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.
4.3 In groups discuss and describe how you could use a series of design methods, tools and skills – including software, hardware and techniques used.
Sketching: Is making a rough drawing of something/ just giving a brief account or general outline of something. The basics or blocking out of a drawing/image. - Using a program like photoshop I would note down ideas of different themed assets or scenes by creating basic outlines and general outlines to then be used to create more detailed versions of said art either in 3d or 2d. For example sketching/drawing a basic character idea and then later building on it and building on the idea to then make a completed artwork.
Photobashing: Using multiple images, then splicing and re attaching them (using multiple different images to create a new different one by splicing them) - With photoshop I'd use multiple images of the theme I'm using (e.g horror) to create either environments or character designs by splicing and editing the images of the the different characters or environmental assets to then draw inspiration in creating my own original artworks and designs.
Blocking out: is essentially creating a 3d sketch where using a 3d modelling software you don't make anything fully fledged and are roughly "blocking out" with geometry what your model or scene would look like to get a general idea in scale and shape. - I'd use blocking out for ideas generation and to play around in maya and 3d software gaining a general understanding of different concepts in 3d by making less developed versions very basically.
Silhouetting: Using/splicing shapes in different ways for ideas generation to create a shadow/silhouette of a character. - I would use silhouettes to create ideas generation for characters by blocking out designs in photoshop then drawing over them with a graphics tablet.
Painting and texturing: creating/painting a texture / surface to be used to texture a 3d model, giving it a surface. - Using a program such as photoshop and using a graphics tablet I would draw and then paint on top of a UV map I'd have gotten from a previously made 3D model subsequently creating a texture/surface for my 3d model.
Flowcharts: A diagram that represents the flow of a process showing choices, outcomes and the process. the plans or sequence of movements or actions in a complex system. - I'd use flowcharts to plan out the direction of action not only within the game but also the code, so that I know how my game would run and the flow of what happens within the game and game code.
Pseudocode: Notation resembling a simplified version of a programming language, used when designing a program or how the code is laid out. "lain language description of the steps in an algorithm". - I would use pseudocode to plan out my code and prototype it to understand it easier in basic language for easier implantation of said code when creating the finished script.
Photoshop: A 2d graphics editor/ drawing software used for digital drawing painting and editing of other or your own images. - I'd use photoshop for helping with ideas generation, using it for things like sketching and photobashing for drawing and image editing but then also creating finalized digital art from previous ideas generation with drawing and painting. I could also use it for storyboarding.
Maya: a 3D modelling program (software) used to make 3d models from blocked out prototypes to fully fledged high detail 3d models. - I'd use maya to first build basic blocking out's of ideas for a 3d model or scene then using different elements of the modelling software to go into more detail of the geometry / model revamping my ideas into fully developed, high or low detail (polygon) models to be textured and used as assets.
Unity: is a games engine (software) "software-development environment designed for people to build video games" aka a framework for easier building of games when adding your assets (programming/scripts, 3d models, textures, art). - I'd use unity to combine my assets in creating the game for it to be runnable - adding in my art such as tilesets to create the scene and the programming for it to run.
Graphics Tablet: a tablet (hardware) used with a pen to draw straight into a 2d drawing program on a computer. A tablet used to draw on to digitally draw on a computer. - I would use the graphics tablet with a drawing software such as photoshop to draw and paint, creating basic sketches then slowly build upon the art to create a 2d piece of digital art
4.4 In groups discuss and create a Top 5 Tips list identifying health and safety issues related to working with computers and studio spaces.
The number one problem when it comes to working in studio spaces with computers is the risks involved with sitting and working at a desk over long periods of time (several hours). This can lead to many issues involving, headaches for prolonged screen use and aches in arms and wrists with using the keyboard with then leg and back pains from prolonged sitting.
The number 1 tip would be to take regular (hourly) breaks of at least 5 minutes so your body can stretch and take your eyes away from the screen allowing your body to reset and allows for your blood to start flowing again and reduces the build up of stiffness: this can be in the neck, back, arms/wrists and legs or even the eyes from prolonged screen use.
Tip 2: having a comfortable working environment can have a lot of health benefits. As such, having comfortable arm wrests and desk helps immensely with reducing build up of strain in your arms and wrists and helps prevent RSI. But this goes for your chair as a whole. Having a comfortable chair helps with keeping your back straight, arms un-strained and neck not aching. Leading to better body positioning and reducing aches.
Tip 3: Liquids and drinks can easily be damaging for computer equipment, so when it comes to having drinks at a desk it's always best to have a sealed lid so that even if you do knock your drink over it won't spill everywhere and there's a lack of risk of damaging computer equipment.
Tip 4: In a studio full of computers there always comes the chance of electrical fires. To reduce the chances of electrical fires as much as possible you need to make sure any electrical hazards are dealt with. Major ones being loose/faulty plug sockets or appliances or especially loose cabling.
Tip 5: Running can be really dangerous in a computer lab or anywhere really, making sure not to trip or fall over is important to allow people to move around the studio efficiently. This means putting bags under desks and clearing the walkways. Especially making sure you aren't blocking any fire exits.
4.5 Create a series of ideas (generation) for the HORROR brief using the following techniques:
ideas:
Horror themed Character
Horror themed Environment tileset
Horror themed animated sprite
Techniques:
a. 2D – Sketching, photo-bashing, colour ideas for each task.
I Took inferences from my Pinterest Blog of horror characters and some inspiration from my personal favourite horror characters in games (e.g The flood from halo and Infection from GTFO) and then sketched out a design that I liked of a human esc creature infected by a virus (similar to the flood from halo but more nature based, like a tree) then played with colours to see what would fit the design more.
Inspiration from the Scout in GTFO and its long tentacles/tendrils and then the spiders in Limbo which have long legs outside of screen, that come across as very imposing. Then Creating my own photobash using octopus tentacles and replacing the red colouration with blue/purple.
Sketch of a skeleton character design I did which I turned into multiple variations, I wasn't so happy with my first character design for as much as it played more into horror themes and were similar to in game enemies such as the halo's flood. I wanted a character more suited for the type of game I wanted to create. I thought a skeleton, or suit of living armour would work best for the inside of an abandoned castle best. Especially when I want to turn my character into a pixel sprite. As well I wasn't sure on whether I wanted to make the character as an enemy or the protagonist.
Dungeon Esc Tile set, using darker larger stone edges but with brick walls and a window to the outside making it a tile able asset to bee used for stone walls inside. - need a floor tile, could be wood or stone. and some sort of light tile, a torch on a wall or chandelier.
https://docs.google.com/presentation/d/1BS-K9QGuBy-Si2gjhr3Kk_kA4qSRb3Jue2Ltb5D8deE/edit#slide=id.p1
4.5 Create a series of ideas generation for the HORROR brief using the following techniques:
Horror themed 3D models.
Hand Painted Textures.
b. 3D Art – Sketching, photo-bashing, blocking-out, paint-overs, colour ideas, texture ideas for each task.
Ideas for a HORROR Game Environment:
darker colour scheme
skulls/bones
gravestones
leafless trees
blood
abandoned buildings e.g churches, hospitals, castles
Moon / nighttime
broken mirrors, doors or windows
broken fences
ripped curtains
footprints
creepy paintings
When it came to horror 3D models, I wasn't sure on what to do, but the main idea I had was some sort of grave/ gravestone. A prop or model to be used for a graveyard.
grave and gravestone blockout.
a quick paint over in photoshop on top of the 3d model block out to get some ideas to maybe what i could do with texturing or if more developed.
Block out idea for a skeleton arm/hand, having something coming out of the open grave.
proof of concept: using rendered cloud layer to add a texture to a grey stone background.
Playing around with the torch texture, whether or not to make it look cartoony (like picture) or make it more realistic.
4.5 Create a series of ideas generation for the HORROR brief (page 3 - see above) using the following techniques:
Create a prototype which includes the following: Physics-based movement, Instantiation (e.g. Projectiles), and Pickups.
c. Programming - Use pseudocode and flowcharts to plan the mechanics within your prototype.
Spawner:
create public float/int xPos = ?f;
create private float/int Ypos = ?f;
create private float/int spawnDelay;
create private float/int randomRepeat;
on start:
define spawnDelay = Random *number*.*within*Range(xf, yf);
define randomRepeat = Random *number*.*within*Range(x1f, y1f);
Invoke (Repeat)ing of (GameObject,~with~ spawnDelay,~with~ randomRepeat);
Player Movement:
create public (editable) float/int moveSpeed = ?f;
on Update:
create float horizontalInput (for x input of -1 to 0 to +1) = Input. GetAxis ("Horizontal"<-Unity default inputs);
Transform.Translate (=move) (Vector2.right/left * Time * moveSpeed * horizontalInput(-1<->+1 );
Player Jump:
create bool/TrueOrFalse onGround = True (at start);
create float/int jumpforce = ?f;
>private Rigidbody2D rb2d; >for character rigidbody
on start:
rb2d = GetComponent <Rigidbody2D> () ;
on Update:
if Input of GetButtonDown ("Jump" key) while onGround = true (&&)
then
rb2d(rigidbody) AddForce Vector2.up (y + 1) *jumpforce
also
onGround = false;
private void OnCollisionEnter2D:
// if collision detects object with tag ground then true's the onground bool
if collision of gameObject's (Compare)Tag = "ground"
onGround = true;
Final project / game idea for 2d horror game:
2d, pixel (would suit it)
suspense horror, not jump scares
would like to focus on sound if possible
character can only walk forwards and slightly backwards (can't walk behind them passed where camera can see, only forwards moving camera)
beginning area is lit up
once you move passed beginning the torches in beginning area go out
dark for a bit
you have a candle, must keep clicking m1 for the candle to stay lit (game over if you let it go pitch black)
can barely see, candle lights only area around you in colour, rest is grey/faded to pitch black edges
can see stuff and hear sounds from the black edges infront of you, like moving shadows and hear whispers
located inside mansion/ castle: stone walls, no lights/electricity works for torches/candle
long black corridor, repeating but not exact same every time. Maybe it changes slightly.
Maybe add a window here and there with some animation behind it, raining (able to add rain ambience) with flash of lightning or tree swaying in wind
dark outside, thunderstorm
kind of like a 2d version of spooky's jumpscare mansion but with sort of amnesia themes (but no jumpscares).
character design either human or skeleton, can do unknown but is 2d so have to see them.
Could wake up in dark souls esc, torches light up darkness and you get up/stand up from sleeping on floor.