Friday, 27 November 2015

Group Project - Environment - 3D Realisation

 This is a 3D Realisation of our environment, the textures have yet to be imported and so this is just the model.


Tuesday, 24 November 2015

Character Project - Game Mechancis - Visor


These pictures are an integral part of the game mechanics, these are the respective Heads-Up Display that feature in my game. This is the product of another meeting with Justin who discussed interfaces and HUDs within games.

I liked the idea of having the HUD integrated into the game environment instead of it existing on the screen as a holographic display. This is ideal for two reasons;

1) It reflects the technological level of the 1950s when holographic displays and high-tech sensors would not exist.

2) It is more immersive and takes the player deeper into the game experience. This is what I wanted to achieve.

The HUD is integrated into the character's armour, the helmet's visor has three lenses that can be pulled down or activated and show different circuits. The second picture for instance shows the "inventory circuit" cataloguing a player's items. The third screen shows the "map circuit" laying down a data trail for the player to follow to reach objectives. The first screen is the "normal" visor mode and the standard field of vision.

In each of these pictures the player's O2 level is represented by a small gauge on the bottom left.


Monday, 23 November 2015

Group Project - Laboratory

This is the beginning of the 3D realisation of our laboratory environment, this image is taken from Chelsea's environment concept.

I have tried to include as many details as possible like the junk on the floor and the cables.

So far the modelling is going slowly but smoothly.

Thursday, 19 November 2015

Character Project - Protagonist (2nd) Refinement

This is further refinement of my protagonist who now sports a giant golden star on his stomach, a set of radio aerials and a heartbeat mointor on his left arm.

These adjustments were done following another session with Justin.

The heartbeat monitor is a critical aspect of the character and serves as part of the game's interface, the player can look at the hearbeat monitor to determine how much health they have. This kind of interface is integrated into the game environment providing a more immersive experience.

Wednesday, 18 November 2015

Character Project - Refined Protagonist

This is a refined version of my protagonist, based upon feedback from Justin who suggested that I make the character more exaggerated and fitting to the odd universe of the game. I took inspiration from Buzz Lightyear and the Terran Marines from Starcraft to create a more space marine/explorer style protagonist.

I tried to modify the design so that it included 1950s style space equipment.

Tuesday, 17 November 2015

Character Project - Refined Sidekick

This a refined version of my sidekick character after receiving feedback from Justin, the brain tube has been elongated along with the hand on the right side which now sports a radioactivity symbol and poses as a "Hazardous material manipulator". The anti-grav device is still attached and the backpack still visible through the glass.

I'm trying to think of a name for this guy, some kind of odd sounding name like "Zark" or "Kalu", something from the alien space age of the 1950s.

Monday, 16 November 2015

Group Project - Pre Viz - Camera Angles

 These are just a series of simple pictures based on our current storyboard/environment design. It features the "Cube" and "Sphere" robots from our story.

The lighting is meant to be focused on these two characters solely with the shadows spared for the rest of the laboratory. The two benches are also the main areas of the lighting.

 The main camera poses are from a birds eye view, a front on view, a view over the shoulder of the cube and a camera on the side.

The point of this exercise is to determine which angle would be better for showing off the static movements of the robot.


3D Animation - Maya - Cartoon Character 6



The neck tutorial.

Sunday, 15 November 2015

Character OGR

Character OGR

Character Project - Sidekick Thumbnails

This final idea for the third character is for a sidekick. Initially this was meant to be human but it didn't seem too interesting or outgoing in terms of character ideas. I came across a picture of a brain in a jar on Google and decided that it would make for a more interesting character, a bit more in keeping with the odd science fiction of the 1950s.

An idea for this character would be that it would aid the main protagonist by providing anti-gravity support.


3D Animation - Maya - Cartoon Character 5

Both the nose and ear development of the character head.

Saturday, 14 November 2015

Thumbnails - Matter Device

A key aspect of my game is scale and I have decided to try and compress this concept into a physical device that can rearrange the size of matter and objects. This would make quite an interesting game mechanic as the player could use such a device to pass over obstacles or defeat enemies by resizing limbs or objects.

An idea I had that appealled for a bit of backstory is that the device is developed by an offshoot of the Manhattan Project, I got this idea from looking at Kurt Vonnegut's novel Cat's Cradle about the development of Ice-Nine.

A problem encountered was trying not to make a wrist mounted device appear to similar to the Pip-Boy in the Fallout series of games.

For the first design (1) I took inspiration from the the design of the nuclear device "Gadget". The second design (2) was inspired from the exoskeletons featured in the film Edge of Tomorrow. Design three (3) is based upon 1950s style ray guns and treats the scale device more like a hand held weapon that a wrist mounted device.

Wednesday, 11 November 2015

Character Project - Monster Thumbnails

I haven't posted much on the character project yet so I decided to pull my socks up and try to get some more concrete stuff down. Here are some thumbnails about the food monsters that may be encountered throughout the game.

I am leaning towards a 1950s theme for my game so I have tried to make the thumbnail background a little more closer to it.

These characters are; A monster fried egg, like a monster in a lava pit. A pea made into a spider with some offspring, an asparagus made into a plant like monster. A scorpion styled red pepper. A liquorice made into a snake and a flying saucer like donut with a laser beam eye and some spikes. Had fun doing this, I like the colours and designs.

Monday, 9 November 2015

Film Review - Mad Max

MAD MAX: FURY ROAD

Mad Max: Fury Road is a 2015 post-apocalyptic action film directed by George Miller and is the latest in the Mad Max film series. The film stars Tom Hardy in place of Mel Gibson as the infamous "Max Rockatansky" as he attempts to survive in a post-apocalyptic world against both the physical threats and the threats to his sanity. After he is captured by a group of desert bandits he must help Imperator Furiosa (Charlize Theron) save a group of women by transporting them across the desert while escaping from desert bandits and their leader Immortan Joe (Hugh Keays-Byrne).

Mad Max: Fury Road follows an different formula in terms of Max's character to the other films, instead of being the hardened police officer featured in the previous films he is instead a simple survivor living day to day before he is captured, he is also much more feral and savage than the Mel Gibson version, this is portrayed in his actions and words (or the few that he speaks); he moves quickly and violently like he is always on edge and he rarely speaks. The previous film deals with the theme of Max trying not to descend into a state of madness yet in Fury Road this seems to have occured as he frequently suffers from horrific flashbacks.

The film also differs in a few key areas; whereas the other films are set in the Australian outbac Fury Road appears to be set in a different country (although it is never actually specified where they are). Max is also portrayed as police officer in a last resort police police unit called the "Main Force Patrol", Max does mention in some dialogue that he was a police officer in the "old world" but the police unit is never mentioned in Fury Road.

As an exploitation film Mad Max exploits the genre of cars and women in certain sense. A significant portion of the film is given over to violent car chases and quite a lot of the film is even set in vehicles. Cars feature a pivotal role in the film, this is the same for the previous films as George Miller had worked as a doctor in Sydney helping those with car-accident related injuries and had lost several friends to car accidents, this may have served as inspiration for the Mad Max film. Max's famous car; the "Pursuit Special", features only briefly in Fury Road. 

The film's depiction of cars is taken to the extreme in the form of the War Boys and their leader Immortan Joe who worship cars in an almost pseudo religious manner. For instance in one scene of the film the War Boys are seen scrambling for steering wheels for their cars, these steeting wheels are situated atop a giant statue/icon which bares resemblance to a religious site, throughout the film they also perform what can be described as praying to the V8 engine which powers their cars and applying shiny chrome paint to their bodies as an act of worship. As mentioned cars are treated in a pseudo religious manner as the War Boys believe that upon death they will be taken to the highways of "Valhalla" where they will "ride eternal. One of the characters, Nux, in particular revels in the automobile, Colin Gibson of the production team states; "His car is his church, we wanted the ultimate hot rodder’s car. Once I found one in the US that had bullet holes in the windscreen, I knew we’d found it.” (Gibson, 2015).

One theme that differs from the previous film is the depiction of women, whereas in the previous film women are seen as being more typical damsels in distress the women in Fury Road prove to be anything but that. The plot revolves around women escaping from the clutches of Immortan Joe, these women are selected as "breeders" (women healthy enough to produce offspring) and seek to escape with the help of Imperator Furiosa, Immortan Joe's top female lieutenant. Imperator Furiosa proves to be a formidable combatant and leader easily dispatching several of the War Boys and even managing to kill Immortan Joe himself. 

An article about Mad Max from the website IGN; Opinion: More Movies Should Have Women Like Fury Road's, highlights and praises the aspects of how women are portrayed in the film. The article's writer; Kallie Plagge, writes "they are also victims, and they’re empowering not just because they’re resilient but also because their victimhood doesn’t rob them of agency." (Plagge, 2015) this is supported in the film as the breeders assist Max and Furiosa in their escape and prove to be very capable. 

Mad Max: Fury Road keeps to the Mad Max tradition of vicious car chases and equally nasty car accidents in an unnamed desert.





Bibliography 
Plagge, K, 2015, opinion-fury-road-sets-the-standard-for-female-representation [ONLINE] Available at: opinion-fury-road-sets-the-standard-for-female-representation. Accessed November 10th, 2015.

Gibson, C, 2015, exclusive-cars-mad-max-fury-road [ONLINE] Available at: http://www.topgear.com/car-news/movies/exclusive-cars-mad-max-fury-road. Accessed January 5th, 2016.

Illustration List
Figure 1 - George Miller, 2015, 03HARDY1-master675.jpg [ONLINE] http://static01.nyt.com/images/2015/05/03/arts/03HARDY1/03HARDY1-master675.jpg

Friday, 6 November 2015

Group Project - OGR Post

video





This is a collection of all of the work done for the OGR.

Group Project - Storyboard Rough

 This is our rough storyboard, this was a group effort where we all sat down to agree on camera shots, angles and places.

We managed to nail down the storyboard pretty quickly and all reached a good understanding of how our animation should appear.

Wednesday, 4 November 2015

Group Project - Concept Work - Green Lab

During our tutorial with Alan he suggested that we create a unified art style in order to better meld the designs and thoughts of our group, our group discussed what we believe our artwork has in common; thick black outlines and a cartoony style colour/texture.

With that in mind I took the references of laboratories and factories compiled by Kayleigh and then used the thumbnails done by both me and Chelsea to create more finalised and coloured concepts of our laboratory.
 I wanted to try out different colours to try and give the laboratories a different gloomy scene.

Tuesday, 3 November 2015

Group Work - Concept Work - Environment Thumbnails

Some more environment work showcasing a few other sectors of the laboratory and of the display case where the other robots will be held. The last blue sketch was just a test with a different colour.

Sunday, 1 November 2015

Group Project - Concept Work - Laboratory Interior

Another piece of concept work for the Laboratory, this has cables hijacked from a nearby power grid and from a ceiling unit trailed across the floor. It also has a dark forboding vent on the side, this side of the lab is slightly cleaner and only accomodates a few plans and some odd junk.