BRIEF – Create the following HORROR pieces/prototypes for your portfolio:
a. 2D Art
HORROR themed Character – Choose a character class (e.g. Vampire, Necromancer, Werewolf etc.) and create 3 designs for the same class which represents different body shapes, equality and diversity, gender, sexuality and ethnicity.
HORROR themed Environment - Create a tileset (minimum 9 tiles).
HORROR themed animated sprite – Create an animated sprite.
b. 3D Digital Art
HORROR themed 3D models.
Hand Painted Textures.
c. Programming
Create a prototype which includes the following: Physics-based movement, Instantiation (e.g. Projectiles), and Pickups.
4.1 In groups discuss and write definitions for the following:
a. Research tools and methods.
b. Primary and secondary source examples and where to find them.
Research tools and methods:
Primary Research: - research you have collected yourself, primary, from your eye and evaluation. - generation of data - something you create
Secondary research: - research someone else has collected and made, secondary, from another source for you to use. - collection of data - something someone else has already created
Quantitative research: systematic collection of data, a quantity of data, numbers and figures and physical data values that don’t fluctuate. - data on numerical value and something you can quantify will a value
Qualitative research: unstructured and non-numerical data, a written resource from someone’s account or view. Can be biased, an account, not quantifiable. - not a value but an evaluation. -draw a conclusion or opinion on something not based on numerical data.
Example sources of primary and secondary research and where to find them.
Primary:
Taking photos - qualitative
Making a survey/questionnaire - quantitative
Drawing something - qualitative
Google - either qualitative or quantitative
Writing a book - qualitative
Video games - qualitative
Secondary:
Books/Journals/Magazines - qualitative
Films/TV - qualitative
Internet/Websites/Youtube (videos) - either qualitative or quantitative (as you can pick up info that other's have collected or made to share but you can also collect some yourself and learn from others collecting and learning yourself)
Statistics - quantitative
Photos taken - qualitative
Drawings made - qualitative
Completed Questionnaires - quantitative
A Museum - quantitative
Video Games - qualitative
Artstation is website of many artists that form a large community, it's got loads of art from 3d, 2d and all in-between so you can get a lot of creative inspiration and feel for different art styles from the many artists or professionals on there. As you can also upload your own art and participate in their competitions for free. It's a great platform and works in tandem with a lot large companies who display things like behind the scenes game concept art or 3d models on there.
4.2 Collect and annotate primary and secondary research which will help with the development of ideas for this brief. Focus on the following:
a. 2D Art – Character Design, HORROR Characters, HORROR Environments, Tile sets, Pixel Art techniques, and Sprites.
This board is a general 2D art character design (or just character) board. Full of art surrounding the concept art of characters. Ideas drawn out into simple sketches and some completed professional art. The variety of images and work gives a wide view of many themes and art styles and representation of character ideas through different stages of the concept art: such as creating a bunch of mini sketches from different angles or changing what they're wearing to have a better 'concept' of the character whether it be for a game or other.
This board is of different work related to pixel art, tutorials and finalized pieces of sprites, characters and environments. Showing the techniques of pixel art: blending, shadow and use of colour to add a stylized effect and make the pixels be more visually appealing. Some showing step by step creative processes and some finished pixel art. Different processes of pixel art and how they can be used to make the pixel art look better to a player.
This board is full of artwork of horror themed environments. It gives insight into the common themes/occurrences in environments meant to scare or at least be spooky, as they aren't jump scares they also play into the different architypes of horror such as physical or psychological. It gives ideas and understanding with use of dark spaces and large open areas, a chill, trying to be uncomfortable without being actually uncomfortable (like claustrophobic) but instead play on your innate senses.
This board is artwork of Sprites, that being character sprites and game world sprites. They are single entity pieces created to be used and animated to bring life, manipulated to create a moving game world. From Npcs to shining crystals the board shows a large variety of sprites and characters that are creative and each innovative in their own way as they are built to fit in their game environment. Manipulated animations visual feedback. The board has many creative sprites and tutorials on how to make them to fill the game world with movement.
This board has a bunch of imaginative creatures, designed and come up with by drawing and thinking up repulsive, gross and hard to look at monsters. It has a variety of horror themed character ideas to help understand what makes and what it takes to build an inherently scary, spooky or terrifying character. Coming from different aspects of horror it, finalized pieces of characters can really accentuate the character's personalities and what about them makes them horror or scary. From looks, to intent. Human or not. The colour, lighting, gore or unknown (mystery).
This board shows artwork to do with Tilesets. Tile sets important set pieces when it comes to making 2D games as they make up the game world. Following different themes the tiles are built for telling a story and to show personality and detail from small pixels. Allowing for use of imagination when viewing how all the pieces come together to build the world and how a game comes together stylized from the individual blocks. As they come together to be the building blocks of a 2d game and represent theme. Setting up the game world. With a show of example work of different styles and uses of buildings, environment and even some altered to seem 3D.
4.2 Collect and annotate primary and secondary research which will help with the development of ideas for this brief. Focus on the following:
b. 3D Modelling – Texturing tutorials, 3D Modelling tutorials/techniques.
This was an Artstation tutorial I used to get ideas on how to start and make a hand painted wood texture, showing the basics of the creative process so I had an idea of where to start from and how to create the texture.
This was a blog on the Unreal Engine website which showed a tutorial/process of making grass. It gave me an understanding of the process and I used bits of it to create my own grass texture by imitating his workflow when it came to the texture however altering it from real leaves to my own hand drawn/painted.
A video on the ideas and basics of concept art. Found it very useful in giving insight into what makes a concept artist but also a large understand of the creative process and how they bring large elements from the real world to bring ideas to life, especially for concept environments.
These boards are more 3D oriented for modeling and texturing. They include a wide variety of source material from examples to tutorials of different textures and models respectively. Showing pro art and guides for both from multiple themes for help with creativity, design or structure when it comes to creating fully finished 3D game assets.
This was the first online tutorial I used, finding out how to attach the texture created in photoshop to Maya and being able to make live updates and iterations to my model by making changes to the UV map in photoshop that the model was lined up with.
4.2 Collect and annotate primary and secondary research which will help with the development of ideas for this brief. Focus on the following:
c. Programming – What are the following: Pseudocode, Flowcharts, Classes, Methods, Statements, Variables, Components (in Unity), Colliders (in Unity), Instantiation, Logic, Syntax, Conditionals, Loops, Prefabs (in Unity), and GameObjects (in Unity).
Psuedocode - " is a plain language description of the steps in an algorithm or another system". Used to more easily understand and set out the code you are writing. "A way of writing code without the spelling and grammar of a programming language. This is used to plan how your program may work."
Flowcharts - a diagram of the sequence of movements or actions of people or things involved in a complex system, aka the system's workflow. Lays out a sequence of actions.
Variables - A variable is a name given to a storage area that is used to store values of various data types. Each variable in C# needs to have a specific type, which determines the size and layout of the variable's memory. For example for storing of whole numbers it would be defined as an 'int' meaning integer or for numbers that hold decimal values a 'float' would be used as the defining variable. In cases of using a method, you would define it as a 'void' or unknown data type that wont return a specific value.
how they're written: [Access Modifier] [Data Type] [Variable Name] [Variable Value]
examples:
class: a class describes the contents of the objects that belong to it: it describes an aggregate of data fields (called instance variables), and defines the operations (called methods). " class is an extensible program-code-template for creating objects, providing initial values for stats, it defines the type of variable".
object: an object is an element (or instance) of a class; objects have the behaviors of their class. The object is the actual component of programs, while the class specifies how instances are created and how they behave.
method: a method is an action which an object is able to perform. A method is a code block that contains a series of statements. A program causes the statements to be executed by calling the method and specifying any required method arguments (augments to the method, specific definition).
Class example:
Syntax - A programming language has its own syntax, which consists of the set of rules that dictate how words and symbols can be put together to form a program and are considered to be correctly structured statements or expressions in that language. In laments terms if compared to english language you could compare it to the grammer in a sentence which makes it grammatically correct so that a computer can read it.
Logic - Logic programming is a programming paradigm which is largely based on formal logic. Any program written in a logic programming language is a set of sentences in logical form, expressing facts and rules about some problem domain. Compared to the english language this can be described as sentence structure or in a song it's how the song is built with choruses, bridges and verses to make a final complete piece .This is where flowcharts come in handy or correctly structuring your code so the computer can read and understand the order it's meant to follow in as the layout of code is very important for whether or not it runs. "The instructions within your program. These are in a particular order that we want to execute and often controlled by conditions".
Sequence - the sentence structure, the order of code.
Condition/al - inputting commands and codes only based on whether or not a state/change happens. IF, OR, ELSE... conditionals are features of a programming language, which perform different computations or actions depending on whether a programmer-specified boolean (true or false, 0 or 1) condition evaluates to true or false. Essentially just whether or not the code picks up a yes or no conditions the response in the code.
Loop - a loop is a programming structure that repeats a sequence of instructions until a specific condition is met, iterating through and looping to find the answer (being a trues state). This being FOR & WHILE loops.
while loop - used for looping until a condition is satisfied and when it is unsure how many times the code should be in loop (while exiting, repeat). "The while loop loops through a block of code as long as a specified condition is True".
for loop - used for looping until a condition is satisfied but it is used when you know how many times the code needs to be in loop (for this many times). "When you know exactly how many times you want to loop through a block of code, use the for loop instead of a while loop".
Components - A GameObject is an object in the Unity Editor which contains components. Components define the behaviour of that GameObject. This act as essentially modifiers that allow for the running of a game. Pieces being things like scripts(running code on the object), colliders(allowing to collide and make contact/interact with other objects), physics bodies(give it basic physics), transformation (position and rotation) or sprite renderer (give it a mode/artwork so you can actually see what it is). You can interact with components directly in the Editor, or through script. ( Unity blog for components )
Colliders - Colliders are Components built in to Unity that provide collision detection using their various 'Bounding Boxes', "Collider components define the shape of a GameObject for the purposes of physical collisions. A collider, which is invisible, does not need to be the exact same shape as the GameObject’s mesh. A rough approximation of the mesh is often more efficient and indistinguishable in gameplay." ( Unity blog for colliders )
Prefabs - "A GameObject template that allows you to create many copies of GameObjects with the same components and properties." A snapshot of a game object with all of its specific components attached so you can easily clone it rather than re making it every time. "Unity’s Prefab system allows you to create, configure, and store a GameObject complete with all its components, property values, and child GameObjects as a reusable Asset. The Prefab Asset acts as a template from which you can create new Prefab instances in the Scene." ( Unity blog for Prefabs )
GameObjects - "This can be an object in your game, a part of the background, or it can be visually empty but contains information, for example text from your user interface, a menu, or a score counter." An object, being of artistic value or purely practical mechanical purposes to make a game function being something like a game character sprite, a button on screen or a game script that allows the start and end of the game. "Unity’s GameObject class is used to represent anything which can exist in a Scene." ( Unity blog for GameObjects )
3D GameObject
Unity Prefabs (blue cube indicates it's a prefab)
Unity Colliders/RigidBody (green)
"A Collider is the "physical form" of objects. ... A Rigidbody is a representation of a rigid body in space".
Unity components list: