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

 

session 5 _ Production Project

Summary

Role

Code/Character design

The character designer’s job is to create sprites and animations that fit with the theme of the game they are creating.

SMART Goal

I want to create effective and good looking sprites that fit with the game and be finished with said sprites working on one set per day by the time the session ends to ensure that my team has effective sprites.

Pre-Production

Leaders in the field

Hideo Kojima and his work on the metal gear series

Video of gameplay

Interview with Hideo Kojima

“[Hideo Kojima’s design] philosophy, fundamentally it is about making the impossible possible. By discarding our preconceived notions of design and attempting to scale a “so-called barrier of impossibility”, this barrier represents any design goal you may have and the way to overcome.” (1:49)
This explains how the commonly-used design components can be detrimental for creating a character that fits within the game’s universe. This can leave the player feel like the character is uninteresting, dull, and even generic, rather than being memorable.

Training Sources

1:39 Interface, going through where all the options are

3:54 Layers

7:08 Shape tool

8:05 shift to move it one direction

9:08 Transformation tool

12:08 Effect options

17:44 Image editing

24:39 Filters

27:29 Using texts

0:07 Clipping mask definition

0:20 How to make Clipping Layer

0:41 In-depth factors of Clipping Layer

For more information on tools Photoshop offers, visit the official site.

Timeline

 

Link to timeline

Day 1-3 I will mostly be working on the pre-production post that must be finished before we begin and I will also discuss what we want with the rest of my team

Day 4-6 I will be helping build a functional version of the game before working on the sprites to make sure we at least have MVP (minimum viable product)

Day 7 I will be making the basic player and making sure it fits with the theme

Day 8 I will be working on enemy sprites and making sure they fit with the theme

Day 9 I will be helping create a good looking environment and sending it to the level designer

Day 10-12 I will be animating the sprites I created earlier I am doing this after the sprites are finished to make sure we at least have the sprites if I cannot finish this on time.

Day 13-14 I will be tuning up and adding to sprites to make them look overall better

Day 15 I will practice my team’s presentation to ensure minimum slip-ups

Maze Game Production

Goal

My goal was to create a functioning 3D game. Although I did not completely accomplish my goal I still learned many things about 3D game design. My sound design at first was not particularly great but I got the hang of it. And managed to produce quality grade music for the game.

21st Century Skills

I used creativity using unusual instruments to create more dynamic horror music to fit the theme of our game. My team used a lot of collaboration to find out what best fits the theme and look of our game overall. I drew from many other horror games music to come up with an idea of what to do for my game music. I was very flexible and adaptable to what my team asked for and what I wanted and found it a blast to work with them.

Pitch

Maze Game is a first-person maze game where your goal is to escape before the monsters find you and kill you. It is claustrophobic and tight creating an atmosphere of fear especially when you’re being chased by a creature.

Examples

Enrique Recomendation

Recommendation

Enrique is a jack of all trades when it comes to working. He is a trusted co-worker on our project Maze Game. He always gives it his all and gives out more than he has too. He can always take on new roles or challenges and is always ready for whatever is next. All in all, Enrique is an awesome worker and an amazing asset to any team.

Recomendation

For my recommendation, I am recommending Kenneth. He is smart and once he is focussed he has a laser focus and gets work done efficiently. We are good friends and have worked on countless warcraft 3 games together. He is a very good coder and a very caring individual. I believe Kenneth also is a very creative mind and Idea Generator. I believe with proper management he can Get an amazing amount of work done effectively and creatively.

“Failure is the start of accomplishment” -Kenneth Kinnersley

GD notes

GetComponent

What is get component?

How to use get component

Other ways to use Getcomponent

Practical use

OnMouseDown

What is OnMouseDown?

How to use OnMouseDown

GetAxis

What is GetAxis?

How it works

Verticle and horizontal

GetButton and GetKey

Difference between the two

GetButton

Getkey

LookAt

What is LookAt?

How it works

Translate and Rotate

What they are

Translate usage

Rotate Usage

Enabling and Disabling Component

Didn’t learn anything new

Update and Fixed Update

Didn’t learn anything new

Awake and Start

What they are

The difference between them

Scope and Access Modifiers

Scope

Public and private

Activating Game Objects

Didnt learn anything new

Linked in recomanedation

Paperwork

Paperwork by: Maurits Verbiest

The Recommendation

When you combine creativity and kindness into one character you get Kenneth. Kenneth is a very kind and fun person to be around he always sees the positive in a situation and care about helping you to succeed. Working with Kenneth is fun he always finds a way to make you smile, and he is always positive no matter what happens. I believe Kenneth would be a great part of any team and he would happy to be in one, he is a good friend and hard worker.