...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?
Showing posts with label Video Games. Show all posts
Showing posts with label Video Games. Show all posts
Wednesday, December 21, 2011
A Month...
Friday, July 8, 2011
Well, This is Embarrassing...
3 months without a post? Oh dear... I'd say I had nothing to write about, but that would be a complete lie.
My group finished our final project, it was crazy and towards the end it was kicking out butts, but we got it done and we learned a lot. If anybody's interested, here's a link to where you can download it (fair warning: it's not very good, just the name should tip you off :P )
After that, well... I started Game Design! :D!! I'm currently writing this from Game Design Classroom 1. Apparently they want us to create a blog for school, surprise! How prepared I am.
Other things that have happened since my last post
-I didn't win the Women in Games scholarship, but I managed to get everything sorted out so I could come anyways, and the person who did win seems like she deserves it :)
-Jumped on a Minecraft server with my friends, it's super fun and I hope some of our class will join us. Can't wait for 1.8! Adventure Update!
-May have to leave my job depending on the workload I have for class :(
-Learning programming, yay!
-Have to create a board game for school
-Very, very tired --.--
Also, we have to create a flash portfolio site for class as well. Once I have that up and running I'll be linking it here.
Hmm.... this place could do with a bit of sprucing up I think, maybe I'll tweak things a tad.
My group finished our final project, it was crazy and towards the end it was kicking out butts, but we got it done and we learned a lot. If anybody's interested, here's a link to where you can download it (fair warning: it's not very good, just the name should tip you off :P )
After that, well... I started Game Design! :D!! I'm currently writing this from Game Design Classroom 1. Apparently they want us to create a blog for school, surprise! How prepared I am.
Other things that have happened since my last post
-I didn't win the Women in Games scholarship, but I managed to get everything sorted out so I could come anyways, and the person who did win seems like she deserves it :)
-Jumped on a Minecraft server with my friends, it's super fun and I hope some of our class will join us. Can't wait for 1.8! Adventure Update!
-May have to leave my job depending on the workload I have for class :(
-Learning programming, yay!
-Have to create a board game for school
-Very, very tired --.--
Also, we have to create a flash portfolio site for class as well. Once I have that up and running I'll be linking it here.
Hmm.... this place could do with a bit of sprucing up I think, maybe I'll tweak things a tad.
Thursday, March 24, 2011
Texturing and More
I have faced the beast known as texturing and come out wiser and better for it.
It isn't too difficult to do, it just requires a lot of patience to do it well. Unwrapping, sewing edges, making sure the texture won't distort. I had the unfortunate lack of foresight to make my model a Hork Bajir rather than the human we were supposed to be modeling, and it's legs were... an absolute mess to deal with. I had to go back to them after I had more of a handle on it.
It's definitely something useful to practice, however, I'd also really like to get into actually painting textures. I think it will likely frustrate me a lot at first, but there's quite a bit of power in texturing and it's a skill I'd like to have.
Might be good to look into it more for our final project and get some practice in.
In other, slightly outdated news, a few weeks ago I purchased both Pokemon White and Dragon Age II, and I have to say I'm enjoying both quite a bit though I feel a bit guilty for starting on Dragon Age II while my copy of Dragon Age: Awakenings that I got for Christmas is still sitting there in the plastic.... probably feeling very unloved.
I'm not particularly far in either due to dividing the little gaming time I have between the two of them, however they're both quite enjoyable so far. Dragon Age II still feels quite buggy and slightly unpolished however, but it's great fun, I love the characters just as much as I loved the cast from Dragon Age Origins, and gray morality!! Thank you Bioware for making me think beyond "Do I want to be evil or good this time around?". I also like the fact that the dialogue options have tone indication, you can be blunt and forceful or lighthearted and sarcastic, or diplomatic and pacifying.
And pokemon... goodness, every time a new game comes out I go on such a pokemon binge. It is my guilty pleasure, I admit it, but I just love the series. I grabbed the oshawott, named him Derpymaru, evolved him into a dewott and I'm currently looking for an everstone to prevent him from becoming a samurott (I like dewott's design much more). I still love pokemon after all these years, but I have noticed their designs seem to have gotten unnecessarily complicated over the years, they were much simpler in the beginning in general, nowadays they have so much extra crap on them.
Anyways, I suppose it's time to wrap this up. To end things off, I'll leave you with this trailer for an upcoming movie... It may be of interest to you, after all future events such as these will affect you in the future :P
It isn't too difficult to do, it just requires a lot of patience to do it well. Unwrapping, sewing edges, making sure the texture won't distort. I had the unfortunate lack of foresight to make my model a Hork Bajir rather than the human we were supposed to be modeling, and it's legs were... an absolute mess to deal with. I had to go back to them after I had more of a handle on it.
It's definitely something useful to practice, however, I'd also really like to get into actually painting textures. I think it will likely frustrate me a lot at first, but there's quite a bit of power in texturing and it's a skill I'd like to have.
Might be good to look into it more for our final project and get some practice in.
In other, slightly outdated news, a few weeks ago I purchased both Pokemon White and Dragon Age II, and I have to say I'm enjoying both quite a bit though I feel a bit guilty for starting on Dragon Age II while my copy of Dragon Age: Awakenings that I got for Christmas is still sitting there in the plastic.... probably feeling very unloved.
I'm not particularly far in either due to dividing the little gaming time I have between the two of them, however they're both quite enjoyable so far. Dragon Age II still feels quite buggy and slightly unpolished however, but it's great fun, I love the characters just as much as I loved the cast from Dragon Age Origins, and gray morality!! Thank you Bioware for making me think beyond "Do I want to be evil or good this time around?". I also like the fact that the dialogue options have tone indication, you can be blunt and forceful or lighthearted and sarcastic, or diplomatic and pacifying.
And pokemon... goodness, every time a new game comes out I go on such a pokemon binge. It is my guilty pleasure, I admit it, but I just love the series. I grabbed the oshawott, named him Derpymaru, evolved him into a dewott and I'm currently looking for an everstone to prevent him from becoming a samurott (I like dewott's design much more). I still love pokemon after all these years, but I have noticed their designs seem to have gotten unnecessarily complicated over the years, they were much simpler in the beginning in general, nowadays they have so much extra crap on them.
Anyways, I suppose it's time to wrap this up. To end things off, I'll leave you with this trailer for an upcoming movie... It may be of interest to you, after all future events such as these will affect you in the future :P
Sunday, March 13, 2011
Post Process Volumes, Anothology Covers and Turtles, oh my!
Dropped off my scholarship applications last week, all I can do now it cross my fingers and hope for the best... and have nightmares about being disqualified for overlooking something and making a tiny mistake on my application. Heh heh...
But let's talk about less stressful things, I've been making my way through UDK tutorials and just finished off the basics of creating a level and got my first taste of Kismet. The idea of visual scripting is very intriguing to me, code is something I've wanted to learn for a long time, however I am definitely a much more visually oriented person. Other, more widespread coding languages are still something I'd like to sink my teeth into however. I am getting a taste of some coding in flash class, but it's not really the main focus of the class and we haven't gone very in depth so far; unless we dive further in down the line, it's only serving to whet my appetite.
One of the things I learned about today was post process volumes. I have to say it's probably rather silly how much I like those things, but man, the possibilities!
This probably isn't the best explanation, but basically a post process volume allows you to change the look of a particular area of your level by adding a volume around it. You can change the settings of that volume to to tweak things like the colour of the area, the depth of field, bloom and more, and you can change how quickly these settings take effect. For example, if you were making a horror level, you could set up a volume around a particular room that would cause everything to suddenly turns red once the player walked into that room, or you could set it up so that as the player explores and spends more time in the room, the colour slowly fades away until everything is black and white.
There's so many ways you could apply this; you could create a desert game where the environment feels boiling out in the open, but stepping into a cave feels instantly cooler. Or you could make an area filled with poison, that causes the player's vision to be slowly more blurred the longer they stay there, as if their character is about to pass out. It makes me want to take what I learned in Cine class about movie lighting and create a level in which the player walks through different movie genres, from Horror, to Western to Noir to Sci-Fi.
Anyhoo, tomorrow I have comic class, which so far looks like it'll be great fun. We're teaming up with students from VFS's writing program, they'll be writing four pages of a comic and we'll be drawing them, in the end it will all be put together as an anthology. Last class the writing students pitched 3 concepts and we got teamed up, and I'm quite happy with the story I'm to illustrate. However, the comic class is for Animation stream students and I'm in the digital design stream, I'm just sitting in on it because I really love comics and I wanted to learn more about creating them. As a result I'm supposed to help with the cover and packaging for the anthology and I'm to make that my primary focus. At work today I was jotting down some ideas for a theme to sort of tie the whole anthology together, something like The Worlds Inside your Head, or Creativity or Bringing your Ideas to Life, to emphasize the joining of different VFS programs in the common goal of learning and creating, or possibly something like Comic vs Graphic as we have a mix or more comedic, newspaper style "comics" versus darker, more mature "graphic novel" type stories.
Well, I have work to do, so I should probably wrap this up for now. I suppose I'll finish this post off with another video, I've been throwing a lot of these up here lately, haven't I?
So cute.... so tiny....
Oh and... um... it-it's a wonderful use of depth of field... and really shows turtle movement and anatomy which could be a helpful reference for anyone wanting to draw a turtle...
Yeah.... That's totally why I linked it.
But let's talk about less stressful things, I've been making my way through UDK tutorials and just finished off the basics of creating a level and got my first taste of Kismet. The idea of visual scripting is very intriguing to me, code is something I've wanted to learn for a long time, however I am definitely a much more visually oriented person. Other, more widespread coding languages are still something I'd like to sink my teeth into however. I am getting a taste of some coding in flash class, but it's not really the main focus of the class and we haven't gone very in depth so far; unless we dive further in down the line, it's only serving to whet my appetite.
One of the things I learned about today was post process volumes. I have to say it's probably rather silly how much I like those things, but man, the possibilities!
This probably isn't the best explanation, but basically a post process volume allows you to change the look of a particular area of your level by adding a volume around it. You can change the settings of that volume to to tweak things like the colour of the area, the depth of field, bloom and more, and you can change how quickly these settings take effect. For example, if you were making a horror level, you could set up a volume around a particular room that would cause everything to suddenly turns red once the player walked into that room, or you could set it up so that as the player explores and spends more time in the room, the colour slowly fades away until everything is black and white.
There's so many ways you could apply this; you could create a desert game where the environment feels boiling out in the open, but stepping into a cave feels instantly cooler. Or you could make an area filled with poison, that causes the player's vision to be slowly more blurred the longer they stay there, as if their character is about to pass out. It makes me want to take what I learned in Cine class about movie lighting and create a level in which the player walks through different movie genres, from Horror, to Western to Noir to Sci-Fi.
Anyhoo, tomorrow I have comic class, which so far looks like it'll be great fun. We're teaming up with students from VFS's writing program, they'll be writing four pages of a comic and we'll be drawing them, in the end it will all be put together as an anthology. Last class the writing students pitched 3 concepts and we got teamed up, and I'm quite happy with the story I'm to illustrate. However, the comic class is for Animation stream students and I'm in the digital design stream, I'm just sitting in on it because I really love comics and I wanted to learn more about creating them. As a result I'm supposed to help with the cover and packaging for the anthology and I'm to make that my primary focus. At work today I was jotting down some ideas for a theme to sort of tie the whole anthology together, something like The Worlds Inside your Head, or Creativity or Bringing your Ideas to Life, to emphasize the joining of different VFS programs in the common goal of learning and creating, or possibly something like Comic vs Graphic as we have a mix or more comedic, newspaper style "comics" versus darker, more mature "graphic novel" type stories.
Well, I have work to do, so I should probably wrap this up for now. I suppose I'll finish this post off with another video, I've been throwing a lot of these up here lately, haven't I?
So cute.... so tiny....
Oh and... um... it-it's a wonderful use of depth of field... and really shows turtle movement and anatomy which could be a helpful reference for anyone wanting to draw a turtle...
Yeah.... That's totally why I linked it.
Friday, February 18, 2011
Unbelievably Tired
My brain is really fuzzy right now; there is a good chance I may fall asleep as I type this, so please bear with me and my strange, winding train of thought.
Today marks the end of week 7 of term 4, next week will be our final week before term 5, where we go blasting off into the exciting realm of our final project. This past week or so has given me a taste of what it is going to be like for the next four months; sleep deprivation, strict deadlines to meet, coordinating and working within a group as everyone's rushing around like chickens with their heads cut off.
I cannot wait for this insanity to begin.
As stressful as it may be, it is also an incredible learning experience and one crazy ride, one I thoroughly hope to enjoy. Our first landmark we need to hit is a small, playable version of our game (nothing fancy, only the basic features and simple blocks comprising most of it) which will help us work out very quickly what problems we may have when it comes to gameplay experience, the idea is that if it is fun to play as an incomplete game with blocks acting as substitutes for all the shiny graphics, then we're on the right track.
Speaking of gameplay, though I've mentioned that my final project is going to be a collaboration with my fellow future Game Design students to create a game, I believe I have yet to actually mention what said game will be about.
The working title for our game is FPSSCRG, which stands for First Person Shooter Survival Comedy Racing Game. Think Dead Rising meets Resident Evil meets Mario Kart and you start to get an idea of how ridiculous our game is going to be. The main point of the game will be to move around a racetrack, killing zombies and completing laps. As you play the number of zombies increases, making it harder and harder to complete laps quickly and survive (yet another goal of yours). Killing zombies and completing laps quickly nets you points towards your score, the ultimate goal being to get your score as high as possible. As you move around the track there will be powerups which you can collect to more effectively kill zombies and complete laps.
Yes, we are absolutely insane, but if we an pull off combining all these disparate elements into a smooth, irreverent, hilarious gameplay experience, well....
well...
...well my brain is fuzzy as mentioned earlier, but the words EPIC WIN come to mind.
Anyways, I shall talk more on that at a later date when my mind is in a more coherent state. Onto other things...
Today my Life Drawing class had it's exhibition, throughout term 4 everyone had to go and create an individual piece of artwork that somehow related to life drawing, with the end result being showcased towards the end of term. For my project, I chose to take an idea that I had many months ago at one of VFS' drawing parties (Font Licker, back in term 1 or 2 I believe) and develop it further. Basically the original concept was to take my classmates names and replace the first letter with an animal mimicking the shape of the letter. For this revamp, I decided to impose stricter rules on myself:
1. Must do everyone's name
2. First letter must be some sort of myth or folklore
3. Myth/folktale used must begin with the same letter as the person's name
So began many weeks of scouring the internet and my book of mythology for figures, stories, places, creatures that suited each classmate to some degree, sketching long into the night, and discovering that my class has a highly disproportionate number of 'J' and 'M' names....
All in all, I'm more or less pleased with how they all came out. I had to pull an all nighter the day before the exhibition to get them all done in time, but it was worth it. The artworks we shown as a digital slideshow projected onto a wall, and it was nice seeing them up there, nice and shiny and done! Finally done! My gosh, so much work! I nearly bit off more than I could chew with this project considering there are 29 other students in my class!
If you want to take a look at all the completed names, I have them up in an album on Facebook here.
In other news, Dragon Age II is coming out next month and I cannot wait. I absolutely adored Dragon Age Origins, and while I have yet to sink my teeth into the copy of Dragon Age Awakenings I got for Christmas, I have high hopes for it. It may be a while before I get a chance to play it, but I am still eagerly awaiting it's release date.
One issue I do have with Dragon Age II so far, however, is the lack of promotional material featuring the female version of the protagonist. Normally I'm pretty forgiving about this sort of thing but.... from all the promotional stuff, you'd think you can't play as a girl at all. For Male Hawke we have numerous screenshots, kickass videos, in game footage, promotional artwork, an iconic piece of artwork in which he is walking towards the viewer with the Dragon Age blood dragon rising behind him; what do we get for Lady Hawke? a few screenshots, you can find a small clip of gameplay footage online if you look, but that's about it.
Seriously? Release date only weeks away and that's all we've got? I mean, I'm not expecting a beautiful cinematic trailed featuring Lady Hawke-- they did one for Male Hawk, sure, but those things are costly and time consuming to make, I don't really expect them to make two of them just to please everyone. I'm perfectly happy watching Male Hawke be all around kickass and accepting 'that will be my character'-- but... not even one trailer with maybe some mixed gameplay footage? No? Okay, just a little bit of promotional artwork then? No? Maybe just some concept art? I'm not asking for much here, just a little bit of validation. Heck, I'd be content if they did a version of this iconic piece of promo material featuring Lady Hawke. Yet nothing, or at least nothing that I've found.
Perhaps I'm nitpicking a bit.... but with so much out there showing how awesome and cool Hawke is in his male incarnation, it would be nice to have female Hawke be acknowledged just a little as well.
Well enough with the depressing stuff, while I am waiting for Dragon Age II to come out, and wishing I had the free time to actually sit down and get start on Awakenings, I have been able to get my Dragon Age fix through a certain closed beta on facebook... Many thanks to my friend who gave me one of his beta keys were he got an invite. It's something I can sit down and play for a little bit when I have a spare moment and just need to relax for a bit, so I can get my gaming fix without having to sift through my games for something that doesn't require hours of investment (I have a bias towards long, cinematic games as opposed to casual ones...)
I should probably wrap this up... but first.
Freaky 13 was edited and screened in class; it was far from perfect, but it was a wonderful learning experience and we got some great feedback from our teacher on how to improve it. Our group's director is re-editing it with the feedback we were given in the hopes of making a stronger portfolio piece for himself.
Though our blood effects were pretty good if I do say so myself :P
I think that's about it for this post, there's so much more I could write about, but I'll save that for next time.
Today marks the end of week 7 of term 4, next week will be our final week before term 5, where we go blasting off into the exciting realm of our final project. This past week or so has given me a taste of what it is going to be like for the next four months; sleep deprivation, strict deadlines to meet, coordinating and working within a group as everyone's rushing around like chickens with their heads cut off.
I cannot wait for this insanity to begin.
As stressful as it may be, it is also an incredible learning experience and one crazy ride, one I thoroughly hope to enjoy. Our first landmark we need to hit is a small, playable version of our game (nothing fancy, only the basic features and simple blocks comprising most of it) which will help us work out very quickly what problems we may have when it comes to gameplay experience, the idea is that if it is fun to play as an incomplete game with blocks acting as substitutes for all the shiny graphics, then we're on the right track.
Speaking of gameplay, though I've mentioned that my final project is going to be a collaboration with my fellow future Game Design students to create a game, I believe I have yet to actually mention what said game will be about.
The working title for our game is FPSSCRG, which stands for First Person Shooter Survival Comedy Racing Game. Think Dead Rising meets Resident Evil meets Mario Kart and you start to get an idea of how ridiculous our game is going to be. The main point of the game will be to move around a racetrack, killing zombies and completing laps. As you play the number of zombies increases, making it harder and harder to complete laps quickly and survive (yet another goal of yours). Killing zombies and completing laps quickly nets you points towards your score, the ultimate goal being to get your score as high as possible. As you move around the track there will be powerups which you can collect to more effectively kill zombies and complete laps.
Yes, we are absolutely insane, but if we an pull off combining all these disparate elements into a smooth, irreverent, hilarious gameplay experience, well....
well...
...well my brain is fuzzy as mentioned earlier, but the words EPIC WIN come to mind.
Anyways, I shall talk more on that at a later date when my mind is in a more coherent state. Onto other things...
Today my Life Drawing class had it's exhibition, throughout term 4 everyone had to go and create an individual piece of artwork that somehow related to life drawing, with the end result being showcased towards the end of term. For my project, I chose to take an idea that I had many months ago at one of VFS' drawing parties (Font Licker, back in term 1 or 2 I believe) and develop it further. Basically the original concept was to take my classmates names and replace the first letter with an animal mimicking the shape of the letter. For this revamp, I decided to impose stricter rules on myself:
1. Must do everyone's name
2. First letter must be some sort of myth or folklore
3. Myth/folktale used must begin with the same letter as the person's name
So began many weeks of scouring the internet and my book of mythology for figures, stories, places, creatures that suited each classmate to some degree, sketching long into the night, and discovering that my class has a highly disproportionate number of 'J' and 'M' names....
All in all, I'm more or less pleased with how they all came out. I had to pull an all nighter the day before the exhibition to get them all done in time, but it was worth it. The artworks we shown as a digital slideshow projected onto a wall, and it was nice seeing them up there, nice and shiny and done! Finally done! My gosh, so much work! I nearly bit off more than I could chew with this project considering there are 29 other students in my class!
If you want to take a look at all the completed names, I have them up in an album on Facebook here.
In other news, Dragon Age II is coming out next month and I cannot wait. I absolutely adored Dragon Age Origins, and while I have yet to sink my teeth into the copy of Dragon Age Awakenings I got for Christmas, I have high hopes for it. It may be a while before I get a chance to play it, but I am still eagerly awaiting it's release date.
One issue I do have with Dragon Age II so far, however, is the lack of promotional material featuring the female version of the protagonist. Normally I'm pretty forgiving about this sort of thing but.... from all the promotional stuff, you'd think you can't play as a girl at all. For Male Hawke we have numerous screenshots, kickass videos, in game footage, promotional artwork, an iconic piece of artwork in which he is walking towards the viewer with the Dragon Age blood dragon rising behind him; what do we get for Lady Hawke? a few screenshots, you can find a small clip of gameplay footage online if you look, but that's about it.
Seriously? Release date only weeks away and that's all we've got? I mean, I'm not expecting a beautiful cinematic trailed featuring Lady Hawke-- they did one for Male Hawk, sure, but those things are costly and time consuming to make, I don't really expect them to make two of them just to please everyone. I'm perfectly happy watching Male Hawke be all around kickass and accepting 'that will be my character'-- but... not even one trailer with maybe some mixed gameplay footage? No? Okay, just a little bit of promotional artwork then? No? Maybe just some concept art? I'm not asking for much here, just a little bit of validation. Heck, I'd be content if they did a version of this iconic piece of promo material featuring Lady Hawke. Yet nothing, or at least nothing that I've found.
Perhaps I'm nitpicking a bit.... but with so much out there showing how awesome and cool Hawke is in his male incarnation, it would be nice to have female Hawke be acknowledged just a little as well.
Well enough with the depressing stuff, while I am waiting for Dragon Age II to come out, and wishing I had the free time to actually sit down and get start on Awakenings, I have been able to get my Dragon Age fix through a certain closed beta on facebook... Many thanks to my friend who gave me one of his beta keys were he got an invite. It's something I can sit down and play for a little bit when I have a spare moment and just need to relax for a bit, so I can get my gaming fix without having to sift through my games for something that doesn't require hours of investment (I have a bias towards long, cinematic games as opposed to casual ones...)
I should probably wrap this up... but first.
Freaky 13 was edited and screened in class; it was far from perfect, but it was a wonderful learning experience and we got some great feedback from our teacher on how to improve it. Our group's director is re-editing it with the feedback we were given in the hopes of making a stronger portfolio piece for himself.
Though our blood effects were pretty good if I do say so myself :P
I think that's about it for this post, there's so much more I could write about, but I'll save that for next time.
Monday, December 27, 2010
Couple of Game Videos...
Must keep up with blog! Raaawr!
I want to keep an eye on this game... It looks pretty cool, if only for the opportunity to create a paradise on earth, admire it for a bit, then plop a volcano down right in the middle.
It reminds me a lot of Black and White though, especially with that tower with the blue flag/symbol hovering over top.
I am also thoroughly addicted to Minecraft videos after a friend of mine shared this one:
I want to keep an eye on this game... It looks pretty cool, if only for the opportunity to create a paradise on earth, admire it for a bit, then plop a volcano down right in the middle.
It reminds me a lot of Black and White though, especially with that tower with the blue flag/symbol hovering over top.
I am also thoroughly addicted to Minecraft videos after a friend of mine shared this one:
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