The theme is depth. This is the project where I am in charge and have to plan out what I am doing instead of the lecture. The development and progression require of this project is pretty much the same as my year 1 final major project, but the criteria for each section is more complex than before. The general flow of the project that I have identified is:
Ideas - Brief, theme, mindmap, choice, specialism, pitch (Pecha Kucha),
Pre-production - Research (project inspiration, techniques and skills, comparative games/films/books etc...,), planning (time, hardware/software, objectives, deadlines, scrum meetings) & prototypes,
Development - (differs depending on what specialty you are doing.) For concept art this is silhouettes, sketches, final sketch, final product. I also need to keep a production journal,
Final product - Finished main outcome & an evaluative, reflective conclusion.
I need to make sure that I can somehow emulate scientific theories, politics, philosophy, written/spoken language, different cultures, belief systems and an ethical consideration, in my project, whether this is in my product(s) or inspirations.
I should be spending all of my college time and at least 10 hours of free-time on this project.The project will take up the remainder of the college year. This project will allow me to improve & expand my own collection of skills. My project should include asset creation, narrative, game mechanics, character design and world building. I must blog everything about this project, from problems, mistakes, progression, changes and continuously reflect on these things.
I will be assigned a lecturer, who's own skill set matches my own and my project. I will need to attend weekly SCRUM meetings with them to show my progress. They will also ask me questions about my project, and give me advice on what I need to change, focus on, improve or include. I will also be given a number of specific art & coding workshops, by my lecturers, that will introduce me to new techniques that I can apply to my own project, which I can use to fix any problems I might encounter. Self learning is a must.
I must achieve a distinction on all criteria in order to get the grade overall.
Project deadline is 24/05/24.
The theme of depth is something I am struggling to come up with ideas for as the word depth is a very literal word, it means that something is 3 dimensional, with a height, length and width/depth. The most obvious course would be to make a 3D asset, but another option could be an underwater or underground themed asset, when speaking about going below ground level you would measure how far down you are by the depth. I am definitely going to be making character, prop and environment concept art for any idea that I end up choosing, as this is the area of game design that I specialize in, but for an extension task I might try and model a few of the smaller parts of my project (I won't have enough time to create all the concept art for my ideas and model them all, the process is to long). I will also need to world-build and create a narrative behind that idea of my project. I hope to achieve a distinction on this project.
The process of the project itself is quite easy to understand, as it is pretty much the same as m year 1 final major project, expect I have to consider more parts and create work to a higher standard, so I'll be fine with this part. I am going to use this project to better my digital drawing skills, especially when texturing, shading, highlighting and perfecting my composition. I think this project is going to be fun. One thing I am going to do (that I learned when doing my first FMP) is to change focus for a short time, when I get bored of doing something in particular, otherwise I just won't want to complete it. One thing that I have noticed works really well is when I am getting bored or frustrated with a project is to go on my switch for 30 minutes then go back to what I am doing, as it allows me to think ahead, gives me a break and resets my patience levels so that I can go back to working.
This is my Pecha Kucha presentation about the theme of depth and its possible different interpretations. It includes the themes of: Underwater, Underground, 3 Dimensional space/objects, Intense/extreme, psychological depth, philosophical depth, embodied themes, the depths of space and the Mines of Moria. I will probably end up combining a quite a few of my ideas together in one overarching main idea. I'd say that possible main ideas on this slide would be: underwater, underground, embodied themes, space and the Mines of Moria, while 3D, intense/extreme, psychological and philosophical are ideas that I can combine with one main theme.
Page 1 - Underwater:
Underwater relates to the theme of depth because, when people measure how far underwater, they are, they measure it in depth (1.),
The theme of underwater is relevant to me because I/we live in a seaside county, Cornwall, we a surrounded by the sea. It heavily impacts people's lives (flooding, weather) and livelihoods (tourists, fishing economy),
Concept art, sculpting, texturing, modelling, diorama(?), GDD,
Concept art is my specialty so will be doing this no matter which theme I pick, why would I pick a discipline that isn’t the one that I am best at, I’m trying to show off my specialist skills, sculpting fits the organic shapes better than modelling,
My intention would be to create a mini underwater world, centered around some kind of oceanic hub that would allow creatures to interact that would never normally be near each other. This project would allow me to showcase environmental problems such as sea pollution and climate change. I would make a range of environments, characters, props, world building and part of the narrative. This would give me the ability to change the type of outcome I want to make at any point or allow me to make a piece in every one of the possible outcomes specified,
Adobe suites, procreate, mental canvas, 3Ds MAX, Blender, Zbrush, Nomad sculpt, Substance painter, Unreal engine 5, etc…,
Silhouettes, Sketches, sculpting, retro topology, 2D modelling profiles,
Aquaman movies, pirates of the Caribbean, Sponge Bob, Abzu, Silt, Dredge, watercolour paints, Barbara Hepworth,
Small ocean creatures, Underwater locations (Atlantis, shipwrecks, Bermuda triangle), different cultures from small creature native regions.
Page 2 - Underground:
I chose the theme of underground for the same reason as underwater because your location underground is measured by depth (1.),
I thought that I should be thinking about underground in more way than just mines some other examples I thought of could be animal burrows, or the underground pirate tunnels around that were used to smuggle goods into Cornwall. Some of the tunnels come up in local bars around Market Jew Street, but they have been sealed off since the tunnels are deemed to unsafe to venture into now,
This theme is relevant to me because Cornwall is not only a seaside community, that pirate and traders were known to frequent, but is a mining community as well, although it has severely died back in the last few decade, but they are trying to bring the trade back here, since lithium (used in car batteries was discovered, as covered by BBC news (2.)),
If I chose to do this as my project, the outcomes would most likely be some kind of environmental and prop concept art with a 3D modeled diorama, sculpting would really be needed for the mining or pirate tunnels idea because they are quite industrial in their appearance, but if I was to do some kind of animal burrow sculpting would be the better option,
The relevance to my vocational would be that it would give me a chance to focus on environmental concept art and modelling rather than character concept art which I do all the time and don’t spend as much on environments,
If I was to do this project I would focus on the pirate tunnels, as the pirate tunnels is more of a fun idea, than mines and doing animal burrows would probably end up looking kind of like peter rabbit or the film epic, it is a unique thought, but the options of outcomes are limited. I probably produce some kind of exploratory adventure than focusing on pirates them selves as that has already been done. My best idea would be that you play as a bartender, somehow discovers a pirate tunnel exit in the basement of the pub, which they then enter, maybe a pirate ghost appears, scares them and they fall in the hole, they get out but keep going back as they want to discover more about the pirates and find the treasure. This project would teach people about the history of Cornwall and highlight its economic decline as different job, like mining have died off and we now focus on tourism, it is become impossible to live here with few employment possibilities and low wages,
I will need the adobe suite, procreate, 3Ds Max, blender, google, google sites, Microsoft office,
I’d probably use pirate of the Caribbean and captain Finnegrin, crew and walking crab boat from the dragon prince as inspiration
First, I would need to look a map of the pirate tunnels, where the cove entrances are and where they come up around Penzance. I also need to look at if were any famous pirates or pirate ships that came to Cornwall during that time, what was smuggled in, what is rumored to be down there and I also need to research abstract art,
Some useful research resource would be the internet, books, people (I could ask people in the shops where the tunnels are known to come up if they know anything), YouTube, etc...
Page 3 - 3 Dimensional:
Depth can also refer to 3 dimensional, so anything with a height, length and width/depth. Quite a simple interpretation,
3D is relevant to me because I like modelling, texturing and from what I’ve tried of sculpting, I quite enjoy it, I would like to keep refining these skills, I usually focus on concept art so this would be a welcomed changed,
I probably would create some concept art to go with the model as I will need to design and make a modelling profile for whatever I want to make.
3D as a definition of depth is something that is too bland on its own, I would probably end up having to combine it with one of my other ideas, so that I can fill out the concept s little more, I can combine this with most of my other ideas and I was already intending to create some kind of 3D outcome for my project anyway,
I would need the adobe suite, 3Ds Max and blender to make a 3D asset. Processes would possibly include modelling, unwrapping/pelts, texturing and stickers, etc…,
3Ds Max is required for modelling, while blender is required for sculpting. Pelts is an easy way to unwrap organic shapes and stickers are an easy way to add illustrations to textured objects, rather than drawing directly onto the model with a texture,
Comparative artists for 3D models would allow me to pick pretty much every game with 3D models in existence,
I don’t really need any contextual research for 3D modelling, but I could do with looking at different modelling and texturing techniques, that would allow me to better my outcome, I would also need to looks at the art style I want to make my models in the style of, obviously this would change depending on what I decide to make,
Research resources would include YouTube, google, Lecturers, help forum’s, etc…
Page 4 - Intense/Extreme:
Depth can also mean extreme or intense (3.). I interpreted this as appearance, because although it can be applied to other subject it is mostly a scholarly use for intense research which would really apply to making the outcome of a project,
This is relevant to me because the current trend for our lifestyles has been minimalism, but we are slowly starting to head back towards a more minimalist approach, I find it interesting that people are constantly changing their lifestyles to fit these trends when they could be just somewhere in the middle, and not have to keep changing themselves,
My intention for this project would be to showcase the difference between minimalism and minimalism and why we feel the need to have so many things or so few,
For this project I would focus on making concept art of characters, props, and environments, possible a diorama,
I would need 3D modelling software, the adobe suite and procreate for this, as well as Microsoft 365 and google sites for documentation and supporting evidence,
I could use the Victorians for inspiration as they loved the idea of minimalist design and modern decor trends to inform my design.
I would need to research the history of minimalism and minimalism, when it started, aesthetic trends of minimalism and minimalists, when it was popularized, current trends, why we like them, what impact does this have on society and the environments as minimalism is all about more is more, so consumerism, what happens to all of it when we run out of room and how do they produce all these items so quickly,
The internet, books, YouTube and decor/fashion magazines would be a good source for my research.
Page 5 - Psychological:
Psychology refers to the mental and emotional state of a person. Psychological depth can mean a few things one is that you can deeply understand your own emotions as well as those of others, or it could mean that someone has a complex psychological mindset, such as they have an intense personality, it could also mean that someone has received psychological damage that they need to be treated for (4. & 5.), but there is also a literal meaning called depth psychology. Depth psychology covers the unconscious, such as dreams or repressed memories and how this effects people in the real world,
Psychological depth is closely linked to mental health, its effects on people, the brain and treatment for it, everyone on the planet has mental health, but in some people, cases are much more severe, and they can develop mental health problems in response to trauma or genetic traits,
For this project I would probably try to create some kind of game concept using a GDD, modelling, concept art and narrative to make so assets for a game that would allow people to experience the effect of mental health problem that other people can suffer with,
To try an incorporate this theme into just concept art would be quite hard as the whole thing with mental health is that it consists of disabilities you can’t see, so I wouldn’t be able to show this through a character's design, only their responses to other environments, characters and props within the game,
I think the art style of abstract expression mixed with traditional art would be the best comparison for this game as abstract expression is all about emotion and so is psychology, while traditional art is well liked because it is the most like reality. Bakugou (from My Hero Academia) is a good example of someone with intense emotion and psychological depth,
I would need to research the science behind psychology, mental health problems, what can cause this, how our genetics impact how likely we are to develop mental health problems and are ability to deal with its triggers,
I could use YouTube, scientific journals, the internet and books, to inform my research.
Page 6 - Philosophical:
Philosophical depth means for us to explore the fundamental and core beliefs that make us up as a person, this is often impacted by our genetics (genetics impact our personality and are responses to things, so everything we absorb from the outside world is filtered through it), experiences and exposure. It often overlaps with the psychological depth of a person (6.),
Philosophical depth is something close to me as it is the reason that I am different compared to everyone else in the world and why everyone else in the world is unique to me. It is basically a way for me to understand how my own life has shaped me, how it has impacted my own mental health, and this project will allow me to create awareness for that,
For this project I would want to create 3 characters who are philosophically deep, each would represent one of the 3 different things that can impact our own philosophy, I would likely create concept art for this, possibly and model or a sculpt, maybe an animated story board of some of the events in their lives that has contributed to their philosophy,
I would need digital drawing and modelling software to do this, a texturing software, Microsoft 365 and google sites to record my documentation.
I would mainly focus on concept art because sculpting/modelling a character can take anywhere up to around 120 hours and sculpting 3 of them would take to much time,
Some character that are philosophically deep include, Uncle Iroh (Avatar the Last Airbender), the Decepticon cause (Transformers), Geralt of Rivia (the Witcher), etc…,
To research philosophical depth, I would first need to look at the neurological science that investigates how our genetics, experiences and what we have be exposed to shape our belief systems, then some extreme cases of how this can negatively and positively affect people, how you can be taught philosophical depth, what makes us class someone as philosophically deep, etc…,
Some examples of where I could find this information is religion, the nature vs nurture argument, self-help books, political movements, scientific journals/magazines, TV, YouTube and the internet.
Page 7 - Embodied themes:
I’ve noticed that people are struggling to understand this idea so I’ll try to make it as clear as I can. Themes add depth to literature and art, by categorizing the subject and making the object, as a cohesive whole,
This is relevant to me because I am quite an artistic person so before I can create any work I need to decide on the theme, so it is a very important part of all the creative things that I do each day,
My idea would be to take popular themes, such as love, war, good vs evil, family, justice, etc… (7.) Into literal interpretations as characters with a physical form. Themes are often popular because they relate to real world event, as a result I can use this project to showcase different cultures and current issues within politics, environmental and ethical issue, etc…,
The images you can see on this slide are by an artist called Toby Allen (8.), not a particularly well known one, but the subject of these works of art are very similar to what I am trying to do, except they are physical representations of metal health problems, not themes. Another example of this idea being used is in most mythologies and religion in the literal embodiment of death, such as the grim reaper or Thanatos, we have always felt the need to assign concept that we didn’t understand or couldn’t control to things like deities and spirits. Ancient Greece is a great example of this as there a gods assigned to their roles, but they are known for purely embodying that role, both the good and the bad regardless of the consequences or anything else it could affect. Aphrodite for example convinces Helen of Troy to leave her husband and go off with Paris, starting the Trojan war,
If I chose to do this project, I would be making character concept art or some sort of primordial spirit like creatures, possible a sculpt of one of my concepts, possible model some of the props, maybe a 2D animation?,
Concept art is my specialty, I enjoy modelling and want to become better at it and I’ve always wanted to use sculpting and 2D animation in a project.
To do this project I would need the adobe suite, procreate, 3Ds MAX, Blender, PC hardware, an apple device, google, google sites, Microsoft 365, etc…
I would need the adobe suite to create textures, concept art and a 2D animation, procreate for animation and concept art, 3Ds MAX and Blender for 3D modelling, blender for sculpting and a PC to do all these things and google,
Heavily research pre-production requires, this would need to include popular themes, where they were popularized, how they currently relate to what is going on in the real world, the history of the theme, the cultures of the places the themes originated, major authors/artists, when they first came about,
I could you multiple search engines, YouTube, books, art websites, museums to find this information.
Page 8 - The Depths of Space:
There are so many ways in which you can apply depth to space, such as the depth of the universe as it is always expanding and whether we are alone in it or not, just the pure number of media, conspiracy theories and scientific research behind its existence, etc… but I am mainly focusing on optical illusion of space, this being that we know space is 3 dimensional and huge, but when looking up from the surface of our planet it is 2D and small,
The reason I chose to look at this is because I can incorporate all the other elements of the meaning of the word depth in the context of space. The reason we can’t see the depth of space without help from technology is because the planets are so far away that we can’t decern their depth, as the image is projected on the back of our eyes, and we just can’t register the distance. This is ironic as the planet are so far away, they look like a flat object, but they are flat because there is such a vast distance between them that our brains can’t register the depth,
This relates to me because astrology, the idea of aliens and the theme of a futuristic world where we travel the universe is something that has always appealed to me, as there is still so much, we don’t know it makes it seem like everything you can possibly imagine exist out there somewhere.
I would probably produce and infinite canvas as an outcome for this piece of work as it would be a great way of combining the idea that space is so vast, we can’t even comprehend it, as all the assets within it would be 2D but within a 3D space. I could also produce a model or sculpt of some of the prop, character and environments I produce for my concept art,
To create this, I would need 3D modelling software, the adobe suite, procreate, mental canvas, Microsoft 365 and google sites. Comparatives I could use for inspiration include, Voltron legendary defender, Transformers, Wally, space conspiracy theories, scientific research and theories, Alien, Warhammer 40K, Star wars, etc… but there are sop many more,
For this project I would need to heavily research my comparative inspirations, as well as the science behind space and how the public feel about our missions into space, as at the end of the day if the public decided we should stop funding space exploration, companies ran by the government aren’t going to be able to afford to go,
I can use the internet, scientific journals/magazines, YouTube and books as sources for my research.
Page 9 - The Mines of Moria:
The mines of Moria relate to depth because they are deep underground,
In Tolkien’s world the world (or middle Earth is flat), above it is the sky and below is the void, but in-between the void and middle earth there is a cavern system (in the north under Ultomno and Angband), that he created when he was defeated the Balrog fled, in the lord of the rings Gandalf mentions that the dwarves tunneled to deep and awakened the balrog, so it stands to reason that this balrog fled through the cavern system and somehow manage to get under Moria and the dwarves ended up digging down into it, this would explain why the balrog and Gandalf fall through the earth but somehow land on a tower that has been built, when the only person who has ever been in the void is Morgoth,
This project appeals to me, because I love lord of the rings and because the descriptions of creatures in the books are open to interpretation, everyone has a different perception of what they look like. Honestly, I probably won’t end up doing this project as it is not an original idea and I would be able to showcase some of my own world building skills, but it would still be a cool thing to do,
If I decided to do this project, I would create concept art and produce my own interpretation of how the mines look, essentially a fan art project. I may end up making some kind of 3D diorama of the environment and a sculpt of some of the characters I create, or possible redesign some of the game covers for the three ps2 games that were released and the shadow of Mordor game,
This would be useful to me because even though we are on a games course a lot of the skills I have in modelling and concept art are transferable to other industries, so this project would allow me to hone those skills, so I am not stuck just looking for jobs in the games industry in future,
I could use the original sketches in the books of Tolkien as reference as well as the concept art by Howe and Alan Lee for the Peter Jackson movies,
Research for this project would mainly consist of me looking through all of Tolkien’s work on middle Earth for anything to do with the Mines or Moria, the creatures that the fellowship encounter down there and the dawarves that used to live there,
Resources I could use for research include the internet, YouTube, the Books, the Peter Jackson movies, the Rings of Power and the games.
When submitting work for projects my files are checked for plagiarism, using the TurnItIn AI algorithm checker, my project got a score of 49%, as shown in the image of my teams hand in (bottom under documents). This is quite high and odd, as I knew that I didn't copy and paste or exactly transcribe my sources, so something else is the issue here. After looking through my presentations official report (top right image) to see what was flagging I noticed that the only issues the AI had was with my Harvard referencing, I noticed that the AI was considering any references I used as plagiarism because the button to exclude them from it was not switched on. After I turned on the button to exclude references and my bibliography, my score for plagiarism then became 0% (image below).
Overall I'm happy with how my presentation came out, I had a few small technical issue but nothing that ruined the presentation and everything else came out pretty much perfect. The images I chose were useful visual aids that got the idea I was trying to covey across, I was even able to use some images as example of comparative artists and characters, as I wasn't able to say everything I wanted to for each slide this was a way that I could include everything I wanted to even if I couldn't say it. For each idea I had a comprehensive set of detailed notes with everything I might want to say in them, this doubled up as my research, although I wasn't using them as a script more of a prompt. I was warned against using a script because it would be more of a hindrance then an asset. I also provided a short analysis of ideas that I really liked or that I could have issues with the project, my best example of this would be my short analysis of the idea of making a 3D assets, as the idea on it's own doesn't have enough pre-production behind it to make it a viable option for the project, I would need to combine it with another so that I would have a theme of what to make instead of a bunch of random stuff. This meant that by the end of the presentation I would have a better idea of what I wanted to do and what ideas I could combine with another to add more meaning to the overall idea I choose.
The biggest issues I had with my project were from the PowerPoint recording software, it is nice that it is built in and you don't have to keep importing sound files but it has two main issues, one is that there is a short lag at the start of the recording that kept cutting off the first word that I would say. This isn't a huge issues as what i said still made scene but I had to go back and keep recording the same thing because it was not something I wanted there, I was able to correct most of them but, there were one or two slides that were just a nightmare and after like 10 rerecord I just had enough and left them. The other technical issue I had was the timescale for recording 30 seconds of audio and a 30 second slide duration seem to be measured on different timescales as I set both for 30 seconds but the slides to longer than my 30 second audio recording to change to the next leaving an awkward pause at the end, I didn't know how to fix this so it is still there. I did have one other issue with the time limit for each slide being 30 seconds. 30 seconds is around 60 words and I worked out that there were about 9 points I needed to say for each point, this just isn't possible, as a result I wasn't able to say everything I wanted to say. The audio comes across as very rushed, I had to really rattle through what I was saying to get the most important points across and I couldn't do anything to fix it.
In conclusion, I am happy with my Pecha Kucha presentation, although I had technical issues, I think it came out alright for a first try. My positive do outweigh my negatives by a long shot, so I can't be upset about it. I think if I was to do this part of the project again I would record through a different software and import the files in as the lag is incredibly annoying. I can see myself adopting this format into my normal presentations future as I quite like the picture based format, although I think having a sentence or two of text on it would have been useful for context, like who the people are on the slide, since I wasn't able to mention who all of them were, having a sentence for context would mean that my audience could go and look up the character themselves. I would also expand the time-limit for each slide, 30 seconds just isn't long enough, to include everything you need to. The other thing I would do would be to personally present this, although I hate public speaking, I think I would find a few minutes on non rushed speaking then dealing with the technical issues I had with PowerPoint again.
There are 2 ideas from my Pecha Kucha presentation that I am leaning towards most at the moment, these are underwater and themes. These two ideas allow me the most possibilities and I can incorporate my other ideas into them quite easily. I'm not sure which of these two I want to do yet, so I am going to list the pros and cons of both ideas, I then decide what idea I am going to do from there. In all honesty I'll probably end up doing the project I don't end up doing as a portfolio piece later on as I like both ideas, so I'm just looking for the one the fits the brief best.
Themes add Depth to art and literature, my idea is to create some characters or creatures that are the literal interpretations of popular themes.
A unique project. I don't see anyone else doing this idea,
Less design choice restraint, as the theme is so broad I can pull inspiration from everywhere other than one specific source,
Due to the nature of my idea it would allow me to incorporate my other idea of intense/extreme, because character/creature who are the literal interpretations of themes are going to be very intense/extreme in their personalities and appearances,
I can easily incorporate social factor, politics, philosophy, cultures and beliefs into these designs. Scientific theories might be a little more difficult,
I can incorporate different cultures into my designs, by looking at where these themes are popular, and where they were first introduced. A cool example I have just thought of is if I create a character for the theme of war, I could make it so that their appearance changes to the culture of the place where war is currently, but wherever war has been they have small references to it in their design kind of like war medals,
I probably wouldn't be able to show off any of my modelling skills for this as the concepts would be to complex to model them all, and by the time I finished the concept art I would have ran out of time,
Might make it seem like my thought process is going backwards as, I was given the theme depth, but I am using depth to go back to themes so I can look at other possible choices.
Underwater refers to anything in water below the surface. My idea is to make a collection of small underwater creatures, that have become sentient and have their own sea themed version of our world. When you are underwater you refer to the depth you are at.
A fun project, that I can come up with some cool little designs for, that are less reminiscent of humans than, all previous character designs I've made,
Due to the fact I intend to keep to smaller creatures, I will be able to produce more, and experiment will a larger range of textures, shapes, colours, etc...,
It would be easy to show a connection to the brief,
By making sea creatures sentient, it allows me to do pretty much whatever I want with there design, as anything I chose to make is just the self-expression of the characters, or in other words character depth,
With my designs being miniature I will have a better chance at modelling some of my designs (this incorporates the idea of creating a 3D asset),
This project is going to end up being very organic due to the nature of my idea, as a result, I can use this to have a go at sculpting (something I have always wanted to try).
This project is relevant to me because I can directly link it to Cornwall, which has sandy beaches, rock-pools and caves. I will have a first-person reference for sea-life and it will allow me to showcase all of the great and bad things about Cornwall.
Underwater is a generic and basic interpretation of the brief,
I need to focus in on a specific location or come up with an idea that will allow different creatures from all over the world to meet in one place. If I don't specify a specific location, there will be just to much for me to produce and the project will look disjointed.
After looking at the ups and downs of the two themes I have decided that I am going to go for underwater. It benefits my own preferences when working the most and gives me the most possibilities for what I want to create and experiment with to make my outcome, such as modelling, sculpting, concept art, animation, storyboards, etc... This project also allows me to change my project heading easily in future, if I need to. Although I like the idea of literally interpreting themes it does limits the types of possible outcomes, I would only be able to make concept art, and possibly one model, as I personally believe to pull this theme off, to a high standard and showcase all of my skills, I would need more then three months to complete it, so the theme of underwater is the winner here. Underwater fits my own work ethic preferences the most, because I would focus on making a collection of small creatures, instead of large humanoid character designs, although I do enjoy doing this it has been some time since I have come up with some small designs instead of large character designs and I think that this would provide me with a much needed change. This project will also give me the chance to produce a range of different outcomes as although I definitely specialize in concept art mostly, I would also say that I am a game art generalist, since I also like modeling, texturing and am hoping to learn sculpting. I want to showcase these additional skills in some way if I can. I will be able to experiment and refine my art fundamentals as I will have to work with anatomy structures and texture that I have never experience using before, this will allow me to improve my skill within the project as well as show off how much I have improved since my first year final major project. The other benefit I get from doing this is that last year I found working on the same character for months on end was making me frustrated with the project, so by making a collection of smaller designs the project will provide me with a regular change in focus to prevent the issue I had last year from happening, allowing me to maintain my enthusiasm for the project, which therefore should result in a better outcome. After college I intend to enroll in Falmouth university, which I recently attended the open day for, during my afternoon there they mention that within the game art course, they are trying to get students to move away from humanoid character designs and more towards more creature looking design as they are more unique design, choosing underwater will allow me to work towards this criteria, since the brief says that this project is to showcase my skills to future universities and employers.
I decided to create a Gannt chart before doing my proposal form, because if find this the best way for me to plan out my time line for completing tasks. I found writing the timeline straight onto my proposal form quite hard as it is a weekly plan and I didn't know what I needed to do and when, by creating a daily plan that was visual I could visualize how long I had to spend on each tasks and what would be the best order to complete them in, I can then just look at my Gannt chart, see what activities I was doing that week and write it in my proposal form, making it a lot less daunting and giving me a place to start. I decided to measure this in days instead of hours, as most of my tasks are going to take a day to do or like in production, run on for days. I included key deadline dates and started from when I will start working on my pre-production and pitch, as there is no point in me making time slots for things I have already done. A bonus of using a Gannt chart means that I can also plan in overtime if I need to spend extra time on any part of my project. I ended up picking blue and orange because the are two colour that make each other stand out and have connotations to my theme of underwater.
For the different presentations I need to do for my project I didn't plan time for the elements I need to research for theme as they don't take very long to do and would take up to much space. A presentation only takes me about a day to make, so I have extended the time blocks I would need to make my pitch presentations to represent the time I will spend on these small part of the presentation on my blog. These smaller details of the pitch will be made up/influenced by the pre-production I do between now and the pitch, so I have specifically planned out time to complete these bits, as they are the more important part.
If I have some spare time and all of the pre-production documents I need I will probably start production earlier than on the plan,as this will give me the best possible chance at completing what I want to. This does not mean that I won't complete the rest my pre-production work. If I do end up making any changes to this plan, I will create a second version at the end of this project detailing showing how it changed and a paragraph for why I changed my plan.
CHECK IT OUT! Google form link (<--- Click here) - Responses are appreciated! (Email not collected)
I wanted to use this google form to help to specify my target audience, within targeted group instead of just age ratings, as this means I will be able to gear my game idea toward that will most likely buy it more effectively. The questions I use to research this were:
How old are you?
What do you Identify as? (Answer options - Male, Female, Prefer not to say, Other),
What age rating of game do you usually play? (Answer options - 3+, 7+, 12+, 16+ or 18+),
Would you rather play a long or short game?
What genre of game do you prefer?
I also wanted to find out what is most important to people within a game, so that I can focus on the most popular point within my game idea, allowing me to expand my audience. Once, I had found out what is the most important thing to people within games, I started to match this to the themes of my own game and to find out if they had ever played a game in the same setting as my own (accessibility and commonality of underwater games).
When playing a game what is the most important thing to you?
Have you ever played a game set underwater? If yes, what is your favourite/what did you play?
What would you like to see in an underwater game?
I only included 8 of the most important data questions that i needed answering, the questions I have chosen relate to my main problem with my game idea and also doubles up as target audience research for my logo design (I kept my survey down to 8 questions as if I had anymore people would just get board and not bother filling it out). Originally, I was only able to send this to my class mates, but I was able to expand the variety of my responses by sending the link to it to some large discord groups that I am a part of.
The first group of people I sent my survey to was my classmates and teachers, pretty much all of which like game otherwise they wouldn't be doing this course, all of my classmates are around 17-19 year old and all hardcore gamers, so there is probably going to be a common majority in most of the answers.
Question 1 - How old are you?
As said I'm my introduction all but one person who has taken the survey is 17 or 18 year old. I will need to send this survey to people outside of this age group to get a range of varying response and to see what other group might want or think.
Question 2 - What do you Identify as? (Answer options - Male, Female, Prefer not to say, Other)
This part of the survey shows that all of my responses, bar one were male. I need to expand who answers my survey (I'm the only female in my class, other than teachers, so I saw this coming). I needed to get I diverse range of people to respond to this, cuz at the moment the responses are looking quite biased.
Question 3 - What age rating of game do you usually play? (Answer options - 3+, 7+, 12+, 16+ or 18+)
The pie chart tells me that half of 17-18 year old males will play 16+ games, a quarter plays 18+ and the other quarter is split between 7+ and 12+ games.
Question 4 - Would you rather play a long or short game?
This response tells me that 37.5% of 17 - 18 year old males prefer short games, 25% like long games, 25% of preferences are based on other factors including mood and genre and 12.5% had no preference.
Question 5 - What genre of game do you prefer?
23.1% of 17-18 year old males preferred the action genre and I got the same response for the adventure genre to. 7.7% of people within this group liked RPG's and I got the same results for the multiplayer, survival, horror, rogue-like, third-person shooter genres and for no preference.
Question 6 - When playing a game what is the most important thing to you?
7.7% of 17 - 18 year old males thought that visuals were important, I got the same results for atmosphere, level design and balanced gameplay. 15.4% of this group thought that gameplay mechanics were the most important thing in a game. 23.1% of people within this age group thought that the narrative of the game is the most important thing. Fun was the overall winner fun with 30.8% of this group thinking this is the most important factor, which I can't help but agree with. If a game is not fun people won't play it, but to make a game fun you need to get everything else that my responses mention right, it's all about the ludology of the game design.
Question 7 - Have you ever played a game set underwater? If yes, what is your favourite/what did you play?
I decided to ask people if they had played an underwater game and what those games are, because it will tell me how flooded the market is in that area, as making a game that falls into a flooded market will make it harder for people to take notice of your game, plus if they have already played the same type of game multiple times, they will eventually get bored with the format and want a change of pace even if it is only for a short while. The reasons I got often overlapped, which suggests that this area of the games market doesn’t have many titles in it.
Question 8 - What would you like to see in an underwater game?
12.5% of responses wanted to see water within my game (pretty obvious considering the nature of the game, 😒). Diverse sea life, enemies, huge animals, pufferfish and a octopus got the same percentage for its results as water did (12.5%). 25% of people chose not to respond. This question seemed to have the most diverse range of responses compared to the other questions, most of the responses tell me what sea life people want to see, so the best way to cope with this would be to just include as many different types of animals as I can.
I decided to ask people if they had played an underwater game and what those games are, because it will tell me how flooded the market is in that area, as making a game that falls into a flooded market will make it harder for people to take notice of your game, plus if they have already played the same type of game multiple times, they will eventually get bored with the format and want a change of pace even if it is only for a short while. The reasons I got often overlapped, which suggests that this area of the games market doesn’t have many titles in it. The results of my survey suggest that generally, people tend to like to play 16+ games, short games are preferred, everybody likes an RPG action game, a game needs to be playable and fun for most people to play it, fun is the most importantly thing, the underwater games market has few titles in it and their seems to be a demand for more. My own game fits the 16+, RPG, action, short game and the demand trends, but no matter what my game ends up being people will play it if it is fun, seems to be the general consensus, which I myself and many major game development companies agree with. Just look at The legend of Zelda Breath of the wild switch game, the leading developer said that if the game has any gameplay bug, test them and if they are fun, leave them in, that is why you can fly using magnses on an object below and not on the object above that you are standing on, they could have taken it out but they didn’t and everyone love the game even more for it.
This document contains my game idea, why I have chosen to do this and how I will evaluate it. It also contains a bibliography of Harvard references that I may use and will be continuously updated with Harvard references that I end up using throughout this project. It also contains a simplified version of my Gannt chart in the form of a timeline that is measured in weeks not days.
My project is set underwater and around a collection of small aquatic creatures. These creatures will be sentient and be set within their own underwater civilization. I am going to find a range of small saltwater creatures, native to different places around the world, to base my characters on. So, all my character can be in the same location as they would never normally interact, I need to create some kind of underwater hub that would allow all these different creatures to be in the same environment, currently I’m thinking of using Atlantis or the Bermuda triangle.
I intend to create a small range of around 3 to 5 characters, at least one environment and some prop art (I might make a GDD, but this depends on time as it is not a necessary part of my project). I will need to create a comprehensive time plan for me to be able to achieve all of my aims, as I have to start with concept art before moving onto the rest, I’m not sure if I want to make all of the concept art for all of the characters first yet or if I want to complete all of the process for one character before moving onto the next.
Before starting my project I will need to complete my pre-production research, to start I will need to decide on five creature that I want to make my characters out of so far I like the idea of using a young robber crab (adults can’t swim), maybe a lobster and a Glaucus atlanticus (sea slug/blue sea dragon), then learn about the creature and where it comes from and then I can do some location research and find out about its culture and use this to inspire the characters design (different cultures & belief systems). I would also like to create my own language/font for this world as this would add to the world building. By making some character more socially/politically important than others I can introduce social factors and politics to my world.
The outcome I how to achieve for my project is to create concept art for these 3 – 5 characters, one environment, a few small props and to model at least 1 of them My aim is to cover depth in as many ways as I can within the theme of underwater. My extension task would then be to continue modelling/sculpting my characters/environments and props and try and produce as many as possible.
Levels
To do this project I will need google, google sites, YouTube, adobe suite, procreate, blender, 3Ds MAX, Nomad sculpt, Microsoft office, substance painter, PC, keyboard, Mouse, hard drive, a digital drawing tablet, headphones, paper & pencils/pens
Ethical considerations for this project would most likely be political, probably anti-war, as I want to pick a political theme that is relevant to the problems we are facing today, while the environmental impact would be global warming and sea pollution,
The presentation of my outcomes digitally would end up being a collection of different things, for my concept art I would create some kind of digital book, much like how you can buy books called the art of …, hopefully I can get it professionally printed, as well as a digital version of it. 3D models would be arranged in a diorama, that I would then upload to sketch pad, and submit the link to the upload, I would also create a livery of renders for each character individually (no background), 1 to 2 posed renders for each character, a livery of the environment (no characters), then some angled renders of the environment and finally 1 to 3 renders of the character within the environment. I would the either put all the liveries in the concept art book and add all the posed renders together into a large billboard looking thing or put them all into a book except the final renders of the environment plus characters. If I must physically print out and arrange my outcomes on poster-board to be put up around college like last year, I will probably have to create some sort of light weight book I can attach to the board for people to look through for the development and stick all the renders, liveries and finished concept art sheets to the board as that is what people want to see.
To make sure that I complete what I want to with my project, I will create a Gannt chart time plan, as I find this the best way to create a strict timetable that clearly tells me what I need to do, but it also allows for excess time if I need it, unlike other planning methods.
Part 2 of pre-production consists of the pre-production research I need to inform my pitch.
This game is set in a world where there is a kingdom of small aquatic animals have become sentient and live within an underwater hub on the sea bed, that allows different species from around the world to live together, that wouldn't normally be able to due to the different factors needed for them to survive. The creatures living within this hub are lead by the acting queen, who is infuriated with humans due to sea pollution, over fishing and the cruelty that they have inflicted on the inhabitants of the ocean. Tension is brewing between the ocean and humans. It wouldn't surprise anyone if war breaks out.
The kingdom is multicultural, there is little conflict, or strife. The people believe that the core values of their society is self-expression, compassion and a cross-culture society. When different species moved over to this kingdom they brought their cultures with them, which they enjoy portraying through their appearance, beliefs, homes, public events etc... Within this world people can be whatever they want and do whatever they want. There is no discrimination between cultures, they are accepting and embracing. Multi-culture is just part of the vibe there. Sadly, public health is beginning to diminishing due to the arrogance and selfishness of humanity, pollutants have enter and contaminated the oceans, resulting in mass sickness and death. In response there is are tidings of a possible war between humans and the seas, political and social issues are beginning to appear, a civil war is brewing in protest. The civilization is split between anti-war and pro-war sentiments. Everyone can agree that action is needed as words have not worked, but the civil conflict arose because many of the population believe that a full scale war is not the answer as hundreds of thousands to millions of innocents could die on either side, due to the actions and beliefs of those in power.
Much of the city is made up of crashed planes, boats and even some shipwrecked pirate ships from the distant past can be found here. The kingdom is sat right in the center of the Bermuda triangle. Despite being located in the center of the Bermuda triangle, it is still relatively calm being on the sea bed, as they say the eye of the storm is the safest place to be. Meanwhile the surface of the water and the sky surrounding it, is tremulous and destructive. Constant storms, world-pools, hurricanes, strong winds and seas so rough that it is impossible to traverse, means they live in the perfect defensive position. Nothing from the surface gets in or out. It is impossible to navigate, anything made to traverse the skies or seas can't get close and obviously anything build to traverse land is barely worth talking about, because it can't even go in the water. Despite the locations perfect defense against incoming attack it doesn't work so well against pollutants, as the environment pulls anything and everything into it, so contaminants, like sewage spills or oil spills gets dragged straight down to the ocean floor. Eventually the tremulous weather will spit these contaminates back up to the surface, but for the short time these pollutants were down there, they have still caused irreparable damage.
This story starts off with a cut scene of the players character summarizing there overall aim, with them looking at a family picture made out of sea glass that was given to them by their mother just as their egg was washed into the sea, with the mother narrating over the top that they will see them again when their body is ready to survive the difficulties of the surface. This cut-scene then cuts out and the player gets a small tutorial of how they can move the character around as the leave their house. This will appear as a main task in their objectives list straight away but you won't be able to just leave as things will get in your way, so it is a task that will be updated throughout the game.
Once the player leaves their house their aim is to meet up with one of their siblings at this sort of underwater bar (not alcohol, something better... milkshakes!), on the way there the player is introduced to a range of other mechanic within the game (the rest of the tutorial), including fighting mechanics, climbing, jumping, item pickups (in the form of a side quest, or the player will be taught later when then need to pick something up), the stamina and health bars & smell sense (I may add in a few more mechanics later, but I think that is enough for them to remember for the tutorial). During their walk to the "bar" there will be some giant mild propaganda sign to try and subconsciously convince the citizens to think that they should be pro-war, but there will also be numerous posters that they encounter that will clearly be anti-war.
On their walk to the bar the tutorial will begin where the player is introduced to their characters main mechanics, including movement, attach, interaction, jumping, climbing and their use of the senses (think of the Witcher 3 wild hunt). Movement will be introduced via screen prompt as they walk down the street, attach will be introduced to the character by making the character need to break through something (not sure what yet), to continue on their journey to go to the bar, jumping and climbing will be introduced via the terrain the player will encounter on their way to the bar, finally, scenes will be introduced by getting the player to find food using them, this will also introduce them to the mechanic of the health bar and replenishing it. Along the way to this bar, general mechanics will also be produced including the map, objectives list, stamina bar, inventory, etc…
When the player finally reaches the bar they will meet up with their brother and a cut scene will play that results in a verbal disagreement between the siblings. Then be given their first true objective (to prepare for leaving the world), which will officially start the game.
ETC...........................
Although sentient characters are often humanoid, mine are not going to be. This does not fit the theme of my project or the setting of my environment. I want to create a clear distinction between human life and my characters, this is for two reason. We as humans are generally more empathetic to our own kind, than we are to the consequences of our actions to other species or the environment, just look at the issues we have today like climate change and extinct species due to over hunting by humans, I want to show that we need to think of the consequence of our actions for everything that it could effect, instead of just how our actions effect our own kind. The other reason is that if I were to make humanoid characters I would be taking away from the example of the creatures that our actions our effecting, by using animals as bases instead of the human body structure, I will be showing the player some examples of what creatures are being effected by our actions, and by making them play as them on, I will hopefully, invoke empathy and make them to want to help these animals.
I always knew that if I choose to do the theme of underwater I wanted to use a robber crab as the base for one of my characters. This is because one of my favourite animals are crabs and my favourite species of crab is the robber crab. I also used to go to Weymouth ever weekend and go crab fishing with my dad, so it is a nice little nod back to those memories for me. This links to one of the themes of the game being family connections, as I have incorporated one of my own to form this game idea. The life cycle of the crab itself if the perfect way for me to portray my ethics of anti-war and my environmental focus like climate change and ocean pollution, because unlike other creature they spend their early life in the sea and their later life on land, this way I can show how conflict can negatively affect people on both sides. It also provides the main objective of my game idea, to reach the surface. So I have naturally chosen the robber crab as my playable character and the playable characters brother.
The robber crab (also known as a coconut crab or a palm thief) official species name is Birgus latro. The are the largest land fairing crab in the world, being a meter wide from the tip of one leg to another and reaching around 4 kg when fully grown. They come in a range of colours. In adulthood they can be a dark reddish brown, red, yellow, blue, light violet, purple and black, young adults are brown with black leg stripes. These crabs have a rock hard exoskeleton and 10 legs, 2 legs have their large serrated pincers on the end, the other 8 legs a smaller and used for walking and climbing. The front half of their body is the is heavily armored while their abdomen is also armored the bottom of it isn't so they curl it up underneath them, a bit like when a dog puts its tail between its legs, due to their abdomen being armored they don't need a shell unlike their smaller cousins the hermit crab. The brother of the playable character is in the role a soldier (not sure what rank I want to give them yet), as they are pro-war and want to take part in defending their home and taking revenge on the human world for how they have hurt their habitat and people already, due to the size and strength of the coconut crab I think that they would be the perfect creature to play the role of a soldier, as they are strong, clever and resourceful, great attribute for a soldier. Their bodies structure and sensory abilities are unique and haven't been explored in games before so I can come up with some new and exciting ideas for mechanics for the game.
A robber crab starts out life as an egg with around 250,000 siblings, many will not survive. The eggs are attached to the mothers protective abdomen, when the eggs are ready to hatch she will walk into the shallows of the water, where the eggs will hatch and into a larva stage called a Zoea. The mother then eats the left over egg sacks still attached to her. Robber crab cannot swim once they become young adult as they are just to big. By around 30 days the crab has grown into a glaucothoe, so they leave the water. At this time they haven't developed their rock hard exoskeleton yet so the often use a hermit crab shell of a coconut shells as protection until it does.
They are scavengers by nature, adults they are to large, slow and clumsy to catch small or fast prey although they will give it a good try. Their sense of smell and touch is highly sensitive, as this makes it easier for the to find food and get the seed out of fruit and the husks off of coconuts. They are omnivorous (both carnivorous and herbivores), eating a range of fallen fruit and animals (other crabs, birds, anything really). It is also said that they have a magpie like love of shiny objects. Young robber crabs have an advantage here because they can climb trees, while adults can't due to their tremendous size. They are highly aggressive toward other small species that they can try eating, as well as others of their own kind,but they are usually quite placid around things they don't see as food or a threat. A group of robber crabs is called a Cluster. Their only predator other then themselves is humans, Christmas island has the best protected population in the world. A fully grown coconut crab can lift 66 pounds with its claws and exert 3,300 newtons of force with its serrated pincers, one of the strongest pincer forces of any crustacean, to put that into perspective the bite of a lion is around 4450 newtons of force. They can live for around 50, with some individual reaching around 60 years of age.
Their habitats consist of forests, 0.6m burrows, rocky coasts, they will usually appear in Clusters of hundreds wherever there is some food that they think smells nice. They can be found in a few countries around the Indo-pacific and Southwest Pacific oceans, these places include: Africa, Asia, Central-America, Christmas Island, China, India, Papa New Guinea, Vanuatu, The Philippians... most of the islands around that area really.
For my two robber crab based characters I am not really going to change anything about their body structure, but I am to drastically increase the proportion of their life they spend in the water compared to the 30 days they do naturally. I think that around I think that 11 - 15 years old is an appropriate age for my two robber crab character to be able to leave the water. I decided on this time frame because a humans childhood is 18 years and the average human lives to their mid 70's, so that means that around a 1/4 of their life is a persons childhood, I wanted to do roughly around the same amount for a robber crab, the quarter marker of a robber crabs life is around 13 years old, so I went for a time-frame of around 11 - 15 years old, things grow at different rates so I thought that giving a varied time-frame make the world more realistic. I won't change the base instincts and behavior to much other than making their behavior come across as having some degree of sentience, I probably won't give both robber crabs all of the same trait, as it would take away from the fact that they are two different people, so I will add in some other traits to flesh out their characters, such as like or dislikes not associated with the animals. I will keep their natural colour schemes, but I will probably make them a little brighter and more colourful, otherwise they won't fit into my environment.
Name:
???
Character description:
Kind, family, introverted, driven, peaceful, small (in regards to their own species), helpful, young, colourful, cautious, round, adaptive, loyal, caring.
Character role:
The playable character has the role of portraying the anti-war side of my games political message, it shows how war effects those who have no immediate involvement (civilians), and gets the player to emotionally understand and invest into this perspective. One of the most popular genres of games is action, it a way for people to physically release their frustrations, without hurting others, but in someway this breeds aggression, I mean have you ever seen an 11 year old play Fortnite, although my game includes action it is not the main focus, I’m hoping that by making player play as the person who would be on the receiving end of that anger, they will grow an understanding of how there own actions effect others.
Key story point summaries:
In all honest I don't see this character needing a weapon type prop as they aren't a soldier like their brother, they are just a civilian with their own goals. They are unintentionally dragged into the main political plot of the story, due to their desire to convince their brother to come with them and not get killed in a war and try to get the government to fix their issues with the human race with action but non-violent. This character is meant to represent the anti-war political view within this society, it wouldn't make sense for this character to have a weapon when they are against violent action, it would completely undermine their character and be hypocritical of their own views.
Considering that this character main goal within the game is to get to the surface and reunite with their family, I think a family photo would be best as their main prop as it would remind the player of their overall goal in the game, keeping them focused as this is a story based game not open world even though their are a few small side-quests within the environmental levels. A family photo including their brother would also add an extra layer of depth to the fact that the playable character and their brother have opposing views that are dividing them apart and that although this story will have a happy ending it is almost tragically happy as their brother won't be joining them with the rest of their family, showing that no matter what you do no circumstance is perfect, but you should try to make the best of it while you can otherwise you will never be happy. This promotes some of the main themes of my story being family and grief, everybody is grieving the loss of someone, how they chose to view and act due the circumstance causing their grief is what has caused the possibility of civil war. Everybody is angry, but the divide comes from the half wanting revenge, while the other half want justice and highly preventative action to stop the amount of death and therefore grief from effecting more undeserving people.
Name:
???
Personality:
Introverted, strong, willful, confident, quite, opinionated, stubborn, loyal, militarian, large (within their own species), uniform, family, organized/structured, guarded, fearful, a protector.
Character role:
This characters role is to represent the political opposite of their little brother (the playable character), but with enough similarities to them that one they actually seem biologically related, it humanizes them, so they are not a one dimension advisory and that it shows that at the start they were all one people, that they all have something in common, family and grief. Everyone wants to protect their family from the people that caused the water contamination and subsequent death. The grief of the populations loss is something they all share, but is driving them all apart as people deal with it in their own ways, driving them to either the anti-war or pro-war political sides. This character is pro-war and although they are not their to make you sympathies with them about wanting to start wars, their role is to make you understand and sympathies with the reasoning behind why they want revenge, even though war is never right because it often goes to far in its extremes for one side to outdo the other, even though it is sometimes necessary to cause change (like the French revolution), obviously within reason, war should not impact civilian, it should only effect the people directly responsible for the problem not those who have the unfortunate position of falling under their jurisdiction.
Key story point summaries:
I'm not really sure how i could give this character the traditional set of weapons like swords, spears bow and arrow, etc... as it wouldn't really work in regards them to holding it with their claws they would just cut straight through them considering the strength of a coconut crabs claws, so I think the best course of action would be to enhance the power of their already powerful claws. I might make it so that the serrated teeth from the inside of the claws have been replaced with a metal version therefore strengthening the power of the claw. I will also give this character a family photo (not the same one as the playable characters) to emphasize the similarities and the contrasts between the playable character and this one. Other than this I can't think of any other props I can give this character as medals wouldn't make sense as they became a soldier to avenge those who have fallen and haven't yet seen battle, so they don't have any medals to show for it yet.
I wanted to base the ruler of this world on an animal that typically costs a lot of money for us to buy, a symbol of luxury, quite regal looking and is well known across the world, this is because power often goes hand in hand with money, plus when you look at rulers/leaders of countries they are relatively well heard of and well know, they need people to know who they are or their station means nothing, because people won't recognize them as their leader/ruler. In the end I decided on a lobster, because they typically considered quite expensive and luxurious sea food items around the world, and because they can be found in multiple different locations they are pretty well known around the globe. I also chose a lobster because this war is on the brink of war and typically a ruler or leader will create a visual connection between themselves and their subjects/follow, while still be somewhat visually different from them. I am using robber crabs as my playable character and the brother of my playable character to show pro-war and anti-war, so my ruler needs to looks somewhat like the brother of the playable character and my playable character, because they come under the categories of a soldier and a citizen. There should be a visual connection so that the player can tell which side of the war these characters are on. There are around 80 species of lobster, divided into 11 groups. I have chosen the Homarus Americanus (the american lobster) as the base form for the lobster queen. This is because it matches up with the reasoning I chose a lobster above, but also because they are one of the most common edible lobsters known, they look exactly how I would picture a lobster in my head, plus it make scene to use a type of lobster that is native to the location of the underwater world, to rule over it. American lobsters can be found all over north american coasts, they aren't usually in the Bermuda triangle waters, but I think they live close enough that they could be considered native to the location. The lobster queen in this world is only the acting queen, so they are still quite young and aren't full grown.
Found on the Atlantic coast of North America, within the regions of Labrador, Canada, United States & North Carolina. They live on the ocean floor, in sandy/muddy areas with rocky floors and lots of small rock caverns to hide in. Young lobsters tend to stay hidden until they need food. The maximum depth they usually go to is 365m down. This is the largest species of lobster, the largest ever recorded is 20.14kg and 1.06m long according to the Guineas book of records and it was caught on 11 February 1977.. They are typically nocturnal, so to avoid predators. A lobster starts off life as an egg attached to the bottom of its mothers tail for around 10 - 11 months. Once hatched the float around in the water, only around 1% of babies survive this, at around the 12 day mark they move to the sea bed. These lobster are solitary only coming together for mating, surprisingly lobster do form communities, with their territories bordering each other, they form a social hierarchy dependent on size, the largest are at the top, their place in the hierarchy decides how many opportunities they get during mating season. Lobsters can recognize other lobsters they have meet from around 2 weeks before, by using the chemicals they excrete as they are unique to the lobster.
The lobsters body is made up of 21 segments split over 3 main areas, 6 segments make up the head area, 8 make up the thorax (middle) and 7 segments make up abdomen/tail. They are blackish-green or brown-ish-green in colour. The first section of the head area are the eyes, sat upon short stalks, although they aren’t very good. The second section is made up of extra sensitive anntenules, covered in microscopic hairs, with 400 types of chemoreceptors, allowing them to detect everything and everyone around them. This type of lobster has 10 legs the front pair has claws attached to the end, they extend outwards past the head, all of the lobsters legs are attached to the thorax. The larger claw is for crushing, the smaller one has teeth for cutting. These lobsters grow by moulting, first it absorbs all of the mineral salts it had previously used to harden its shell and reabsorbing it into the skin, the lobster then breaks out of its previous shell, the new shell is already attached to the lobster but it needs to harder before it can properly protect them, during this time the lobster absorbs some of the water around it and use it to grow larger. Due to the shell not being able to protect it, the lobster stays hidden until it has its armour back. A young lobster typically molts more often then an adult lobster.
Lobsters have 3 stomachs, located between the head and thorax in the cephalothorax. Stomach one - forgut, grinds food into smaller particles, using grinding teeth, stomach two - midgut, has glands to digest particles and stomach three - hindgut, get rid of left over particles, which the exit the body. Its diet mainly consists of scavenged dead animals, although it does cat its own prey from time to time. They’ll eat clams, crabs, snails, small fish, algae, eelgrass & sometimes even their old moults. Predators include a multitude of fish, and large sea mammals, but obviously much like every other species on the planet their biggest threat is humans.
Name:
???
Description:
Confident, extroverted, strong, willful, grieving, large (compared to the species), complete control, controlling, powerful, frightening, cutthroat, uniform, unique, bitter, depressed and sad.
Character role:
This character is here to depict what can happen when someone in power gets dangerous ideas and decides to act on them. War is often glorified when it is really just a tragedy because no matter what someone always has to die for the cause. They are the embodiment of foreshadowing what people corrupted by grief and revenge will become, if they don't learn to overcome it.
Key story point summaries:
I'm not sure what props I want to give this character as of yet other than jewelry and their claws more then compensate for weapons, I will have to see what their finished design looks like as see how that influences me. I would say their crown, but that more of a part of their character design than anything else. The crown is a very important part of this characters design as it is a modified replica of the palace, so that it looks like a crown. it represents their power as it mimics the design of the most important building in the area, the center of this world that it is built around, and that society and politics is built around them.
Name:
???
Personality:
Mindful, flamboyant/fashionable, hourglass (not literally, but I want them to be considered quite beautiful, to represent the fact that even though people can be beautiful, we shouldn't objectify them because the are still people, such as her being a social engineering tactical genius) tactical, extroverted, confident, rich/aristocrat, blue, decisive, opinionated, active (within society and the political scene), secretive, works from the shadows, strong, the pen is mightier than the sword.
Character role:
This character is a secondary character who doesn't appear in the first part of the main plot, but becomes one of the players main conversable characters in the second half of the game. The theme of my game does partially show all of high society on being pro-war as they follow the queens directives, in hopes of increasing their own power, money and influence, with no care if war break out as they have the means to protect themselves, while the middle and working class don't and they, just don't care what happens to them. This character is their to show that not all people within high society are pro-war, but that even though they aren't openly anti-war they are one of the main supporters of the movement and one of the most useful connection, they can influence peoples views and spy on the plans of high society to keep the working and middle classes informed on decisions that will impact them, to protect them incase war breaks out. They can't be as public about their view as the working or middle class, as the punishment for them will be more sever than most as the ruling class can make an example out of them as they are well known and the general population will take more notice than if it was just some random person off the street.
Key story point summaries:
The minute I knew I was going to use this creature, I knew that a fan would be perfect for this characters main prop, as their fins are pretty much fans at this point anyway. I'm currently thinking of designing the fan in a way that the different folding sections of it can be thrown out like throwing daggers, much like avatar Kyoshi and the Kyoshi worriars (from Avatar the last Airbender), use their metal fans as weapons and that Kyoshi used to help direct here bending (they are great for air bending).
Originally I was going to do character concept art, but pretty soon after I started production I realized that I wanted to still do concept art but not character, as I had already done this for my first year FMP and I fancied a change of pace, plus if I want to be a concept artist I won’t only be designing characters, but props and environments as well. The other issue I have is that if I do character concept art I will probably run out of time before I can make any 3D models as it is definitely the most lengthy of the processes. When I went to Falmouth university open day they made sure that I understood that I would have to generalize in game art and work on concept art, 3D models and texturing, only doing concept art for this project wouldn’t let me showcase that I can actually do all of these thing or give me a feel for what the industry and university could be like. I have plenty of character concept art to show off my skill in that field but no where near as much portfolio work in the other fields that I like, by changing the focus of my project, I can show the university that I can do all of these things. I ended up deciding on doing a logo (as the processes are similar) and the concept art for my environmental props, as it will take less time, still allow me to showcase my skills and let me do something different for a change. My objectives list now looks more like this:
Main objectives:
Make a logo,
Create a series of environmental props,
Unwrap said props.
Extension objectives:
Texture models
Expand on the story.
I have decided to base my environment on the Bermuda triangle because it is a scientific anomaly. The reason I have chosen to uses the sea bed under the Bermuda Triangle as my games setting is because the are so many conflicting scientific explanations and fantasy novels about the area that, there is still superstition around the area today, so the idea that there is a world of sentient sea creatures living down there seems more believable. At the end of the day my world is going to be fictional (the real world is boring and depressing so who would want to make a game about that), but that doesn't mean I can't use some of these scientific theories and novels around the idea to inspire my environmental design. The Bermuda Triangle is famous for having planes and ships go down, never being recovered or abandoned for no reason. I want my environmental structures to be made up of up-cycled plane and ship parts, but I would like to include ships from outside of our modern era such as a pirate ship. I specifically want to use a pirate ship because pirates were outcasts and my playable character (one of the robber crabs), is a bit of an outsider because they want to go to the surface, so it makes scene for the main place that they meet up to be a pirate ship.
No one can agree on the exact dimensions and position of the Bermuda Triangle (also known as the 'Devil's Triangle'), but all agree that it is located in the Atlantic ocean, off of the North American shore in Miami Florida, the other two points of the triangle are located in Bermuda (U.K.) and the San Juan coast in Puerto Rico. The area is known to cover around 500,000 square miles and contain the deepest part of the Atlantic ocean, within the Puerto Rico Trench the Milwaukee Depth, reaches 8,380 meters in depth. Although the area is not recognized by most authorities in the area. The location was dubbed 'Bermuda Triangle', by Vincent Gaddis, in 1964, after he wrote a new article about the area. Despite the areas notorious location is still a popular shipping lane, for both planes and cargo ships. The area is occasionally the host of the agonic line (an area where true north and magnetic north align).
In recent history it is estimated that around 50 ships and 20 airplane have disappeared in the area since reports started, but we don't know the exact number. A well known missing ship is the USS Cyclops, which went missing along with its crew of over 300 men and cargo of 10,000 tons of manganese, in March 1918. No distress call was made. It nor any of its crew have ever been found. In 1941, two sister ships of the Cyclops' also went down in a route near by. In December 1945, a squadron (Flight 19) of 5 U.S. Navy bombers (TBM Avenger torpedo bombers), with 14 men on board, also went missing over the area and have never been located. This was allegedly cause by the leading pilot (Lieutenant Charles Carroll Taylor) who's compass malfunctioned, the planes couldn't get back on course and they eventually ran out of fuel and disappeared into the sea. Later that day a rescue aircraft was sent out in search of them it and its crew also went missing without a trace. Neither the squadron or rescue plane was ever found. Christopher Columbus' first expedition to find 'The new world' (The Caribbean, plus North and South America), resulted in him sailing through the Bermuda Triangle, at this time he reportedly saw "A great flame of fire" in the sky, hit the ocean and that a mysterious light appeared in the distance a few weeks after.
The most logical explanation for all of these ships disappearances and abandonment is the geological and weather conditions being so hazardous in the area. Tropical storm are common and the area is an alleyway for hurricanes, there is also a gulf stream (a warm flowing ocean current) in the area, combined with a strong current, results in rapid changes in weather conditions. The area is also littered with a number of small island and shallow waters causing large cargo ships to become land-locked. It is also a convergence point for rouge waves (massive waves, the biggest ever recorded is 17.6m high). Methane often erupts from the ocean's sea bed sediments, this is known as oceanic flatulent. Methane gas seeps out of the earths crust, when underwater and at high pressure (when the ocean's depth is greater than 457.2 meters) this causes methane hydrates (gas trapped within ice) to form around it, climate change is causing them to melt, which results in an explosion when the ice is no longer strong enough to hold out the pressure of the water outside.
I'm not sure what ratings this game would come under, since all of the game concepts I have come up with for previous games have had realistic art styles so they automatically come under 12, 16 or 18 +. This game is not going to have a realistic art style, so I need to look into other categories and what warnings I would need to include.
3+ is the lowest age rating for games, but it is. Generally considered safe for all age groups. Children younger than 3 are unlikely to play games as they don't posses the necessary motor skills. Can include in-game purchases.
7+ contains frightening sounds/scenes. Mild forms of violence that are non-detailed & unrealistic are acceptable. Can include in-game purchases.
12+ are more realistic in nature the the previous ratings. mild, slightly more graphic violence is acceptable, but no blood, injuries or pain emphasis can be shown. Sexual implication or posturing can be present, but no nudity (think of the sims). Mildly strong language is also allowed. Can include in-game purchases.
16+ can show realistic depictions or violence or scenes of a sexual nature (no genital nudity). Strong language can be used. Tobacco, alcohol & illegal drugs can be present. realistic depictions of horror and gore are allowed. Can include in-game purchases.
18+ means adults only. Torture, severe depictions of pain/injury & motiveless murder is acceptable. Violence towards the defenseless and vulnerable (including both children & adults) is acceptable. Sexual violence/threat may be present. Strong/crude language may be used throughout. Sexual activity does not require censorship. Criminal techniques may be realistically depicted. The glamorization and promotion of gambling & illegal rug use may be present. Can include in game purchases.
PEGI ! means parental guidance recommended. Can be applied to any age category. It warns that non-game apps could offer an unanticipated range of user-generated and cultivated content. Typically used to grade social media platforms. This is assessed by the International Age Rating Coalition (IARC).
Violence
7+
In-game purchases (bonuses, skins, items, music, upgrades, ad cancellation, subscriptions, random items, coins, etc...)
3+
Swearing, sexual, threats, sexual threats, blasphemy
12+
Use of illegal drugs, alcohol or tobacco
16+
Frightening sounds/scenes
7+
Ethnic, religious, nationalist & stereotypical discrimination
18+
Promotion and instruction of gambling
18+
Sex
12+
After researching different age ratings and game content warnings, I think that 12+ is the age rating my game idea currently sits at. This is because my game will include fighting mechanics, but due to the stylized aesthetic I want for the game, it is not going to be realistic, so 12+ or 7+ would work here, the reason I have chosen to rate my game idea as 12+ is because I think the violent scenes or actions I'm thinking of including would exceed the acceptable graphic depictions of violence allowed for 7+. Depending on what I decide to do with the plot and gameplay of this game I may increase/decrease the age rating to match it, but for now I think 12 plus is a good starting point. The warning that my game would need are violence and possibly fear.
The game Abzu focuses on graphic quality, and running smooth. It is set underwater and removes all survival based mechanics, such as an oxygen meter, so you can full explore and appreciate the world without having to keep going back to the surface. Game-play is a little bare, with no direction, over simplified puzzles and under-utilizing mechanics. One other issue the games story is a little two abstract for a player to understand the narrative the creators are trying to portray, but this is also an advantage as it allows the player to fill in the gaps with their own theories and thoughts. The game is around 3 hours long so it is not a chore to replay it to try and find more hits about the worldbuilding of the world. It is a game that focuses heavily on discovery and adventure.
Abzu’s similarity to my own game comes down to the focus in on the genres of exploration and adventure, plus the lack of the time limit survival mechanic, as the character you role play as is a sea creature they have gills so they don’t need to come to the surface for air. Abzus' art style seems to be quite strongly inspired by cubism as the are is quite simple in nature and the art of the game is minimal and squared.
Silt, is a game set underwater, you play as a scuba-diver, with its gothic, 2D aesthetic (reminiscent of Hollow Knights, but more complex), it gives the game a very horror movie sort of feel. It does relate to my game in the fact that they are both set underwater, but other that that there aren't to many similarities. Although in this game you have to fight a number of underwater enemies based off of real life creatures, so I guess its gameplay can relate to the narrative of my game as the underwater world goes to war with the humans above.
Subnautica is an underwater, survival, action, exploitative based game where you were on a spaceship that jettisoned you before it crashed, you land on an alien world, that is covered in water, you must venture underwater to uncover the hidden plot behind the game and find the resources you need to survive. This game relates to my own with the fact that it is also an underwater based game, but it also relates in its setting being an alien underwater world, because although my game is set on Earth, which gives it a degree of familiarity to the player, it in an area of the ocean that no human can reach due to the dangers of the environment, so I can design the environment in a way that it has no resemblance to our own world, so it will look alien to us.
Animal crossing relates to my own game due to its target audience. Animal crossing is for 3+, but it is a hugely popular game that people of all age groups play, so although the age rating is for 3+ it is more popular with children age 12 to 16. My games age rating is 12+ currently (although it might change depending on how graphic I decide to make the story), this is due to the the slightly graphic nature of the story and the themes of death that it strongly suggests, but I want to create a game that everyone (over the age rating) will enjoy playing, just like animal crossing. After all game developers make games for gamers and therefore creating the largest audience for my games audience is the best option for the game and from a marketing standpoint.
Stray isn’t comparable to my own game in the traditional sense of genre or style, but it is in its gameplay this being that in this game you play as a cat, which offered a unique and refreshing gameplay style. This game was not the first to use an animal as the playable character but it is definitely the first game to do this that became a headline title. Most of the people who played this game loved this new and innovative gameplay perspective and out of the numerous review I have watched about this game as well as my own experience playing it, myself and others want to see more of it, as it is much more refreshing than the common gameplay style we have within headline games at the moment being open world, adventure-action, RPG, AAA games. In my game you play as a crab and due to anatomical differences it would also follow this unique gameplay trend. My gameplay also matches up with stray in another way with the style of the level design being environmental and that you need to have completed specific tasks to enter new areas.
There are usually more things that you would include in a game pitch, like mechanics and physics, but I intend to specialize on the game art side of game development, so they don't require enough attention that I need to include them in the pitch. I will have to consider them later though, because I need to keep an eye on the development of my character, because this could effect how different things react to it, for instance if the poly count is to high the hypothetical frame rate would be to low, or is the model is very complicated a game engine may struggle to calculate the box collider.
Page 1 - Game idea summary
My idea is to make an underwater themed game that is centred around you who plays as a robber crab. There are signs of war starting between humans and underwater life, as pollution has cause many of the oceans residents to become fatally sick, despite multiple attempts for both sides to come to an impasse, pollution is still happening You must reach the surface before the war breaks out. I decided on doing an underwater project as there is very little about the aesthetic that I have experienced before, this will allow me to further develop my current skill and technique set as well as learn some new ones. I believe that I am the right person to make this project because the theme of underwater personally relates to me as Cornwall is a seaside county, that I live in, plus I quite like the sea and I used to go to Weymouth every weekend, so I is quite a fun little project for me to do. I think my project idea is ambitious because I intend to make at least one outcome for every sector of game art I possibly can, such as one character sculpt, one small environmental diorama and concept art for character, the environment and props.
High concept – 3D, exploratory, adventure, story based, underwater, single player, multiplayer mini game, anti-war, environmental awareness
Unique selling points – offers single player and multiplayer options, with a rich story and ethical dilemmas that apply to issues in the world today
The reason I have added an image of Godzilla is because the war between humans and the ocean is starting due to the Bermuda triangles residents' outrage against ocean pollution and what is doing to its inhabitant, so it is quite like Godzilla in the fact that nature has had a metaphorical response and created something to rival us and get us to stop damaging the planet.
Page 2 - General game idea bits
My game idea could be compared to Abzu in the fact that you don’t have the typical survival mechanics of underwater game such as oxygen levels, so you can truly appreciate the environment.
It could also be related to Subnatica with the fact that you land on an alien ocean planet, with unknown environments and creature, my game is a more familiar to us that Subnatica is, due to the fact that it is set on our planet with familiar creatures, but the environment I intend to create within the Bermuda triangle is something that I want to look completely different from anything we have that exists today, so in that way it is an alien, underwater world.
My game idea could also be compared to animal crossing new horizons in the fact that although it is geared toward a younger audience, it is still enjoyable for older age groups, this is what I would like to achieve, albeit through a much more story driven and thought evoking narrative.
My target audience is currently 12+ as I think that the nature of the violence and ethical issues raised throughout the story are going to be to graphic and complex for someone below this age group to understand, although depending on how the plot of my game expands as I continue working on it this age rating might rise a level or fall by one, it depends on how in-depth I intend to take this game narrative wise. I hope to attract a variety of age groups to my game by making game play similar to currently popular games and familiar to player, but with enough difference that it still fells like something new.
Page 3 - Characters
So far, I have 4 characters main character within the game, these are the playable character (in the form of a young robber crab), who wants to avoid the war and reunite with the rest of their family on land, but every time they try to leave something gets in the way. I chose a robber crab because hatching in the sea and eventually moving onto land is a part of their own natural life cycle, so they seemed like the perfect fit, plus crabs are some of my favourite animals so I always wanted to include a crab somewhere in the game.
The acting queen is a lobster that is starting to try and gain support for a war against humans, due to the harm they have inflicted on her people and own family due to pollution. I chose a lobster because they are some of the most expensive sea food you can buy, and money is often associated with power, plus I wanted a symbol of status that was recognized around the world, and you can pretty much find different types of lobster throughout the world, and they always retain their value no matter which part of the world you sell them in.
The aristocrat contact is someone who has contact will the ruling class, but they are also known for being very intense and extreme in their appearance and personality, this way they can draw attention to themselves and use that to spread the message of anti-war. They are known for not acting within their station, for example going out and partying with the citizens of the crustacean empire, when what they don’t know is that she is holding secret meetings there with anti-war protester, to try and devise a way of fixing the issue between humans and ocean life without resulting to war.
Due to the playable character having a direct relative in this story in the form of a brother, they are going to have to be the same species. I wanted this character to help immerse the player into the game by invoking intense conflict emotions and beliefs between the playable character and their brother, by making the playable character anti-war and the brother pro-war, even making them a soldier in training both sides views around conflict and how grief can affect people in different ways. The choice of a robber crab also works well with this character as they are the largest land fairing crab and have one of the strongest pincer forces at 3300 newtons of force, soldiers are often depicted as being strong so this fits well here.
Page 4 - Environment & worldbuilding
The environment is set right in the center of the Bermuda triangle, with a city sprawling out from a center castle, much like the Normandy fort spready around the UK. The buildings are made up a variety of shipwreck from different points in time and plane that have crashed. I like the idea of a pirate ship being the main meet up location in the game. The surface of the water consists of rough seas, hurricanes, dark and storms, but below the surface on the sea-bed is the complete opposite with it being calm, bright and shiny. The society is multicultural with creature from around the world finding their way there to live in harmony and without want, in the hub. This world is lead by the acting lobster queen, she wants to irradiate humanity due to the pollution and harm they have done to her city and her people. All the cities' inhabitants agree that physical action needs to be taken as verbal has not worked, but they are divided as to how how, the queen and her follower what to start a war, but the other half of society only wants to act against those in power who aren’t doing their job in responsibly disposing of pollutants.
Page 5 - Project main aims & extension tasks
Concept art is my specialty so it is obvious that I would do it for my FMP, as I want to improve and practice my specialty. I am going to complete between 3 – 5-character sheets and 1 environmental sheet, plus some props for either the characters or environment, this will allow me to practice all areas of concept art, as I more of a concept art generalist rather than focusing on one area. I also enjoy making 3D assets and texturing, so I also intend to make one textured 3D asset, as I want to practice and improve my 3D modelling skills and try making something from sculpting.
I’m hoping that by combining the theme of underwater and game art, I can experiment with textures I’ve never experienced before, I can also expand on my concept art, models and textures for, as I’ve only ever made things that I am familiar with like buildings and humanoid characters, this time I will be working with different shapes and much more complex body types. This will develop my game art by improving my overall skills as a whole and also allow me to accumulating new ones. I want to use this project to improve the upon the skills and techniques I already know and to teach myself so new ones. I want to get a distinction on this project.
Page 6 - Hardware & software
The hardware and software I am using for this project are pretty much the same ones that we use at college except Nomad sculpt (a sculpting application, that can be export and imported to and from blender) and Procreate (a working portable drawing software), these two useful applications need an apple device to run on so I can use my iPad for that.
I am going to uses my Huion sketch pad to help me with digital drawing when using a PC and sculpting, as sculpting with a mouse is horrible.
Page 7 & 8 - Project timeline: Parts 1 & 2
N/A
Page 9 - Game objectives & Level design
The short-term objective of this game are all about the player getting a hand of the starting mechanics, movement and getting to know the world the game is set in and what is going on in it now.
The halfway point of the story is when the action mechanics and ethics of the game become a much larger and integral part of the story, you will also meet your most useful in the game as they are an aristocrat who has ties in parliament but is on the side of the anti-war protester and trying to protect the public. They will be able to help stay under the radar so that you can escape, in the meantime you can help them to prevent a war or at least severally diminish the fall out on the public.
Long term goals are the main aims to complete the game and a final major battle between you and your brother as you try to convince them to come with you and leave the war.
Level design is environmental you must have complete specific tasks, meet certain NPC’s or received/find specific items to allow you into certain areas once an area is open you can always return to it. The story of the game is linear, but you can find a few small side quest within certain areas that give you a range of rewards, including hidden short stories, unique dialog, expand the main quest, items, clothing and they will be more likely to help you in future if you ever need help with other tasks. The game plot does have a main story and I wouldn’t class it as open world, but you can sort of go off and do your own thing for a little while, before having to move on with the story, plus I haven’t written all the key plots in the games story yet, so it is quite hard to plan out the structure. I have been able to plan out the tutorial. I would like a way for this game to have a multiplayer mode as well which is set in an alternate timeline at the end of the game, where the war broke out and you weren’t able to escape so you and other player are fighting in a multiplayer fighting game, where you can unlock secret story bonus, that elude to what happened and how you ended up fighting in the war.
Page 10 - Aesthetics
I want to use a combination of the art styles, abstract expression, line art and surrealism. I really want to get the effect of water colour in my concept art and textures.
I want to combine simplistically shaped with high quality stylized textures, although my characters will be made of a combination of simplistic shapes, I want them to be as smooth as possible as this will create a cohesive flow across the whole model much like how the water flows and smooths rough edges (like with pebbles).
I can’t have realistic textures on a stylized outcome as it will not fit together properly, but I want stylized texture that are very high quality with lots of components and detail, that will make full use of the style I am choosing.
I want everything within this project to have curved edges and very few straight lines as curve mimic the shape of waves, plus curved shapes and lines are used for organic things in shape theory and will follow the gestalts theory of similarity by shape.
My colour palette is mainly going to consist of blues and coral colours as these are the colours we most associate with the ocean.
I am probably going to use a gradient colour on the line art within my pieces so that I can fade it into the texture.
I am going to use orange as a way of illuminating important objects and things within the environment that I want the player to take notice of or interact with.
Page 11 - Inspiration
The aesthetic that I am going for this game is a combination of Aquaman, Abzu and Barbara Hepworth. Aquaman is one of the biggest underwater themed movies ever made, personally I’m don’t really like the film, but the environment CGI is beautiful, everything is curved and bio-luminescent, two things I want to carry over to my own project, it is also quite strongly art nouveau influenced, an art style I like, but isn’t going to be a key part of my main aesthetic although I may include it in a few areas.
Abzu is low poly, abstract and uses a lot of pastel colours, I’m not going to make low poly assets to the same poly limit as Abzu, I’m going to try and keep my poly count as low as possible but retain the detail. I’m going to use abstract expression instead of abstract as I relates better to the project theme, of expressing beliefs.
I’m going to try and seamlessly combine the aesthetics of Aquaman and Abzu.
I have chosen Barbara Hepworth as my third main inspiration, as they are a famous Cornish sculpture whose word revolves around Cornish coastal shapes and the sea, I like the simplicity yet effectiveness of her work. It reminds me of when pebble are smoothed by the tides, so I think it would be a cool little nod to it if my creatures and environments mirror this. This inspiration will come more into play in my project when I am creating concept art, models and sculpts as this will create a connection between something the player will have interacted with in the really world and create a subconscious scene of familiarity with the world of the game, it also creates a visual conception throughout the projects development process using gestalts theory of familiarity through similarity.
Page 12 - Pre-production further research
I don't really need any note to prompt my speech for this slide as I only need to say what on the screen and that I have planned out the specific parts I need to research in my Gannt chart. I just pretty much got to say what is on the screen.
My presentation of my PowerPoint went well, my tutors seemed to like it, I was mostly happy with my delivery and I didn't miss out any key points I needed for the slides within my pitch. I would say that my only problem was that I had trouble reading and remembering my notes, so I missed out a bit of the information in my notes above. This is mainly due to the fact that I don't like public speaking and get flustered, due to social anxiety, I've also had a case of flu the last few day so it is hard to concetrate on things. My biggest issue was that I wrote this PowerPoint on the Friday and presented it the following Wednesday, so I couldn't remember all of the points I wanted to speak about, I did read through my notes a few times before presenting but it didn't help all that much, but it didn't impact my presentation to much so I'm not all that bothered by this, it just means I will have more feedback that it will be easy for me to answer as I've already do it.
My TurnItIn report has found a 5% match rate between my work and online score, this only matches with some of my headings on some of my slides. 5% is an acceptable score anyway.
WWW:
Water – Does link to the group project work that you have done..
Underwater world…
Good ethical consideration, survival of the fittest.
Good theme consideration, well done
Excellent target audience consideration.. Does this make it educational. Excellent context for the game.
Good mechanical consideration.
Good choice of aims..
This will work well for your skills development and portfolio.
Well done for doing a flow chart, this makes it really clear.
Excellent art style considerations including the Cornish artist of Barbara Hepworth.
EBI:
Lobster queen, Moana??
Is there a reason why you are making crustacean characters.. Army?
Joe's suggestion - Crab wars as a names maybe?
I've never watched Moana, but I did a quick google search and found that it is actually a coconut crab, ironically also known as a palm thief or robber crab, called Tamatoa. I have already based two of my characters off of a coconut crab, including my playable character, so I will have a look at who this character is in the coming pre-production weeks,
I decided on making mainly crabs for a few reasons (explained further in my presentation note that I forgot to say in my presentation). These reasons are that crabs are some of my favourite animals, I think that they are very cute, I also used to go to Weymouth most weekends and go crab fishing with my dad, so it is something quite close to me personally, plus I think that they are a creature that behaves in quite a militarized way, with how they keep to strict life cycle events, such as building dens or migration, a great example of this is the red crab breeding season on Christmas island, plus with the queen being a lobster, it makes scene for her to have an army that resembles her, so another species of crustacean creates a visual link between the two, so you can tell which side characters support,
I like the idea of "Crab Wars" as a game name, but I might change is slightly so that it fits the war theme of the game better, as it is not all about crabs, although they are the creature you most interact with. I'm thinking of something like "Crustacean wars" I'm not sure I'll create a mindmap of words that relate to the games themes, characters, plot and environment, then use a thesaurus to get a few more ideas and see what combinations I like.
A relatively unexplored setting within games,
Modelling,
Artist skill and technique (digital & traditional),
Procreate,
Adobe Fresco,
3Ds Max,
Substance Painter,
research (knowledge of animals, geology and cultures),
Interchangeable options for final outcomes.
Keeping to my timeline plan,
Portfolio,
Refinement of modelling and drawing skills,
Narrative,
Improvement and new skills/techniques,
Possibility for future game development and publication.
Ambitious number of outcomes to produce,
Time,
Easter holiday,
Procrastination,
Sickness.
My biggest threat to my project is that I have chosen a very ambitious number of outcomes to produce, within the short amount of production time that I have (approx. 6 weeks), as I already want to make 4-character sheets and the concept art for my environment. I am already suspecting that I might have to reduce the amount of character concept art I end up making, currently I am thinking of making 4 characters, but I suspect that I will probably end up making 2. Although I have purposely tried to leave the outcomes I intend to create ambiguous, this actually works out quite well as it play to my strength in the fact that I don’t like working on the same thing for to long, I like to interchange between projects, otherwise I get bored of what I am doing and lose the passion I have for the project, letting me switch between different parts of the project, let me create the things I want to do at my own pace and helps to keep me passionate about what I am doing as I explore the other part of my idea that I have in my mind. My ambitious number and types of outcomes I have chosen to create also plays to another one of my strengths this being that since my first year FMP I have improved on skill and techniques in the creation of concept art and modelling, I have also improved my skills and techniques in multiple different software including; 3Ds Max, Procreate, Adobe Fresco, Substance painter and the process of unwrapping (I was terrible at this last year), although I wouldn’t say that I have mastered any of these yet, I have made vast improvements from last year and I’m anxious to show them off in my project and the opportunity to add them to my portfolio. I am the other hand this does cause me a problem, due to my work method literally being me do what I want to do, make time management a major weakness for me, as I can’t really plan out what I spontaneously do, the best thing I can do to remedy this is just to keep an eye on the time and stay focused on tangents that will be beneficial to my outcome, instead of going off on a random tangent that isn’t a part of my outcomes for this project.
The Easter holiday and procrastination are another large threat to my project as it is hard to focus on work when you are not in a work environment, plus my set up at home isn’t exactly a productive space so it is hard to focus on work longer than a couple hours a day, as I have found through my previous projects this year. The best way I can think I can tackle this problem is focusing on my concept art over the holidays as I can do this in comfort, as comfort is very important to me at the moment as I am struggling with joint issues. I can also create the work environment I want around me instead of being shackled to my pc and my terrible desk. My last threat is sickness, as I have recently started suffering from ill health that will not be a quick fix, there isn’t’ much I can do to oppose this as I can only do what body will allow me to, I will just have to make sure that I do everything I can and everything I make is the best that I can create. I’m hoping that by the end of this project I will have some incredible work to add to my portfolio for future employers and my university to see, as well as improve soon the skills and techniques that I currently have. I quite like the game idea that I came up with for this project and from my target audience research I can tell that there is a demand for this type of game, so in my s-are time I might continue to work on this game, although I would obviously take quite a few year to actually make, so it’s more of a long term goal to actually create this game and publish it.
By this point I will have official started pre-production as laid out by my Gannt chart, I have two weeks to deeply research the web which reference all of my subtitles below.
I want my environment to be made up out of a combination of things from our world that the cities people has the up-cycled an incorporated into their own environments and different materials from their world like sea glass, plants and coral, etc... I would like the architecture to be similar to the modern styles of today as they will have no doubt been influenced by the world above, with the materials that they have up-cycled, but different enough that their is a distinct aesthetic underwater/organic themed difference between our world and theirs.
The layout of my environment has been heavily influenced by medieval historical architecture in Normandy fort design. This is because they were considered so of the most impenetrable forts of their times due to the fact that they were design in such a way that the settlements inhabitants always had the advantage. Normandy forts where the most important building sits in the middle of the area on the highest point of the center hill, so that it is easy to defend, other less important buildings then surround it in circles until you reach the bottom, a large wall surrounds the settlement with a mote running around the outside of that. The hill in the center made sure that they were always on higher ground than their attackers, a tactical advantage, the motes were difficult to cross and would slow down attacker so that archers could pick them off, if attackers made it past the mote they still had to get over the wall. Essentially their tactic was a battle of attrition and never letting their enemies have the tactical advantage, the forts defenses would slow them down so much, they could be easily picked off and that by the time they were within it their would be so few attacker left that they wouldn't be a threat. I want to replicate this layout in my underwater environment, but add technological advancement and environmental factors that would make it an impossible location to attack even with the modern warfare technology we have today.
All though I want to make the layout of my whole game environment to resemble that of a Normandy fort, I can’t exactly replicate it, as water motes and walls will not work underwater, because motes and wall would become irrelevant as you can swim over the top, so I’ve decided to use the natural environment surrounding the area to create a creative alternative. In my design the motes are made of lava, so not only does it ward off creature travelling on the sea bed as they won’t be able to cross it, intruders can’t get to close otherwise the heat of the lavas temperature will begin to effect them and cause heat exaustion. This idea is inspired by the fact that the island of Bermuda formed due to the irruption of an underwater volcano which it no sits atop of, this volcano has been inactive for sometime now, but the lava within it had to go somewhere so in my mind it makes scene that the lava breaks through the sea bed, creating a series of lava streams. This type of mote will not stop intruder who enter the cities perimeter from a higher point though, so I need to find a way to create wall that would reach the surface of the water, without stopping boats from -assign over the top. On the sea bed of the Bermuda Triangle there are methane hydrates, that explode to such a severity that they can knock down boats on the surface, these hydrates are contained by ice, so if I place fields of these around the city the heat of the lava would be constantly and quickly be melting them creating massive gas wall reaching the surface, then the low temperature and pressure caused by the surrounding water, would refreeze the gas, making a constant cycle of refreezing the gas and quickly melting it. A series of constantly exploding walls, the perfect defense.
In the center of the world is the palace, it is so tall that rays of sunlight can be see and felt at the peak of it, the city can be seen surrounding the palace center tower, many of the residents houses float circling the tower, much like a merry-go-round, the closer a house is to the tower the higher its importance. On the bridges connect the sections of the city on the ground, as not all of the citizens can swim and the bridges allow the to access the different sections of the city. there are a few building on the outskirt of the protective lava motes, but these are mainly command and guard posts for those keeping watch over the boarders of the city. There is one peculiar building on the outskirts of the city this being the wreckage of an old pirate ship that sank ages ago. This is a place where the outcasts meet up, and it will act as the hub within my game where the playable character will go to receive and update certain tasks and can seek refuge from pro-war militarian activists, who want to quash any hope of a somewhat peaceful resolution to the problems between the land and sea.
The colour palettes that I chose include lots of browns and green, greys and blues. This is because the browns are needed for all of the wooden textures I will need to use for my environmental props, so it was an essential colour, plus when wood is wet it becomes darker, so brown was a nessacary colour. I obviously needed blue considering my world is underwater, plus quite a few of my props are made from ice and sea glass which is a light blue colour. Blue also depicts sadness considering the themes of war and grief blue is a fitting colour. I need green as it also has a strong subconscious connection to the sea due to colour of seaweed and algae, plus green is often the colour for representing sickness considering the themes and story of the game being that the pollution is causing people to get sick and die this colour can visually represent that. The grey is needed for all of the metal texture, but is also important to the environmental props that I am making, as grey is a neutral, balancing colour, considering the diorama I am making is a place for the anti-war protestor to meet in safety, the grey represents the neutrality of the space.
The texture I have chosen to show here will be used as references for what my textures could look like on my props, if I end up accomplishing my stretch goal, if I don’t end up getting to texture my model they will be a useful reference for what my boat should look like. The texture I chose to show are water rotten wood, coral/barnicales, steal, rust, sand, ice and sea glass. The reason i chose to reference these textures is because they are either a popular building material within my environment, they are heavily abundant in my environment (like sand) or they are the resulting textures of my props due to them being underwater for such a long period of time, such as rusting metal on the ships anchor, or the rotting wood of the ship.
My underwater world is set in the center of the Bermuda Triangle and is going to be laid out like a medieval Normandy fort but modified for underwater use. Normandy forts traditionally use walls and motes, I am going to change the design so that they would work within the setting of the game, walls and motes would not work underwater, you could just swim over them. The motes around the city are made up of lava streams on the sea floor, surrounding the city, this is due to the fact that nearby is the island of Bermuda that was formed on-top of an inactive volcano, the lava can no longer escape there so it forms cracks in the sea floor. This type of mote is useless against enemies that don't travel by walking on the sea floor, but when combines with the methane hydrates ice crystals the temperature is continuously eroding away at the encasing ice crystals, so that there are continuously exploding towers of methane gases reaching up to the surface, strong enough to down even the largest boats, creating an impenetrable wall from the sea bed to the surface. Ironically you are safer outside the wall than inside it on the surface as the hurricanes and tornadoes on the surface of the sea will drag anything within the exploding gas wall down into it, you can not escape it once you have started to be dragged in. Despite the horrific weather conditions on the surface, underneath it is relatively call, as the eye of the storm is calm, although the currents do move in a swirling method it is more like a merry-go-round. The lava motes surround the city in a circular shape, this mote then moves into the city creating extra walls and motes with in it to improve the cities defense, encase the outside ring of the city is taken the population can move further inwards.
The buildings within the city are made up of a variety of materials produced by the ocean and recycled/up-cycled materials from sunken planes and ship-wrecks. The buildings in the outer rings of the city are mainly made up of downed man-made aircraft and ships, there appearance has not changed much since they crashed other than decay, as the creatures of this world have changed the insides to living quarters but don't care about how the outside looks. The further you move into the center of the city, the more variety of materials are used in the construction of architecture, such as sea glass, coral, a variety of expensive metals, etc... although the span of the ground the city covers is on par with some of our largest cities, the inhabitants are a lot smaller than human so the population is much denser than ours, plus due to the lava and exploding methane hydrates this world has learned to build upwards, so not only does the city sprawl for miles, it sprawl upwards so far that light can be seen from the some of the highest points, in the city. The city is multicultural, with creatures from around the world come together and bringing their own cultures with them, the underwater world itself have its own unique culture, which the often combine with cultures from the surface, this results in a very uniquely design environment where there are so many different types of art, architectures, beliefs, values, styles, trends, etc...
As you can see in the map of my environment above there is a pirate ship wreck marked within a cluster of methane hydrate crystals, this is the part of my environment that I am going to be making a diorama of. This part of the environment is a key part to the plot and game play of my game, as this is one of the most important place within my game, as this is where the player receives almost all of the updates to their main task, so it made scenes that I should model one of the most important place within this game for my FMP. I want the diorama to retain both the aesthetics of the pirate ship and the aesthetic of the ship, so I am using pirates of the Cartagena as the main inspiration for the design of my ship, plus maybe the model of the famous pirate Blackbeards ship as he was known to frequent the lands surrounding the Bermuda Triangle. I am going to use the famous ice hotel as my main inspiration for the element brought in from the city.
The largest of pirate ships were up to 200ft long (or 60.96m) and could house up to 124 cannons, but the average length of a pirate ship was about 80ft (23.384m) long, with around 10 canons. These ships needed to be able to transport a large crew and a number of canons, but still have enough room to carry all of the pirates stole treasure.
So far I can think of a few generic props I can include in the diorama, I will probably think about so more unique props I can add to the scene once I come to designing it, but for now, I can think of a few things I can include. I’m going to include a series of wooden barrels and chests as my saloon/bar is set within the ship wreck of a pirate ship, which would have been carrying pillaged resource in barrels and boxes, so they were an obvious choice. Tables and chairs are also required considering the nature of the setting, I will also need to create a range of different shaped bottles, glasses and cups, maybe some drink toppings dispensers? Possible a compass, pewter tankers, the wheel of the ship, an anchor, the sail cloths and maybe a pirate skeleton or two, a rusted pistol or cutlass, maybe a skull and cross bones, as décor for the interior?
Pirates of the Caribbean is an internationally famous film franchise which combines fantasy and folklore with the history of pirates that were famous for causing trouble in the area. These films center around the life of a pirate called Jack Sparrow, who is famous for constantly being drunk, running ridiculously and being "the best pirate of all time". I am focusing of the designs of the many pirate ships within this franchise as they are some of the most visually impressive pirate ship ever brought to the big screen. One of the most famous ships within the franchise is The Black Pearl, but there are a few other noteworthy pirate ships within the franchise, such as: The flying Dutchman, Queen Anne's Revenge (this is an actual ship from history, which was captained by the most famous pirate of all time, Blackbeard), The silent Mary & The Dying Gull.
This is a collection of some of the famous and well-known pirate ships from Pirates of the Caribbean, I think my favourite ship is Queen Anne's Revenge, as it actuly has colour compared to the others and has a more detailed and interesting design. On the other hand I think the Flying Dutchman is definitely more comparable in its textures to my pirate ship wreck then the others because it goes underwater to transport souls to the underworld it is covered in barnacles, sea grass/moss, and rotten wood, it looks more like a shipwreck than it does a functioning ship, it doesn’t even look like it should be able to float. I used pirates of the Caribbean as an inspiration for my own pirate ship because they are arguably the best we have ever seen on screen, plus I love pirates of the Caribbean and it is very hard to find real world references for pirate ships for me to take inspiration from, let alone see in-person and take first person reference from.
The first ice hotel was first created in 1987, in the village of Jukkasjarvi in Sweden. In winter the local river would freeze over, so the ice from it was taken and carved into the hotel every year, the hotel itself would remain frozen for about 4 months before melting and returning to the river. The hotel itself is relatively well known and quite popular, a range of celebrities have stayed there. Over the last couple of decades of so the concept of an Ice Hotel has become more popular with quite a few more poping up in the colder continants around the globe. There is also the famous ice festival in China where a series of massive ice sculptures and structures are made that the public can visit and walk around.
The reason I have chosen the ice hotel as one of my dioramas main inspiration is because the ship is surrounded by methane hydrates, it would make sense that the ships décor would be made with some of the ice, as they would be recycling the natural materials that surround the area, this is a hidden prompt to the fact that one of the ethical considerations of my game is climate change and to help combat this we recycle. The ice hotel actually does this to as all of the ice is taken from the local river when it freeze and is then carved, when the temperature reheats the whole hotel melts and returns to the river, essentially it is sustainable, biodegradable resource. The fact that ice is an abundant resource in the setting of my game would obviously mean that it is often used as it is readily available and doesn’t require further refinement to use, plus it is free, and anyone can use it. It is the logical choice for one of the main materials within the setting of my game.
My overall aesthetic combines art nouveau and abstract expression, these art styles are pretty much the complete opposites with one being very controlled and organic much like stained glass window, while abstract expression doesn't have a specific style, as it is completely up to how the artist feels and what they want to do, as a result this type of work often ends up as mixed media pieces, although on of the most common types of abstract expression, I often see is artists using brushes or palette knives to create 3D paintings. Did you know that some scientists analyzed an abstract expression painting and realized that due to the complexity of the brush strokes of the painting there was no way that the painting could ever be truly replicated, by either people or Ai robot. I want to use the control of art nouveau to show off the militarian like mindset of those who are pro-war and the strict structure of the military, navy and air force. On the other hand I can use abstract expression to show the emotions and feelings of those who are anti-war, as well as the emotional motivations of those who are pro-war.
Abstract expression doesn’t really conform to any defining traits in it’s appearance as it is about the artist doing whatever they want so that they can visually express what they are feeling, as a result art works can widely range in appearance. Typically, abstract expression is multimedia and uses multiple techniques, brush stroke types and colours. This art style is all about emotion and doing what your heart desires.
Art nouveau is a very controlled art style, it reminds me of stained glass windows. It is intricate and requires a stead controlled hand and uses thin continuous lines. This style is illustrative, often made using pastel colours and used gradients to portray shadow and highlights, everything flows into everything else and is very smooth in its gradients and outlines. It first appeared around 1890. Artist who only practice in this style rarely stray from the traditional scene of the style, as it wouldn’t make scene to work in this style and completely ignore its identifying traits and doing whatever you want, when one of the core identifying features is control, it’s a contradiction.
Surrealism is organic and used to visually represent the imaginings of the subconscious mind. The visuals of the style itself varies gravely as surrealism is more about the focus of the painting than the style. It is closely interlinked to fiction. Some well-known artists of this style are Salvador Dali, Paul Klee & Francis Bacon, although I don’t particularly like these three artists work, I can appreciate what they were trying to do with their art.
The minute i decided to do an underwater themed game I knew that I needed to look at the Aquaman movies as they are some of the best visual and biggest budget movies ever made set underwater, personally I don’t like the story or characters in the movies themselves but I can’t deny that they are visually beautiful. The parts that I especially about the aesthetics of the movie is the bio-luminescence, colour palette and the use of a combination of the art style art nouveau and art deco, these art styles are rather different in regards to their use of shapes as art nouveau is very organic in its shape, while art deco is more industrial looking with straight lines and cleverly and precisely thought geometric patterns and shapes. Although they work well together because they both focus heavily on their use of line work, so they work very well together even though they they are quite different, by combining the two they have maximized their use of shapes as they can use squares, circles and triangles due to the style combination. I intend to bring art nouveau over to my own project as it fits well with the overall curved and organic aesthetic I am going for, plus the style works well with abstract expression and watercolor, the other two styles I intend to incorporate with each other.
Arcane is a Netflix series based on the game league of legends, I don’t play the game myself, but I did watch the series and everything about it was amazing. I am using this series as one of my main inspiration due to the similarities in the themes of the story being love, family (sibling love), etc… The other reason this is one of my main inspirations is because of the process that was used to create the series as even though the characters are animated models, they were textured by them hand painting them and hand-painting overlays over some of the scenes to create the different effects, such as the scribbling of jinx’s madness. It took 6 years to make the 9-episode series, due to the length of the process and the team's dedication to it. This process is something I hope to emulate in my own concept art and texture but using a combination of two different art styles as the base. Arcane is quite cubist and abstract while mine is more organic and free. I want to paint over the textures I create to the stylised look that I want, as I am against the business model and exploitation behind hyper-realism and the studios that create these types of games, even though I will admit that the virtual realism we are capable of creating now is incredible. I am going to apply this to my concept art by first block colouring in my outlines (the control of art nouveau), then use textured brush over the top that will flow over the outlines if I want them to (which shows the freedom of abstract expression).
Barbara Hepworth is a famous Cornish sculpture. She was inspired by the ruggish Cornish landscapes, especially the beach cliffs. She would make sculptures out of wood, stone and copper. Her work is known for its deceptively simplistic appearance, with its smooth flowing shapes and use of positive white space. The reason I chose her as one of my main inspiration is because I want the buildings in my underwater city to be smooth like pebbles smoothed by the tide because when I was a child I used to go to the beach as a and take the smooth pebbles and shells I found home with me, this create a visual connection with the player as it reminds them of something they will have in countered in the real world and creates a subconscious connections to the beach, in my experience that reminds me of family one of the themes of my game. I also chose this sculptor because she is a Cornish artist which provides links to the seaside town that I live, and this directly links to the setting of my own game.
Raster drawing is probably the more well known type of digital drawing formats because almost everything we interact with on technology is visually made up of pixels, such as photos. Pixel are tiny square blocks of colour, when combined they can be used to create an image the more pixels there are the higher the resolution and the better the quality of the image, but this does have its down sides. Pixel images are hard to change the scale of or edit due to the risks of pixelisation and the amount of time the take to load and send as the files are so large. On the other hand you can get better quality texture and effects with raster than you can with vector. This type of drawing is more commonly used for digital art as use can include more detail in the design.
Vector drawing is made using a series of geometry and lines, which is recorded as coordinates, as a result you can create very precise drawings. Due to the nature of how the data of the image is recorded, you can easily change the scale of the image without any loss of resolution or quality. These file are quick to load, open and move around. They are most commonly used in logo designs as they are often imported onto different thing that need it at different scales, which vector drawing is perfect for. Although this drawing form isn’t great for textures or very detailed drawings as the resolution isn’t as high.
I am going to use a combination of the two for my final character and environmental concept art sheets, as it will allow me to easily edit my line work using vector for block colours and line work, I will then use raster for textures and effects as I can make them more complex. I will use solely vector for my sketches though, as I will need to edit their scale, rotation and location, when it comes to making the sheets for my miniature game art book, otherwise I could loose detail to pixelisation, using vector removes this risk. The best application for this is adobe fresco as it has both a vector brush and a pixel one.
I've never done any type of logo design before, so before making mine I need to look at the theory behind the practice so that I can come up with the best design possible. I'm using a You Tuber called Satori Graphics as my main guide as out of every different logo designer You Tuber I found his tutorials were the easiest to understand and the most in-depth, other channels seem to miss out some of the important information he doesn't like the theory behind the design process.
Logo design needs to tell the audience what the brand does only convey the feeling and vibe that the brand/product wants the target audience to feel. Logo design is not the brand design, but a smaller part that makes up the design of the brand. Before making anything you need to know who your target audience is, as they are the people you are making the logo for not the client. It is common practice to produce a similar logo to your clients competitor. You need to identify your clients costumers:
Personalities,
Values (e.g. environmentally friendly, vegan, vegetarian, LGBT+, etc...),
Interests,
Hobbies,
Lifestyle,
Attitude.
As well as the more generic things that comes with target audience, such as identifying your age group & gender, etc...
You then identify how the product/brand you are designing a logo for is compelling to this group, you should then be able to identify the parts of your clients brand/product that the target audience wants to see most and use your logo design to highlight the key messages/emotions you want the costumer to see and feel. A logo design should be timeless so that it doesn't age as trends change, even though the logo may be redesigned in future the core aspects of your design should be carried through every redesign. Once, I have gathered all of my target audience information I need to create a minimum of 3 keyword pairs (in this stage sometimes less is more), 1 pair should be dedicated to the target audience, another to the motto and the 3rd to the brand/products industry. After this initial research phase I can start to come up with some starting concepts for my design.
Logo design should be iconic, simple and memorable.
Simplicity - A logo should be simple, if it is overly complex the viewer won't be able to remember what it is. If a design becomes to complex it is no longer classed as a logo, it is then classed as a digital illustration. Think about some of the most well known brands we have today, such the apple logo it is the simple shape of an apple with one colour,
Iconic - The logo design needs to be iconic, so that it fits within the industry of its brand, but different enough that it can be easily recognized compared to other company logos within its industry and outside of it, otherwise the viewer could confuses your brand with another,
Memorable - A design need to be memorable. The viewer needs to be able to absorb the logos design within a few milliseconds so that they can recall the brand whenever they see it or specifically go looking for your clients brand/product. Think of the logo guessing game on mobile devices where you get part of a logo or only the picture logo and try to remember the name of the brand.
These three key points of logo design often overlap, as a simple logo, has to be iconic enough that it doesn't look like another companies logo or the viewer will get the two confused and a simple design is easier to remember than a complex illustration. An iconic logo has to be simple so that they can identify it easily and it must be memorable so that the audience can remember that this logo represents your clients brand/product. So far I have identified two techniques that could be used to test your logo concept, one is that you should show your logo concept to someone you know for a few seconds then ask the to see if they can draw out your logo design from memory around 30 minuets later, the second test you could do is show your logo to another person, for a few seconds, then come back to them a little while later and show them a part of the logo, and see if the can identify if it is your logo or not, if it is iconic and simple they should be able to identify it. Once you have got near to the end of your design process it is a good idea to show your design to someone else, as you are unlikely to be able to find critiques in your own design, showing someone else provides and fresh pair of eyes and a new perspective.
There are five types of logo design, these are:
(Text logo) Lettermark - Only consist of the initials of the brand and only include text. Often used when the name of the brand is to long to make any logo design out of. These logos are rather difficult to make as making a couple of letters iconic is difficult,
(Text logo) Wordmark (Monogram logo) - One of the better logo types for start up businesses, as it comes across as very confident and as it is such a literal interpretation it gets the name of the company out there. It is easy for the target audience to interpenetrate due to its literal nature. The conveyed message and tone is very important to portray through the typography,
(Pictorial logo) Brandmark - Often comes as a combination logo with one of the text based logo types, although they are also used individually, due to the fact that they are easy to recognize and unlike a text based logo they don't need to be translated to be used internationally. Few brands use this type of logo on its own or use this type primarily, they are becoming less and less common in the modern decade, sadly 😢,
(Pictorial & Text logo) Combination logos - Uses either one of the text based logo types and a brandmark. They are the most common type of logo and ones of the easiest to make. They offer flexibility on what logo type the brand wants to use on what. The style of the typography and the style of the brandmark have to match or people will struggle to identify one with your brand,
(Pictorial & Text logo) Emblem - These are some of the most complex logo designs you will come across (sometimes looking a little dated). Often used for more formal industry type companies such as government agencies, as they represent authority, authenticity & respect. The roundness of the design also suggests togetherness, so they also work well for team organisation logos as well,
(Pictorial logo) Mascot logos - They are the face of the brand, as the a memorable and appeal to the audiences scene of fun and want for entertainment. This is a hard type of logo to use, as they struggle to stand the test of time.
The things you want to do when designing a logo are:
The logotype needs to visually communicate the emotion/vibe of the brand to the target audience,
The logo should appeal to the want and feelings of the target audience,
Any logo must be made in vector graphics. Logos need to be able to be readable at any size, to test yours print it out at different scales. Logo designer often produce two logos that are the same except one has the letters tightly packed together for larger scale uses and another with the letters having larger gaps between them so that if you scale the design down the letters don't touch making it easier to read. This technique is called kerning.
Don't use auto-kern. It's BAD. Turn your logo upside down to do this so you don't try to cater to the shape of the letters instead of the kerning,
If you are using two different fonts within a logo design they have to work well together. The Name/Main logotype is the most important bit so it needs to be larger than the strap line/tagline. A good way to do this is to try and make the strap-line font appear as a simpler version of the main logotype, as it creates a connection between the two while keeping the hierarchy structure of the text. Don't use very complicated typography as you will find it harder to match the fonts. Serif for the main logotype portray its importance in the hierarchy structure, while using sans serif for the tagline will automatically make the font appear more simple that the main logotype. Bold and thin is also a good way of portray the importance of the two words. Essentially opposites attract,
Text logos and Pictorial logos need to match their feelings and vibes,
Colour choices need to work together, be well research and considered,
Make sure to consider how your design could incorporate an animation, as so many companies are trying to do with their own now days to make them more appealing and memorable to the customer/consumer.
The things you don't want to do when designing a logo are:
AVOID TRENDS. Trends are things that burst in popularity for a short time before dying into obscurity, logos are supposed to be timeless, this goes completely against that rule,
Don't replace a letter in the logo with an associated image as although most people will get it there will be that one person who doesn't and it cause confusion over the brand name,
Simple designs are better. A logo is not an illustration,
Inappropriate logo designs ARE NOT OK,
Avoid literal logo designs,
Avoid cliches,
Basic letter overlays,
Avoid reflections (dated),
Avoid gradients (dated).
The presentation of your design is just as important as the design itself. You should always start be reminding people that logo design is there to create a memorable, simplistic and iconic design that convey the emotions and vibes tied to the brand/product, not what they business actually does. Remember you are designing the logo for the costumers/target audience of the brand/product not the actual client. Make sure to remind the client of their problems and how the goals of this project intend to fix their problem. It is a good idea to do a colour split screen with what ever logo you end up designing. Take the brands main associated colour and make half of the slide that colour with the logo on top in white, then have the other half white and place the logo over the top of that in the brands associated colour, this screen is a good introduction to mock-ups of the logo on the product of the brand, this allows the client to see possible way they could demonstrate their branding to costumers, as well as create a connection between you and them, as up and till this point you have made sure that they know that this logo design is for the target audience of the business and not for them. Clients like to see how their logo will interact with their customers.
The five logo design above are some of my favourite and memorable out of all of the logo designs I've seen. I love the Pixar logo, because unlike the other logo's on this list it is animated, the lamp hops across the screen and starts jumping up and down on the letter "I" until it is squashed, this iconic and comedic animation make the logo memorable and stick in the audiences mind, unlike a still logo. This is a type logo. The animation where the I is shown first before the lamp replaces it makes sure that the logo doesn't break the rule of exchanging a letter for a symbol as the viewer knowns that the lamp is supposed to represent the I. The burger king logo is in the shape of a burger but more abstract looking, although it is quite literal it works to its advantage as it contains the lettering creating an emblem logo, but unlike Starbucks it is more simple and easier to remember from memory. The Beats logo is simple with the amount of negative white space balancing out the use of colour, it is simple, being an image logo, only including the first letter of the brands name to make it look like a head wearing a pair of headphones, which is fitting considering that beats is an audio technology company that specializes in making headphones. The logo for the company LG makes televisions and the slogan for their brand is "Life's good." The logo designers have arranged the letters within the logo in a way that makes a smiling face, which links to the slogan "life's good". It emotes the feelings that the brand wants people who buy their tech to feel. I'd consider this logo to be a picture logo as although it contains the letters of the brand, it is more of an image than text. The Apple logo is very literal to that of the brands name, considering that it is a smart device tech brand this doesn't link all that well so the designer has given the apple a bite mark which sounds like byte, which is a measurement system for the size of files so it helps to hint at what the brand makes, unlike other tech companies the image for the logo is so different from that of what the brand makes, that it makes it very memorable and easily identifiable compared to the logo of other smart device brands like Samgsung, OPPO & Hauwei, etc... which all use type logos as their main identifier some have picture logos to but only in a combination with type logos, and the picture version are the less used of the two, Apple only uses a image logo, as a result it make the brand come across as something that is unique and a premium compared to otehr companies logos within this sector. Apple's devices are expensive and top of the range as a result they are a premium purchase for the middle-class, this matches the choice of their logo being the only smart device brand to only have and use an image logo.
This is my mid-point assessment sheet and as the name suggests this is done during the middle of production for my FMP. It tell you the grade I am currently working at, some feedback (What went well & Even better if) and my response to the feedback.
This is the first step to creating concept art, silhouettes. Using a website called Webchemy.org, I am making the silhouettes for the lobster queen, this is the best place for me to experiment with widely varying designs and drastic changes in concepts, before I move onto sketches, where the development between the last and current sketches has to be easily recognizable. This step is probably one of my favourite processes, as it doesn't take all that long, it is fun to just mess around with the character idea and working with tone and no colour, means that your silhouette has to have very interesting and well planed out shape and layout.
You will notice that a lot of focus has been put into the design of my lobsters crown, this is because I want the design of the crown to mimic the design of the palace (FYI, i'm not making the palace for this project, as it would take longer than the allotted time I have been given), this creates a visual link between the most important building in the world to the most important figure/person. This character is also the queen of this world so it is important that their crown is designed well, as it is the symbol that tells others who they are and what their status is.
Before I had decided to create the concept art for a logo instead of characters I had already created these 4 silhouettes, I thought wanted to leave these in my project to show how my decisions and swot action plan has effected my decision making when it comes to the progression of my project. I do really like my 1st portrait silhouette of the head bust for the lobster queen, I would like to include it in my project somewhere but I am not sure how so far. If I end up texturing my environmental props I might make a picture frame and have that silhouette as the queens official portrait that they have decided to hang in the bar. I’ll see what happens.
As previously said in my pre-production work, I am creating a diorama of a pirate ship wreck which has been turned into the saloon/bar type place. The reason I chose to model this over everything else is because it is one of the most important locations in my game, as this is the main place where the main task of the game gets updated. To start making this thing, I need to start by making some silhouettes, so that I can get the composition that I want for my ship, then begin to refine it using sketches and start designing the interior of it. Next, I will need to start experimenting with colours and textures, and draw my final design from a few different angles to show all of its possible view points. I will then need to draw the final sketch which will be the finished environmental sheet, coloured, textured, shaded, highlighted and rendered.
When I was making silhouettes for my diorama of the pirate ship wreck I was only really focusing on how the layout of the sections of the ship would look, this is because the shape, layout and design of the interior will be affected by the layout that I pick, plus it is quite hard to see the interior of the building, when the perspective is set to that of the exterior. Once, I have finished refining the exterior of the ship to something I like I will move on to the interior, and create some silhouettes for it using the outline of the ship as a guide.
Silhouette 6 is my favourite silhouette, so I am mainly going to be working with its design. I need to sketch this layout out in it current perspective until I get to a refined sketch that I like and then move onto drawing the ship from different angles so I can show want the exterior of the hub looks like all the way around. So far I am using the vector brush in adobe Fresco (except the silhouette, this is in raster because it was made on a website called Webchemy (www.webchemy.org, seriously try it out, it is so fun), which only works in raster, as long as I don't make the images to big or small it shouldn't pixelate) to draw out my sketches, as I will need to move these sketches around and organize them within my (miniature) art book, for my game idea.
I am using the tapered brush as size 15.0 to get the smooth changes in the size of the brush stroke. The reason I chose this brush is because it reminds me of abstract expression, as the thickness of the line is dependent on what the artist wants and feels, as the more pressure they apply to the screen and the more stationary they are the thicker the line becomes and vice versa, you can see where I hesitate, as the line becomes more of a blob, and where I am confident as the line is a thin, but a consistent size. I have also used these lines to illustrate perspective, with the lines becoming thinner the further they move backwards and away from the focal point. I have also used two different shades of brown for the lines set further back inside the boat, and a lighter brown for the outside, as this is a rudimentary way for me to shade my drawings without having to colour every sketch I do in. The shape of this boat is rather complicated, so I ended up drawing the basic shape of the boat on a separate layer to that of the masts and captains quarters on the rear of the boat, then merged the layers together, I also did the same for all of the wooden plan lines, holes in the boat and the port holes, so I had more control over the lines, I could also erase parts of them without damaging the finished outline of my boat.
This sketch sheet is to refine how the smaller features of the ship will look and to perfect the flow of the environmental prop placement and the environment surrounding the shipwreck. Due to the nature of the shipwreck, it didn’t take long to find out what rotation and setting I wanted my main environmental prop to sit (the broken boat), so I needed to figure out what features I wanted to include in the design of the ship. Some of the feature that I had to add to the ship so that it actually looked like a ship, is the steps up to the second level and to the lower levels as well as the door to the lower level. I also decided to add some holes into the boat itself, as the damage can be used to tell the story of how the boat sank, in this case canon fire, hence all the holes in the ship. I also wanted to experiment with the parts of the terrain surrounding the ship as it wouldn’t make sense that a boat should sink with no rocks, sand banks or debris around the ship. The ship also requires windows, so I decided to go with the traditional route of a port hole. I also wanted to do something different with the mast on the back of the ship, as the rule of three has already been applied with the three masts on the front of the ship, it would look rather odd to have one singular lone mask on the back. By the second sketch on this sheet, I ended up rearranging the positioning of the rocks so that they form more of a triangular shape that will guide the viewers eyes to the bar contained within the ship. The original placement of the rocks was to scatter and wasn’t a tight-enough collection of rocks to guide the viewers eyes into a specific area. I did end up deciding to make the most far back mast fall so that it hangs over the bar along with the bar, as I thought that this resembled a tiki bar, a symbol of the happy summer island holidays, with coconut drinks with umbrellas.
By this point I had pretty much decided on the look of my ship, the only thing I needed to decide on was the shape of the windows for the captains cabin, as the captain often gets first pick of the loot and gets the best stuff as a result the captains quarters are often the most luxurious and decorated part of the ship. I had already decided on two of the different window options, being the port hole and a big ornamental church window shape, I just wasn’t sure what order, sequence or scale I wanted them to be. I started with a two portholes on either side of an ornamental window, I didn’t like how this looked, since it looked like a terrified, shocked face. The second revision of the windows had two ornamental window that were the same scale, without the break in the hull it would have looked good, but with it the face issue comes back, but this one reminds me of a joyously screaming child’s face (the large windows/eye make it seem innocent and young). To remedy the face problem I realized that I was going to have to use three windows that were the same shape otherwise I am always going to be able to identify a face, as a result of this I ended up following the group of 3 rule (for some reason in design 3’s are always pleasing to the eye).
This environmental prop sheet features all of my cup, glasses, bottles and barrels. My cups and bottles are a mixture of props from our world that went down with the ship and props from my underwater world. I went for the more traditional pirate props from our world this being a pewter tanker, looted barrels of rum and bottles of wine. These are pretty standard props, as we know what they look like in our world there isn’t really anyway to make their silhouette more interesting, other than give them some interesting textures. I did end up deciding to make my pewter tanker a little more interesting by giving it a seaweed feature handle, I don’t really have any idea how I want to make this yet but it is definitely something I’m going to do. I decided to make the larger props from the world I am creating out of ice and the smaller props out of sea glass, I chose ice for the larger props because it seemed to hard to acquire enough sea glass to make a full sized bar and since ice is such an abundant resource as previously mentioned it is a widely available resource so it makes scenes to use it. I tried to make the bottles and glasses from this underwater world sea themed, with them being a very heavy reference to shells, the pointed shell is meant to look like a hermit crab shell, a close relative to the robber crab. The engraving on the bar is meant to represent the harsh environment on the surface of the sea above and the triangle is a reference to the location being in the middle of the Bermuda Triangle. I wanted a running theme of blue and smooth textures for the props from this world as it shows that they belong to it, while the props from our world don’t match to show that they shouldn’t be here almost like they are invading (hint, hint theme of war, the invasion of deadly chemicals). I ended up combining the materials from both worlds to create the tables as the world I am creating likes to recycle the debris that is pulled in from the surface to create new useful items, so I used some of the wood from the boat from the to create the legs, promoting the ethical motivation to recycle. I like all of the prop art I made on this page, and I intend to make all of them. The one prop on this page I don’t like is the first table that is made out of lava rock, I think my issue here is that I don’t like the concept art for it more than the idea behind it. I don’t like the shape of the rock it doesn’t flow well with the smoothness of the table and I don’t think the rock should go through the table top, I think the table top should just rest on the top. I don’t think I’ll make it for this project but I might come back to it later and try and do something with it. I wanted roughly the same amount of complex and simple shaped props as to much of either would either make the scene to busy and not let the viewers eye rest anywhere and they would take to long to make, but if all of the props were to simple it wouldn’t show off any of my new and improved modelling skills and techniques and the scene would be boring with no focal feature to draw your eye.
All of these props are very standard as they are part of the ship or things that we come into contact with every now and again in every day life so there isn’t really a way to make them more existing, plus why would I want to spend all my time trying to make everyday objects from our world more interesting, when I could make the objects from the world I am creating the focal props in my scene, as they are something the player will have never seen before and never will in-person, so they will naturally be more interested in those objects. I really wanted to experiment with the textures on these objects because they are definitely the most complex, not only do you have rotting wood and rust, but you also have sea grass/moss and barnacles. The textures on these props are much more interesting than the actual props. The chest is probably the most interesting prop on this page as it will allow me to combine my specialism of concept art and my love of modelling (originally I would have done the engraving through the process as sculpting but no hardware I have access to seems to be capable of running it, so I will add it as a texture, sticker instead). A treasure chest is a thing of mystery and legend, so I wanted to make it look more grandiose than the other props on this page, hence the gold caps, curvature and engraving of a mythical sea creature, the Kraken. The three sketches of a saloon door was my attempt at trying to figure out the shape of the saloon doors that I wanted, first I tried out the traditional simple square shape, but I thought this was boring and didn’t fit the shape of the door, so then I curved it which I liked, but thought that it could be better, so I drew my third sketch. The third set of saloon door is my favourite because the shape matches that of the door and fits in with the rest of the boat, I did experiment with putting an octopus engraving across this door but I don’t really like it so I’m just going to avoid that bit when I make the door. The octopus just looks to clumsy being stretched over them. The shape of the doors look like a rogue sea wave arching up, I think that is why I like them so much.
Now that I have finished exploring the design of my boat, I now have to actually make it into a model, I don't need to draw modelling profiles for this because, it doesn't need to be an exact match, plus its kind of hard to do this for an environment like this as not all of the angles and shapes translate well to a 2D representation, for environments its is better to uses a collection for sketches that 360o surround the scene and use them as a plan/reference.
I decided to use a box as the base object for my boat because even though the shape of the boat will have a pointed end and the bottom of it comes to a point, the majority of the boat is actually squared so a box is the better fit (blue annotation). I used Google to find out the average length and width of a pirate ship, which I then used for the object properties, I had to do the height of the boat by eye as I couldn’t find a scorer to take reference from (red annotation). I usually try to add in the base geometry of the object I want to make from the start, but I decided not to with this one as I wasn’t sure how many I would need and didn’t want to litter the object with unnecessary geometry, it would be easier to add it in, using the connect tool later, as I can be more precise with the geometry that I will need.
After converting the object to an editable poly, using the modifier list (white), I first used the connect tool X1 combined with edge selection to double the geometry in the 1st net pattern I have drawn in green. I then added a piece of geometry around the width of the shape using the connect tool X1 plus edge selection and the 2nd net pattern (green again). The connect tool would not wrap properly around the object so I ended up having to cut the extra edge on the bottom of the object (yellow). I then used the edge selection tool combined with the move tool (w) to pull the edge of the 1st net pattern out to create the bow of the ship out of the object, I also did the same on the back bottom edge of the shape but pulled the edge downwards creating the pointed bottom of the ship and pulled the back of the ship outwards as I did the front, but not to the same extreme (blue, purple, red).
Next, I wanted to section the boat into it’s three parts, this being the stern, containing the captains' quarters, the middle of the boat, containing the deck and masts, and finally the bow of the ship. To section the boat, I used the edge selection tool, combined with the connect tool X1 and selected the horizontal edges around the shape (yellow).
Next I deleted the top half of the front half of the boat using poly selection (red), I then used the bridge tool combined with edge selection to fill the gaps back in from where the delete polys were. Then I used poly selection and the extrude tool to lower the deck slightly (yellow) and give it and border from the deck, I repeated the same process on the section of the ship that sits above the captains' quarters. Finally, I used edge selection and connect tool (blue) to double the geometry for the stern of the ship. These changes allowed me to create the very basic shape of my ship, although it is very abstract at the moment, I can already see the outline of the boat taking shape.
Now I need to add in the geometry that will allow me to add the curvature to my boat that will actually make it look like a boat, so I started by selection all of the horizontal lines on the length of the boat and using the connect tool X6 (yellow). I then lowered the height of the back part of the ship, as I thought that the height of the roof of the captains quarters looked to high compared to the rest of the ship, I did this by selecting the face on the top of the captains quarters and used the move tool (w) to push it down towards the boat (red). Now that I am starting to do some more complex actions to model the boat I need to use the symmetry tool, as I won’t be able to replicate it exactly on both sides, so I deleted one side of the boat, using poly selection (blue) and applied the symmetry modifier.
Next, I used edge selection and the move tool (w) to curved the back of the boat, this curve is much more acute than the front of the boat as it is flatter, because it is flatter it causes the geometry to be closer together, as a result I don’t need to add more geometry to make it appear smooth. I did end up using the connect tool X2 around the stern of the boat and curving it in slightly so that the flat sides of the boat didn’t look so disjointed compared to the sudden curve at the back. It creates a connection between the side and back of the boat.
Now I am going to create the railing surrounding the deck of my ship, I started by using poly selection and extrude to select the border of my lowered deck and pulled it up (red). My plan is to use inset on the on the separate polys, and delete the inset polys, then extrude the top facing polys to create the banister.
I found this part of the railing quite hard to engineer, because no matter what I did to the railings the plan behind it always failed to make the legs of the railings, they just would not sit right, so I ended up deleting (red) the polys between the banister and the boat and creating the railing separately so that I could join it up later. I then used edge selection and the move tool (yellow) to select two parallel sides of the banister, separately, to widen the size of the banister, as it should be wider than the railings. Finally, I bridged the gap in the deck border that I had created by extruding it, then deleting the polys, as it will be easier to do it now and edit the polys than add them in later and deal with the ball ache of bridging difficult geometry back in.
Next I used poly selection, inset (blue) and the extrude tool to extrude (red) the bridged in polys that I added back in earlier in part 9, I then used the inset tool to create the gaps between the railings (yellow).
I then deleted the gaps between the railings using poly selection. I had to use vertex selection and the move tool (w) to level the bottom of the banister railings with the deck border and the top of the railings so that they lined up with the bottom of the banister. Next, I used edge selection to select all of the horizontal lines on the boat and banister and used the connect tools to add two warps around edges in between (red), I’ll use the vertexes at the top of this to attach my railings to. Originally, I was just going to lower the vertexes on the railings so that they lined up with the boarder of the deck, i couldn’t bridge the gap between the two inset sides of the railings, so I ended up having to change my original plans, so that I could actually get it to work, this took my a few tries to figure it out, by the end it really did start to frustrate me.
I then used vertex selection and tangent weld to fuse the edges that made up the curve of the banister to the top of the railings (blue). I used poly selection to delete all of the faces on the underside of the banister (blue) as they would just get in the way when I need to tangent weld the vertices, I added in using the connect tool in part 11.
I had to use edge selection and the move tool to align the connected edges that I added in part 11, to align with the top section and bottom sections of the railings (blue). I then used vertex selection and tangent weld, to fuse the top and bottom of the railings to the boat and banister (black). When I used the connect tool it didn’t wrap all around the boat in some areas, so I had to use the cut tool, to finish wrapping it around the boat (red). I then used edge selection and the bridge tool, to fuse the bottom of the banister back together. Making these railing has been a right ball-ache, and I am so glad that I’m done with them now.
I need to section the boat equally so that the canon doors are the same size, so I used the edge selection tool to select all of the horizontal lines and the connect tool to section the middle section of the boat (red). I then selected some of the polys on the bottom half of the boat that isn’t curved, and used the inset tool, to section it (black).
By this point in making my model I had to change the colour of my boat object as the original colour was starting to strain my eyes. I ended up having to cut in another canon door opening as I forgot to select one of the polys (yellow). Next, I used poly selection and the extrude tool to pull the polys that surround the canon doors out of the body of the boat (red). I deleted the faces inset into the canon door openings and then used edge selection and the move tool (w) to pull the inner square collection of edges into the boat.
Now that the most difficult part of the boat is complete and I want to work on the center wooden bar of the boat, I need to be able to work on both sides of the boat at the same time, otherwise I will be working on the very edge of the deleted half of the boat and that makes it quite difficult to arrange things in a way that when I apply symmetry that it connects together properly. So I then right clicked on the symmetry modifier and selected collapse to (yellow). I then had to use vertex selection and the tangent weld tool to fuse the two halves of the boat together (red).
To create the center piece of wood for the boat, I used edge selection and extrude to pull the center edges out of the boat, creating a triangular pitched shape which I could then edit (blue). I then used the cut tool to cut each side of the triangular point I had just added (grey), I then used vertex selection and the move tool (w) to make a sort of upside-down house shape out of the bottom of the boat (black). When editing my boat, it is quite common for me to accidentally, select other polys, edges and vertex’s that I don’t need and delete or change them in some way, so I often have to use the bridge tool to fix the issue that it caused (red). I ended up using poly selection and the extrude tool to make the large center piece of wood on the front of the ship in the gap I left between the two pieces of railings (blue). Next, I used the cut tool to cut a new section into the center beam so that I could get the right scaled poly to use the inset tool (yellow) on two parallel polys on each side of the center beam and delete to create a way for me to attach the railings to the center beam, with out altering the scale, using tangent weld (teal).
Now I need to extrude the center beam on the stern of the boat. First I deleted the polys at the very back of the boat as I needed to make the correct shape of poly for the beam, I used vertex selection and the move tool (red) to change the shape of the polys I need to edit, and I used tangent weld (red) to create the pointed inward facing part of the beam, I then used edge selection and the bridge tool to fix the gaps I made by deleting the polys (blue). Finally, I used vertex selection and the break tool to separate the polys at the back of the boat (grey), this allowed me to square the beam at the back of the boat boat. The accumulation of all of these processes allowed me to make the shape of this beam to look like an emerald from the Zelda series.
I used poly selection and the extrude tool to pull the beam out of the deck of the boat. I then used vertex selection and the cut tool (red), to create a small thin section in the beam, at the same height as the railings and then used the move tool (black) to level out the cut as it was rather jagged and by leveling it out it will make the smoothing groups better, I used poly selection to select the parallel polys on the center beam, used the inset tool and then deleted the inset poly (blue) as a way of me being able to attach the railings to the center beam. Finally, I used vertex selection and the tangent weld tool (lime) to fuse the railings to the center beam.
As I’ve created the main parts of the boat, I wanted to take a break from it and work on something else as I get bored from working on the same thing for long amounts of time (as I learned from my first year FMP), so I thought I would take a productive break and work on something else for a little while and then come back to it. I am going to create a port hole, an essential part to the design of the ship so I am still being productive as a result. I started by creating a cylinder (red), naming it port hole and to get the scale right I used the move (w) and rotate tool (e) to line it up with the boat and then used the scale tool (r) to scale it to the size of the boat, you can see the object properties I went with in the photo above (yellow), I don’t see the need of mentioning the exact parameters, as the scale compared to the boat is what matters not the exact properties.
I created the rim of the port hole by first converting it to an editable poly, by right clicking on the object, convert to: and selecting the editable poly modifier (blue). I then used the connect tool and selected all of the vertical edges on the sides of the cylinders to create 3 sections on for the sides of the cylinder, then I used poly selection and the extrude tool to create a ridge between the center section and the outside ones, and then used the move tool (w) to center it (red), as the extrude tool extrudes in the direction you pull it because I have selected all the way around a shape it ends up making the extruded section pop out of one side of the shape instead of equally around the whole shape. Finally, I used the scale tool to expand the center section, in a way that it is equal on all sides (yellow).
Next, I wanted to create the glass part of the port hole, so first I started by using poly selection with the inset tool (yellow) and used the extrude tool to push the glass poly back into the shape (red), I repeated this process on the other side of the object as well. I then used the inset tool around the outer rim of the port hole, I then used the inset tool on every other poly around the outer rim of the shape and used the extrude tool to pull the inset faces out of the rim, these tiny extruded faces will represent the bolts that attach the port hole to the ship (yellow & red), I then repeated this process on the backside of the object. On one of the extruded polys, I didn’t used the inset tool, as this cube shaped extruded geometry will be used to create the lock for the port hole. To create the lock, I inset on the two parallel polys of the lock facing outwards, I then deleted (blue) the inset faces and used edge selection to bridge the gap between the two deleted insets, to create a square shaped tunnel through the geometry (green). I then selected the face next to the lock on the outer wall of the inner rim, I then added an inset (yellow) and then used the extrude tool (red) to pull the new rectangular shaped geometry through the lock tunnel, much like a common draw bolt lock.
I ended up not liking the insets I used for the bolts that attached the port hole to the ship, so I used tangent weld to get rid of them, then used vertex selection and the cut tool (green) to cut in better scaled insets so that they were all roughly the same size, I then used the extrude tool (red) on them again to pull them out of the outer rim. Next, I used poly selection to select the inner most circular face and used the inset tool (blue) and the extrude tool to push it ever so slightly into the shape again (blue), creating the rim that holds the glass in place. Finally, repeated the process on the inner rim and the same on the other side of the object (slide 2). I then started to create the hinge for the port hole to open, as I already have a lock, it would look off if there was no hinge to open it. I used poly selection on the poly parallel to the poly with the lock on it, and used the inset tool and the extrude tool (blue) to pull the geometry out of the shape again, next I used the inset tool on the top and two side polys on the extruded block then deleted the inset faces and surrounding faces that were attached to the top poly, I then used the bridge tool, this ended up creating a U shaped piece of geometry. Then I used the extrude tool on the rim of the door section and selected the outwards side facing poly and extruded that to, so that it aligned with the top of the U-shaped part of the hinge. Finally, I used the inset tool on the outer faces and inner faces on the u-shaped part of the hinge and the inset tool again on the outer faces of the hinge that aligned with the U-shaped part of the hinge. Next, I used vertex selection and the move tool (w) to shrink the size of the insets on the hinge, I then deleted the inner 4 inset faces and used edge selection and the bridge tool the gaps and create a connecting piece of geometry between these two pieces of geometry. I then used the extrude tool on the outer most 2 inset faces to pull a square piece of geometry out of the shape. This created a pin sort of shape that presented the illusion of it going through the two parts of the hinge and the bar the the door part of the hinge would rotate on.
Now that the model of the port hole is complete, I need to unwrap it before I clone it, or I will have to unwrap the same multiple times, so I need to unwrap this first before cloning it. To start with I selected the whole shape and pressed F2 so that I could make sure that I had selected the whole shape, I then went to the modifier list (blue) and selected Unwrap UVW and opened the UV Editor (green), which displayed the preset unwrap of the object, that the computer tries to do itself, every time it is awful and you have to redo the whole thing yourself.
My personal process to unwrapping is to separate all of the different parts of the unwrap into their respective parts and then separate them according to how much I have left to do on the specific section (red). Next, I selected the whole shape and selected the checkered pattern (blue), which covers the object in a checker pattern (hence the name), the general rule is that the squarer the squares are the better the textures will look when applied. To separate the pieces of the unwrap I had to use the break tool, flatten by polygon angle tool and straighten selection. The break tool allows me to separate pieces of the objects unwraps, flatten by polygon angle which flattens out object no matter what axis they are on and straighten selection will straighten the edges of the geometry, which inter perfects the checker pattern on the unwrap. I also used the move (w), rotation (e) and scale (r) tools to move the geometry around the the pc couldn’t figure out for itself when I used the preset tools in the UV editor.
Now that all of the object has been unwrapped, I need to arrange the parts within the checkered pattern square in the UV Editor, there is several buttons that do this, pack normalise is the best for this as it arranges the parts of the unwrap within the checkered square to scale, but it doesn’t always pack the parts of the unwrap within the square in the best possible way, so to maximise the use of the space, I often use poly selection, the Move (w) and scale tools (r) (yellow) to better the packed layout of the geometry. Finally, I used collapse to as this saves the unwrap to the object.
Now that the port hole has been finished and unwrapped, I can copy clone (yellow) it by right clicking on the object and selecting copy clone, because any of the other clone options such as instant or reference clone, copy what ever is done to the original object including movement, since I need to move the clones into place, I don’t want all of the others moving as with it. I had to use the move (w) and rotate (e) tool to get the cloned port holes to sit flush with the boat object (yellow).
As of this point in time there is no access to the lower decks of the ship so I need to create a stairwell, so I started by cutting a square into the center of the ship, that sat flush with the wall that lead to the second level of the ship, then I used poly selection and the extrude tool to pull the border around the rectangular that I had created up and out of the deck, to create a broader around the stairwell opening. I made it so that the broader around the stairwell was the same height as the broader around the deck. Next, I cut 5 sections into the rectangular cut out, using the cut tool and vertex selection. Then I used poly selection and extrude to lower the 5 sections, into the ship, this allowed me to create the steps down, I lowered the section all at once, but deselected one of the sections every few centimeters to create the stairs.
Now that I have built the stairwell down to the lower deck, I need to make a door way so that the crew could have actually accessed it, so I started by using poly selection and the inset tool (pink), to create a poly that I could edit the shape of without effecting the smoothing groups of the geometry around it and eventually delete it to create a doorway. When I used extrude and inset to create the stairwell and base shape for my doorway the polys vertexes detached from those level with the height of the deck, so I had to use vertex selection and tangent weld to fuse them back together (purple). Used the inset tool to on the center of the edge of the top deck, so that I could create a stand for the ships wheel to sit on, I then used extrude to pull this up and out of the deck (light blue), I then used scale (r) and move (w) to make the stand a more reasonable size and to move it as close to the edge of the top deck as I could (red). Next, I used vertex selection and the cut tool (green) to shape the top of the doorway, I added 3 vertices on each side of the doorway and I also added a cut that would allow me to join the ship steering wheel stand up with the door, so that once I am finished with this part of the ship the stand will overhang the doorway slightly. The cut didn’t take to well on the two polys between the ship wheel stand and the doorway so I ended up having to delete the polys (dark blue), I then used edge selection and bridge (yellow) to create the sections that I wanted to with the cut tool.
When I first lowered the stairwell and stairs the polys that connected the stairs to the deck weren’t connected to each other, so I had to use edge selection on the vertical edges of the polys lower than the deck height, that has the doorway on and used the connect tool X4 (yellow), as this is the same amount of steps there are so I can use the new unattached vertexes on the outer edges of the poly to attach the sides of the stairwell to it. I then used poly selection and delete to get rid of the sides of the stairwell, then used edge selection to select the edges of the stairs and the edges of the polys with the door frame on it and used the bridge tool to seal the gaps (blue). Due to the polys having five vertices, so I used vertex selection and the cut tool (red), to first cut an edge into the sides of the stairwell that lined up with the thin poly at the back of the lower deck and the corresponding polys at the bottom of the stairwell, I then used the tangent weld tool (pink) along with vertex selection to fuse them together. Next, I used the cut tool to cut the side polys of the stairwell into triangles as otherwise I will be left with ngon’s which make the textures applied look horrible, while triangles are not ideal, they help the smoothing group flow properly, while ngon’s ruin them. Finally, I created the inner edge of the doorway using the inset tool (green) and poly selection to select all of the polys inside the outline of the door.
To make the doorway to the lower deck of the ship, I started by using poly selection and extrude to select the polys that make up the doorway shape and pulled out of the body of the boat (green), I then used poly selection and delete to delete the polys blocking the doorway (dark blue), since I am breaking the ship in half and shelling it there is there is no need for me to leave the polys there, I might as well knock it through. Next, I then cut the small poly at the back of the bottom of the stairwell and cut the stairs into 4 sections, I then tangent weld the bottom vertices of the door to the floor of the stairwell otherwise the polys will overlap, and I will end up with unnecessary polys (pink). I then used edge selection to move the inner most edge of the doorway back into the shape (red). Next, I moved onto the ship wheels stand, I started by using tangent weld on the two bottom vertices of the stand and and fusing them to the front facing edge of the top edge (pink). I then used the cut tool (teal), to make sure that the thin edge on the front of the top deck continued over the wheel stand. I cut the center stand into 4 sections and used poly selection and the extrude tool (green) to select the front of the stand, to create a more interesting stand silhouette for the stand (as a simple block is kind of boring). I had to use inset (white) on the two center polys on the top of the stand, when I then used extrude on (green), thinking about it know I could have just used poly selection and extrude, but didn’t think of it at the time. I then used edge selection tool and the connect tool (yellow) to give me some new vertex point that would allow me to fix my geometry, I used poly selection to delete some of the inset geometry on the top of the stand, I then used vertex selection and tangent weld (pink) to fix any breaks in the geometry and get rid of some unwanted edges and then finally, I used edge selection and the bridge tool to add the missing geometry back in. It is important for me on this ship to try and put as many beam type shapes extrudes on my boat as possible, since it is made out of wood, everything that goes through the ship like doorways and everything that needs a frame like windows, needs to have an extruded shape around it to mimic the wooden frame that makes up the base of the ship.
At this point I realised that I had forgotten the small wooden beam that I wanted between the canon doors and the windows, since I forgot to add the geometry I need to in beforehand, I had to use edge selection and the chamfer tool (red), I selected all of the vertical edges around the whole boat, excluding the center beam at the front and back and I used the move tool (w) to make the polys that the canon doors and port holes are roughly the same scale (dark blue). I used poly selection and the extrude tool (light blue) to pull the the geometry out of the boat and create the small dividing beam effect that I want. Due to the fact the fact that I am using extrude pretty much around the whole shape, extrude pull all of the geometry out but only in one direction, so I used it to provide me with the extra geometry, I then used move (w) to center all of the geometry again, back to its original position and used scale (r) to properly extrude the geometry on all sides equally.
Next, I am making another opening to the lower deck, this is because the doorway I made leads directly to where the captains quarters would be, while this hole on the deck will give access to the canon deck and living quarters, so I started by using poly selection and inset (light blue) on a collection of 4 by 4 polys in the center of the ships lower part deck. I used extrude (green) to pull my selected inset polys up and out of the deck, I tried to make it so that the height of the deck matches the height of the boarder around the outside of the deck, there isn’t really a reason to this other than I think it looks nicer that way. I ended up thinking that the original size of the inset was to wide as it took up so much of the deck that it would be difficult for people to get past so I used edge selection on all of the long ways edges of the inset and using the scale (r) and move tool (w) (orange) to push them closer together to make a thinner inset.
Now that I have the raised surface to create the boarder of my opening to the lower decks, I need to actually make it so that the player could pass through the ship. I started by using poly selection and the inset tool (green) to create a section for the boarder of the doorway, next, I used the extrude tool (yellow) to push the inset into the boat at around the same height of the deck, I then used delete to create the opening (red).
My boat is pretty much complete by now (other than the obvious of breaking it in half and shelling it), the only thing I have left to do is add the railings for the steps up to the second level and over to the ship wheel stand, so I don’t have to start from scratch to create these railings, I am copy cloning the ship (red) and deleting (orange) the rest of it apart from the sections of the railings that I need. This should save me a lot more time than me making them again from scratch, since making the original set was confusing and irritating enough, in all honesty there were so many step involved in making them that there is no way I could remember how to make them from scratch again.
Now that I have the sections of the railings I need, I need to create a gap in the geometry on the boat, so that i can attach it. I started by using poly selection and the inset tool (red) on the section around the stair well on the boats main body, were the railings will need to attach (the hole through the boats in the snip), then I used edge selection and the move tool (w) (orange), to stretch out the shortest two parallel edges on each inset so that the poly between the inset and the edge around it barely existed. I then used delete to create the openings I need to attach the railings (light blue). I’m not doing this on the other side of the ship, I am going to delete half of it when I’Ve completed this side and use the symmetry tool, so I don’t have to repeat the same process on the other side, considering how difficult the original railings were to create I have a feeling these ones are going to be hell on earth to make to, so I would rather only have to make them once and let the software do the other half for me.
Continuing from the previous step, I turned the banister layer back on, and used poly selection plus the move tool to align it with the holes I made in the boat to attach it to, then i used the attach tool to join the layers together (pink) and used vertex selection plus tangent weld (orange) to fuse it to the main body of the boat. I had already made the steps previously, by creating a box and giving it two leg and then cloning it x 3 (green) and using the attach tool and tangent weld to fuse them together, so now I need to attach the steps to the banister and the boat, this was pretty much the same process as attaching the banister but I had to cut (yellow) a new section in each leg of the banister to attach the stairs to it using tangent weld. I then used the extrude tool on the bottom of every step to create legs at that would connect to the boarders of the deck, I did this by using poly selection and the extrude tool (blue), plus delete on the bottom faces of the leg, the cut tool (yellow to create a section for the bottom of the legs to attach to and then used tangent weld to fuse them to the boat (orange). I had to use the cut tool on the side of the boat after this to cut it into triangular shaped polygons as, I would have had an ngon otherwise (yellow) (as seen on slide 2). I then used poly selection on the top section of the banister and the extrude tool (blue) to pull it out toward the stand for the wheel of the ship. I then used the inset tool on the side of the steering wheel stand and deleted the inset poly, this would allow me to join the banister up with the stand, I used vertex selection and tangent weld to fuse them together (slide 3). Finally, I used edge selection and the connect tool x 2 to create some more geometry in the straight section of the banister that joins up with the stand, It looked horrible being perfectly straight, so I used the move tool and the new rings of edges I had created to curve this part of the banister, that mimic the curve of the banister on the stern of the ship. Symmetry is pleasing to the eye as according to Gestalts theory. Creating the 90 degree turn of this banister was probably one of the most frustrating parts of this project for me as no matter how I altered the banister I couldn't get this one corner to sit properly, in the end I had to delete a lot of geometry, bridge the gaps, cut the vertices back in using the cut tool and then use tangent weld to fuse it all back together. Trying to figure this part out took me around 2 hours, it was the bane of my existence at the time and I am still not happy with it, but I'll have to move on with the project, at least it is on the bottom side of the banister where no one will see it unless they are really looking (slide 4).
Making the window was quite a similar process to the door, so I started by using poly selection, to select the 3 groups of 4 polys each and using the inset tool, I created the basic inset shape for the window panes, two of the windows needed smaller insets that the center one, as that is the focal point window I wanted to make that one bigger than the rest. I used vertex selection and the cut tool to cut and extra two vertex’s on each side of the smaller windows and 3 vertices on each side of the larger window, as only using two vertices on each side makes the window frame to angular when it is surprised to be smooth, on the smaller windows it is harder to notice (as seen in the concept art I borrowed from my sketches sheet above to try and illustrate what I am talking about).
Now that I have completed one side of the boat, I am using poly, selection and delete (red) to delete half of the boat. I the applied the symmetry modifier, right clicked on the modifier and pressed collapse to to apply it. I ended up having to undo this as it made the center beam of my boat thinner than it should be, it ended up looking horrible and there was no way to correct it, so I ended up having to undo the applied symmetry. To create a gap between the mirrored side and the side that I made I used object selection and moved my half ever so slightly off of the center of the scene, this will create a gap between the mirrored side and the original, which I can use tangent weld to fuse it back together while leaving my center beam the right scale.
Next, I put my plan into action i right clicked on the symmetry modifier, right clicked on it and selected collapse to apply it. I then used object selection and moved the mirrored side over to the original half, I then used vertex selection and tangent weld (red) to fuse the two halves together. Finally, I used object selection and the move tool (w) (red) again to center the whole object on the x axis to 0.
After applying symmetry, there was one more thing I needed to do before breaking it in two, which is create a whole it the ship where the anchor will sit, I couldn’t do this before I had finished with symmetry as I only wanted it on one side of the boat, not on both. To do this I used the same process of poly selection, inset X 2 (red), extrude X 2 (green) and delete to create the opening, pretty much the same process as I have used for all of the canon doors.
I ended up copy cloning (teal) my port hole model another 2 times and arranging them (using the move (w) and rotate (e) tools (teal)) so that they were symmetrical on both sides of the door. I ended up hating this as it made it look like the door was a screaming face and you were walking into its mouth (red), so I got rid of them (slide 2, green).
I wanted to take a few snips of my boat before I broke it in half, as I was quite proud out how it was currently looking, and wanted to record the moment so that I could reflect on it later. I also saved a copy of the save file I am currently working is so I have a copy of the ship wreck, and the ship from before it sank, this way if I want to show the backstory of the boat in this game if I end up continuing with development I have a copy of it before it sank that I can use and animate.
Now that my ships body is complete it is missing one very important detail the masts, I had already pre-made the broken mast, but not the rest. I made the broken mast by creating a cylinder , I didn’t really care about the preciseness of the size of the mast only its scale compared to that of the rest of the boat, and the it had two cap segments, then I converted it to an editable poly and deleted the cap segments on the bottom the the cylinder, and used vertex selection to make the top of the mast into a point, next I copy cloned it as this is the smaller pair of masts and I want them to be the same size (red). One will go at the front and the other at the back, but the back one is the one that is broken, so I put the one for the front aside and turned the visibility off. Next, I used edge selection and broke the cylinder into two sections and used the vertex selection tool and the move tool (w) on the Z axis, to make the break of the mast much more jagged. Then I used the break tool, to separate the two pieces, then I used edge selection and the bridge tool to complete the shapes. Once, I had created my initial masts I copy cloned the unbroken small mast and used the scale tool (r) to make the one of the larger two center masts out of it, then I copy cloned that, so the two larger masts were the same size. I then used the move tool to move all of the respective masts into place. Now I need to attach the masts to the ship, normally I wouldn’t because it would be easier to texture, but since I need to rotate the ship, it will be easier to align them by attaching them. After switching back to the boat layer, I used the vertex selection tool to cut around the bottoms of all the masts (dark blue), so I can attach them together when I attach the objects together. I then deleted the cut-out circle shapes (yellow). I then attached the masts to the boat objects (green) and used vertex selection plus tangent welds to fuse the masts to the boats deck (teal). I used vertex selection on the front mast to tilt the mast so that it protrudes out of the front of the ship.
Next, I started cutting all the way around the middle section of the boat, just behind the 3rd mast. I used the vertex selection tool and the cut tool (green) to cut around the ship, as jaggedly as possible. I used my concept art as reference for the shape of the break, as it took me quite a bit of time to prefect how I wanted the break to look in my concept art so there was no way I was just going to ignore it. The 3 slides show the cut around the ship from all angles.
I then used vertex selection and the break tool (green) to separate the two halves and used the object selection tool and the move tool (blue) to move the back half of the ship further away from the from, as I need to be able to access the insides of both ships as I will definitely have to refine the shelling, as the shape is so complex I can already foresee problems with it.
Next, I started to apply the shelling, this is done by using the shell modifier (blue). The original settings for the shelling made my ship bloat as it was set to outer shell, so I just inverted the settings, so it was inner shelling instead (red), it took me a few minutes to figure out the settings.
This image shows the shelling on the back half of the ship, I haven’t done anything to alter the shelling yet, but I have circled the issues I need to fix in red. I will be showing how I fixed the back half of the ship in my ships as I did the front half first, and the process for both halves are exactly the same so there is no reason for me to explain the same process twice.
This is the same part of my editing of the shelling, I didn’t really have to alter anything here other than delete excess geometry inside the banister/railings and stairs (blue), I used F2 to make to boat see-through (red), so that I don’t have to delete polys to get rid of the polys within the shape. When shelling the boat, it also shelled all of the railing, which I didn’t want so I had to get rid of all the extra geometry as by the time I got rid of all the unwanted geometry in all of the railing in both sides of the ship my poly count had decreased by 20,000 polys.
The shelling didn’t do the canon doors properly as it didn’t extrude the canon door frames properly, so I will have to redo them. I started by using vertex selection and the move tool (w) (red), to match the coordinate location of the walls, I then used tangent weld (yellow) to fix the broken bridging, by fusing it back to the wall. I then used poly selection and extrude to pull the canon door frames back out of the wall of the boat (green). I then used vertex selection and tangent weld (orange) to get rid of the excess geometry within the inner part of the canon door frames.
Next, I used vertex selection combined with the move tool (w) (light blue), to tidy up the edges of the boat, as the vertices were overlapping due to the computer not being able to work out how to shell the wooden beam border between the canon doors and the port holes.
When shelling the boat roof and walls vertices all ended up at different heights, so none of the inner walls of the boat are actually flat, so I would use vertex selection plus make planar to get the coordinates to match up so that the walls were flat, some of the out of place vertices couldn’t be fixed using make planar, so I had to use the move tool on those (blue).
The last part of the shelling that I needed to fix was the inside window frames, which had the same issue as the canon doors. The process for fixing them is pretty much the same using the move (w) tool (yellow) and the make planar tool (green). I ended up using the vertex selection tool and the cut tool to separate the ngon’s on the top half of the windowpanes into triangular shaped polygons.
After fixing the ngon’s in the windowpanes on the inside of the boat, I decided to do the same on the outside, using the cut tool (blue) again.
Now that I have fixed all of the shelling issues and finished the boat, I need to rotate the two sections into place. I started with poly selection and selected the front half of the boat, then used the rotation tool (e) to 45 degrees (yellow), I then selected the back of the ship and rotated it to 30 degrees (red) on the X axis and 20 degrees (green) on the Y axis. Finally, I used the move tool (w) to line up the two sections of the boat.
At this point I thought I had already finished the model, but I desired to add the rigging to the mast, that you would attach the sails to, as the boat looked a little odd without them. I used edge selection and the connect tool X 8 on the two large masts and X 4 on the small masts (red) and used the move tool (w) (orange) to move the sections into pairs so that they were closer together and use them to inset the geometry I need to create the rigging. I then used inset on 2 sets of parallel 2 polys at the same height, between all of the pairs of insets I had added (green). I then used extrude to pull all of the rigging out of the masts (blue).
Now that my boat prop is actually finished, I am moving on to the smaller environmental props I wanted to make, I am starting with the crate. I started by making a cuboid, with the properties of being 1m long, 75cm wide & 50cm tall (blue). Size was quite important when it came to making the crate as it is a real world object that people interact with all the time in the form of Amazon parcels, they are going to have a better understand of what the scale of this prop should be compared to other object, so it is incredible important I get this part right scale.
To be able edit the shape I need to convert it to an editable poly, so I right clicked on the object, selected convert to and selected editable poly (purple). I then used connect X 4 (yellow) to create the section for the wooden frames I need to extrude that will wrap all the way around the crate as seen in my concept art. Next, I used poly selection and the inset tool (blue) to create the geometry I will need for the indented wooden planks that would be nailed to the frame.
Next, I used poly selection and the extrude tool (blue) to pull the insets into the body of the crate.
Now I need to extrude outwards the wooden frames that will wrap around the crate, I started by using poly selection and the extrude tool (red), to pull the wooden structure out of the crate. I then used vertex selection and tangent weld (green) to fuse the different part of the wrap around wooden frame together.
Now I am making a barrel. I chose to make a barrel as this is a pirate ship and pirate drank rum, which was transported in barrels. I started with a cylinder object as the base, the obvious choice as it is pretty much a barrel already. I chose 50cm as the radius of the barrel as I didn’t want it being too thick and used 1.2 for the height as barrels are usually tall and thin, after a quick google search, I found this as the most reasonable height (red). This barrel needs to be realistic in terms of scale for the same reasons as the crate. I gave the barrel 18 sides as it is quite a large prop, and it is easier to see the edges of the project. I gave the barrel 7 height segment as I will be making the steal bands around the barrel out of this.
I started by using edge selection and the scale tool (r) to make the middle of the barrel the widest part and make the top and bottom sections of the barrel thinner than the middle, this just adds a degree of realism to the shape. To make the bands of the barrel I used poly selection and the inset tool (orange) to create the geometry I would need to be able to use scale to pull the bands out of the barrel. Next, I used the scale tool (r) to pull the bands out of the barrel (green). I then used the inset tool (red) on the top and bottom of the barrel to create the lip for the lids of the barrel, I then used extrude (red) to push these into the barrel. I then used inset (red) on the top of the barrel again combined with the move tool to pull the inset to one side of the top of the barrel then used the extrude tool (red) to pull this out of the lid of the barrel, to make a cork for the barrel. Finally, I used the poly selection tool to select the top poly of the cork and use the scale tool (green) to make the top poly larger than the bottom ring of edges, this adds a degree of realism to the look of the cork.
Now that I have finished modelling the barrel, I need to unwrap it, so I selected the UV unwrap modifier and opened the UV editor, then selected the shape and added the UV checker pattern to the shape (blue).
To start the unwrapping process, I used poly selection and the break tool (yellow) in the UV editor to separate the different sections of the barrel. In the UV editor I like to organise the separated piece by how much I have left to do on them, you can see my system in the red grid I drew over the top for annotation. I used the flatten by polygon angle tool (purple) to flatten out the circular parts of the model like the lids and rim of the barrel. I used the stitch tool (green) to fuse different section together that I either accidentally separated or thought would work better attached to another section, as this will limit the amount of breaks on show, as the viewer will be able to see where the texture wraps around the object If these are on show, think of the joining of a label around a water bottle. I used the straighten selection tool (accidentally called it flatten in my annotation) (blue) to straighten out the polygon parts of my barrel, because when I separate the parts sometimes they become a bit twisted this button fixes that, but never use it on a poly with an inset as it just ruins the whole section. The squarer the checkered pattern the better the texture will look on the object (orange). The finished unwrap, that hasn’t been pack can be seen on slide 2.
Next, I pressed pack normalise (blue) to get the unwrap to fit inside the checkered square, but it didn’t fill utilise the space and therefore the resolution, so I had to modify the unwrap pack using the move (w) and scale tool (r) (orange), (i don’t really like using the rotate tool, because it messes up the direction detailed textures like wood grain is applied, then all of the textures on the unwrap are going in different directions), the better modified packing can be seen in slide 2. To apply the unwrap to the shape for export I have to right click on the modifier an select collapse to, this saves the unwrap to the object (red).
Make this pic a slideshow with 65 (63).
Next, I am creating a wine bottle, considering this is a bar it would be weird to not make any kinds of drinks bottles or glasses. I started with a cylinder object, with a radius of 5cm and a height of 25cm, i thought this was a pretty good scale for a wine bottle. I gave this bottle 16 sides as this is something the player could pick up and if the side count is to low, you could see the edges of it, instead of the illusion that it is smooth (blue).
Next, I converted the bottle to an editable poly (red), used the edge selection tool combined with the connect tool X 8 to create all of the sections I need to shape the bottle, I then used the move (w) and the scale (r) to shape the new geometry, I used 4 of the rings of edges I made using the connect tool to make the neck of the bottle and the other 4 rings to curve the bottle up and into the neck. I Used the inset tool (green) and poly selection on the top cap of the bottle, so I can create the cork that seals it, I then used the extrude tool (blue) to pull the inset out of the cap of the bottle and then used the scale tool (red) to make the top of the cork larger than the bottom (blue), I did this for the same reason as I did for the barrels cork.
The unwrapping of the wine barrel was relatively straight forward, I pretty much used the same process as I did for the barrel.
My next prop is a wooden cup. I started with a cylinder with a radius of 3cm and a height of 10cm, I gave this cup 14 sides (blue).
Because I wanted the rim of the cup to be curved, I used the inset tool (blue) 3 times, for the outer two insets I used the move tool (w) on them to raise them up slightly higher than the sides of the cylinder this added a smooth edge to the rim of the cum, considering how simple the model is I wanted to add this small detail to make it a bit more interesting. I then used the extrude tool (orange) on the inner most inset to actually make the cup a cup. My unwrap process is very similar to that of my wine bottle and barrel, so I don’t see the need of writing the same process over and over again, as it just isn’t needed.
I wanted to create a smaller version of the barrel but with a tap on it to sit on the bar, so I copy cloned (blue) my original barrel and just used the scale tool (r) to shrink it down and rotating (r) it onto its side, as it will save me some time making the same thing again. I started making the tap be deleting the cork and capping the inset by selecting all of the edges around the gap and using the cap tool. Then I used the inset tool (red) and extruded (orange) the inset ever so slightly further out from the lid of the barrel, I then used the inset tool (red) again combined with the extruded tool (orange) and pulled a long cylindrical shape out of the inset as this will be the start of my tap. Then I used edge selection and the connect tool to split the base of the tap into two sections and then used vertex selection plus the move tool (w) to create a circular edge at the end of the cylindrical shape I had just extruded.
Next, I need to create the dispenser part of the tap, so I started by using poly selection and the extrude tool (blue) to pull a vertical cylindrical like shape out of the top and bottom of the horizontal one that I had created, then I used vertex selection and the move tool (w) to flatten out the top of the cylinder (yellow) above and to angle (yellow) the bottom of the cylinder bellow. I then used poly selection, the inset tool (red) and the extrude tool (blue) on the bottom of the cylinder below to create the opening the tap.
Now I need to create the handle for the tap, so I started by using polygon selection and the inset tool on the top of the tap (red), then using the extrude tool (blue) to push it slightly into the shape, I then repeated the same process twice but used the scale tool (r) to shrink the size of the insets to create the base of the handle. Next, I used the extrude tool (blue) to pull the center cylinder of the handle out of the tap head and used the connect tool X 4 (orange), plus the scale tool (r) (blue) to create a thick section at the top that the handle will be attached to. Finally, I used the extrude tool (blue) to pull 2 pair of polys on parallel side of the handle out of the center pole to create the base for the handles.
I started my refinement of the handles by using edge selection to select all of the horizontal edges around the shape and using the connect tool X 3 (purple) and the scale tool (red) to curve the top and bottom of the handles. I then used the inset tool (orange) to create the geometry need for the grips of the handle and then used the extrude tool (green) to push the into the handles. Finally, I used the the same process on the top of the center cylinder of the handle as I thought it looked a little bare just being a flat surface compared to to the more complex shape of the handle.
Now I need to unwrap my wine barrel, I start with my usual process and tool, but I had to employ the relax tool this time as I had some complexly shape geometry within my unwrap that was curved and I couldn’t fix my self, the relax tool flattens out unusual, curved shapes. This new complex geometry was introduced to the barrel due to my edition of the handle.
Since the wine barrel dispenser is on its side it will need some feet to stop it rolling around, so I copy cloned the shape (red), extruded the two small wrap around band and then deleted the rest of the barrel (green). To seal the gap, I had now created I used the edge selection tool combined with the bridge tool to fix the problem. Finally, I unwrapped the feet, this didn’t take me very long and only involved the move tool (w) and break tool.
I started with a cylinder taller than my wooden cup but shorter than my wine bottle with 14 height sections, which I then used edge selection and the scale tool on to adjust the shape of the cylinder into the part of a glass, including the base, stem and the actual cup part (yellow). I left 4 sections in the stem for later detail and 8 in the actual cup part, which I then used the rotate tool (e) (red) on to angle them so I can create a hermit crab shell shape with later.
Next, I used edge selection and the connect tool (red) to select each section around the top of the glass and add two more sections to it, which I then used the scale tool (r) (red) on to create a curved effect between the sections, resulting in the hermit crab shell appearance.
Next, I need to hollow out the top of the glass, so I used poly selection and the inset tool (green) to create the geometry and then pulled it into the glass using the extrude tool (orange). I ended up cutting the circular poly at the bottom of the inside of the glass into triangles and using vertex selection and the move tool (w) (red) to pull this a little further down into the glass, as having this part flat didn’t sit right with my own taste considering the shape of the glass so far being constantly flowing into a points.
The last thing I wanted to do to this glass was to add some detail to the stem, so I used the connect tool twice combined with the scale tool (r) (yellow) within the 3 sections, to create a tapered appearance.
Next, I started the unwrap, using my usual process and tools, except for one section which require much more for us than the others this being the shell shape on the outside of the glass, as the relax tool was having a hard time fixing it so I was going to have to do it by had using vertex selection and the move tool (w) to move every vertex into position by hand.
As my shell bottle is similar to the of my shell glass, but inverted, I copy clones the shape and used the rotate tool (e) to turn it upside down (blue).
Since this is a bottle and the glass opening is on the wrong end for the bottle I deleted (green) the inset that would allow you to drink out of it and used edge selection to selection all of the edges that made up the bottom circular face and use the cap tool (red) to replace the original face from when it was a cylinder.
I then deleted (orange) half of the glasses stem including the tapered details and capped (red) the top using the same process as I did for the bottom of the glass. A bottle should be bigger than a glass, so I used object selection and scaled up the size of the bottle using the scale tool (r) (blue).
Anything that pours usually has a spout, so I used edge selection and the rotate tool (e) to angle to pouring end of the bottle (orange). I then used inset on the top capped poly of the bottle and used the extrude tool (red) to push it into the shape creating the hollow part of the bottle.
Next, I decided to start making a cylinder that was shorter than the bottles and hermit shell glass but overall larger than the wooden cup, this object will make the base of my pewter tanker. To allow me to edit the shape I converted the object to and editable poly (blue).
Next, I decided to create the traditional curve of the pewter tankers body, before I go onto making the more complex shaped geometry, so I started by making the part of the cup that will actually allow it to hold water. I did this by using poly selection and the inset tool (purple) on the top cap of the cylinder, I then used the extrude tool (orange) to push the new inset face into the tanker. To create the traditional curve of the body of the pewter tanker, I used the connect tool (red) create the geometry I needed, then used the scale tool (r), to shrink the middle section of the tanker (red).
Now, that the body of the tanker is complete, I need to make the handle. I wanted the handle to be more complex than it needed to be as some of my props have been a bit simpler than I would have liked so as seen in my concept art, I am designing the handle off of a plume of seaweed. I started by moving to the back of the tanker and using the poly section on one of the polys on the lowest ring of the tanker, I then used the inset tool (red) and the extrude tool (blue) to pull a new think piece of cuboid shaped geometry out of the bottom of the tanker. Next, I used the extrude tool (blue) again on the top and sides of the new cuboid shaped piece of geometry, I created 3 long cuboids, which I will then use to make the seaweed leaves out of. I then used poly selection to select the top poly of each of the cuboids and used the move tool (w) (orange) to move two of the extruded cuboids, so that they are at a 45-degree angle instead of straight out to the sides like a Christian cross. I then use poly selection and the extrude tool to pull another seaweed leaf out of the side of the larger leaf on the left. I then used the inset tool (red) on 4 polys on the body of the pewter tanker behind the top ends of the extruded geometry. I then used edge selection and the connect tool (orange) to separate the extruded geometry into lots of section (couldn’t be bothered to count how many times I used the connect tool, I am only going to say that I used it a lot), I then used poly selection to delete the top poly on the backs of each of the extruded cuboids I then used vertex selection and tangent weld (purple) to fuse the top of the handles (plus the ornamental parts of the handle, to the main body of the pewter tanker. I then used edge selection, combined with the move tool (w) to curve the handles. Finally, I used vertex selection and the move tool (orange) to create points at the end of the pieces of seaweed.
Next, I started to unwrap the pewter tanker using my usual process and tool, the main body was easy, but the seaweed handles to for ever (green). To unwrap the seaweed handles I first had to stitch (purple) the front and back of the two sections back together using edge and vertex selection, as the initial unwrap had separated them very awkwardly and put all the seams where the player could see them. I then used the relax tool (blue) to fix the curved tops of the seaweed handles and used the straighten selection tool to straighten the edges of the straight center handle. I had to use the move tool (w) with edge and vertex selection to fix the shapes of each poly by hand, as the relax tool (blue), wouldn’t fix the checkered pattern, so I had to do it to make sure the squares were as squared as possible.
Next, I started to create one of the two tables from my concept art design for the table with a stand made out of wooden plans. First, I created the tabletop using a cylinder, which had a large radius of 50cm and a height of 5cm tall. I had to give this cylinder a high number of sides, coming in at 24, as the size of the object made and rough edges very noticeable, I also gave the table 3 cap segments as I will be using the middle sections to create the legs of the table out of (red).
Next, I made the legs of the table out of the middle ring of polys on the table caps and used poly selection plus the extrude tool (blue) tool to pull some cuboid shaped of geometry out of the top and bottom of the table. I then used poly selection to select the two larger parallel sides of the extruded geometry on the top of the table and the inset tool (yellow) tool, then deleted the one of the polys on the top edge of the inset on every inset poly. Finally, I used edge selection and the bridge tool (red) on the broken part of the inset to create a shape more jagged top to the table stand, I then used edge selection and the move tool (w) to make the tops of the table stand actually look like a broken wooden plank.
I obviously had to make a bar for my environment prop as it is literally a bar within a pirate shipwreck, it would be odd if I didn’t bother to make it. I started with a cylinder, obviously I can’t google the average size of a bar, since it is not a standard object, so I am going to create my bar and then scale it to the size of the other objects (blue). I gave this object two cap segments as I want to make the var a crescent shape, this will save me time later as I don’t have to cut the shapes out, by hand.
Next, I converted the object to an editable poly (red) and used poly selection and delete the half of the cylinder (green), I then used edge selection to select all of the edges that were no longer joined by polys and used the bridge tool to seal up the gaps with new polys (orange). I used the connect tool to split the crescent shaped object into 2 sections and finally, used poly selection plus the extrude tool (purple) to create and edge to the table of the bar. I then used the make planar tool (white) to make sure the inner and outer edges of the bar were at the same height as each other.
To create storage behind the bar, where the glasses and bottles can be kept I need to make some built in shelves. I started by using poly selection and the inset tool on 6 polys in groups of 2, I then used extrude to push these into the main body of the bar, making shelves.
Just as i was about to start my last day of production and finish unwrapping all of my prop my PC decided to kill itself. I had to take it up the road to the computer repair shop and it is highly unlikely I will get it back before this project ends, as a result ALL DEVELOPEMENT HAS STOPPED. Through out this project I have been suffering from multiple health problems that are in the process of being treated, but are not a quick fix, so I have been unable to attend college and have been working from home most days, now that my PC needs repair I have no access to any devices that are powerful enough to even open the 3Ds MAX software let alone the file, so I will have had to pause developement, for this project indefinetly (until I get my PC back), as no possible way for me to continue. Annoyingly, this could not have happened at a worse time, since I can no longer work on developement and I have completed all of my concept art aims, I will move onto arranging my concept art into a book format, finish my blog and create my final presentation.
UPDATE - Friday afternoon, the repair shop got back to me and has told me that the GPU (Graphics card) on my PC is faulty and that it will need to be replaced.
I'm not sure what I want to name my game yet, my teacher gave me the suggestion of "Crab Wars!" which I quite like, but I might alter the words slightly so it fits to the themes of the game better. It is slightly confusing as the fictional civilization I am trying to create doesn't just include crabs, and it isn't crab vs crab, it is humans vs aquatic life, but there is a civil war of sorts going on with you (a crab) being anti-war and your brother (also a crab) is pro-war so there is sort of a crab war going on between your family, so I guess you could apply crab wars that way and you play as a crab, so I guess it could work. Again I'm not really sure what I want to call my game yet, but I'll make a mindmap with key words that could be used to describe my game and try to combine them into a suitable game name. I might just leave it as crab wars if I can't think of anything better. I'll figure it out.
I don't have a set plan for my logo, but there are a few things that I definitely want to include these are a robber crab, the words clearly printed and the look of the logo has to match the overall look of the game otherwise they will not look like one project. I'm not really bothered how the rest of it looks at the moment, but I'm sure it will become clearer when I've experimented with these silhouettes.
The two silhouettes that are my favourite is the is the type logo 6 and icon logo 1. I liked the type logo because the shape of the logo was similar to that of an actual wave and the roughness of the typography represents the ruggedness of the waves. The icon logo is a reference to the character you play as, since you play as a robber crab, also known as a palm thief or a coconut crab, hence the broken coconut. Literal, but not obvious.
In the type logo (silhouette logo 6) I decided to bring forward there is a wave shape in the background which is quite hard to see, but it is important because it carries the shape of the typography, so I needed to experiment with this and get the outline of it right. I decided to do this bit on paper because it afforded my more control over what I am doing and I could see all of the images at once, rather than having them on different sheets of paper. I also needed to be able to draw out a precise grid that I knew the scale of so doing this on paper was easier for me. I started by creating a chicken scratch version of the wave behind the type in logo silhouette 6 (bottom right sketch), this didn't turn out to bad and I liked the arches of the waves, but it needed some refinement. For sketch 2 (Second from the bottom on the right), I took the 3 wave idea forward and began to really mess with the tone and arches of the waves. I made the waves slope over more, so that they looked like the would fall over like waves do when they hit the shore and flatten out. Tone is something I want to experiment with in my final logo design as I want to use to to make the wave come across as 3D and to add texture, without letting this part of the logo take over the whole design. I am going to take this part of the sketch forward, but I probably won't come back to it until later as I'm focusing on shape at the moment.
My first attempt at arranging my typography in and around my wave outline turned out as a disaster, I didn't even bother finishing the design as I thought it was so bad. The layout is awful. My second attempt went much better with the typography mirroring the organic shape of the waves. I love the letter C in this design it fits in so well with the shape of the wave. The R & A have the bare bones of a good layout but I don't like the tail of the A and the shape of the bottom of the R. I like the idea behind the B but due to its proximity to the W makes it hard to read. I like the ‘wars’ bit in the 3rd drawing, except for the point on the wave of the ‘a’, I love the ‘w’ on this illustration, but I hated every letter after the ‘c’ in the first half of the logo, nothing sits right and the gaps between all the were just to irregular in scale, that the logo just irritates me. The 4th drawing was pretty much perfect except for some smaller refinements, every part of the typography fits well within the wave and the distance between the letters is around the same for every single gap. The one small thing 3that desperately need changing is the pointed part of the wave o-n the second ‘a’ the 5th logo I made an adjustment to the wave outline of the second ‘a’, I took the pointed edge off3 the ‘a’ and the adjusted the shape of the ‘w’ accordingly. Next I decided to extend the end one of the c to the top of the tail of the ‘r’, I quickly decided that the curve of the of the ‘c’ was to high and was making the letter look like an ‘o’, so to improve the flow of the logo I need the c to touch the tail of the logo, but somehow also make the end of the curve of the c lover so it isn’t almost touching the top of the curve. In the 7th version I decided to to enlarge the tail of the r, so that it was a little more cube shaped than it was before, this way I was able to alter the bottom curve of the ‘c’ so that it was more of a reasonable height and the gap between the bottom of the c and the top of the c was larger, therefore making the letter clearer to read. This final sketch was for me figure out which letters would be light blue and part of the sky and which would be part of the waves and dark blue.
The development of this logo can be split into two halves, with the first half consisting of making the outline of the wave and the water colour gradient base of the letter and the abstract expression outlines of the letter that will go over the top (otherwise they are a little hard to make out form the colour of the wave).
To start creating the final design of my logo digitally I started by opening Adobe Fresco, as it provides both raster and vector brushes, I need vector as it will allow me to move, rotate and re-scale parts of my logo, without pixelating it. I decided to do this on my iPad as it allows me to take my work with me and work when I am out, unlike my PC. I started with the wave outline (highlighted in yellow on imported image) because the outline is the base of my logo, without it I can't make the typography that fits around it. I used a similar more saturated (the paper texture and my phones camera dulled the colour of the pen, so I had to alter it) version of the colour to the pen (used the colour dropper tool to do this) that I originally used to draw the logo. It took me a few tries to get the outline of my wave right, but I ended up splitting my drawing of it into parts as there was no way I would be able to draw it as one continuous wave, this did result in some slight connection issue between the sections, but I was able to tidy them up well enough, using the rubber at 0.5, that they weren't all that noticeable (my hand isn't the most steady so it was never going to be perfect). I didn't trace the outline of my final sketch because I had to draw the grids on paper by hand so it wasn't going to be completely accurate, so I just added the picture above where I was going to do my final design as a reference. To use the grid in adobe fresco I had to right click on the background layer and select grid (lined) at the size 0.25.
Next, I created a new layer and used the tapered vector brush at size 4 and using the darker blue (red) to draw in the lowest parts of the wave (orange). I took me quite a few attempts to get the shape of the lines right, but there was far less than to do than with my previous colour, so it didn’t take me anywhere near as long to complete, plus the shapes were simpler. I decided to do this on a new layer because if I did this step and the previous on on the same layer erasing any mistakes would be a huge nightmare, as it would erase everything on the layer.
I then repeated the same steps as the previous but with a lighter blue (red) and on the top sections of the outline of the wave (blue).
Now that I have created the outline of the wave I needed to add some colour to it, so I started by using a live, raster, watercolour brush (pink) and the same dark blue that I used in step 4 (red). I ended up using a watercolour brush as it directly corresponds with the setting of the game, underwater/water. To get the shape of the wave I just inverted the shape of the outline of the shape above.
I then repeated the same step again but with the second darkest blue. Due to the nature of the watercolour brush the two shades of blue blended together, without me having to do anything.
I then repeated Steps 6 & 7 again, but with lighter shades of blue.
I then used the eraser (dark green) to get rid of any water colour that had gone over the outline of the wave. I need the watercolour to be contained within the lines as the letters I have left uncovered need colouring in, in a lighter shade of blue, so I can’t have any overlap between the two colours.
These steps are the same as steps 6, 7, 8 & 9, but with lighter shades of blue.
I ended up having to use the blur tool on the lighter coloured letters as they didn’t blend together as well as the spark blue covered colours.
I then erased around the letter, as I didn’t what a background for the letters on top of the wave, because it means that anything I put my logo on is going to be covered up by a background the logo doesn’t need.
Next, I started to add the art nouveau part of the logo, as I want to incorporate the two styles of my world into the logo, this being art nouveau and abstract expression. I started off with the colour black. I used a new layer for each shape as it would be harder to edit the individual shapes if they were all on the same layer. I then repeated the process in slides 2 to 9 (16 to 24), but using different colours, including 3 shades of blue. I had to refine a few of the shapes as I added more not all of them would work together or I just didn’t like how they looked and had to make some changes. I then repeated the same process with the rest of the dark blue letters.
Next, I need to start with the abstract expression part of the logo, I used the same shades of the blue colour palette that I have been using on the darker blue letter up until this point. Creating a palette knife effect was very important thing for me to do in my mind, as I had been using vector up until this point, which is only block colour and no texture, I love the texture a palette knife create. The roughness and lack of control you have when actually using a palette knife mimics the roughness of the sea and nature itself. The brush I used to create this texture is the raster brush oil paint chunky. I then repeated this process on the rest of the lettering.
I wanted to incorporate my logo into the front of my project art book, but I needed to add something else to the front cover than just a logo as a white front cover on a book is pretty boring, so to start with I decided to the top of my favourite silhouette of the lobster queen, since I didn’t end up doing my character design, I didn’t want to waste my work, plus I wanted the design of my lobster queens crown to mimic the shape of the palace so, so I was going to crop the image so I can use the crown. To remove the white background of the image I took it into the app called pages and double clicked on the image, pressed remove background and selected the bits that I wanted remove, I then copied the altered image.
I then paste the image into adobe fresco and moved the image so that the part of it I didn’t want wasn’t on the canvas.
Next, I repeated the steps from part 25 to 30 on the lighter coloured letters. I didn’t want to use art nouveau on the lighter coloured letters as they are surpassed to be a part of the sky and vector brushes are to hard of a brush type to use, since when you think o the sky you think light, clouds, fluffy, soft, so I only used the chunky oil paint brush on these letters as the brush type reminds me of cotton candy.i had a colour palette of two greyish blues and then repeated the process on the other letters (slides 2 & 3).
Next, I coloured in the bottom of the page, the same colour as the darkest blue in the logo, using the paint bucket (red), since I am showing the top of the buildings from the games world, and it is set underwater, it wouldn’t make sense for me to leave the background around it white if the building is underwater. I didn’t want to add a background for the sky as it would make the writing to hard to read. When using paint bucket in any adobe app, it always leaves a tiny white gap between the outline and the block fill, so I had to go over this with the vector brush in the same colour as the block fill to get rid of the white line. I couldn’t use the live watercolour brush to bridge the gap because it would blend with the block fill cause distortion in it, which I didn’t want as the palace tower is surprised to be the focal point after the logo, so I don’t want the reader focusing on the texture of the background.
Next, I erased the bottom of the of the silhouette of the lobster queen, I did this by converting the image layer to a pixel layer (green) and then erased the image off of the bottom of the canvas, using the eraser (blue).
Finally, I used the blur tool to smooth the transition between my use of the vector brush and the live watercolour brush, as you could see where I had used the vector brush on the image before hand.
I ended up lowering the opacity of the background of the dark coloured letters by 10% as it was slightly too dark to see the features I had drawn onto the letters.
Title slide - N/A
Slide 1 - I tried to include as many things within the cover that will allow the viewer to get a basic amount of what the book is about without having to open the book. Such as the logo and subsequently the name, waves and the colour blue to show that this book is ocean themed and buildings to show that there is a sentient civilization, as a civilization has to be evolved in order for them to build such a complex structure. The building on the cover are part of one my character silhouettes, originally I was going to make a character concept but decided against it, by that time I had already created some silhouettes, and one of them I liked so much that I didn’t want to waste it.
There is a blank page between the cover and first page but I didn’t see the point in adding that in here.
The first page shows off my finished logo design and give context to the world building of my game, as well as some context to the game idea itself. This useful information includes the name of the game, my aims, the setting, location, character foreshadowing, current events.
Slide 2 - I wanted to include at least one page that would provide some context to the story as a book with just some art from my project in would be very confusing for the viewer as they would not know why I took the actions that I did in my design process. These two pages also provide context for the two types of outcomes I am making (concept art & 3D models).
The map of this games world helps to fill in the gaps in the viewers mind for parts of the world that I didn’t get a chance to depict, it also shows where my 3D modelled props are set within this world. The fact that the ship wreck is set right on the outskirts of this kingdom, shows that it is a place were outcasts meet and radical idea are spread, … such as the righteous anti-war sentiments.
The second page allows me to display the map of my world in a 3D perspective as I wasn’t able to show the floating building within my environment on the top down map as it would become to confusing to read.
These two maps are heavily influenced by the geography of the area as obviously the Bermuda Triangle is next to the island of Bermuda, which is built on an inactive volcano, the lava had to go somewhere why not the sea bed. Due to the depth of the area there are methane hydrates on the sea bed as well, these crystal break with enough explosive force that they can knock a ship on the surface so that it sinks down to the sea bed, if lava were in the area it would obviously keep melting these hydrate, which would keep refreezing due to the depth of the sea bed, creating a cycle of explosive walls up the surface encircling the city. The circling floating houses around the center palace move they way that the do due to the tornados, swirling currents and golf stream in the area.
Slide 3 - This is the start of the development of my logo design, I started with these 8 silhouettes, I thought that the name written within the icon logo of a crab, makes it to complicated to read, so I ended up going with a type based logo, the one with the star is my favourite. The typography is based on the curvature and roughness of the shape.
The second page shows me trying to find the shape of the wave I am going to use to influence the shape of my typography, I started by using chicken scratch to get the basic shape and then using a dotted graph to refine the shape (you’ll have to excuse my terrible ordering of my designs in the first image).
The second image on page 5, was me adding the typography to the outline of the wave, it took quite a few attempts to get it absolutely perfect. I found the letters “b” and “w” the hardest to design.
Slide 4 - These two pages of my book show a compressed version of the digital development of my logo design final outcome as well as the cover of the book, as they both include the logo. I used adobe fresco to make my logo and cover as it means that the line work of my logo is vector so the I can rescale it to fit on anything, as as raster would not allow me to.
Slide 5 - The process of making a the concept art for my largest prop, is similar to that of the logo, I started with silhouettes once again, my favourite being the silhouette on the bottom right of the 8th page of my book. Before halving my boat, I decided to draw it as a whole, since the features I add to the boat need to be practical, as the ship was obviously once whole and had a crew, so it needs to actually be usable and it is easier to see what is plausible when it is whole.
Slide 6 - Now that I have most of the feature of my boat defined, it is now time to spilt the boat in half and refine the shape. I used my favourite silhouette as reference to do this. My first sketch had many more damage to it than the more intact final sketch that I ended up using as my main inspiration. My original sketch was from the side view, as I wanted to be able to see the side of the front half of the boat, as I wanted to be able to illustrate the positioning of the port holes. For the second illustration and further, I started to draw from a Birds Eye view as it would allow me to more of the surface of the boat, so I could therefore experiment with its appearance more. First I started to experiment with my group of 3 intact masts and the one that is damaged, I then wanted to include some environmental terrain around the boat wreck, considering how long it has been there it would make sense that debris has gathered around it. I didn’t think that the flow of the environmental sketch went properly, so I had to rearrange the rocks in the 4th sketch, I also added a window to the captains quarters as it looks a little bare, but I don’t like the shape of the window so I need to refine them. I’m pretty happy with the rest of the ship.
Slide 7 - As my boat doesn’t need loads of refining, I don’t see the point in drawing the same thing multiple times, so I decided to draw the back of the ship out once, copy it X3 and experiment with the different types of windows on it. Once I had the window type that I wanted, I started to draw the rest of the boat out and complete my final sketch.
Now that I have completed the boat sketches, I need to start on some of the smaller props within the scene. As the ship is a broken ship, I started to design some of the props that would be used within the boat. Including a range of bottles, barrels and creates from when the boat was sailing the seas and some props that the people of this world has brought their own stuff in. I decided to make them out of ice as it is an abundant resource around the ship. I coloured the props separately from the layer with the outline on and turned to opacity down to 70, this created the coloured over the top layer that I wanted to create, I used a smooth round brush as glass is a smooth texture, as is ice.
I created some props that were themed to the ocean and tried to create a range of simple and complex props to create a balance since if everything is a complex model the viewers eyes will have nowhere to rest, but if everything is to simple it won’t show off my skills or give the viewer a focal point to look at. I made sure that the props made from the ocean city is sea themed, but the props that came from the surface are exact to what we have in reality.
Slide 8 - In my second prop sheet I started by making all of the wooden props and figuring what shape I wanted the saloon doors to look like. All of these props would have been on the ship when it sank, so they are pretty standard in their appearance other than the more stylised aspect of their designs, which can be most clearly seen on the anchor and the saloon door I decide to go with (the one with the tick). Illustrating texture was very important for me on these props as it will be the thing that differentiate them from the objects we can see in reality. The texture set I ended up deciding on designing includes, sea grass, barnacles, most, and wood rot, plus some rust on the anchor.
My final page of concept art connected to my environmental prop concept art is some sticker that I made in my free time, this will cut down on texturing time, plus it is much easier to use stickers for text that making them by hand in substance painter as it pixelates fine details, and it doesn’t have the sensitivity for you to make precise shapes. I made my stickers in procreate, as it is easier to export as a transparent JPEG, while adobe fresco doesn’t have that option. For the run sticker I tried to make the paint degraded as rum is usually adage and the sticker suggests that, I made this sticker in sans serif as wine is the more expensive drink and sans serif suggest a more laid back approach to things as you drink rum at a bar not at a garden party, the wine sticker has a serif font as it is a drink usually reserved for special occasions and this font type suggests importance and prestige, I made the logo colour red as red is often the colour of wine, it has smooth lines to the font, which corresponds with the texture of the drink.
Slide 9 - Sadly, I couldn’t complete my unwraps, as windows recently released an update and it sucks so bad. It has caused massive issues with my pc, so much so that I have had to take it to the computer repair shop, no idea how long it will take to fix, and I haven’t been in college the last week as I have been unwell, so I have had no way to work on my 3D models as I haven’t been in college recently due to illness.
I’d say that I am definitely happy with the amount of work I produced, and the quality of the outcomes that I made. I was able to complete the concept art side of my goal to a high standard and on time, it was when I reached the modelling half of my main goal that I started to encounter issues. I would say that my project this year has definitely shown improvement in my abilities from my first year projects (despite my health setbacks), as I have shown, my skills have become much more refined.
The things that went well within my project are the concept art, art book, presentations, my research and the accumulation of new skills and refined techniques on display in the props that I managed to make. For this project my concept art was mainly focused on creating a logo and designing all of the props I made, my favourite was the logo as it is a more refined piece than the concept art for the ship, as the logo is the finished product when the model is the finished product for the ship concept art. I would have liked to create a finished environment concept art sheet if I had had the time, but since I only had 6 weeks to finish all of the production, I think I did pretty well. The finished art book for my project turned out extremely well, in terms of concept art I don’t think I could have improved it in anyway, but I would have liked to have added some images of my finished modelled props at the end if I had been able to access them (due to my pc’s gpu failing I was unable to access these pictures at the end of the project to add them to the book). One of the things I personally hated was presenting but enjoyed making the presentation themselves. I don’t enjoy public speaking but it is something I have to do now and will have to keep doing as I enter the industry, considering how much anxiety public speaking causes me I am honestly quite surprised with how well they went, there was a little bit of stuttering on my part, but I think my speaking presentation for this project has been the best it has been through out my time at college. The research that I completed for this project was extremely in-depth and thorough, it included detailed notes about the environment, creatures, geology, art style, inspirations, software, hardware, etc… and you can see how I used this information to influence the design, world-building and story within my world. I would have liked to have research the history and cultures of Bermuda, Puerto Rico and Miami, to influence the style and appearance of the world, but this wasn’t really necessary as this research was more for the character designs, I was thinking of doing before I decided to do a logo instead. The models that I managed to create were exactly as I envisioned them, I am just sad that I didn’t get to complete them all. In all honestly would have liked to refine my boat prop a little more before I would call it completely finished, but considering my pc packed up and I’ve been to sick to go into college I am happy with what I was able to accomplish. Once, I have my pc back from repair and have had a couple weeks rest from working I am going to go back and do the last little bits on my boat prop model, finish unwrapping it and finally texture it, as it is probably my favourite and if not the best model that I have produced so far. During this project I have definitely advanced, refined and improved my skill sets in modelling and concept art, an example being I finally know what chamfer does in 3Ds MAX and how to use it, the same goes for shelling, but I think my biggest improvement during this project has been my unwrapping skills, as I have never truly understood what I am supposed to do, but know I know that I can actually do it and to an excellent standard, I think I needed to build up my confidence when it comes to unwrapping and this project has allowed me to do that. The other major adjustment I have made to my own skills is the use of vector drawing, I’ve known what it does for year, but never actually tried using it, now I have made a whole project using the vector format there is no way I am not using it in future, it has vastly improved my concept arts cleanliness but I think I would like to combine it with my drawing skills in the raster format and this way I can get the desired refinement of my outlines that I want from vector and the detail in the texture from rather that vector can’t do.
Even though I was happy with my project overall, there are some parts of my project that I would have liked to have been able to spend more times such as my model unwraps, the story, research and I would have liked to complete my asset set, I should probably have stuck to my time plan as well. One of my overall aims was to unwrap all of my models and texturing was the stretch goal, sadly, due to my PC’s GPU failure I was unable to continue to work on it and complete my aims. Most of my unwraps were left unfinished, which upset me because I wasn’t able to complete one of my main goals and there was no way for me to continue working on it. I had a very strong idea of what events would happen within the narrative of my game and if I had had time I would have liked to expand on it. Due to the fact the story was one of my objectives I decided not to focus on it to much, otherwise I would just be procrastinating by doing something else that isn’t one of my main objectives. As mentioned, before I was very pleased with the research that I included in the pre-production of my project, but I would have liked to research the history and cultures of Miami, Puerto Rico and Bermuda, as I think it would have been useful to the world-building as there is no way there wouldn’t be some cultural and historical cross over between the surface world and my underwater world. I think the research would have let me explore what influences these worlds could have on my own and pick the ones that I think could work best within the setting and world of my game. I didn’t really need this research for my diorama props, but it would have made my project better if I had been able to include it, it would have made my pre-production better. The last thing that I think I could have done to make my project the best it could be, would have been for me to able to complete my asset list. I am happy with the assets that I created, and I am glad that I was able to make the assets that I did, but I still would have liked to model all of my environmental prop concept art. If I had managed to create all of the props, I originally intended to I think I could have created more of a still frame scene out of them. I just felt like I wasted my time making concept art for models I didn’t end up getting to make. One of my major flaws during this project was pretty much doing my Gannt chart timeline in reverse, once I changed my objectives, I just ended up using it as a check list, I really should have remade it with my updated objectives in mind. The problem I have is that I can time manage extremely well, its just that I never end up following the logical plan I lay out and doing a bunch of random things that somehow comes together into a reasonably good outcome. If I had created a new time-plan for my updated objectives and actually followed it I probably would have completed all of my main objectives. Despite my own issues with my project, I don’t think I did badly with what I managed to create. I’m happy with the outcome.
In conclusion, more went right for me with the project then what went badly, personally I am very happy with how this project had turned out and I don’t think I would have been able to make this project issues any better with the problems I encountered through out this project. My biggest issues with this project was definitely the fact that I have had ill health throughout the entire project, as it severally impacted my ability to work as I have literally been sick, pretty much every day for this entire project. The side effects of my health problems affected everything I have done for this project and there was nothing I could do to remedy the situation. The other big issue I had was technical, as due to my illness I was unable to go into college for quite a bit of the project, so I could access the hardware at college and my PC decided to pack up at home days before the deadline. If my pc had continued to work, I wouldn’t have been able to fix all of the issues with my project, but I would have been able to finish my unwraps. Both of these delays are out of my control, so I’m not sure what I could have done to overcome them. If I were to do this project again, I would definitely try not to do such an important project while I was quite severely sick, plus I would try to manage my time better so that I could work on specific tasks at the best possible time, for example doing my concept art at home and modelling in college, since I have an iPad I can create concept art anywhere and if a computer fails in college there is always another one for me to use for the modelling half of my project, unlike at home when I don’t have a back-up plan. In future I will probably come back to this idea and complete the rest of my assets and texture my models so I can add it to my portfolio, which I can use to show off my skill to my university and future employers. I may also try to make a short small game out of this game idea and publish it, so I can create my own experience for working on a published title within the industry, which I can then add to my CV, this will make it easier for me to get a job in future and allow me to familiarise myself with the whole game development process.
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