Thursday, January 26, 2012

Lunch Crunch

Well, considering my evening class has been cancelled, I might as well update this.

Today a bunch of the art stream students in my class decided to do something our Character Design teacher recommended: Lunch Crunch

Lunch Crunch is where you take your lunch hour and decide that eating is overrated and you'd much rather crank something out in Maya or Z-brush based on a theme.

So we took the theme "X-Men" and just modeled for an hour.  It was my first time really using Z-Brush.  I've poked around in the program before, but I'd never done anything much more than taking a basic sphere and poking eyes and a mouth in it then giggling like a idiot.

We grabbed a very basic human bust that our Character Design teacher had given us (it was deliberately very formless and flawed so we would be pushed to actually change things about it)  and got to work.

I made Beast :D


I'm pretty happy with how it turned out considering I'm very new to the program and I only had an hour.  Though I don't think I would've been able to get this far without the base that was provided.

Also my background is all buggery, I'll fix it up at some point (hopefully soon) so it displays on widescreen monitors correctly.

Hurrah!  Now back to work! >:O!

Saturday, December 31, 2011

A Fond and Reluctant Farewell

Just one day shy of a year ago, I posted my farewell to 2010, and my hope that 2011 would be even greater than that amazing year.

Today, in my final post of 2011, I'm grateful that I'm able to say that it was.

While this New Years isn't spent in company of friends, I am with family, and through the magic of the internet I have the digital presence of my friends (does that count?  I hope it does...)

Goodbye 2011, I will remember you fondly.  You've been good to me, and I'll miss you greatly come tomorrow.

Yet with the start of this new year I will be heading into my final project here in VFS' Game Design program.  And, if I am fortunate, I may be taking my first steps into my career as a game designer.

...Is it too much to hope for that 2012 will be even better?

Friday, December 23, 2011

Sprucing commence-eth!

I stated a while back that this place could use some sprucing up. and I've finally gotten around to it.  Figured I'd try something a little bit lighter this time.

Clouds are really fun to paint.

I think airships are required....

THAT IS ALL.

Wednesday, December 21, 2011

A Month...

...without updating.  Whoops.

Well, I've finished term 3 and am enjoying my winter break before starting term 4 and *gasp* final project! O^O!!!!!

I've grouped up with 4 other students in my class and since we're all staying in Vancouver for the holidays we've met up a couple of times to chat and brainstorm a bit before the next term starts.  Apparently we need 3 ideas to pitch to our mentors and get their feedback, so we're aiming to get about 6 basic ideas, then pick 3 and flesh them out.

Besides that, my break is consisting largely of work (extra shifts = more monies so Kimmy can stay warm and full over the next few months) and exploring the frozen, north edge of the world at the rim of the sky to face down giant fire breathing monstrosities with magic, steel, and voice; in other words: playing Skyrim! Mwee~ >w<

I am a Breton who favors conjuring and one armed weapons, with a little bit of archery for hunting :P  But I'm thinking of making a second character to just run around and steal ALL THE THINGS, with the goal of simply being filthy stinking rich by any means necessary.  Most likely either a Khajiit or a Dunmer.

I've noticed something though, in open world games like Skyrim or Red Dead Redemption, my favourite thing to do tends to be hunting.  Seriously, anywhere I go is littered with the bodies of hundreds of innocent forest critters, their corpses ransacked for anything of use or value.  I waste waaaay too much time chasing deer.  I think maybe that's why games such as Lost in Blue, Minecraft, or Monster Hunter appeal to me; I really like hunting things down and scavenging for things to use for survival.  Give me a game where I gut a wolf and use its hide to make a sleigh to carry mushrooms, eggs, and various small game back to my makeshift home in the middle of a vast world to explore full of lore and history and I am happy.

Maybe it just boils down to "I <3 looting"?

In other news, I've been messing around in Maya.  I'm going to be doing a lot of art over the next several months, so I can definitely use the modelling  practice.  I'm just making random things and keeping everything relatively simple and low poly, so hopefully I'll be able to take at least some of it to use as a starting point for various assets in whatever game my group ends up making.

Well... that's all I can think of to say at the moment.  So have some links.

Bird Boy - A fantastic webcomic set in a unique world full of puppetlike beasts
Rice Boy - A great site with 3 wonderful webcomics.  I definitely recommend Vattu.
Etymology Dictionary - Ever wondered about the origin of certain words or sayings?
Behind the Name - Similar to the above, but specifically for names.  Great for character naming.

Also, the Hobbit.



P.S., I'm trying this new thing where I link to games that I mention rather than just taking it as a given that people will know of them or will Google them.  Good idea?  Bad idea?

Thursday, November 17, 2011

Lighting Is The Best

 Seriously, I love lighting class.  As I mentioned last post we had to take one of our levels done in Level Design and pick a path through it and light it.  I chose my half of the CTF level we had to do for level design, but I wound up lighting more than just the path I chose.  I'm pretty pleased with how it came out.

Screenshots galore!















Tuesday, November 15, 2011

Perdy Lights

Wow, week 4 already.

This term has been a strange blend of hectic and relaxed.  While I don't feel any immense pressure at the moment, I also don't feel like I have much- if any- free time.  There's always always always something that needs to be worked on.  Level design, general homework, lighting, modelling.  The only reason I'm writing this blog post is because I'm waiting for lightmass to build in my UDK map (there shall likely be screenshots later this week or the next once it's done.)

This term we've moved into our streams, for Art I have 3d Modelling and Lighting and for Level Design I have Level Design 2 and Environmental Level Design.  Level Design 2 focuses more on the gameplay aspect of level design while Environmental Level Design focuses more on aesthetics and theme.  Both classes mesh really well with the lighting class, where we pick one of our UDK levels and work on some aspect of the lighting, from making sure there's a clear foreground, middleground and background, to guiding the player through the level using lighting, to using colour to set the tone of an area.

Besides streams we all have general classes, from Detailed Design Docs where we create a design document for a game in painstaking detail to User Interface Design where we learn the basics of designing a GUI to Mobile and Handheld where we look at the booming market for things such as iPhone games.

I'm really enjoying lighting especially.  Good lighting can do so much for a level, it blows my mind!  I'm also pretty excited for the next level design assignment, which is to basically create a single player game in UDK.  I think I'm going to go for an Indiana Jones/Tomb Raider type theme.  Jungle, Temple, Artifact, the whole shebang.

Also: Game Design Expo!  Tickets have on on sale and I'll likely be purchasing mine on Thursday.  Will have to take that day off work, but the slight hit to my wallet shall be well worth it.

Well, I think that's enough brain vomit for now.  Though I could swear there's something I am forgetting.... hmm....

Oh yes.

SKYRIM!!
Gah! I want to play it.

Thursday, October 20, 2011

I will do Better Next Time

Term 2 has ended after a last few hectic weeks.  While it was a really great term and I learned a lot, I'm disappointed in myself.  I really feel I did not do my best work.

Our Flash game, unfortunately, was nowhere near the level we wanted it to be at.  However we did manage to get the boss in at the end, and I painted up a title screen and end screen that I really liked.  I think I'm going to try to finish up the enemies that didn't get into the game just so that I can have them in my portfolio, because I do like a lot of them.  So that's something, at least.

Level Design was a good class, I wish I had done better on my Deathmatch level though.  In the end it was just... too plain.  I was worried about making things too cluttered and really just wound up not bringing it to the level of polish that I would've been happy with.

Well, since I'm already talking about classes, I suppose I'll mention a few more of them here.  This is only a handful of the classes we had this term.

Game theory practical was awesome.  In practical we basically played games all class, working our way up from some of the earlier games- Space Invaders, Tetris- to games today, moving through genres and topic, from alternate controls to open world and choice in games.  At the end of each class we'd meet up and answer questions asked at the beginning of the class relating to that class' topic.  It exposed me to quite a few games I never got the chance to play and gave me several lists of questions to ask myself when playing or designing a game.  On top of it all it was just plain fun, and tied into another class of ours: Critical Analysis.

In Critical Analysis we wrote one page essays every week analyzing games we played in Game Theory Practical.  We had to make a statement about the game and back it up with arguments.  Fairly simple assignment, but the teacher was very thorough when grading them.  He didn't care what statement we were making about the game, he just wanted to see that we were supporting it and structuring our essays well.  It all really went back to the three paragraph essay format you learn in school, holy nostalgia Batman!

Our Game Mechanics class was, once again, a great class.  In the first class we had to come up with an idea for a game that used only a single button as its mechanic, it really made you think about core gameplay.  For our final class this came full circle, we had to get into groups and actually make a one button game in about 2 and a half hours.  Our game basically consisted of hitting the space bar to make our teacher jump and eat pies while avoiding peanuts, puppies and bombs.  It was just insane and awesome.

But above everything else, our Game Theory Digital class was amazing.  The teacher is really incredible and insightful, he had a lot of great advice.  The homework was unbelievably helpful as was his feedback; all of our homework was basically to create a game based on restrictions that he gave us and write up a concept doc for that game in a set number of pages and then pitch it within a time limit.  It was awesome.  For my final pitch I took a game idea I'd been hanging on to since term 1 about being inside a comic and breaking the fourth wall to solve puzzles.

One of the great things that our teacher did was he would let us know when our assignments were ready to be picked up, but we had to go to his office ourselves to get them.  When we went to go get our marked papers he'd sit us down and speak with us about our concept doc and presentation.  Just... wow.  Amazing teacher.  I think I really learned the most this term in that class.

On the last day of class we had our only in-class exercise (the class was mostly lecture with homework); we got into groups and were to design and pitch a game targeted at women.  This was a nice, fun exercise.  But... I feel like whenever 'games for women' comes up, everyone jumps to the social genre, and occasionally puzzle games.  RPGs, FPSs, RTSs, etc. are all tossed aside as not being 'for women'.  Then they strip away anything they consider to not be feminine; combat, violence, micro managing, stats, levels, mathy things, actions and choices that actually have a significant outcome or an impact on the game, and the intricacies of the mechanics are hidden from view.  And at that point it feels like.... there's just not much left.

The thing is, I like combat in games.  I like having stats to tweak and customise, and weighing the bonuses of different skill tree paths or equipment.  I like my actions to have some weight to them or have some effect beyond superficial things.  I think these reasons are why I like RPGs so much.  I don't mind simple games or non-violent games, I've played and loved many games without those elements, but why are they taken away every single time guys are taken out of the picture?

In most 'games for women' I get the feeling like there's just nothing much for me to do.  Or there are things to do, but I don't get to be the one who does them, other people in the game are the ones actually doing things or things just happen.  Or if I do get to do things, they are unimportant.  One of my biggest issues with media in general is that women don't get to do things; they get to help men do things or be the catalyst for why men are doing things.

I play games to do things.  Particularly things that I don't get to or just outright can't do in real life.  Please stop taking this away from me when you claim to be trying to create something for me.

Rantrantrantrantrant moving on.

Term 3 starts on Monday, and we've had to choose streams, just like in Foundations, though this time we pick 2 streams.  There are 4 streams to choose from, Art, Programming, Level Design and Writing/Cinematics.  We each get 2 special classes per stream but we all still have several general classes together and we can sit in on the other classes if we want to, we just don't have to do the homework and we won't be the instructor's priority.

I've chosen the Art and Level Design streams.  Writing was very tempting, but Level Design is something I need to get better at and I think it will dovetail very nicely with the Art stream.  Regardless of my choice, I will be sitting in on all the classes for as long as I can.  More knowledge is always a good thing, and it will help me decide which classes I want to continue sitting in on if I get too busy to continue in all of them.

Well... while there is more to be said I think I would like to get to enjoying my break.  Toodlepip.