Tuesday, April 15, 2008
crit
back to criting i think from looking at other peoples work i have also learnt a few new techniques that helped me out for example looking at jp's roots i learnt a nice way of creating low poly cracks which i worked into one of my models. not only did this improve my model it also matched his and they worked well together. also from this project i have learnt the value of art direction, colour pallets and communication is key to a good level, due to my problems with the unreal engine i have had to be house bound and not really spoken to my group which has added stress and slowed down the group immensly and i would like to appologise for this also the stress has caused me to lash out a few times as making these models and spending so much time on them has caused me to act as if the blockout was my baby in some way and that is the reason i was unreasonable to a class mate over a certain blockout and i would also like to appologise for that, (they know who they are)
linking back to a previouse blog i.e. my last i have found that i dnt mind working in a group anymore my oppinion of class mates is actualy improved some what, i now find i like working in groups i just get stressed of this godamn engine.
Sunday, March 23, 2008
working in a group
Saturday, March 22, 2008
the ultimate in bad games
Tuesday, January 01, 2008
rituals
Sunday, December 09, 2007
creativity
i was browsing the net and came across this web page devoted to quotes and i was reading through them an i came across a few i realy liked one is
Arthur Koestler:
Creativity is a type of learning process where the teacher and pupil are located in the same individual.
this quote stood out for me because of the many times we have been told in lessons we should be learning for ourselves and how learning max is best to be self taught and it also reminded me of a random thought i have when anyone is explaning something, for example if a tutor is showing you someone elses work to explain how to do the task then that idea he used as an example becomes void, thats why i hate it when examples are used. It also seems to me that if you cant come up with an idea from a word without guidence then you shouldn't be wasting your time doing a creative course. i prefer to be left in the dark about a task and work my way up untill i have an idea as that way gives more room for originality and creativity. its the hard work and lack of guidence which forces the mind to work for that goal.
The best way to have a good idea is to have lots of ideas.
this is another quote i like because its exactly what was drilled into me at college and its what i try and use for my drawing all the time, create as much as possible and there is bound to be that one thats good, you just have to search through the junk to find the ideas worth developing.
There is nothing new except what has been forgotten.
i chose this quote because i just love its simplicity, everything has been done before in some way, shape or form. Its inevitable to have similarity's in work its the people that can admit that and move on to develope that idea that are truly creative.
drawing project


this is another version iam working on it encludes a background and the light source but they are not finnished yet
Wednesday, December 05, 2007
unreal creativity
now off that random thought ill show my model in the unreal3 engine.


prop for my model

choosing my prop wasn't hard because its sitting next to my desk were i work, this also made it easier to create as i have the item with me all the time so i have reference and can easily take texture photos of it. But even though i had it easy i didn't take any reference photos i modeled it all just by looking then slaped a quality photographed texture on it, even the amps texture isnt a photograph of my amp its one from google. Even though i cut corners creating it, it still came out reasonably well and looks exactly like the real thing apart from the straight low poly lines.
ALL HAIL CHAMFER BOXES!!

me




this is my model of me before texturing. After finding out the true poly-budget i had to strip my model of about 300-400 tri's, which didn't change the models looks at all. most of the tri's were taken from the face especially around the back of the head, which you can't see at the moment.
what also helped me create this model easier was my hair covers my ears so i didnt have to waste poly's on them and the final thing making my model easy to create was the simple hair, which became simpler after i deleted poly's.


this is my model textured. It took me a while to get the shirt to line up well on my model as it had lines across it. The face was quite easy for me to get right as most of my facial features were modeled in 3D so the texturing just added to the realism, the major facial feature that made my model look like me is the nose as i modeled it to be wonky as i have a brocken nose due to an unfortunate event at a nightclub. But this added to the characteristics of my model.


Monday, November 05, 2007
creative attire
Sunday, April 22, 2007
we went looking for ideas for characters interior and exterior spaces, well almost everything we recorded anything that might of been useful.



this picture i thought looked like a character with the hands streched out forward and i thought i could try and develope this which i have and will eventualy be seen. ive finnished it and i like it very much, its a sort of creature made of old dry twigs and branches, it gave me an unusual idea for a game which was.... those things you see out of the corner of your eye, shadows and strange shapes the ones movie makers use to creat atmosphere and tension i.e. tapping of a tree on a window that is sort of shaped like a hand, well i thought of taking this and the things that turn out to be you imagination were actually creatures. its not been developed but i may work more into it just an idea at the moment.
these are more pictures from the same are i thought the change in paint on different surfaces could be useful.




after this we went to a factory which we did not think we could get into but the door was wide open and it was great. the atmosphere was awsome and the lighting looked really creepy. the place looked small when we went in but when we left and came back we realised we had missed a door and this door was like a portqal because it led into multiple rooms and another floor the place was larger than we had first anticipated it was MASSIVE!














after this we went to another place down the river but i have not loaded the pictures up yet so i will save them for later


Friday, March 30, 2007
next year i would love to see Photo shop tutorials and some for of creative writing/ storytelling as i would like to further my skills in art with words as well as pictures. i would also like to go with the group to things similar to the GDC and have a blogging session on it or go to any type of useful exhibitions as we've bin to an artist exhibition now i would like to see the games world with class mates to enjoy it with. again GDC WOULD BE GOOD! i like nearly every conference they had on except i do not really enjoy serious games as i came into thiscourse wanting to make fun games that people would want to play over and over and maybe even fix problems with some of the games out today, i wouldn't find serious games fun therefore i wouldn't be passionate.
Friday, March 09, 2007
gdccoference proceedings
i was looking through all the confrences and i came across alot which i would love to go to many of which would help my knowledge on games and game making. for example i realy want to see the future of storytelling as this has become some what weak in many games titles to the point where we're seeing a lot of repetition. and fankly im getting board there is only a few new and wonderous ideas coming out and i want to see the confrences views on sequals whether they see them as money making scemes weakened by the past success and the inevitable weaker second part i.e. ff10 part 2 or as new ideas ready to be developed into that last chance 3rd title that almost never works. story telling in games keeps us hooked theres no doubt about it. this is the reason i do not play ff11, yes it does have a storyline and its supposed to be realy good but getting there is a nightmare you need to reach maximum level and get parties with other online players who are not guarenteed to be there, to pass one little stage. i mean talk about time consuming.
one of the major conferences i would love to go to is the motorstorm conference because itdelves in to a the technical physics of next gen something im truly pashionate about, physics is what i love about games these days it used to be if something is in a scene you couldn't do much to it unless it was part of the story line but now things like cups and chairs can be moved, one thing i feel makes games look more real is if they have those little things we take for granted in real life. if we take something for granted in the real world, to get that sence of reality we need to take it for granted in the game world.
in short i probably would get some one to record the confrences i cant go to just so i could get a glimpse of them all. they all seem useful and exciting.
Monday, February 26, 2007
well theres 2 answers to that big question 1 is qualifications a great career and oppotunities opening up which i never thought i would get. and theres the knowledge of university life growing up and becoming an official adult with the chance to do anything i want. the biggest thing iam going to get out of these three years is the understanding of the things i love; games and the games industry ive only been here a little while but my veiws and attitudes towards games and game cultures have severily changed, i now see little details in games like low poly trying to look hight poly and i do not take for granted the details in assets as i know how hard they are to make. Back when i was in college i did not know a thing so i traveled past vast peices of comutergame art thinking nothing of it, now i stop ant look especialy in games that try to impress using new technologies ad large landscapes like oblivion, on that game i traveled to the highest point and turned up veiw distance so i could see it and it looked beautiful. iam changing as a person, from a bedroom geek playing games like crazy passing storylines and art to a real game enthusiast which is a far cry from the way i was before i came here, games mean alot more to me now. i buy game that i know will not be very good just so i can rate it and see how not to make a game im also playing genres ive hated in the past as i know i may be making these in the future even though i do not like them some people do and they need to be as good as i can make them. ive looked back on what ive done in the past not just my attitudes towards games but my work and i have recently looked back at my 3D work and it helped me alot as now ive seen all my flaws and ive ironed them out for my next project which im happy to say is coming out pretty well accoring to joel(yes praise!). in the second year i will do alot better than this year testing my limits and pushig my drawing skills so i can become the best i can for the third year were i will hopefuly be a 3d and 2d master!
But what exactly is it, and how does it manifest itself? Is creativity hindered or enhanced by technical constraints? Who 'does' creativity - the art director? The artists? Programmers? Writers?
What does creativity look like? Is it in the brand identity, think Halo or HalfLife for example, or does it live in the overall experience of play? How do games manifest creativity? Graphics? AI? Gameplay? Are there any companies or individuals who seem, to you, to be particularly creative?
As an artist, or programmer, how will you show your creativity - and how would you expect it to be acknowledged by others?
Tasks:
1. dig into the web to find what other people have to say about creativity
2. write your blog entry considering the issues raised above
creativity can be known as the measure of talent or in our feild creativity could be when you make something new something not seen before thats creativity, if you can take things that exist and make something new out of it, if you can get ideas from everyday things you see all the time and make something from it you are creative. in the theasaurus creative means imaginative and furtile, to be full of ideas to think of things no other person would. imaginative people think in a completely different way to most other people they see usefull things in everything. a simple crisp packet could be part of a character in a film to a creative person.
technology helps in a big way for creativity as it makes the job so much easier and fun, i dont know what the world would be like without photoshop or even a pc, the games industry would probably not exist at all, but you could also say without creativity we wouldnt have the technology today it takes imagination and creativity to come up with things like the pc or photoshop, even a simple thing as the pencil.
you can not place a lable on who is the creative one in a games team because its the team thats creative, if you took one specialist out of the team the team will fall apart, each person is creative in there own feild and thats what makes a great game great film, great artist in genaral.
creativity is in everything. everything has thought gone into it from the carpet at your feet to the keyboard im typing this out with. without some ones imagination and creativity things may not have worked in the way they do now. the brand name and corperate identity to half-life was thought out usein the imagination of alot of creative people so yes creativity is in brand identities but it does live within' the game aswell to a larger extent as there are games out there where the brand identity was made on microsoft word and dumped on the cover, every person working on a game is creative if they weren't then there would be alot of boring buggy games out there.
every different specialist focuses on there field with there passion and creativity so there is creativity bursting out of every part of the game.
there are alot of talented and creative people out there from artists in many fields such as music painting, scientists .... my favourite musician would have to be steve vai as he can create a song from nowere on his own with a simple instrument. bacon as he can make a person look like a peice of meat and that is what we are he can perfectly describe people and objects with ease.
Sunday, February 11, 2007
How can education meet these opposing views and yet provide a valid and fulfilling experience to students?
Tasks:
1. trawl the web to research more on these issues
2. write your blog entry, and discuss your findings and your personal views on this issue
these requirments are usualy specific to a certain company and these opposing veiws can only be solved in two ways either let the pupil choose which he or she prefers depending on what company she or he wants to get into or give the pupil both types of teaching. either way has good and bad points for example teaching both types makes the learner weaker in both subjects its like many things today for example on an rpg if you choose to multiclass you will be weak at both due to the deminished amount of levels for each class. this brings us to the fulfilling part as the weakening in both tpes of teaching its hardly a fulfiling course.
i feel there should be a course for each type giving a focust teaching enviornment but also a choice in which to graduate to or from my time in multimedia at college i started out doing everything you posibly could then as the second year came round i got the choice to choose which i liked most an focust on that subject my choice was 3d animation this could also be applied the try before you bye aproach.
this would be so much easier if games companies just chose poeple who were good at making GAMES not people who fit into there criteria, at the end of the day its all about the quality of games and thats it even to the corprate poeple who are just in it for the money not entertainment get money from good games so to be honest all games comanies need to do is choose skill over qualifications. if i was a qualified musicion with a certificate going up for a job against an awsome musician i would loose because at the end of the day its what comes out at the end, great music great games, great product!
ive trawled the web and magazines to find what games companies want and its skill and knoledge.. they ask for skill in programs, knowlege of games and the companies past succeses, so if your just a geek at home with no qualifications but know how to use a program or you can draw well draw well then you can get a job, just show you can work hard and your in so different teaching styles do not mean anything really just your skill and know how.