Last week i continued to develop my knowledge of using curves within MAYA. The first small task was to use the information of last weeks lesson to create a pawn from chess. We were timed whilst participating which added the element of pressure. For this i used the pencil curve tool which is the easiest option as you just draw out the shape you want but i wanted to try it out. Afterwards we learned to use nerbs which are basic shapes used to create an outline for shapes. For this we modeled a carrot by adding many 3D circles of various sizes to make the cone shape of the carrot then using the curve tool i added the carrot top.
Continuing the VFX project I spent the first lesson transferring my data over to a room upstairs which was a rather frustrating process as the computers were just bad trying to transfer my stuff over which annoyed me as I could have been working in that time. The next lesson as we moved room i was asked to redo my work on NUKE to get a fresh start whilst i believe it wasn't needed i don't mind doing it again so it stays in my memory.
In coding preparation for our code exam continued. For this we completed the previous exam questions. Overall I still don't know how to feel about this upcoming exam but i'm eager to learn and pass.
Monday, 30 April 2018
Monday, 23 April 2018
Next gen year 1 week 26
Last week I continued to develop my knowledge of coding. This is an area I have struggled with throughout the year and continue to do so. That is why my tutor went through the code of my game line by line to explaining its purpose and how they work. This put me at ease and made me feel better about the coding ahead of the exam.
In continuation of our VFX project we used Photoshop to create a phone screen that will be shown on the phone when edited in at a later stage. We also needed to add a notification on the screen for the sake of the story. After we created the phone screen we went onto after effects. This was to animate the notification sliding down the screen and then animate it so it would go back off screen. This proved to be trickier than first thought as I had to go back and lighten the screen as well as move the notification to the middle of the screen as that is where Frank swipes the screen. Another important issue was timing and adjusting the animation to sync up with the footage so he would swipe the screen at a later stage.
On Friday of that week were doing coding, and specifically looking at the previous exam in preparation of the coding exam. This whole lesson where we answered questions left me feeling on and off about the whole exam with aspects both positive and negative. However I am glad I participated in doing the exam questions as i want to get practice and help while I can.
Lastly that week in our animation class we learnt how to animate using the modelling software MAYA. For this we learnt how to use the animation tools to in order to animate a ball bouncing. Whilst we've done this before on adobe animate but its good know how to use various software's especially one like MAYA which is used a lot in the industry animating shows like 'south park'.
In continuation of our VFX project we used Photoshop to create a phone screen that will be shown on the phone when edited in at a later stage. We also needed to add a notification on the screen for the sake of the story. After we created the phone screen we went onto after effects. This was to animate the notification sliding down the screen and then animate it so it would go back off screen. This proved to be trickier than first thought as I had to go back and lighten the screen as well as move the notification to the middle of the screen as that is where Frank swipes the screen. Another important issue was timing and adjusting the animation to sync up with the footage so he would swipe the screen at a later stage.
On Friday of that week were doing coding, and specifically looking at the previous exam in preparation of the coding exam. This whole lesson where we answered questions left me feeling on and off about the whole exam with aspects both positive and negative. However I am glad I participated in doing the exam questions as i want to get practice and help while I can.
Lastly that week in our animation class we learnt how to animate using the modelling software MAYA. For this we learnt how to use the animation tools to in order to animate a ball bouncing. Whilst we've done this before on adobe animate but its good know how to use various software's especially one like MAYA which is used a lot in the industry animating shows like 'south park'.
Monday, 16 April 2018
Next gen year 1 week 25
This week was the week of our exam. this was an open book meaning we had access to the internet as well as being allowed to converse with our peers in order to simulate the conditions in which games are created. This proved vital for me and assisted me vastly.
The exam in itself was a variation of our mock exam being a slingshot style space game. The biggest difference from this was there being no scoreboard. Regardless i chose not to use past resources from my mock and start again as i felt it would be easier for a fresh start. From there i went on to create the game. The biggest problem was creating a path that you would have to follow where if you go out of order the game fails. The production of the rest of the game was fine as i had some experiences from the mock to aid me in creating it.
Despite this at first i didn't meet all the requirements as i could not complete making it arrive out of order. However the college ran a re submission day in which i managed to complete it ensuring i have met all the criteria of the exam.
The exam in itself was a variation of our mock exam being a slingshot style space game. The biggest difference from this was there being no scoreboard. Regardless i chose not to use past resources from my mock and start again as i felt it would be easier for a fresh start. From there i went on to create the game. The biggest problem was creating a path that you would have to follow where if you go out of order the game fails. The production of the rest of the game was fine as i had some experiences from the mock to aid me in creating it.
Despite this at first i didn't meet all the requirements as i could not complete making it arrive out of order. However the college ran a re submission day in which i managed to complete it ensuring i have met all the criteria of the exam.
Next gen year 1 week 24
This week was the week that followed after the unity mock exam. For this we received the criticism back from the exam telling us the pros and cons of our work. Overall no one passed but it was due to an confusing extension task. Firstly i was with our tutor who helped me with my coding by going through the lines and explaining their purposes. This helped me out partially but afterwards i continued to struggle. The aim of that week was for us to improve the game and gain a better understanding of the code that built it up. This week was a hard and tedious process coming from the mock exam which was very draining.
The Friday on that week i decided to catch up on art. For this i used adobe animate to replicate the walk cycle. For this i would place a bunch of circles in a wave. From that i would then draw the torso and limbs for the person. I quite liked this activity as it was good to just draw though the final product didn't look to good but it is something I intend to go back on and give it a better look.
The Friday on that week i decided to catch up on art. For this i used adobe animate to replicate the walk cycle. For this i would place a bunch of circles in a wave. From that i would then draw the torso and limbs for the person. I quite liked this activity as it was good to just draw though the final product didn't look to good but it is something I intend to go back on and give it a better look.
Monday, 19 March 2018
Next gen year 1 week 23
This week was different from others because our class had a mock exam. For this we had 4 days to create a game meeting the criteria of what they wanted in a game. For this they wanted a space slingshot type game where you are timed as you fly around planets. Luckily it was an open book exam meaning i had resources to aid me in this difficult task.
Within the first day i had successfully made a spaceship avatar which could be launched from a hook that acted like a slingshot. This was down to the player controller script which had been given to everyone before hand and also made a working propulsion system where pressing a key would boost the player.
On the Wednesday of that week i began to work on the planets which were the obstacles within the game. For that i downloaded some from the asset store and gave them all colliers. In addition to that i also wrote out a script that would give the planets gravity. For this i would then need to adjust the planets and remove the in software gravity. This resulted in my product consisting of a rocket which could be sucked into planets or use the gravity to arc itself around the planets.
The day afterwards was the most treacherous experience imaginable that left me frustrated beyond belief. This was down to Unity just being lousy as it would crash and wipe what i'd made regardless of whether or not i had saved it. This then meant that my last day was all i had to make the game.
The last day i had managed to put my game back to its state before all of the heavy errors. After that i created a timer but used milliseconds as its measurement. I then spent the remainder of the day creating text so if you collided with a planet you would get a game over screen and colliding with a finishing line would give you a winning screen.
Ultimately i fell short of what was expected by the criteria as i was missing out on a best time leader board which i couldn't find any working example to refer to whilst creating it. Whilst i am melancholy that i have most likely failed and whilst it is a mock i am nervous for the future. Despite this i do not see myself at fault as Unity crashed 20 times within that week and wiped my game twice therefore i have done all i can possibly to make the game.
Within the first day i had successfully made a spaceship avatar which could be launched from a hook that acted like a slingshot. This was down to the player controller script which had been given to everyone before hand and also made a working propulsion system where pressing a key would boost the player.
On the Wednesday of that week i began to work on the planets which were the obstacles within the game. For that i downloaded some from the asset store and gave them all colliers. In addition to that i also wrote out a script that would give the planets gravity. For this i would then need to adjust the planets and remove the in software gravity. This resulted in my product consisting of a rocket which could be sucked into planets or use the gravity to arc itself around the planets.
The day afterwards was the most treacherous experience imaginable that left me frustrated beyond belief. This was down to Unity just being lousy as it would crash and wipe what i'd made regardless of whether or not i had saved it. This then meant that my last day was all i had to make the game.
The last day i had managed to put my game back to its state before all of the heavy errors. After that i created a timer but used milliseconds as its measurement. I then spent the remainder of the day creating text so if you collided with a planet you would get a game over screen and colliding with a finishing line would give you a winning screen.
Ultimately i fell short of what was expected by the criteria as i was missing out on a best time leader board which i couldn't find any working example to refer to whilst creating it. Whilst i am melancholy that i have most likely failed and whilst it is a mock i am nervous for the future. Despite this i do not see myself at fault as Unity crashed 20 times within that week and wiped my game twice therefore i have done all i can possibly to make the game.
Next gen year 1 week 22
In this week we continued in our VFX project. For this i needed to adjust the colours and saturation in each shot. I found this to be an easy process within the software and as a result it was enjoyable. Despite this though it showed to be a time consuming process but for that day i did it. The day after i had to render out all of the shots into image sequences and i would've been done with editing on Adobe premier. However the last shot took too long and due to that i will have to come back to it at a later point. The next editing software in which i am currently using for this is Nuke. For this process i had to use the shot of someone holding a phone. For this i placed a tracker at the corner of the phone screen and it would try to follow the same position across all shots. The first tracker didn't go too well and i had to place each frame with the tracker individually. From there i placed 3 more trackers at each of the corners of the phone. These ones went dandy meaning i could leave them where they were and that is how i finished of the lessons of that week for the VFX project.
Monday, 5 March 2018
Next gen year 1 week 21
Hello blog
In the previous week we looked more into the players and categorizing them with specific genres developing our knowledge more to set us up for the following blog post. We also looked into specific statistics about the market which could help us out further down the line.
Later that day we proceeded on wards with our VFX project by filming the scenes needed. For this i play an extra who just runs away. Shooting it was a tedious process as we had to re do the same shot multiple times in weather conditions which weren't the best. Ultimately we got the shots required and after that I participated in taking a picture of a distortion grid to use for future purposes.
The next day we began editing the shots we had taken on premier pro. For this we edited the video by cutting time out from each time solely getting what we need. After this i took the time to re do the stop motion animation group work. For this we breezed through as it wasn't to difficult of a process just a rather time consuming one.
In the previous week we looked more into the players and categorizing them with specific genres developing our knowledge more to set us up for the following blog post. We also looked into specific statistics about the market which could help us out further down the line.
Later that day we proceeded on wards with our VFX project by filming the scenes needed. For this i play an extra who just runs away. Shooting it was a tedious process as we had to re do the same shot multiple times in weather conditions which weren't the best. Ultimately we got the shots required and after that I participated in taking a picture of a distortion grid to use for future purposes.
The next day we began editing the shots we had taken on premier pro. For this we edited the video by cutting time out from each time solely getting what we need. After this i took the time to re do the stop motion animation group work. For this we breezed through as it wasn't to difficult of a process just a rather time consuming one.
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