel to stop it from smudging.

Wednesday, March 3, 2010

Team meeting evidence

3rd March 2010
I shared my ideas with the group, and they shared their ideas with me. We all had the idea of a post apocalyptic environment. We all decided on one idea from each team member. My idea was a chainsaw-wielding mutant pony, Andrew's idea was a milkman, Miles's was an inside environnment and the steel works.

Members present:

Tom

Charlotte

Andy

Miles

Game trailer storyboard

Character is still undetermined until we can have a team meeting with all members.

Sounds still need to be decided.

  1. Trailer Starts from the main character’s point of view, and explores the environment showing different parts of the world.
  2. Showing the inside of a building (underground bunker, steelworks?) the camera slowly leaves and outside onto the world.
  3. The major part of the world is a wasteland with a very dessert like feel along with signs of a post apocalyptic world E.G biohazard signs and acid pools, ect.
  4. Character looks up at a bright intact city in the middle of the wasteland keeping with the sustainability themes and a small camera view of the intact city.
  5. Trailer ends with the character being ambushed, camera zooms out to show the character but not the character’s attacker, sound of a chainsaw (or other weapon) can be heard before the trailer fades out with the title sequence.

Team meeting notes of members roles below as well:

Team meeting

Time: 15:30 – 15:48

Members present:

Lee

Tom

Andy

Miles

Enviroments: Miles

Characters: Tom, Charlotte

Textures: Miles, Lee (help)

Animation: Andrew

Storyboards: Lee (+all)

Auido: Lee (others if needed)

Models: Andrew, Miles

Tuesday, January 26, 2010

The Plot

I have developed some ideas for the Game Trailer. I got most of these ideas from when I was doing my Robinson Group Bursary Bid work. I used lots of characters from lots of my favourite games, cartoons, anime, etc. My favourite of all these characters is King Harkinian from the Zelda CD-i games. He is my favourite character because of his personality, and I think he would be good for my game trailer because of his funny quotes "Mah Boi!" and "I wonder whats for dinner!" I would also have Dr. Robotnik in my trailer as well. He will be in my trailer because I like his evil personality and his quote "SnooPING AS usual, I see?"

Team Paradox Logo

When we designed our team logo, we first had to think of a name. We had a team meeting , where we thought of all sorts of names for our team logo. Examples include: Waffles Galaxy, One Piece, Broken Steel, Pineapple Industries, Paradox, and Xion.

In our next meeting, we organised which members we had in which team. Our team consists of Lee York, Miles Mullarky, Me, Andrew Wilson, andw Charlotte Ellam. We then voted for which team name we liked the best, with the final 3 choices being Paradox, Pineapple Industries, and Xion. We eventually decided on Paradox. I wish we had chosen Pineapple Industries, because it was one that I made and I thought it would have suited it perfectly in my opinion.

We then made our own versions of the Paradox logo, in Photoshop. In our next meeting, we all voted on which logos were the best, and which one we would use. We eventually decided on a hybrid of Charlotte's and Mile's logo. My logo didnt get any votes, but I'm not too bothered about that, even though my logo was good. I think the one that was chosen was a good compromise.

Tuesday, January 19, 2010

Constraints

Some problems of working in a team include:

Punctuality at meetings. If everyone is not present at the meeting on time, it can delay the whole project, making it more difficult to meet deadlines, and possibly miss them.

Time management. If the team doesn't manage their time effectively, quality can be affected due to not being able to spend sufficient time on areas of the game that need to be perfected.

Arguments. This could be a problem because it would hold things up. By making sure that any new idea is one everyone agrees with, this would avoid this problem.

Financial. The average cost for a game trailer is anything from £1500 to £15,000. One thing the team would have to do would be to manage their finances effectively. If the team runs out of money, they would not be able to create the gametrailer. They might lose members of the team, or perhaps even the whole team.

Patents, etc. Patents are insurance/protections for ideas and creations that prevent other people from just taking that idea and passing it off as their own. Our team would have to make sure they patented their gametrailer and made sure that royalties would be paid to them if anyone wanted to use the content they had created.

Tuesday, January 12, 2010

Identify the Roles of your Team

Charlotte: Game Designer. Her job would involve devising the game world, setting, story, characters, items, and all other elements of the games structure and such like. It would be her responsibility to ensure that the whole team understands and shares the original concept and vision of the game.

Andrew: Animator. His job would be animating characters, vehicles, scenery, etc. One main job he would do would be making "cutscenes", which are the games pre-rendered, non-linear sequences.

Miles: External Producer. He would work away from the main team, usually working for a game producer, and ensure everything ran smoothly regarding the delivery of a game. He will often be making trips between the game publisher and developer, to ensure eveything runs smoothly between development and publishing processes.

Lee: Artist. His job would involve drawing all the visual elements of the game, from characters, to objects, textures, and so on. He would also create stroyboards and concept art.

Me: Game Programmer. My job would involve the programming of games, including scripting, physics programming, AI, interface and control systems.