Wednesday, 15 June 2016

In between arms

Forgot to post this ages ago but here is a clip of the in-betweening I did on the arms for my group animation. The girl is playing the piano. Looks a bit odd cause there is no chair or piano but bare with me. XD

Wednesday, 25 May 2016

Rough Animation

I made a rough animation of the bride playing the piano. Just some movements of the arms and wrists. My team member Phoenix helped me work out how the wrists would move. I tried to make her look like shes playing a soft gentle song. Below are just some screenshots of the animation.




Monday, 16 May 2016

Finished Model

This is the final look for the bride, I saw that my team mate already had a coloured drawing of the bride and I wanted to go off that because it looked really good and suited the character really well. The first photo is the turnaround. I didn't draw the legs because she is only going to be seen from the waist up. I'm not too pleased with how it looks mainly because I haven't mastered the skill of digital drawing and also got lost with the shading but just need to keep practising.

The second photo is her with multiple mouth movements. I looked at my mouth in the mirror and started saying the vowels of the alphabet and tried to draw those mouth movements onto the bride. It was a bit difficult but I liked how they turned out. 

The last image is different emotions. The first one is confused. Second one is sad or troubled. Third is surprised or perhaps slightly shocked and the fourth is angry. I like the first expression 'cause it looked like she's judging you. lol I hope my team likes it.




Wednesday, 11 May 2016

Final clothes for the bride

Here are some drawings I did of the bride's clothes. My team and I wanted tops that would show off her collarbone and we wanted loose flowing tops.

As you can see the last top was very ugly. I don't know what I was thinking when I drew that. I was just experimenting with a bunch of different designs and stuff.

The votes were in and the last one was a winner. I liked this top because it was very cute and feminine. The bride is very cute and gentle looking so we didn't want her clothes to contrast with the way she looked and her personality so "sexy" or very tight fitting clothes and other stuff like crop tops were not an option.

The first top was a popular choice as well and I did like it but I think the last top was able to have a lot more movement to it and I thought the little rose in the center was very cute.                                                                                                                               
   
 Here is what the bride looks like with her clothes..........and yep.


I did a digital drawing of her....her pose is really awkward because i was gonna add a table in it but....i didn't. She needs a real cleanup. My tutor said that he likes how some of the lines don't close the gap for example on her right shoulder and on her left sleeve near her elbow. I need to figure out where to put those gaps so its not random and all over the place. Other than that its pretty good.

Saturday, 9 April 2016

Week 7 Gameplay-Revisiting The Wolf Among Us

Unpack the first level of your chosen game (including cut scenes) – how does it tell its story, and how is the player involved in the telling?

When we start the first chapter of The Wolf Among Us, the player takes on the role as Sheriff Bigby Wolf, tasked to protect the fantasy creatures of Fabletown. Known in the past as the Big bad wolf, he is determined to put the past behind him and earn the trust of creatures of Fabletown, 

Personally, the colors are bold and vivid and the music is a great match to both the graphics and style of game that it is. Combined, it takes on an ominous comic book appeal and feel and achieves getting the player into "the zone" of the game.

When our protagonist first talks with Mr Toad, we are introduced to the feature of choice. Choice is definitely a prominent key element of the game. Being Bigby you have to acknowledge the rights and privileges you have when making decisions. This invariably lends itself directly to the direction the game continues on towards. For example, Mr Toad and Bigby have a discussion about Toad not applying his "glamour" (or human appearance). As this is a criminal offence, Bigby is faced with the dilemma of whether he punishes Toad for this indiscretion or whether he lets him off with a warning. Making a decision either way will directly impact the game and on this particular occasion, Bigby exercised the law. This prompts a notice from the game that "Toad will remember this". That demonstrates to me that the decision made by Bigby will influence the game at a later stage because of the impact it had on Toad. When making Bigby's decision, there is also a time limit imposed, which forces me as a player to make a quick strategic decision, knowing that whatever I choose will have consequences the further I progress.

As explained above, timing is key when making choices. As Bigby, had I not made a decision within the given time frame to reprimand Toad, the game would have chosen a path to continue towards that I would have had no direct influence over.Again, the impact of this would come to light later in the game. Another example of timing is during fight scenes. The discussion I've been referencing between Toad and Bigby was actually initiated by Mr Toad to report a domestic violence situation. Again, Bigby is faced with several options on how on how to deal with the offender, which would again, have consequences for the Bigby later on. As well as deciding the relevant course of action, you must help Bigby defend himself by hitting the series of  letters that appear on the screen during these particular scenes. Failing to do so results in Bigby being harmed by the perpetrator.

The game continually reveals new characters that have unique relationships with the main character and sets the course of the game depending on what choices you make for Bigyby. Toad and the characters that I've referenced above are part of the game at that particular time and not feature characters throughout the entire game. However, my time spent playing this game may have been too limiting to determine whether or not they do reappear at a later stage. Personally,  I would say they do based on the comment "Toad will remember this". Because I enjoyed the experience I had, I will be revisiting.

Telltale Games. (Developer). (2013). The Wolf Among Us [Video Game]. United States: Telltale Games




Sunday, 3 April 2016

Wk 6 Gameplay- Fez

Could your game have developed its narrative and told the same or a similar story without any of the characters?

This week I played 'Fez'. I feel the interaction with the other characters are quite basic and does not add much of a dimension to the narrative of the game. They offered tips and tools in order to progress,however there was already functions that would have allowed me to gain me these tools and tips with little to no action with other characters. When you first start it looks like a very happy and interactive game, however as you progress through the game I feel like the characters are only in there so it looks pleasing to the eye and so the game does not appear lonely and isolated. Even if I was any other character the story would still be the same and would not have made a difference. Without knowing how, the narrative may have been impacted in a more positive way had the characters been more animated and provided depth and functionality to increase the user experience.

Overall the game certainly was appealing at first glance, particularly for a puzzle game but it certainly did not live up to the hype, which is a shame because the efforts it went to to attract the player were lost once you engaged.

Friday, 25 March 2016

Gameplay Week 5

Do the choices you make in the game contribute to the sense of meaningful interactive moments?

The game I decided to play this week was 'Deus Ex' (2001) a first person shooter/RPG, I didn't feel that the dialogue choices throughout the game were meaningful and also did not have any branching narratives. One of choices in the game was the selection of weapons, initially my understanding or assumption was that this would indicate to the player how to easily and successfully kill the enemy with different options for different weaponry, however throughout game play I found a number of new weapons to use, this made that choice  of weapon selection meaningless. Through the entirety of the game the player could make a choice on whether they wanted kill or avoid the enemy by sneaking past. To me the option of 'kill' or 'avoid' did not result in branching narrative paths but potentially effect game play as it impacted on how fast or slow it would take the player to conclude the game. I felt that I was always able to anticipate the outcome of my decisions as I played. This would be mainly based on my prior knowledge and experience with past shooting games which tended to use the same problems, same choices and therefore confirm my assumption. In the end I did not quite enjoy this game.