Friday, 22 April 2016

Unit 66 Digital Video Production for Interactive Media

Introduction
For this unit I am tasked with a objective to create a showreel showing off the work that I have created for the past two years of my current course, then create and develop a 3 minute clip that's taken from a video game and then take out 60 seconds and put in real life footage to replace what was originally there in the first place.

Research
In this video the creators attempt to re-create the games atmosphere in a real life environment by placing players into a command room where they can command the actor playing 'Agent 47' to do things in order to achieve their goal. This works especially well due to the format that is recorded in along with sound effects, making it similar to what the actual game is like.

Metal gear Philanthropy was a fan based film created by 'Hive Division' who was a small productions group. Their goal for this film was to create it very true to the original series. Unfortunately the project was scrapped after konami did not get approve of project and had come under "Licencing issues".

This video attempt to recreate a "What-if" scenario where the player has had enough with his game of sim city and decides to wreck havoc across the city. This was very commonly know aspect of the game when it was first released, which is why this is focused upon for this video.

As a fan made inspired video, this works very well in re-creating what the assassins creed series stood for, that being the parkour aspects of the game. The use of camera placement and location works very well for what they are trying to achieve, as the game is set in France which has a lot of potential for the parkour aspect they were going for.

'Escape from City 17' is a fan made part series, which is meant to show of the series 'Half-Life 2' from the perspective of the civilian rebels. This works very well due to the usage of special effects and sound effects. Learning how this was made is use of camera shots, use of sound and visual effects would greatly help me towards my own work.

Companies effectively look for other ways to advertise, one of them being Instagram, which is a popular app service that is used widely by young adults, This service has the potential to boost popularity of a subject by a great deal due to it;s massive fan base.

On snapchat there is a page called "Discover", which allows for companies and important events to be shown there. This allows for companies to show off new and exciting things like below you can see that IGN are showing recent news that the Nintendo NX will launch 2017.
- Downloaded from IGN Snapchat

Proposal

Project Introduction
I have been given the task of creating two things of this unit; a show reel of the best work I've created these two years, and a project video where I get 3 minutes of video game game play and then cut out 1 minute of it and create a real life version of it. For me to be successful in this unit I will need to correctly use the time that I have to an efficient manner, this will allow me to keep as close to the project idea as possible without having to make cutbacks or anything else that would hinder it.

Constraints of the project
The constraints to this project could span a whole number of possibilities, such as, corruption of data, which can be a major problem if I were to loose any work as it could set me back a very long time. Another problem could be when I am recording, as I may need to record during sunny times or in a specific time of day, small things like rain could hinder this. I must take special precaution to make sure these type of constraints do not slow me down as that would become a serious problem in the future.

Context of the project
For this unit I have a many different choices to choose from, whilsts rounding it down I have the following options: 'Metal Gear Solid', 'Deus Ex', and 'Sims'. For me to use these options I must first study into them and then begin working into how to make my idea work within the real world in order to get the sense of realism.

Metal Gear Solid has some great potential for the use of plot development which would be great for the purpose of this project. The style of the game would allow me to create a top down or similar type of recording, as to the use of sound within the game would allow for a certain type of ambience to be created.

This game has a great aesthetic to it, which would be good to take note of as it represents future style in quite a well thought of way. Using this game as a base for my video would allow for some interesting development for the real life footage that I would be shooting. Such developments would include an orange filter, Futuristic clothing (Possibly eyewear if I can find something) and possibly other things.

Sims is a very simple idea that would require a lot of overlay effects to replicate the UI (User Interface)

Initial Ideas for the project
I have some potential ideas on what I could use to create this final game video, there are many different types of video games currently available so I have a abundant amount of resources to choose from, such as, 'Amnesia: The dark Descent', 'Damned', 'Dark Souls', 'Deus ex', and many others. The different types of genre's as well allow me to change the style of recording that would take place.

Deliverables
In order to make sure that I achieve my goals I would need to set targets that would allow me to see how well I am doing. These type of targets will need to be based upon the type of work that I am setting myself, so I would need to  make targets about doing research, recording raw video, recording the real life footage, etc. doing these targets is what will keep me on track with how far I am within the unit.

Targets and Milestones

24th March - Unit is issued and presented towards the group, begin working towards researching ideas for the unit.

28th March Easter break 1 - Begin to write the proposal for the unit.

4th April Easter break 2 - Finish of proposal and begin coming up with ideas for the unit.

13th of April - Ideas generation.

20th April - finish of ideas generation and then begin on working on developement of said ideas.

27th April - Begin working on developing out-of-game footage.

4th May - Continue developement of footage.

11th May - Continue developement of footage.

18th of May - Continue developement of footage.

26th May - Begin developing work in Imovie.

30th of May (Whitsun holiday week) - continue development work of Imovie.

8th of June - Create showreel of past work created in the form of video.

16th June (Deadline for Unit 06 Final Major Project) - Finish any outstanding work and present it to class.

Evaluation Methods
I will have my video evaluated by showing it to the majority of the class and then have them discuss the good and bad points. This will allow for me to make improvements within the future by analysing potential problems or errors I would not have seen on my own.

Development

I created a moodboard of things that you would find in the sims game, such as, common occurrences where sims would leave plates and items all over the place and interactions with other sims. This is the type of mood I would like to set with my own project, when getting around to developing it.

After having everything ready, I created a storyboard to show my plan of action. In the first scene I plan to show the characters on screen to show what they are doing on auto-pilot mode, afterwards I will make my character join in playing video games with my sister's character 'Laura'. As they are playing it will switch to real life where we are playing the video game.

Using improv, me and my sister will pretend to talk to each other using 'Sims language'. My character qwill then leave the scene and walk into the kitchen area, which was shown on screen previously. My character will then pick up a plate and then attempt to return to the room where my sister will also attempt to go to the kitchen. In the game this would cause the character's AI to break and give up on what they are currently doing, being said I will drop the plate that I am holding onto the floor as that can happen in the game.

Afterward I will return to the kitchen and the camera will shift back to the game, where I will make food once again.



Using OBK(Open Broadcast Software) I can record video game footage that I need in order to make the first part to this video. I began creating my family members within the Sims 3 game. I attempted to make them look as like as my family as possible in order to achieve similarities that would be shown within the final movie.

After finishing the characters I had also built my recording location from scratch, so that when I do the switch to real life there would be so similarities.

After having my basic video done, I was ready to begin creating the real video.

After having the resources ready I have compiled it and then out it onto youtube.

After Evaluation Review
After showing my work towards the class I have become very confident in myself that I have done a well job, as several people noted that it was alike the original footage and that I had done a great job in improvisation.



Thursday, 17 March 2016

Unit 06 Application, Exploration and Realisation in Art and Design - Final Major Project

Proposal

Project Introduction
For this project I have been given free control to create a prototype worthy of showcasing to public. So that would mean that I would have to create a professional product that can persuade the viewer to use and feel that they like it. For this unit especially I will need to take all things into consideration and put 100% effort in the design for it to be successful.

Constraints of the project
Constraints I could think of for this unit would be my lack on knowledge within Unity that I would need to learn in order to create what I envision, Corruption of files that are due to different versions of Unity as this has happened to me before nearing the end of other units, which had cause me to nearly loose out on marks when reviewed. In order for this project to be successful I need to make sure that these problems do not occur as it could effect the overall quality of the product.

Context of the project
Many games have been created before, but it is through learning about how these games work as a product that will help me create my own. Through analysing currently existing products on the market I could efficiently work towards an idea of how to process and show my game to the public.

Early inspiration comes from concepts of third person based games as they have a lot of potential to display a story whilst also being entertaining to the user. I have noticed from all games that even though that they are based upon action or types of puzzles there is always a lore behind it that not always is made aware to the user, but keeps them interested. It is possible for me to create this type of depending on which direction I go on.

Contextual influences of products that have already been made are a variety of different aspects from different game genres. Video games such as; Jak and Daxter, Devil May Cry and Metal Gear Solid have had this huge impact in the aspect of my inspiration due to playing these at a younger age and has allowed me to flourish on possible ideas that I could make with similar machanics.

Jak and daxter 2(JakII) is a game set in the future by a few hundred years from the original game. The reason I chose this for one of my examples is due to it's artistic style and how it portrays it's story through the use of scenery to allow the player to assume that the future for this game has not been kind. The use of animation as well is unique to the game, which has not been seen much around other games. The games use of all components is what made it a rather successful game and awarded it four games within the main series. I believe if I could make something to this standard that it would also be possibly successful title that could lead to more designs in the future.

Devil May Cry is another 3rd Person game, which is focused around the main character Dante, who slays demons for a living. This mythological setting has a strong portrayal on how the game is set in terms of artistic style and perspective. This game is inspirational to me due to its structure of story and the amount of progression that can be achieved through it.

Metal Gear Solid as a franchise is well known for it's deeply rooted story that seems to entail a lot of betrayal, scandals and even scientific and political references. This game series has been the more inspirational thing for me as I had been following the series ever since the release of 'Metal Gear Solid(1998)'. The amount of detail and research that is put into this game is very through and thought about clearly in order to create a well referenced game.

Initial Ideas for the project
I have a few ideas on where I can take this project, as I have been keeping notes on my phone every time I come up with an idea that I believe has potential.

My most strongest idea is based upon a young adult/teenager who has a power, which he yet has come to understand. We see the character unleash this power by one day and whilst having no control over it accidentally burns down a village, this causes him to hide away in a cave where he attempts to come to understand what has happened to him. This story is highly inspired by mythology and has a great potential to become a fully fledged game, if I had the ability to craft it. His power changes every 24 hours and at random time within that time window, so the strategy would have to change a lot. His powers also have an appearance; with his eyes iris changing colour depending on said power (This also effects the aura around him), changing of tattoos on his arms which is also based upon his current power. This game would be structured upon a third person character that is melee based, so I would need to code a fighting system that works effectively.

I had this idea of a game based upon you having to fight gods and the only way to defeat them is to climb upon them until you reached their weak points. This idea became near scrapped as it sounded too similar to the game "Shadow of the colossus", which is a very popular game and works very well for what it based upon. For this idea to work for me I would need to craft it differently, as to create it under a new genre, say if I created a cyberpunk game where you had to scale up data streams in order to reach the target, but this always poises the question whether it would be considered copyright for it's similarities. It would be a difficult constraint that I would have to think about during development, and possibly, think of any ways I could adapt my idea in order to clear these risks.

My next idea had came to me in a day dream once of a futuristic district which uses the colour platte of purple. This game would've been heavily based upon parkour in third person, which would allow for the player to customise their character to the way they see fit. This idea hasn't been developed quite clearly yet so I am not sure what kind of story I want behind it, but I believe it has potential for a small indie game.

After being shown a tutorial from my year group, I had come together with the idea to incorporate Android Cardboard VR into a video game. How I will do this is yet to be though of, but it has some great potential for the future of video games and could provide me with a head start into that market.

Deliverables
I will need to make sure I set myself several targets throughout the course of this project for myself to keep track of how well I am progressing through out. These types of targets will be based on research and personal production within Unity, it is imperative that I make my targets on time so that the game will be finished and up to a professional standard.

This game will feature third person mechanics that will have the players take the role of the character. This game  will feature mainly action based combat between the player and AI(Artificial intelligence) characters. The game could feature an inventory system that would allow for the player to storage key items that would help in the future.

Targets and Milestones
16th March (Unit 06 Brief issued) - Begin working on the proposal for potential ideas that I could use for the creation of a video game.
24th March - Proposal document to be presented for approval, begin researching into existing video games and review them to find out what makes them effective.

28th March Easter break 1 - Follow up on research and begin building draft characters ready for design in Cinema 4D and Unity.

4th April Easter break 2 - Continue working on Cinema 4D models.

13th of April - Begin design within Unity editor

20th April - Possible design in Unity editor & Cinema 4D

27th April - Possible design in Unity editor & Cinema 4D

4th May - Possible design in Unity editor & Cinema 4D

11th May - Possible design in Unity editor & Cinema 4D

18th of May - Possible design in Unity editor & Cinema 4D

26th May - Possible design in Unity editor & Cinema 4D

30th of May (Whitsun holiday week) - Review what condition the game is currently in and begin building a plan to work on finishing the game on time.

8th of June - Polishing up the game to showcase to a wide audience

16th June (Deadline for Unit 06 Final Major Project) -

Evaluation Methods
To correctly evaluate my work, I will create prototypes through certain parts through the course of the project in order to allow people to play my game and then give me feedback on what they think about the game and tell me what doesn't work. I will also present my work in front of the class where I will ask various people to play it and then give their opinion on it. From there I can take notes and then show evidence via the blog to make decisive evaluations of my own work.

What makes Third Person games so effective?

Video games have been around for quite some time now, but have only become increasingly popular in the past twenty years. Video games come in a variety of different genres and styles ranging from: Action, Horror, fantasy, Adventure, first person and third person. But what really makes video games in the third person perspective so effective?

In terms of difference between First Person and Third Person is the perspective of where the player views the character. In video games such as 'Half-Life', 'Timeplitters' and 'Mirrors Edge' the player travels around in the view of “First Person”, which essentially means that you view the world through the eyes of the character that you are playing. Seeing through their eyes means that you would probably see their hands in your view, in some cases as well the player would have the ability to view their body too by looking down.

Meanwhile in Third person, you take control of the character from behind the character with a camera that differs position with every game, with the possibility of a 'shoulder view' perspective or and overhead perspective, there are also more perspectives like 'Room-to-Room view' that have been used also. Whilst different to First Person perspective it still retains similar ways to how it presents story telling through the use of cutscenes, but the effect they give us are different due to our viewing of the character. In First Person I would feel as if I were a character that is based around me as the player and you soon to feel that immersion, but with Third Person control you are always reminded that you play as a character with a detailed background, where you can come to like their personality due to the way you play as them.

As to First Person perspective, in Third Person you can also look at your character in a great amount of detail and get a feel for who they are, which can give you that sense of immersion, to make yourself believe that you are the character and that you have an impact on that persons journey. This can work especially effective for fantasy type games which are very fictional allowing for a huge variety of objects to look at which do not exist in the real world allowing for that immersive feel towards it. A great example of this is Sqaure Enix's new 'Final Fantasy XV' which shows of it's huge open world in a recent trailer.


Overall I believe that third person would be a better platform for me to work on due to my ideals being more story driven based. Also I believe that it would allow me to branch out my knowledge further in the use of Unity on a third person platform. Also the knowledge that I have gained from doing this research has helped branch out to create my designs.

Design stage

On the first week, I had began working on a character sheet to develop and evolve the look of the character. I wanted to make my character look young and from a tribal background to get a fantasy feel from him in order to allow for players to like him due to an interesting background.

Afterwards, I started to build a script for my voice actor, James Andrews, who has voluntarily applied to voice my character.

I have been very ill for the past few weeks, which has effected the progress of the project meaning that I am behind on tasks that should of been ready. For me to catch up I will need to start working on a plan

I began working on the main menu for my game, as it is the first step towards creating my game, the spinning camera works really effectively to show off the game world. I have yet to finish the buttons and logo for the game, but I believe it will become a very successful step once it is finished.

After finishing the main menu I began working on the game itself, here below is what I have been able to create using both C# and JS (JavaScript) coding.


I had come up with designs for what my character skin changes would look like when he receives his powers. I have planned to have his skin/material change for when he switches power.

I have created a monster who will be the last enemy to fight in the game. This monster will explain the backstory to what has happened to your character, it will allow for progression through the game and allow for further plot development.

I had also created wildlife to fill the world game, allowing it to not feel repetitive.

I started creating the model for my character by using the paper references in the background. 

Using symmetry allows for me to create a model in half the time as I am essentially creating both sides at the same time.

After being happy with how the model has come out I began working on defining the facial structure of the character.

I attempted to give him eyes but they had not given the effect that I had hoped for so I had deleted them.

Afterwards I began working on clothing that the character would wear. As stated before I wanted the character to be wearing a kimono type of clothing that would sway to the side, using Dynamic physics that I would have to code in unity.


After being happy with how the model had come out, I began working on hair, but I had great difficulty making any working hair. So I began looking for tutorials that could help me.

I came across this one, to which had stunned me on how good it was. I began experimenting with it within Cinema 4D


I practiced with it within Cinema 4D to see how it worked, in my opinion I really liked how it worked realistically, but did not suit my characters model style and that I had doubts about it working within Cinema 4D.

After finishing my model, I used a website called "Maximo" in order to get some animations that I could use for my character.


Afterwards I began creating buildings that the player could walk around, I started with a rectangle and began cutting into it with the knife tool. Afterwards, I would expand or bevel certain parts in order to achieve a certain shape.

After tweaking with the model for some time I had come up with a suitable model that I would use within the game.

After finishing the first building I began attempting to create different versions of the building and had come across a weird shape, that I did not think was suitable for a house, but would work very well for a statue of some sort.

In the end I had come up with this shape, which looks rather odd, so I believe it'd make a great monument type statue.

The player is going to start off in a small camp area, so I needed to begin creating some tent like objects that would care for the players needs. This idea started off as a cylinder where I cut some loops into it to make different shapes.

The ending result of both buildings are shown within Unity.

During the development of my character I began working on a item that could be used for a score based system. I had liked the idea of creating elemental type gems that the character can pick up.

After a few cuts and distortions I was able to create a rough looking ruby. This would be the end result of my item.

Here is the showing of my final game, I had fixed all major problems that I seemed to have previously, like being unable to move the character or being unable to pick up the score.


Friday, 5 February 2016

Work Related Learning

Game Jam Event

During the event between 29th - 31st of January, me and marios worked on a creating a game. This game was set around a brief that the Global Game Jam had set for us. This brief was to design and develop a working idea for a game based around Ritual, being that the subject was vague it allowed us to come up with a multitude of potential ideas that we could use for our final design.

Thursday, 4 February 2016

Unit 16 Personal Professional Development in Art and Design

Research into advertising
For me to be able to make myself known to the world as a designer I have to first find out where I can go in order to advertise my work. I already know about websites, such as; Facebook and Twitter are popular places used in order to advertise such work.

Facebook has an option to allow you to create a Facebook page for Companies, Brands, Musical artists and so forth. This allows for those individuals to advertise professional work to the public, where users that are people can like that page to receive updates on the product or company page.

Twitter also gives you the ability to advertise companies to the public also, but the difference between these two social medias is that twitter is used to give the message very clearly, as you only have a 140 character(Letter) limit on what you can post. This can be very useful to give users important updates on situations that may not be easily done on Facebook.

Instagram is also a majorly popular platform of advertisement as it is one of the most popular apps to date. This app is used to advertise on a more casual level when compared against Facebook or Twitter. It has become so effective because of it's use of photography, which does not need explaining and can catch the attention of viewers faster than text.


Other companies like Tumblr are used for smaller scale advertisement or display of new announcements from companies, usually featuring a singular image or several. The unique thing about advertising in Tumblr is that you can add hash-tags in your posts, which will keep them archived under those tags, meaning that if someone were to one day search those tag, they would come across your advertisement. This allows for advertisement to spike in popularity in any point.



Personal Advertisement

Facebook is one of the many ways to get your content out to the people of the world and one of the most popular too, due to the growing user base on the internet, it has become the most successful way to advertise to date. It has been quite useful to use this as a place to display my work, but due to Facebook's policy, I have a slim chance of getting noticed unless I set up an investment into the page via the advertisements you can see in the photo.






Using Redbubble I can put any designs I create onto items, such as: pillows, mugs, laptop covers and many more. By using Redbubble I can advertise my work to others through the use of them advertising by wearing or owning items that my designs are on. Below is a portfolio of my work that I have currently put onto Redbubble, with more increasing every time I make something new.

Below is how an item is displayed onto the website on it's own, for this design I have chosen for the mug to be it's default product, as I believe it works the best on that item.




Game Jam Event
During 29-31 January, me and Mario had attended a local event called the 'Global Game Jam', which is an event that is hosted annually with the specific goal of bringing a group of people together to create a games within that time. The event was hosted in the watershed to where they held a conference to discuss rules and objectives. This years brief was set around the subject of "Ritual".

Several posters were put around the room to give us information on where to go if we needed help.

 Me and Marios began working on ideas at this point. We were unfortunate enough to not have anyone join our group, which put us at a MAJOR disadvantage, as every other team had 6+ people within them.
I started off with suggesting we'd make a mind map to come up with ideas based around that one word, I was impressed with the different variety and genre's we'd come up with that we could've branched off of. In the end we had chosen to go with an Aztec ruins as our base for the game.

As the games designer within the team I had begun working up a story that would reflect the area of the game and give us ideas on what we could put within it. At this point I was heavily inspired by the vast amount of potential this idea had, as it felt like it had not been done before and it was something new we could bring to the table.

After we finished the story we began working up so draft designs of what areas should look like and what they could feature in order to get a basic understanding of what we could do. I had the idea that your character would wake up in this vast jungle only to be greeted by a spirit, who would explain that a mysterious thing has happened and that you need to follow the road in order to understand the truth.



Marios had trouble understanding my idea of how you would make it to the first trap because I had explained that you would walk down some steps to where the floor would break, but it visually did not make sense to him, so I drew up my idea visually in order to explain. After showing him the image and explaining again, he understood what I meant and we were able to progress from there.

I had given Marios half of the puzzle rooms so that we could create a fair amount between us and give him access to input into the design of the game. For our first design, Marios had come up with a pressure plate room where you had to find a way to the other side, this was a great start for an easy trap room.


Next, I had come up with an idea of a trap room that would consist of three ways to progress, each way was on another ground level apart from each other, this is purely for the aesthetics of the game to allow the player to look around and look at the walls to look at the detail, but the challenge is still there as times traps go off constantly.


Marios had then come up with a maze puzzle for the user to navigate, at this point we had finally integrated our idea of a point system, which allowed the player to also collect artefacts to gain score. The maze also featured moving walls to change the way the player would navigate, allowing for a different approach each time someone played the game.


For this puzzle I wanted to have exploration and danger zones in the level, in order to get a new level of challenge. This level required the player to climb steps and attempt to jump across platforms in order to reach their goal.


For the final puzzle Marios had it so that the player would have to run across a long platform in order to reach the other side, this level is very similar to the 3 way platform, but is longer and consisted of new traps.


The final room Would consist of the player walking down a long hall that have corresponding pillars holding up the room, when the player reaches the other side, he would pick up a dagger, which triggers a cutscene to where it explains how you got there and why in a flashback.


A photo of marios working on one of the levels.


After the draft designs were done I began working on the first level itself. I wanted to use a strong yellow-orange sun colour to shade the are in order to get that amazon feeling. The image bellow shows the intro to the main menu


The image show the sprite model I had set in place that would explain the intro towards the start of the game. During the start the player would be lying on the floor attempting to get a understanding of where he is.

The character looks to the right.


The character then looks up.


The character then looks left before getting up.


This shows the environment that I had made for the player to roam.


Unfortunately due to the lack of people in our team and the lack of hardware and software, our team struggled to make enough to present, and had not been able to create anything of use. To show evidence of what we had made I compiled a small video showing the cutscenes/main menu and slight gameplay.


Website Design

In unit 64 I had to design a website that would be fully interactive and responsive towards the user depending on what device they use.


Making business cards

Before the upcoming showcase of my work to the public, I began designing business cards that viewer can take in order to get into contact with me about any possible work available for me to take on. Firstly I filled the page with a grey colour and began cutting out small rectangles that would be used as a template for the business cards.

With the template finished I began designing how they would look. I had chosen to use my work from Unit 45 as a background, as I was very pleased on how it looked. I then filled in each space with the image.

With them all filled, I then began putting my information on each one to give a viewer a way to contact me if they are interested in my work. After finishing each one, I merged all layers together and prepared the image for print.

Here's how the final designs look.




Making Showreel

For the public showcase I needed to create a showreel of my best work that I had created over the course of 2 years. Using footage from different Units such as 45, 06,52 and many others I was able to create a diverse range of different types of media that I had created. I hope that when showing this off to the public that it will grab the attention of many, with various questions for me to answer.




 
Showing off my work to people was a great experience for me to receive feedback from those who have never play video games before or have not experienced something like my work. Feedback ranged from people liking the genreal structure to the game to people finding the game too hard or too long, which is understandable because of the way my final project was structured.

The Future

(https://www.falmouth.ac.uk/sites/all/themes/falmouth_theme/img/falmouth-university-logo-print.gif)
Onwards towards University for the next step of my life at Falmouth, it will be a great progression into the Video Game industry that I have been wanting to head towards. I expect to learn great things throughout the next three years. These past two years have been a great experience for me and will defiantly help for progression in the future.