Here is my mindmap for the theme of Retro we werre given for this years FMP. The first thing that came to mind when i heard the word retro was actually old toy robots and neon colours, i then went and searched for iconic things from 80s/90s because thats what i would consider retro. As i read through this list of iconic things i picked the ones that i liked and that realkly stuck out to me the most and i ended up with this mind map ive put together.
This is the mood board I made so I can really visualise the ideas I'm going for from my mind map. I think my plan right now is a 3D diorama in a setting like the image in the middle, with a nice neon, retro, geometric look. I will have all of these things that really made up the 80s and 90s scattered around the scene as if they are in a space, and theyre just floating together with each other. I feel like using all of these things will bring nostalgia for generations older than mine.
This is my Pecha Kucha for my Second Year FMP. The theme we have been given for this year is "Retro". I will now talk about what the term "Retro" makes me think of and what it really means to me. Retro to me is all about music, culture, fun, and evolution into the modern world.
First off, I think of the 80s and 90s kind of era when I think of retro. Starting with the 80s, it makes me think of bright colours, films, MTV, and music. Still, when you really think about the 80s, you can also think of other things like everything happening in the world in the 80s, like political stability, technological advancements too. The 80s were when gaming really became a thing, with the bloom of arcades and even very early consoles in the late 80s. One piece of media that really sticks out to me and represents the 80s is Back to the Future.
The 90s are probably my favourite generation, and I really wish I could have experienced the 90s. The 90s had a lot going on at the time with things like the rave scene, the rise of hip hop, and the beginning of grunge. The 90s are also famous for media like games and films getting closer to how they are in the modern day. This was when TV really became a big thing with huge shows and films still massively famous today, such as Friends, Jurassic Park, and Titanic. The fashion in the 90s was also huge and was massively diverse, with the grunge style inspired by bands like Nirvana and Alice in Chains.
One of the directions music went in during the 80s and 90s that i thought of when i heard the theme retro was Hip Hop, big names like The Notorious B.I.G and Tupac Shakur exploded in popularity along with people like Snoop Dogg and NWA who also redefined Hip Hop and rap culture and this tiem is considered the golden age of hip hop in the 90s but there is also older artists from the 80s like Public Enemy, Boogie Down Productions, and the start of NWA. Hip Hop may inspire violence in some of its music with the rise of the East and West Coast rivalries, but it also has a good meaning behind it by using their music to challenge societal issues and create political awareness.
Rock music has been a huge genre for decades and still is today, but the evolution of rock music was massively influenced in the 90s with the rise of grunge, with bands like Pearl Jam, Nirvana, and Soundgarden, which then brought on the beginning of Nu Metal, introducing bands like Slipknot, Deftones, Linkin Park, and Limp Bizkit. While this changed music forever, it also changed fashion to this day with flannel shirts, ripped jeans and messy, crazy hair. The genre of grunge was huge on themes of depression, rage, and internal struggle.
Skating in the early 90s transformed from an underground activity to a mainstream subculture with faces like Tony Hawk and Rodney Mullen. Skate culture was influenced by music that shaped the soundtrack of skating and skating videos; bands like Nirvana and Wu-Tang Clan were often featured in skating videos. Skating was more than just a sport; it was the embodiment of freedom and self-expression. Skateparks and Skateshops popped up all over the world, and while skating was considered rebellious and anti-establishment, it gave youths a feeling of belonging and seeking identity in this community and culture.
The 90s were a decade of contrast, experimentation, and subculture influence. The early 90s embraced grunge and oversized casual wear, mid-decade saw minimalism and glamour emerge, and the late 90s highlighted retro revivals going back to the 70s, bohemian influences, and casual chic. Pop culture, music, and media played a critical role in translating street and subculture trends into mainstream fashion, many of which continue to inspire modern style choices today. Media exposure, through magazines, MTV, and films, brought high fashion to streetwear and everyday consumers. TV characters like Rachel Green (Friends) and Cher Horowitz (Clueless) became models for young women’s casual chic and preppy looks.
When it comes to Technology the 80s and 90s were huge, with the 80s being the foundation of modern consumer technology, whereas the 90s was digital and connectivity boom. The 1980s laid the foundational infrastructure with things like PCs, CDs, VCRs, Walkmans, early mobile phones, and digital imaging. The 1990s, on the other hand, amplified connectivity and interactivity through the internet, email, mobile technology, and advanced gaming and multimedia, forming the basis for the digital, connected lifestyle we experience today. These decades progressively integrated technology into daily life, transforming how people communicate, entertain, work, and access information.
In the 1980s, gaming exploded from a niche hobby to mainstream culture. Arcades buzzed with hits like Pac-Man and Space Invaders, while home consoles such as the Atari 2600 and the Nintendo NES brought gaming into living rooms. Iconic titles like Super Mario Bros. and The Legend of Zelda emerged, and home computers like the Commodore 64 introduced new genres, including text adventures and early role-playing games. Moving into the 1990s, technology leapt forward with 32- and 64-bit consoles, 3D graphics, and richer sound, with systems like the SNES, Sega Genesis, PlayStation, and Nintendo 64 pushing game complexity. Handhelds like the Game Boy made gaming portable, and early online connectivity began to grow, paving the way for esports and global communities. By the late ’90s, franchises such as Pokémon, Final Fantasy, and Resident Evil helped cement gaming as a major cultural and economic force, transforming it from a pastime into a multi-billion-dollar industry that shaped music, movies, and more.
Thank you for watching and listening to my Pecha Kucha. I hope you enjoyed this and have possibly learnt about the huge changes and influence during the 80s and 90s, but also how it has shaped the modern day when it comes to music, fashion, technology, culture, and more.
Challenges
Some of the models I'll make will be new to me and unlike things I have made previously
Keeping upto time could also be a good challenge and will boost my ability to get things done quickly yet efficiently
Previous Experience
I haven't got much experience with making things like this, so I feel like that links to the first challenge I had come up with, since it will then give me more experience in modelling other objects efficiently
Things I May Learn
This idea will push me for learning more and refine my skills the most out of the ideas I have come up with, so I think that thats why i like this option so much because it will be such a challenge for me to overcome and could be a piece im very proud of as long as all goes well
For my first idea i am thinking of having various retro objects floating around in an open retro wave area. I feel like this idea is good and will look like it's inside an arcade game with all the objects to bring a sense of nostalgia to older generations than my own, who remember the 80s/90s era. This was the first idea that came to me instantly before I came up with the other 2 I have in mind. I like this idea most as well, as I feel like it will be just as challenging as the others, if not more challenging, but i wont be as cut for time to get everything made compared to the other ones.
Problem: Running out of time to get the assets I want to make could be a problem I run into, as I have quite a few ideas I want to implement into this concept, and I may have overdone it with the list of assets I have in mind
Solution: Since i have a few assets that are similar like consoles i could prioritise what i have so i can keep some variation and the way i will proiritise things would be to sort them into groups and going through the groups and making 1 asset for each group then build off it so if i have time i can then do extra ones that have similarities to the other objects in the same groups
Problem: Getting stuck making one of the assets could be a problem I'm likely to run into because i havent made many assets like the ones I have listed
Solution: I will make sure to have reference images for all models I make, so I can easily replicate each item and keep them well proportioned and make them look as close to the actual thing as I can
For this idea, the final product would be a video render and im thinking ill have a moving camera looking around at the retro objects i have floating around, the reason i want to make this a video is so that these objects can sort of float up and down slightly to make it seem like they are actually placed there rather than having it look like i forgot actually to put them where i wanted them, im also thinking some objects might have animations made for them too, example of these animations would be things like; kirby and donkey kong sprite just doing basic animation from older games, skateboard and rollerskates might have an animation i can implement, image coming out of polaroid camera, rubix cube mixing itself around, tape coming out of walkman. I feel like adding all these little animations will bring this project to life quite nicely without being too much at once.
For the seond idea i came up with making a 3D scene of an old arcade packed with different cabinets, i feel like this again could be nostalgic for some people and it will also be a challenge due to having to create the different machines and make sure the placement of them is somewhat uniform in a small area being the building so this could be quite challenging and will definitely refine my skills in 3D modelling. The only issue I am thinking I will have with this idea is that it could be quite repetitive and not show off my capabilities to the fullest, but it may be quite time-consuming, too, trying to get the textures on each item and such.
Problem: I will have to make a lot of cabinets and they will nearly all need separate textures other than having a few duplicates of different ones
Solution: Textures i can probably find online so i can just use image textures and i can just duplicate the cabinets so i technically only have to make 1 cabinet model
Problem: The problem i think i might have with only having to make 1 model is that it doesnt really push me a whole lot so i wont have much challenge with this idea which isnt great since i need to challenge myself and refine my skills with everything i make.
Solution: I suppose i could make some slightly differently shaped machines but even then that doesnt push me too much.
For this option i think I would just do mutliple high quality image renders to show off the entire arcade. I think that I will just have it in different places at different angles, so I can try different ways of using lighting and capture the retro charm of the arcade and everything within it.
Challenges
This project will push me to get image textures looking a lot better and more realistic than I previously have with other times I have used image texturing over procedural texturing
Previous Experience
I have made a few rooms using Blender before I started college, so I have got a bit of experience with making sure the smaller amount of space I have been given is something I could find useful, since the scene is limited for space, since it has walls bordering the area
Things I May Learn
I think the skill I will refine most with this is just my ability to fill limited amounts of space efficiently, without leaving too much or making it too overcrowded
Challenges
This idea will be the same kind of challenge as the previous option because i will have to be filling limited space again since its just a bedroom and this will probably prove more challenging than the narcade idea i had because a bedroom would obviously be far smaller thyan an entire arcade and the arcade is just really a case of duplication of assets so this idea would require me to be more strategic about the placement of each item in this space
Previous Experience
This is where the experience I had mentioned before will come in useful because the room I had made before was actually a bedroom, although they were much lower poly and didn't have textures as realistic as I would use in this scene
Things I May Learn
This idea will take a lot of thinking about placement of items and making itseem like a natural bedroom, so placements of some objects will have to cater to placements of others
This project will also refine my skills with making sure I'm keeping up with the time I am given to get this made, just like the first project
For this 90s bedroom idea, I want to design an entire bedroom from the 90s, which gives me a lot of freedom with what i make i feel like i could do this easily because i have designed some basic bedrooms before so i would have to make it lower in polys because there would be so much to make so im not too sure on the idea. After all, it would not push my skills as much, and I don't think I would have time to make too many assets while making the room.
Problem: The fact that it is a bedroom means it will need to have furniture and decoration so it will actually require quite a few assets to be made to complete this scene
Solution: I think the way I would tackle this problem would probably be to make everything lower poly than I usually would. I wouldn't make it what i consider lower poly but it would be a lot less realistic than the other ideas i had.
Problem: The amount of object i make could put the poly count through the roof even if everything is lower poly, which could make render times much higher than usual
Solution: i would probably make everything separately in college and then compile everything thing and get the final renders done at home with my own PC as it is much more powerful than the ones we have to work on at college
When I came up with this idea i instantly knew that if I were to choose iti would make video renders. I think the videos would just be panning around the room in different sections of it, so I can show off the different parts of the room nicely without going crazy on animations, other than maybe having a few, but I'm not too sure what they would be yet, although I definitely think that videos would be more fitting for this option.
This idea i thought was quite interesting and im thinking it would be a render from someones perspective looking into a shop selling old retro items like in my first idea but i also thought it could be a film rental shop like in the picture next to this. i feel like this is quite an open idea i could explore quite far into without making it too complicated and being short on time since i have so many options of what i could put in this shop.
Problem: I might overscope on this idea and run out of time to make everything I decide on making for this project, which is frustrating because there is so much I could do for this one
Solution: I think if I were to run out of time and had space in this shop i could always have multiples of each item to fill space and not make it look too empty
Problem: Like the previous idea i might end up with an extremely high poly count for this scene, which could make rendering take a lot longer than I want it to.
Solution: Like the previous idea i would just render and compile everything into the final scene at home on my PC and then document everything in my time at college rather than attemptingto render this at college like I did last year and ending up with a render i wasnt as happy with since I had to stop midway through and continue at home.
For this option im kind of on the fence between a film rental shop or a record shop. I think for both of these ideas i would do image renders but from different angles to show off every aspect of whatever shop it ends up being. A few examples of angles i was thinking was different shots within the shop, looking in through the front window and maybe one looking at the counter. I feel like doing these shots would help the viewer see what its like to be within the shop which i think is vital to really represent everything i made and the detail i would want to have in this scene.
Challenges
The first challenge that comes to mind with this idea is being able to decorate and place everything uniformly like an actual shop, and making sure the displays look good
Previous Experience
I don't really have much experience with this kind of scene, which is why I think it's also a good idea, because it pushes me to learn new techniques and could help me to see different methods of modelling things when stuck on future projects
Things I May Learn
I think learning to make displays and filling shelves could be a good skill and technique I could learn, since I would currently consider myself an asset modelling over being a character or environment designer
References for my Pro Forma ---->
This is my Pro Forma/ proposal I put together for this project, now that I have finally decided on the idea I am going to go for, being my first idea, the Retro-Wave scene I want to make. For this pro forma i had to go into greater depth than when I was on my initial research part for each idea last week. I feel like the depth I went into with the limited word count we were given was quite efficient to get my point across without being vague or focusing too much on fewer of the areas I spoke about. The rationale doesn't actually mention my idea yet, because I think it was good to just talk about the approach I want to take, so that I had more to write about in my concept section instead. The rationale might not mention my idea, but it does explore the theme and talk about the directions my thoughts went in when I was told about the theme and was given time to reflect upon it, whilst also talking about why I want to take this approach at the end of this section. I then went on to talk about my idea concept in more depth than on my blog last week, i think that the amount of depth i went for was quite efficient as i just briefly explained more elements of what i want to include in this project and i get to justify my reasons for these choices talking about the setting itself but also a few of the assets and what might eb done with these assets so i can make this project as good as i possibly can. Finally, there is the evaluation section, and here I just spoke about potential issues that may come up when producing this project and how I will overcome them, without being too in-depth about all of these things, because I only had 50 words I could use, which stopped me from adding unnecessary detail on what actions I may have to take.
This is the timeline I have written for my project. I feel like having this is brilliant because it helps me keep track of where I am and where I should be during the project, so I can tell if I'm behind or ahead of schedule, im also planning on making a trello board to know what progress i am making and knowing whats done and what isnt but ill have priority of some assets over other because id rather have variation and then similar assets
Here is my Trello board. I have made this with a list of assets I would like to have created. I may not manage every single one, so I have put them in priority order. I think this is the best way to give myself a plan alongside my timeline so I can see what's done and what needs doing, and so I can keep up with the time I'm given, which will make time management far easier than it is, since I may have overscoped with my idea.
For the target audience of my project, I am aiming for people of any age, but I think it will be nostalgic for people who grew up in the 80s and 90s, as it is all based around that kind of time, with each asset, so people will see them and it will bring back memories of things from that era, such as Game Boys and Walkmans. I am using this project almost like an old retro art gallery, but for old toys and technology, and it is just a video so that you can experience looking at all of these old things and realise how far everything has evolved from then until the modern day.
Another demographic of people i am targetting is game designers in a way that i could put my assets into an asset store fror them to use if they are making a retro game so that they can use my assets and it will benefit them with the fact that it will save them time when it comes to not having to make these assets themself, it could also work well with anyone who wants to 3D print these assets just as little momentos or something similar as it will mean they dont have to model it especially if they are unfimilar with 3D modelling and just want to 3d print my assets.
An ethical consideration I do have in mind, though, is that this project could be culturally educational for newer generations, but also nostalgic for older generations who experienced this era. I think that this being educational and exploring retro cultures is important so that people can see how things have changed since then, and to show the roots of technology and other things everyone uses in the world today.
Some ethical issues I have also taken into consideration is that this project could not be user-friendly to people with visual impairments, such as colour blindness. For the colour blindness, I could make colour filters for the video so it so that people suffering from this condition could still experience it in the same way as the colours of this project are quite a vital part of it.