During these two weeks with no sessions or lectures, I continued reading d'artiste: Character Design by artists Anne Pogoda, Kekai Kotaki and Gonzalo OrdoƱez and Creative Character Design by Bryan Tillman.
Ballistic Publishing's d'artiste: Character Design showed examples of the artists' work with interviews. The book shows the processes the artists use to begin painting. I found this really interesting as I struggle with initial shapes of a character. I found one of the methods especially appealing as I still have trouble working with silhouettes, although it would need a basic understanding of anatomy and body shapes which I don't have yet.
As I began reading Tillman's Creative Character Design, although I didn't finish it, it felt like a book which I would want to go back over and read to fully understand. It touches on Archetypes, what makes a good character design and what you need to remember, as well as the stages of progress. Tillman writes about things touched on in lectures, talking about archetypes and shapes. Tillman talks about what is essential to remember whilst creating the design.
I didn't get a chance to finish the book or even take as much in as I wanted to so I bought the book on Amazon and it arrived today so I'll be able to finish it properly and keep coming back to this book and re-reading it.
Simon Parkin's An Illustrated History of 151 Video Games is a book I wish I had had during the contextual studies tasks. During those tasks, I discovered that my knowledge was lacking when it came to different areas of video games and their history. Reading this book has helped me actually understand how much I didn't know. The book talks about important games and events throughout history, and also the development of these games, companies and consoles.
This also seems like a book I may want to go back and reference so I'm not sure whether or not I am going to buy this book after it's due back in the library.
I have yet to read Chris Solarski's Drawing Basics and Video Game Art, which I borrowed along with An Illustrated History of 151 Video Games from the library when I returned d'artiste: Character Design and Creative Character Design.
Sunday, 29 November 2015
Friday, 20 November 2015
The Significance of the Idea of Seven Basic Plots
The idea of Seven Basic
Plots was introduced in Christopher Booker's book The Seven Basic Plots: Why We Tell Stories (2004). Influenced by Carl Jung, a Swiss
psychiatrist and psychotherapist, Booker wrote this book over 34 years and
explores the analysis of stories and their deeper meanings in detail. The book
investigates the plots of films, novels and short stories to conclude that
there are Seven Basic Plots which define the fundamentals of any stories. From
defining these basic plots, Booker suggests that the recognition of the
existence and acknowledgment of these plots uncovers a form of a subconscious
universal language. He proposes that it is the structure of these stories that
our psyche is drawn to, and this is why each story told follows one or more of
these Seven Basic Plots.
Many stories begin with a
'plot before a plot', or the mini plot which is at the beginning of the overall
plot, which reflects The Hero's Journey, a pattern of narrative classified by
American scholar Joseph Campbell. It is believed that this pattern is reflected
in drama, storytelling, myths and psychological development. Both Campbell and
Booker agree that there is one character we would concern ourselves with in any
type of story, no matter how many are encountered. This character is known as
the hero or heroine, this is who the reader identifies with in the story and
who in the "central figure that all other characters in a story take on
their significance." The reader follows the hero or heroine through
different parts of their journey leading to, and through, their adventure,
experiencing their world pre- and post-adventure, their meetings, approaches
and ordeals. This creates a relationship between the protagonist and the reader
which then connects them to the story, allowing the reader to be able to relate
more to the protagonists' struggles and feelings throughout their experience.
Several of the Seven Basic Plots
that Booker identified involves a physical journey which the protagonist must
embark upon: In 'The Quest', the protagonist sets out to find an important
object or to go to a location in order to fulfil a task and to do this he or
she must face many obstacles in his or her path. In 'Voyage and Return', the
protagonist must travel to an unknown land, overcoming threats along the way
and returning with more experience and knowledge. Others feature a sense of
self achievement: The protagonist in 'Overcoming the Monster' aims to defeat an
often evil or threatening force, commonly known as the antagonist. 'From Rags
to Riches' illustrates a protagonist either fallen from grace with aims to gain
it all back, or one who started poor with the means to become wealthy and
achieve power. 'From Rags to Riches' can be considered similar to 'Rebirth',
where the protagonist encounters significant events which forces him or her to
change his or her ways, this often makes them a better person. The remaining
two basic plots are more straightforward than the five already mentioned:
'Comedy' has a protagonist who triumphs over any problems and therefore has a
cheerful or successful conclusion, whereas 'Tragedy' features a protagonist who
is a villain whose death causes joy.
The Seven Basic Plots can
not only apply to books and drama, but also to the majority of games. Many of these
stories feature more than one of these plots, and they can cross over; the
protagonist can go on a quest in order to overcome a monster in a comedic
setting, or the protagonist needs to overcome a force of evil and in doing so
will be reborn into a more likable and better character. The Wolf Among Us exhibits traits similar to that of the latter
example.
The Wolf Among Us
is a interactive graphic adventure game by Telltale Games, based on Bill
Willingham's comic book series, Fables. Much
like The Walking Dead, an earlier
game made by the same digital developer and publisher, The Wolf Among Us includes events where the player needs to choices
which will ultimately have an effect on the storyline and it's progression. In
the game, the player controls Bigby Wolf, the main protagonist, who was the Big
Bad Wolf in the Fable universe, before the Fables were 'glamoured' and started
living in the 'mundane world' where they created a place known as Fabletown.
However, in this world Bigby is the Sherriff of the town, which already
suggests a connection with the 'Rebirth' plot; Bigby tries to keep the town
safe but how he does this is up to the player, yet everyone remembers what he
was like back in the Fable universe. The player has the ability to choose the
actions that Bigby does which would make people like or dislike him more,
therefore not necessarily following the 'Rebirth' Plot as well as it could do.
There is a slight hint of comedy in this game, although it is through dialog and
certain interactions more over gameplay. There is also elements of 'Overcoming
the Monster', or evil in this case. Bigby and his deputy, Snow White, face many
problems which may endanger the people of Fabletown and it is their job to
overcome these dangers and protect the Fables. The evil the town faces is not
necessarily known and so Bigby and Snow must embark on a mission, or 'Quest' to
find out either what the wickedness is or who is behind or causing it, and then
to try and solves the problems.
The ideas behind the Seven
Basic Plots can be interpreted in many ways and each example could mean another
or many more things to different people. How people interpret the meanings of
events in games, stories or drama suggests something about the traits, opinions
or thought processes of a person. For example, another person playing The Wolf Among Us may not see any comedy
in the game and can only see the events so far as tragic. Although this may be
the case, it is not necessarily wrong, as many games in particular would
overlap the ideas of the Seven Basic Plots. It is due to the many
interpretations and flexibility that developers are able to make games appeal
to the mass audiences yet there is a sort of comfort for the player as they
would know what they like. Some games are successful due to their ability to combine
and modify the basic plots to create a twist that the player would not expect
but still would be able to enjoy and relate to.
Bloomsbury.com, (2015). [online]
Available at:
http://www.bloomsbury.com/us/the-seven-basic-plots-9780826452092/ [Accessed
19 Nov. 2015].
Thewritersjourney.com, (2015). hero's
journey. [online] Available at: http://www.thewritersjourney.com/hero's_journey.htm
[Accessed 19 Nov. 2015].
Booker, C. (2004). The seven
basic plots. London: Continuum.
Schreier, J. (2015). Telltale
Games Snags Walking Dead, Fables. [online] WIRED. Available at:
http://www.wired.com/2011/02/telltale-games-walking-dead-fables/ [Accessed 20
Nov. 2015].
Friday, 13 November 2015
Self Evaluation: BA1a
I feel like I have progressed a lot in these three projects, mostly in confidence but also in using new methods. At the start of the Insect Concept project, I was very sceptical in painting in detail as I had never really done well before. I had little experience with digital painting in general but could never familiarise myself with the art of blending colours on Photoshop and creating iterations and final paintings gave me a chance to practice painting.
I enjoy designing iterations, it explores different options and is simple to do, which then allows comparison between different ideas enabling the best choice to be made. I then did base colours in order to get a general view of the colour and idea of what the insect, timepiece or character would look like. It shows that as I progressed through the projects, I became more confident in iterations and therefore did more each project.
Model and Character Sheets were things which I enjoyed doing, however I preferred drawing Model Sheets more than Character Sheets. This may be because I'm not used to drawing in a way in general yet. I find it rather difficult to recreate something I had already drawn. Which makes creating Character Sheets rather difficult as the characters would not look exactly like those in Model Sheets, however they would bear the same idea but with more emotion and feeling in it. This is something I find hard to do.
Although I feel like I've improved significantly with painting as a whole, I think the Timepiece Final Painting reflected this a lot more than the Character Final Painting. This is mostly due to time restraints and a much newer composition for the painting. I feel like I need to manage my time more and practice drawing more in my own time to improve as much as I want to so I can be able to produce higher standards of work.
I enjoy designing iterations, it explores different options and is simple to do, which then allows comparison between different ideas enabling the best choice to be made. I then did base colours in order to get a general view of the colour and idea of what the insect, timepiece or character would look like. It shows that as I progressed through the projects, I became more confident in iterations and therefore did more each project.
Model and Character Sheets were things which I enjoyed doing, however I preferred drawing Model Sheets more than Character Sheets. This may be because I'm not used to drawing in a way in general yet. I find it rather difficult to recreate something I had already drawn. Which makes creating Character Sheets rather difficult as the characters would not look exactly like those in Model Sheets, however they would bear the same idea but with more emotion and feeling in it. This is something I find hard to do.
Although I feel like I've improved significantly with painting as a whole, I think the Timepiece Final Painting reflected this a lot more than the Character Final Painting. This is mostly due to time restraints and a much newer composition for the painting. I feel like I need to manage my time more and practice drawing more in my own time to improve as much as I want to so I can be able to produce higher standards of work.
Concept: Character Final Painting
The background of this painting did not turn out as well as the background of the timepiece final painting. I wanted to try something different and have the path trail off into the distance, however I did not do this well. I wanted to show the light coming from behind the figure and that she is walking into the woods which would be obscured by darkness.
I did paint in trees between the larger ones in an attempt to show an understanding of Aerial Perspective, however they did not come out in the JPEG image.
Concept: Character Character Sheet
This is a Character Sheet for my version of the Witch from the Tinderbox depicting her in various parts of the story. It shows how she interacts with the soldier, holding herself up higher than usual as shown in her standard pose whilst sitting. This is because she still has her pride and wants to maintain the class she once had. The third figure shows her at the end of the story.
Concept: Character Base Colour Iterations
These basic colour concepts were so that I could get a rough idea of what base colour I wanted before adding the shading to make the clothing look degraded or worn. This is in addition to me having changed the dress and hair to a more ragged design already.
Concept: Character Hair Iterations
I tried to create designs with elegance, which suggests an upper-class nature to the woman. After I decided on the style I would then go on to make the hair look more rough and displaced to give the idea that she no longer holds the position she used to.
I chose the dark red hair as it was more interesting than the black and brown, and I wanted it to be slightly unusual to what colour the hair typically was in that time to subtly show that she was a witch or at least different.
Concept: Character Simple Clothing Designs
Having settled on the idea of a youthful-looking-yet-aged witch, I then proceeded in creating clothing silhouettes. All of these are dresses as those were popular in this time for women, I just needed to decide on what style I wanted to use.
I kept narrowing down the designs to the choices I preferred and even created iterations of the shoes underneath the dress.
The design of the bottom of the dress I chose was not a typical dress in the 1800s, however I thought it would work well.
Vam.ac.uk, (2015). History of Fashion 1840 - 1900 - Victoria and Albert Museum. [online] Available at: http://www.vam.ac.uk/content/articles/h/history-of-fashion-1840-1900/ [Accessed 13 Nov. 2015].
Vintagefashionguild.org, (2011). Vintage Fashion Guild : 1800s. [online] Available at: http://vintagefashionguild.org/1800s/ [Accessed 13 Nov. 2015].
Women in the American Society: Over the Years, (2015). Fashion in the 1800's: Modesty. [online] Available at: http://womenintheamericansocietyoverthe.weebly.com/fashion-in-the-1800s-modesty.html [Accessed 13 Nov. 2015].
citethisforme
Concept: Character Silhouettes
These are silhouettes created with the Witch from The Tinderbox in mind. My time and place was 1800s America and so my first thought was to create a native American female, however as I carried on with this process the idea changed to a figure of an upper-class woman. This is because I thought more about the concept and a background to the character in this stage. I wanted to portray a youthful looking witch who had fallen from grace years before.
In this third project, I think I improved a lot more in creating silhouettes and making figures from the shapes I saw.
Sunday, 8 November 2015
Concept: Timepiece Final Painting
The final painting of the timepiece turned out much better than that of the insect. I had more practice and got used to using a tablet again, however I can't help but feel that a night scene is simpler to paint than day. Shadows are something I still need to work on, although I think the sun and the colour of the background works well.
Even from the initial stage of the paining process, it is evident that starting this, I was much more confident than I was while starting the insect painting. I wanted to create a night scene using inspiration from Stonehenge as the light from the timepiece would be effective in this location and it would be easier to see.
When I created the sun setting, I worked several layers into it, making it seem illuminated and then painted around around the areas, blending it just enough to make it look like rays. I then made the sky and grass areas darker where the light would not reach.
To emphasise that we are looking at straight on with the sun rising, I added hints of orange and yellow along the horizon.
Due to the view point of the painting, the timepiece is seen head on and should be obscured in darkness as the sun is behind the object. This stage does not reflect it as I knew that there would be light emanating from the object itself.
In this stage, I textured the timepiece as included the coloured light from the object, illustating that it should be 6:45AM and added the shadow. There is also more shading on the timepiece as a better reflection of where the light is coming from.
I took inspiration for the background from
Allthesky.com, (2015). Stonehenge - Observatories - Digital Images of the Sky. [online] Available at: http://www.allthesky.com/observatories/stonehenge.html [Accessed 13 Nov. 2015].
Saturday, 7 November 2015
Concept: Timepiece Model Sheet
This is a rough model sheet for my timepiece, hopefully showing how it works.
Finding a good colour for the background was difficult and I still don't think this is the ideal shade, however any lighter shades made the timepiece difficult to see and darker shades were hard on the eye..
The front and back views have the red and purple lighting for each half of a day and shows that the sections which aren't meant to be lit would still have some light shining and bouncing onto it, although this lighting would not be as prominent and 'full' as that which is meant to be used to tell the time. The side view of the timepiece show that the middle section protrudes from the middle of the areas. These views also show that the rings are all 'inside' each other, and doesn't spiral inwards.
Concept: Timepiece Simple Detail Iterations
I used a template to figure out what type of base I wanted to use with the timepiece levitating above it. The two main material ideas are granite and marble; I thought dark and light bases would work best due to the idea of wanting coloured light to reflect the time of day. I like the Nero Maltese granite more than the others and I like the majority of the marble bases, however, due to the coloured light idea, I chose a white one and worked on it more to see how the reflections would look.
I really like the reflection of the light on a black surface as the brightness of the colour works well on the dark surface. Although these are rough detailed ideas, I like the brush used to create the granite-like texture and thinks it works well.
The white marble base looks more clean than the dynamic black, however the rings were altered from black to two shades of grey as the black rings didn't seem to go well with this base than the black base. The light grey works better with the white base than the other two colours, but if I were to choose this grey then I would add some white into the rings to match it with the marble base. If I were to choose the marble base then I would not use the black rings.
Overall, I think it's between the granite black rings and the light grey marble rings.
The colour of the light for midnight to noon and noon to midnight will be different, illustrating which 6 o'clock (6th ring lit up) it is. These colours needs to be carefully considered as it needs to be prominent enough to be noticed in the day light, therefore I would not use yellow or orange, nor blue due to the brightness of the surroundings outside usually from roughly 6am to 6pm.
It will probably be red for midnight to noon and purple for noon to midnight.
Thursday, 5 November 2015
The Seven Basic Plots (Spoilers)
The idea of the Seven Basic Plots is that that each story or game follows the guidelines of one of the following:
Overcoming Evil/Monster
Any of the Sonic the Hedgehogs feature Sonic, the protagonist travelling through many worlds, levels and stages ultimately trying to defeat the antagonist, Dr. Ivo "Eggman" Robotnik. There are many other characters, like Sonic's sidekick, Tails who aid him along the way. It is a platform game where you control a character and collect Rings along the way, allowing extra lives or transformations to help travel through each stage. In later games, these can be used as currency, restoring health or improving statistics.
Robotnik's aim is to rule the planet and to do this, he needs to defeat Sonic, who aims to overcome and thwart Robotnik's plans to save the world from this, and various other threats.
Rags to Riches
At the beginning of Skyrim, you create your character by customising the looks and the race. When you actually first start the game, you're placed in a moving carriage along with other Prisoners heading for execution. You are lead up to the block where the execution takes place and a dragon disrupts the event, causing a distraction and a chance for you to flee. After doing so, a new life is started and you discover that you are the Dovakiin, destined to save the world and slay the dragons. To do this however, you must complete many quests along the way, which is why this story fits the Rags and Riches plot; you start off nearly facing your death, only to become that who prophecies have spoken of.
Voyage and Return
(The Longest Journey/Dreamfall: The Longest Journey/Dreamfall Chapters:The Longest Journey)
In Dreamfall: The Longest Journey, the player controls 4 characters in different worlds, however the events that occur to each character happens in chronological order. What happens in another world affects that of the original one that the player starts in, and I believe one travels between worlds, this is why I think it fits in Voyage and Return plot.
Tragedy
To The Moon is a role-playing adventure game void of battle systems, inventory or party systems. In the game you play as either Dr. Eva Rosalene or Dr. Niel Watts and aim to fulfill Johnny Wyles' dream of travelling to the moon, before he dies. The aim is to go back into his memories and insert a desire to go to the moon at a young age and therefore can live a full life without any regrets. However this doesn't happen so the two characters have to explore many of his memories, discovering other good and bad events of his life.
Comedy
In Portal, you are trapped in a testing facility and your goal is to complete various tests set by a robot named GLaDOS. Due to this, it can also fit into The Quest and Overcoming Evil/Monster plots. I put this under the Comedy plot due to GLaDOS' commentary throughout the game, and also Wheatley's contribution in Portal 2. They add comedic value to the otherwise possibly dark nature of the game. (Someone trapped and being used as a test subject.) GLaDOS makes snide comments about each section and sometimes actions which one would find funny.
Rebirth
Bigby Wolf is the main protagonist of the point-and-click adventure game The Wolf Among Us by Telltale Games. In the Fables universe, Bigby Wolf is the Big Bad Wolf, a classic bad guy, however in this game he is the Town's Sheriff. This game works based on the decisions you make while playing as Bigby, this means that you are ultimately in control of whether or not Bigby becomes better than the stories. This also means that The Wolf Among Us may not follow the Rebirth Plot as closely as it can do, due to the player's decisions.
Classic Dr. Robotnik |
Any of the Sonic the Hedgehogs feature Sonic, the protagonist travelling through many worlds, levels and stages ultimately trying to defeat the antagonist, Dr. Ivo "Eggman" Robotnik. There are many other characters, like Sonic's sidekick, Tails who aid him along the way. It is a platform game where you control a character and collect Rings along the way, allowing extra lives or transformations to help travel through each stage. In later games, these can be used as currency, restoring health or improving statistics.
Robotnik's aim is to rule the planet and to do this, he needs to defeat Sonic, who aims to overcome and thwart Robotnik's plans to save the world from this, and various other threats.
Rags to Riches
At the beginning of Skyrim, you create your character by customising the looks and the race. When you actually first start the game, you're placed in a moving carriage along with other Prisoners heading for execution. You are lead up to the block where the execution takes place and a dragon disrupts the event, causing a distraction and a chance for you to flee. After doing so, a new life is started and you discover that you are the Dovakiin, destined to save the world and slay the dragons. To do this however, you must complete many quests along the way, which is why this story fits the Rags and Riches plot; you start off nearly facing your death, only to become that who prophecies have spoken of.
Voyage and Return
(The Longest Journey/Dreamfall: The Longest Journey/Dreamfall Chapters:The Longest Journey)
In Dreamfall: The Longest Journey, the player controls 4 characters in different worlds, however the events that occur to each character happens in chronological order. What happens in another world affects that of the original one that the player starts in, and I believe one travels between worlds, this is why I think it fits in Voyage and Return plot.
Super Mario Bros. |
The Quest
Mario is a game that everyone knows and loves. The Italian plumber travels through Mushroom Kingdom, usually on a mission to rescue Princess Peach from Bowser, a Koopa Villian. This suggests a hint from Overcoming Evil/Monster as Mario needs to defeat Bowser, or other enemies from the Koopa species.
Tragedy
To The Moon is a role-playing adventure game void of battle systems, inventory or party systems. In the game you play as either Dr. Eva Rosalene or Dr. Niel Watts and aim to fulfill Johnny Wyles' dream of travelling to the moon, before he dies. The aim is to go back into his memories and insert a desire to go to the moon at a young age and therefore can live a full life without any regrets. However this doesn't happen so the two characters have to explore many of his memories, discovering other good and bad events of his life.
Comedy
In Portal, you are trapped in a testing facility and your goal is to complete various tests set by a robot named GLaDOS. Due to this, it can also fit into The Quest and Overcoming Evil/Monster plots. I put this under the Comedy plot due to GLaDOS' commentary throughout the game, and also Wheatley's contribution in Portal 2. They add comedic value to the otherwise possibly dark nature of the game. (Someone trapped and being used as a test subject.) GLaDOS makes snide comments about each section and sometimes actions which one would find funny.
Rebirth
Bigby Wolf |
Bigby Wolf |
Tuesday, 3 November 2015
Concept: Timepiece Further Designs
I placed 6 choices from the previous silhouettes onto a separate page in order to see it without the clutter of the other designs around the ones I would possibly like to look at in more detail. From these 6, I chose to define a few of which I think I would prefer.
Iterations of one of the designs were then created. I toyed with the idea of having multiple sections for hours, minutes and seconds, different layers and ways of making the water idea plausible. After the water idea turned out not to be realistic (something which I would feel comfortable with), and I had dabbled in the idea of using a type of magic to make the timepiece work, I decided to use lights instead. I created a timepiece idea with layers with the light idea but have yet to decide what it should stand on.
Concept: Timepiece Silhouettes
We were asked to create a Timepiece for the second task. Timepieces can take many forms and can be powered by many different things. I toyed with the idea of creating something which was powered by the growth and process of life.
My initial idea was to create a tree whose apples fell and decayed throughout the course of a day. This way, a person would be able to tell what time of day it was by seeing how decayed the apple was. There were some issues coming into this though; Realistically, the apple would be likely to break after falling from the tree, so I added a pool or a trench of water to catch the fruit.Other ideas have included a landmark with a waterfall mechanic, a dress or flower which decayed over a period of time and several statues which turn into different numbers or shapes depending on the time.
I settled on trying different alterations of the round glass like figure filled with water. This would empty out somehow during the day.
Although I like all of these designs, all of them look as though they would be a statue or a monument from a sci-fi type setting. The middle left design looks like something from an alien-esque setting and the one in the top left looks as though it is of a woman one would worship. The rest of the bottom two rows look as though they are settings of combat or profiles of warrior like figures.
The designs didn't suit what I had imagined a timepiece to look like. It was fun creating things in Alchemy and although I didn't end up wanting to use any of them, it let me explore different areas and perhaps I will use these as inspiration to look back on for other briefs.
Tuesday, 27 October 2015
Concept: Insect Final Painting
Backgrounds and shadows are things that I need to work on in general.
I feel as though I have not utilised the colours fully in order to make the insect stand out among the background.
You can see from my painting stages and even brush strokes that I was very uncomfortable with digital painting although I was not completely new to the concept. I had no idea where to start this painting.
I chose these colours to show what type of environment I think my insect would thrive in. Instead of standing on a leaf or a branch, my insect is standing on a mossy rock, as it is what would camouflage it best.
I think the lighting is relatively okay due to my lack of experience, although it may be because of that that I could have been afraid to do anything more to it, so I need to practice and become more confident. In both the lighting and painting in general.
Monday, 19 October 2015
Concept: Insect Character Sheet
This sheet shows the ways the insect interacts in its life.
The wing movements show how far up and down the wings go for it to fly and the positioning on its body.
This insect doesn't have a mouth so the way it eats and survives is to 'absorb' smaller insects or flies which land on the body through the cracks. Due to the camouflaged design and mossy nature, smaller insects would land and be trapped in the coating before being consumed into the body.
Monday, 12 October 2015
Concept: Insect Simple Detail Iterations
These are coloured simply with slight texture and shading, mainly to gain a better idea of what a design would look like and be able to help in the decision making of which one to recreate in more detail and then to incorporate it into a final piece.
I preferred the ice and mossy rock creations over the two metal-esque ones. This is mainly due to those designs giving me more ability to be more creative over what I'm doing, whether it be the colouring or also the look and style of the insect. Of these two, I prefer the mossy rock one as I have more of an idea as to where the insect will live and its chances of obtaining food to survive, and I also like the idea of being able to create a proper mossy texture on the creature.
I preferred the ice and mossy rock creations over the two metal-esque ones. This is mainly due to those designs giving me more ability to be more creative over what I'm doing, whether it be the colouring or also the look and style of the insect. Of these two, I prefer the mossy rock one as I have more of an idea as to where the insect will live and its chances of obtaining food to survive, and I also like the idea of being able to create a proper mossy texture on the creature.
Important Characters Throughout the Decades
1970s
Before the 1970s, there weren't many characters in games. In the 1960s, most of the games had environments to do with space. In the 1970s, Highnoon, Pong and Space Invaders came out. Two of these games featured much more interaction between the player and something in the game; Highnoon features a showdown between the player and Black Bart, set in the Wild West. Pong was one of the first video games to reach mainstream popularity, however Space Invaders was one of the earliest shooting games becoming one of the forerunners of modern video gaming and helping expand the video game industry. It has been the inspiration for other video games, being re-released on many platforms and having several sequels.
1980s
The 1980s introduced many of the games we know and love today, for example. Pac-Man and Super Mario Brothers, as well as having released Castle Wolfenstein which is considered to be the first game that had a World War 2 setting, popularising this setting across future games. Super Mario Bros. is a platform game which has had many sequels and remakes since then. The player controls Mario, or his brother Luigi, as he travels through Mushroom Kingdom. This game popularised the side-scrolling platform genre, selling tens of millions over 3 decade and has been released on practically every one of Nintendo's gaming consoles.
1990s
Since being released in 1992, Mortal Kombat has been released on nearly every video game platform. This arcade fighting game became a best selling game and is still one of the most popular fighting games in this genre's history, creating many sequels and spin-off games. When this game was released it caused a lot of controversy due to the inclusion of realistic violence and gore.
This game introduced age-specific content ratings for games.
2000s
The Sims is a life simulation video game series which has become the best-selling video game series of all time. In The Sims series, the player creates characters in a sandbox game mode which lacks defined goals and places them in houses and directs their moods and tries to satisfy their needs and desires, if the player chooses. Players can build houses as well as choose an already built home. There are many expansion packs released with every main Sims game, adding to what the player can do with their Sims. The Sims has been largely successful, having been released on many platforms and with numerous expansion packs and they are now on their forth "set" of The Sims franchise.
2010+
At the moment, it is difficult to see which games will have a significant impact in future games. The more popular games have been Minecraft, and things like Hotline Miami and other indie-esque games on platforms such as Steam. There are an abundance of games on platforms such as these, ranging from indie games such as To The Moon, and more detailed games such as Skyrim and Shadow of Mordor.
Ralphbaer.com, (2015). [online] Available at: http://www.ralphbaer.com/video_game_history.htm [Accessed 13 Nov. 2015].
Before the 1970s, there weren't many characters in games. In the 1960s, most of the games had environments to do with space. In the 1970s, Highnoon, Pong and Space Invaders came out. Two of these games featured much more interaction between the player and something in the game; Highnoon features a showdown between the player and Black Bart, set in the Wild West. Pong was one of the first video games to reach mainstream popularity, however Space Invaders was one of the earliest shooting games becoming one of the forerunners of modern video gaming and helping expand the video game industry. It has been the inspiration for other video games, being re-released on many platforms and having several sequels.
1980s
The 1980s introduced many of the games we know and love today, for example. Pac-Man and Super Mario Brothers, as well as having released Castle Wolfenstein which is considered to be the first game that had a World War 2 setting, popularising this setting across future games. Super Mario Bros. is a platform game which has had many sequels and remakes since then. The player controls Mario, or his brother Luigi, as he travels through Mushroom Kingdom. This game popularised the side-scrolling platform genre, selling tens of millions over 3 decade and has been released on practically every one of Nintendo's gaming consoles.
1990s
Since being released in 1992, Mortal Kombat has been released on nearly every video game platform. This arcade fighting game became a best selling game and is still one of the most popular fighting games in this genre's history, creating many sequels and spin-off games. When this game was released it caused a lot of controversy due to the inclusion of realistic violence and gore.
This game introduced age-specific content ratings for games.
2000s
The Sims is a life simulation video game series which has become the best-selling video game series of all time. In The Sims series, the player creates characters in a sandbox game mode which lacks defined goals and places them in houses and directs their moods and tries to satisfy their needs and desires, if the player chooses. Players can build houses as well as choose an already built home. There are many expansion packs released with every main Sims game, adding to what the player can do with their Sims. The Sims has been largely successful, having been released on many platforms and with numerous expansion packs and they are now on their forth "set" of The Sims franchise.
2010+
At the moment, it is difficult to see which games will have a significant impact in future games. The more popular games have been Minecraft, and things like Hotline Miami and other indie-esque games on platforms such as Steam. There are an abundance of games on platforms such as these, ranging from indie games such as To The Moon, and more detailed games such as Skyrim and Shadow of Mordor.
Ralphbaer.com, (2015). [online] Available at: http://www.ralphbaer.com/video_game_history.htm [Accessed 13 Nov. 2015].
Caillois' Classification Grid
League of Legends
League of Legends is a free-to-play multiplayer online battle arena game, which has gained popularity progressively since its release in 2009. It has been played competitively for a while and is currently on their 5th World Championship. Each side has 5 players, each relying on their skill, teamwork and organisation in order to destroy the enemy nexus and bring victory to their team. As well as the competitive championships outside of the everyday game play, there is an element of competition as there are specific 'ladders' you can play, win and rank up in. This isn't for everyone, so there are casual games too.
Hearthstone
Although having a certain amount of skill and knowledge increases a player's likelihood to win, there is an element of chance in a game of Hearthstone. Each player creates a deck of 30 cards which they feel would help them win, putting in cards they would know would be good against certain things or other cards. This is where the knowledge is applied, knowing how and when to use the cards which are drawn depending on which class the opponent is and what has been used already and so to determine what else can be used in the future. The chance factor appears every turn in this game. All the cards are randomised and drawn separately, and there are cards which would do a set amount of damage to either the player or a minion on the board, as well as other events based on chance.
Final Fantasy
Final Fantasy as a whole is a media franchise which has grown into several different types of games on many platforms. I would like to use Final Fantasy XIII in this specific example. Final Fantasy XIII is the thirteenth installment of the series and is a role-playing video game. The game is set in a fictional universe with fictional places and people, however most of the mechanics and looks of the characters in the game are relevant to our ordinary views of the world. What is different and captivating about the game is that the player can relate to the characters, and the game is able to satisfy the want for them to be extraordinary but not necessarily unusual. This way, the player doesn't feel too out of place whilst playing the game and is able to immerse in it.
Damned
Even though the graphics in this game are not aesthetically pleasing, this game still engages the player. Damned is a first person survival game. With the dark atmosphere, it is up to the player whether or not they would like to surround themselves with the similar lighting. During this game, the player has to attempt to escape from an area, without being caught and killed by the monster, which cannot be killed. If you are around the monster for too long, the screen itself starts to distort and there would be static, both sound and visually, this has the potential to frighten the player and linger on in real life.
The Stanley Parable
The Stanley Parable is an interactive storytelling video game. The player guides Stanley, the game's main protagonist, through a surreal environment with no combat or any action based sequences using the first person perspective. During this, the player's movements and decisions are constantly narrated. The narrator says what Stanley would do next but the player can choose whether or not to follow, or ignore what he is saying and choose a different path. The narrator then also comments on this decision. There are many different endings to the game, and the narrator decides when to restart the game. The office environment in which the player is placed looks like any office, but what makes it more surreal is having a voice narrate the things you choose to do, and also the things that may be discovered during the time in the game due to the decisions which are made.
The Stanley Parable is an interactive storytelling video game. The player guides Stanley, the game's main protagonist, through a surreal environment with no combat or any action based sequences using the first person perspective. During this, the player's movements and decisions are constantly narrated. The narrator says what Stanley would do next but the player can choose whether or not to follow, or ignore what he is saying and choose a different path. The narrator then also comments on this decision. There are many different endings to the game, and the narrator decides when to restart the game. The office environment in which the player is placed looks like any office, but what makes it more surreal is having a voice narrate the things you choose to do, and also the things that may be discovered during the time in the game due to the decisions which are made.
Thursday, 1 October 2015
Concept: Insect Base Colour Iterations
Base Colour Trials |
I narrowed the trials down to 4 possibilities of designs which I may want to work deeper into, colour-wise and with more detail, though I'm still undecided about whether or not I would like these 4 as I reckon the Volcanic Rock one would work well as well.
Wednesday, 30 September 2015
Composition and Light
Composition
League of Legends Nidalee Splash Art |
Vi by TakeOFFFLy |
I thought it would be nice to include two pictures from one of my favourite games whilst looking at composition. The first picture is the official splash art for Nidalee, a League of Legends character. Most of the splashes for the champions in this game has a very prominent style to the composition; most of the designs follow the Rule of Thirds. This splash however, also features Divine Proportions, although the hand doesn't line up with the spiral, most of the features in the art follows it.
The second is a fan-made portrait of Vi, another champion in the game. This quite clearly follows the Iconic composition as most of the background is symmetrical, and had I had put the guidelines over the picture, the hand and the robot would be roughly in line.
Light
SEA SHADOWS — PALETTE KNIFE Oil Painting On Canvas By Leonid Afremov |
This oil painting has great examples of the Fresnel Effect and bounced light. The area of the sea behind the boat seems much calmer than the area closer to the eye. In this area, more ripples can be seen and the mast and the reflection of the sun starts to break up. The body of the boat facing away from the sun does not catch the direct light, yet a side is still lit up due to the bounced light from that reflected by the sea of the sun.
Artist: John O'Keefe Jr |
Tuesday, 29 September 2015
Concept: Insect Silhouettes
We started creating silhouettes using a thick low opacity brush. Most of the silhouettes were shapes and lines which were then refined or built upon, making a more insect like creature.
Once I had found one which I thought I could work on, I set about honing the shapes into features I could develop more using different materials, textures and colours. I proceeded to create front and back views of each design.
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