session 6 production project

SUMMARY

Role: Character Designer

Intention (SMART Goal)

By March 18th, Wednesday of the Post-Production week as a part of the game production team. I will have completed learning about animation techniques and color palettes (refer to Training Sources below). to create an enjoyable game aesthetic with a detailed/fitting character style/ their personality in mind, much like Hideo Kojima’s design philosophy (refer to Leaders in the Field below). for the 1st session of the 3 sessions set for the Game Design Competition.

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

“He’s representing a human being good and bad, both sides of the coin. This is a solid human being. Sometimes you believe you do something good and it turns out not out to be so good. (2:12~2:20)”
Hideo Kojima’s design philosophy is to show both sides of the character at once both the good and the bad. He shows this with the way the character moves, talks, what they wear and how they wear it. This speaks a lot about the characters he creates.

Training Source(s)

00:00 Uses script to determine which animation is played

00:15 Project view then, create then, the animation controller

00:52 [Parameter] button in the left corner of the animator window

01:01 Triggers and other things that cause actions

01:32 Managing animation clips

02:09 Empty state the state that doesn’t do anything

03:02 Default state

03:44 Speed property (how fast the animation is playing)

03:54 Motion property What animation is played when you reach its corresponding state

04:00 Foot IK used to manage foot slipping

04:14 Mirror controls which way the animation is facing

04:44 Transition between states, right-click on a state, select Make Transition. This will give you a transition arrow, attached to the cursor. Click on another state to complete this.

05:10 Solo and Mute. Mute disables the transition, Solo mutes all the states not marked as a solo.

05:41 Atomic property the transition is not interruptible.

05:53 Graph shows how the animation is handled during transition

0:36 start rigging. create a model before doing so, though.

armature – object that contains all your bones.

In Front– allows you to see your bones, start with the Hip Bone/Controller

1:12 Bone extrusion

2:34 arm, chest bone

3:13 leg bone

4:56 Extra hand component

controller bone constraints

5:36 master control bone

5:50 Every bone needs to be parented to another bone

Project Timeline

Week 1: Get MVP

Week 2-3: Work on barebones this will work sprites

week 2: Player and enemy sprites

Week 3: Things that move in the world sprites (atmosphere and aesthetic)

Week: 4-5: Fix up sprites make things look prettier

week 4: Finnish tuning up sprites and their animations

week 5: Tune-up moving and aesthetic and background animations

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

Skills Commentary

POST-PRODUCTION – REFLECTION

21st Century Skills

 

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

 

Ways of Working (Communication & Collaboration)

 

Tools for Working (Info & Media Literacy)

 

Ways of Living in the World (Life & Career)

 

Reactions to the Final Version

 

Self-Evaluation of Final Version

 

What I Learned and Problems I Solved

 

Grammar and Spelling

 

Editor

 

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