Wednesday, 25 May 2016

26/05- Synth Hud


This is what I have done so far for the Synth HUD. I'm pretty happy with it so far. I tried to go for something for a bit simple rather then making the screen cluttered. The 3d map I think is really cool, bearing in mind I got that as a free after effects file. I don't know if that's not allowed, but I can change or remove it if that's the case. I'm thinking that the spaced white lines in the circular pattern isn't really working, so I may remove that. I tried the blue/purple/aqua colors because I felt that they will contrast well with the red filter. I thought red/orange and yellow would have been a better color combo but that would have been to similar to the red of the filter.

Wednesday, 18 May 2016

19/05- Synth ui


I did some more work on the Synth UI today and I thought it would be cool if the it had a grid over laid behind it with the opacity shifted down. The way I think i am going to do this is make it in Photoshop and then shift it into after effects and add static and blinking text and lights to give it some movement a bit more authenticity for what we want.

Sunday, 15 May 2016

16/05-cinematic synth ui

This week I am going to start doing the UI interface for the Synth's perspective shot.

I did a quick search on google and this was the first one I found. I think that this is a good example as it has the center target which would be on the male character and it also has the added peripherals on the side to add authenticity.

I don't know how in depth the other guys want this to be but I thought the one below was a good example of a simpler one. I think that a lot of the one below is unnecessary mainly the peripherals. 

Thursday, 12 May 2016

13/05/2016- Sound

Hey there. Yeah yeah I know what your thinking it's been awhile since my last blog. That's my bad. However over the last couple of weeks I have been working on sound design for the film. I just finished the rough final sound for the film, I say rough because it is still far from completion. I believe that it would have been to hard to do sound for the model as I do not fully know what its actions will be. I do believe that what I have thus far is a step in the right direction and I look forward to seeing it further developed. After recording several dozens of versions of my voice for the dialogue I found some that I were happy with and I manipulated the pitch and added some filters to give it a robotic feel. I gave each dialogues different vibes this was due to mistake and intention. I did not intend for them to be as different as they are but I don't think that is bad thing. I believe that the dialogue came out really well and in the future if we wish to change the person saying it to provide more variety then we can do that because we do not need to sync the words to any lips. The background is simple yet effective, it provides and eerie and thrilling feeling to the scene.
Overall I'm happy with what I have done I hope my teammates feel the same.

Thursday, 14 April 2016

15/04/16-Cinematic footage

Here are some more shots from our Monday shoot. I think that it went a lot better then the last time but my acting hasn't improved any unfortunately.




Sunday, 10 April 2016

11/04/16- Cinematic filming

Last Thursday we did our first set of filming. I feel as though it is very difficult to shoot at night as the camera lenses f-stop is not capable of going below 3 so that means to get enough exposure we had to increase the ISO and so this created a bit of noise.

Here are some stills of what we did:


Thursday, 7 April 2016

08/04/16-blog7_interactive_narrative

Blog 7
Game: The Banner Saga
Q1: Of the key narrative elements discussed so far in the course (interactivity, level design/linearity, moral choice/non-linearity, character), which do you think is the most prominent, important or interesting in your chosen game?

For this blog I have decided to return Banner Saga, a game I have previously played and enjoyed. Of the key narrative elements that we have discussed this term I feel that most of them are done to good quality in this game. But which is the most prominent, important or interesting. At this stage I think that the characters are the most prominent, important and interesting. Why do I think this? This is very much a character driven story, as I said in the previous post on this the issue of morality and what the player does can be considered but only for minor things. When it comes to the central, core story the player can only watch as the characters play through the dialogue. As such, "Andrew Burn argues, they play a dual role as both player agent and fictional character, belonging simultaneously to the "Ludic" and "Representational" systems that comprise the game."(The Routledge Companion to Video Game Studies, 2013, Jessica Aldred) I think that what Andrew Burn states has relevance to this game because it really does a large portion of both character and player moments. the biggest being at the end when you decide who takes the arrow out of 'Rook' or 'Alette'. This is such an important moment as far as characters go because they are two of the most important characters in the game and now you have to decide which one dies. I feel as though the characters are well developed and they all have something to give to the story, for example, I felt that 'Rook' was brave and caring, whilst 'Alette' is scared and uncertain, 'Hakon' is stern and fierce, while 'Ludin' is spoilt and bossy. All of these characters serve something to the game, "there is a universal mythological structure underlying good and popular stories, and the Hero's Journey is the most useful way to get at that structure and use it to create new stories."(Into the Woods: A Practical Guide to the Hero's Journey, Bob Bates, 2005) I think that as we follow this non-linear story of different groups with their different characters it is easy to see that each group and even each character follows this concept of a 'Hero's Journey'.The design of the characters works really well with the style of the game the 2d animated fights and the 2d background provides and interesting change in a market that I think is being over-saturated in one style 3d animation. On another note, the fact that most of the dialogue is done through text is no problem at all. This in fact fits with the concept of Alette stitching the journey into the banner, its as if its a big story being told through pictures and writing in a book.
In conclusion I think that character is the most most prominent piece of this puzzle because of, design, character and player choices, hero's journey and because the player agent and the fictional character meld together so well to create a complete story and an enjoyable game.