Showing posts with label Justin's Class. Show all posts
Showing posts with label Justin's Class. Show all posts
Sunday, 15 November 2015
Wednesday, 21 October 2015
Character Lesson 20/10
In this weeks character lesson with Justin we talked about variance and how variance in shapes helps create more unique character designs to turn a smiley face into a real character that has got a story and history. By changing some straight lines into curves and adding variation in angle, length, thickness and shape we would be able to create characters unique to a world we set them in if we apply the same rules throughout the whole designing process.
He also advised us to choose our influences wisely and use them in a subtle but clear way and to go for something big like the difference between dwarves and elves in the lord of the rings where every single detail shouts where they belong to which leaves the viewer in the satisfied position of being able to tell them apart easily.
Important points to consider when creating the character are:
- the history
- representation, what race
- who are they as a person
- where do they come from
- feeling
- world view, what's wrong with the world
- what are they going to do about the world?
- where is it set (local area)
- factions, allies? enemies?
- abilities
- what is the achievement at the end
- how does the process of progress work
- what mechanisms does the game use?
The task was to imagine a character who is part of a specific setting; ours was monsters and heroes in a 1950's B movie taking over New York and in my final idea, a party girl in her 20's is the only "lucky" survivor in a New York, that has been run over by all sorts of gruesome monsters and aliens and has to fight her way out to try and clean the city up again. As a first person shooter the player doesn't see the character much except for the hands. Every time a monster falls the player can chose to loot it and add it to the armor of the girl which is still wearing her party dress, but it comes at a price. Every piece of monster turns the girl gradually into a monster herself, inside and outside until the character by the end becomes much harder to control and turns out to eventually take over the city herself, game with a twist. The inspiration for that comes partly from the shadowrunner book and game series in which the people live in a postapocalyptic world and broken limps get replaced with metal, which turns people into cyborgs where only a certain percentage of metal is tolerated by the body, otherwise it turns into a emotionless killing machine. This topic can be found in Captain America as well as Steve's best friend Bucky who has a metal arm, is a gruesome killer due to memory erasing techniques employed by Hydra.
For the character project I will have to design a robot that looks fairly human as the main character and Justin gave me the ideas of looking into Japanese robot design and cars, as I wanted something with a speedy design that looks authentic. He also mentioned Tron and how the character could morph into different shapes but would need resources or energy for that. The core would stay the same but it could have stuff wrapped around it depending on the situation and that I should look at materials used and how I could apply them to my designs. We also talked about scale of the robots to each other, the world and how it would affect their relationships.
Justin advised me to not go for rolls as it limits the character but rather go for flying with certain limits like energy and resources.
He also advised us to choose our influences wisely and use them in a subtle but clear way and to go for something big like the difference between dwarves and elves in the lord of the rings where every single detail shouts where they belong to which leaves the viewer in the satisfied position of being able to tell them apart easily.
Important points to consider when creating the character are:
- the history
- representation, what race
- who are they as a person
- where do they come from
- feeling
- world view, what's wrong with the world
- what are they going to do about the world?
- where is it set (local area)
- factions, allies? enemies?
- abilities
- what is the achievement at the end
- how does the process of progress work
- what mechanisms does the game use?
The task was to imagine a character who is part of a specific setting; ours was monsters and heroes in a 1950's B movie taking over New York and in my final idea, a party girl in her 20's is the only "lucky" survivor in a New York, that has been run over by all sorts of gruesome monsters and aliens and has to fight her way out to try and clean the city up again. As a first person shooter the player doesn't see the character much except for the hands. Every time a monster falls the player can chose to loot it and add it to the armor of the girl which is still wearing her party dress, but it comes at a price. Every piece of monster turns the girl gradually into a monster herself, inside and outside until the character by the end becomes much harder to control and turns out to eventually take over the city herself, game with a twist. The inspiration for that comes partly from the shadowrunner book and game series in which the people live in a postapocalyptic world and broken limps get replaced with metal, which turns people into cyborgs where only a certain percentage of metal is tolerated by the body, otherwise it turns into a emotionless killing machine. This topic can be found in Captain America as well as Steve's best friend Bucky who has a metal arm, is a gruesome killer due to memory erasing techniques employed by Hydra.
For the character project I will have to design a robot that looks fairly human as the main character and Justin gave me the ideas of looking into Japanese robot design and cars, as I wanted something with a speedy design that looks authentic. He also mentioned Tron and how the character could morph into different shapes but would need resources or energy for that. The core would stay the same but it could have stuff wrapped around it depending on the situation and that I should look at materials used and how I could apply them to my designs. We also talked about scale of the robots to each other, the world and how it would affect their relationships.
Justin advised me to not go for rolls as it limits the character but rather go for flying with certain limits like energy and resources.
Character Lesson with Justin 13/10
As homework for this week, Justin had asked us to write down the one idea we want to go with for the character project and with the cards Robotics, Disease and Cure/Medicine I came up with:
The game is an RPG where the player plays a robot in a huge world that is a brain (with the environments including memory, emotion, subconscious and body control) and in a small team of two or three robots the player progresses in the story to restore the brain that is infested with tumors (or something like that, could be more metaphorical) and on his way, he has to solve puzzles, meet different factions living locally and become stronger to eventually fight the boss at the end which will save his whole world and end the story. Some factions will help the player in his quest while others are corrupted themselves and try to hinder him and the main quest line has the quest of obtaining a powerful weapon over time with strong abilities so the character's skills and abilities constantly evolve.
Character and World
This week, Justin told us that creating the story rules and then everything else makes the game more authentic in the long run and the design easier, as we don't have to realize 3 weeks before hand in that our design doesn't fit with the story.
Our first task of the day was to draw a character after a random character we received from Justin with the elements of theme, emotions, colours, lines/shapes and movement.
My character was a very happy guy in block colours and strong black lines and the theme I applied to him from my cards was disease so the emotions were sad and hopeless, maybe yucky. The colours I decided on were dimmed, muted but also the colours of infested wounds like dark green, grey and dark purple like boils. The lines would be fluid rather than rigid and straight and the movement would be slow as the disease saps all the energy from the body, limping and bent, maybe pulling one foot after the other, twisted rather than straight. It was very interesting to imagine the character in completely different circumstances and how far you can push his characteristics without losing him completely. (A picture will be added later.)
For the second task, we talked about how the silhouette has to be distinct to that character so that he is easily recognizable, for example if the character has a big weapon the silhouette should be identifiable as a person with a weapon, not a person that has been pierced with a sword because it's hanging over his shoulders in an awkward position that isn't clear to the viewer. Also, if someone has really big hands like wreck it ralph he should be portrayed in a way that doesn't hide the hands in the body but puts them out into space and makes the feature easily distinguishable from other people with smaller hands. I applied this technique to robots (my second card) and drew three easily recognizable robot silhouettes, with their unique abilities on show. (Pictures will be added later.)
The game is an RPG where the player plays a robot in a huge world that is a brain (with the environments including memory, emotion, subconscious and body control) and in a small team of two or three robots the player progresses in the story to restore the brain that is infested with tumors (or something like that, could be more metaphorical) and on his way, he has to solve puzzles, meet different factions living locally and become stronger to eventually fight the boss at the end which will save his whole world and end the story. Some factions will help the player in his quest while others are corrupted themselves and try to hinder him and the main quest line has the quest of obtaining a powerful weapon over time with strong abilities so the character's skills and abilities constantly evolve.
Character and World
This week, Justin told us that creating the story rules and then everything else makes the game more authentic in the long run and the design easier, as we don't have to realize 3 weeks before hand in that our design doesn't fit with the story.
Our first task of the day was to draw a character after a random character we received from Justin with the elements of theme, emotions, colours, lines/shapes and movement.
My character was a very happy guy in block colours and strong black lines and the theme I applied to him from my cards was disease so the emotions were sad and hopeless, maybe yucky. The colours I decided on were dimmed, muted but also the colours of infested wounds like dark green, grey and dark purple like boils. The lines would be fluid rather than rigid and straight and the movement would be slow as the disease saps all the energy from the body, limping and bent, maybe pulling one foot after the other, twisted rather than straight. It was very interesting to imagine the character in completely different circumstances and how far you can push his characteristics without losing him completely. (A picture will be added later.)
For the second task, we talked about how the silhouette has to be distinct to that character so that he is easily recognizable, for example if the character has a big weapon the silhouette should be identifiable as a person with a weapon, not a person that has been pierced with a sword because it's hanging over his shoulders in an awkward position that isn't clear to the viewer. Also, if someone has really big hands like wreck it ralph he should be portrayed in a way that doesn't hide the hands in the body but puts them out into space and makes the feature easily distinguishable from other people with smaller hands. I applied this technique to robots (my second card) and drew three easily recognizable robot silhouettes, with their unique abilities on show. (Pictures will be added later.)
Character Lesson with Justin 6/10
In the first character lesson with Justin we talked broadly about games, types of games and how their mechanics make them playable, enjoyable and what games evoke what kind of experience. We established that board and card games which you play with real people are about entertainment, competition, the social aspect and in many cases about acquiring skills like logical thinking and applying certain rules to a situation to come out as the potential winner.
Video games on the other hand also offer entertainment and often competition, but along with wish fulfillment they are usually very immersive, they have a huge narrative and let the player create the world, build weapons etc. which is not possible in board games, but unless you play with another person sitting right next to you, the social aspect is much lower and often neither necessary nor desired.
Our first task was to put a game into a different medium of what would usually be played in, for example a video game as a board or card game. I chose League of Legends, which is an online tower game and tried to transform it into a board game. The essence of the game is to fight alongside minions and gain control of the enemy base. There are two teams, red and blue so I decided that each player would have a set of minions, probably about 7 and starting in the middle, the players would roll a 6 sided dice and they'd be able to move one minion per round. The board three rings that have to be circled before the minions can start attacking the enemy base. Whenever there are two minions of different teams on one square, the players have to roll the dice and the minion with the higher number stays while the loser has to start again from the middle. Every minion that has gotten to the enemy turret takes one life point away from it per turn so from the original 20 (or any number) there will soon be no life points left and the team who's turret is still alive wins.
League of Legends is a game very much built on luck as a lot depends on the all over skill of your team so I think replacing the other players abilities with a dice is an appropriate choice. Goal of the game is to move the right minion at the right time and sometimes provoke confrontation when necessary even when it's risky.
The second task was to invent a game from the props of city of shadows which I found very difficult to do. We were given a big map like board which had about 30 (?) squares with names from locations in London so I came up with an app game in which a thief has stolen something of worth from Barnet (the first square) and the player has to complete puzzles or encrypt clues for every stop to try to catch the thief and if he wasn't fast enough, the thief would escape and the game would be lost.
Video games on the other hand also offer entertainment and often competition, but along with wish fulfillment they are usually very immersive, they have a huge narrative and let the player create the world, build weapons etc. which is not possible in board games, but unless you play with another person sitting right next to you, the social aspect is much lower and often neither necessary nor desired.
Our first task was to put a game into a different medium of what would usually be played in, for example a video game as a board or card game. I chose League of Legends, which is an online tower game and tried to transform it into a board game. The essence of the game is to fight alongside minions and gain control of the enemy base. There are two teams, red and blue so I decided that each player would have a set of minions, probably about 7 and starting in the middle, the players would roll a 6 sided dice and they'd be able to move one minion per round. The board three rings that have to be circled before the minions can start attacking the enemy base. Whenever there are two minions of different teams on one square, the players have to roll the dice and the minion with the higher number stays while the loser has to start again from the middle. Every minion that has gotten to the enemy turret takes one life point away from it per turn so from the original 20 (or any number) there will soon be no life points left and the team who's turret is still alive wins.
League of Legends is a game very much built on luck as a lot depends on the all over skill of your team so I think replacing the other players abilities with a dice is an appropriate choice. Goal of the game is to move the right minion at the right time and sometimes provoke confrontation when necessary even when it's risky.
The second task was to invent a game from the props of city of shadows which I found very difficult to do. We were given a big map like board which had about 30 (?) squares with names from locations in London so I came up with an app game in which a thief has stolen something of worth from Barnet (the first square) and the player has to complete puzzles or encrypt clues for every stop to try to catch the thief and if he wasn't fast enough, the thief would escape and the game would be lost.
Sunday, 3 May 2015
Artists Toolkit: Meg's Animation, Life Drawing, Jordan's and Justins Classes and Sketchbook work!
Animation Showreel Final from Mailin Berg on Vimeo.
Link to all 2D Animations: http://mailinbergatuca.blogspot.co.uk/search/label/2D%20Animation
Link for all classes with Jordan: http://mailinbergatuca.blogspot.co.uk/search?q=jordan
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