Academic Poster
SHINDY LEONG
SHINDY LEONG
Oral presentation
The presentation is going to be 15 minutes accompanied with academic poster. This could include both GAMA3000 and GAMA3013 progress and development. It should also include current renders to show off the scene.
Designing an academic poster
The second part of the assessment is going to be the presentation alongside with the academic poster. An academic poster is a summary of the chosen topic that presets the following points below.
Introduction
Method
Results
Discussion
Conclusion
Introduction
Gives and overview of the talk and topic. It should make the audience interested and get their attention.
Objectives
Things what I want to achieve for the project.
Method/Pipeline
Explain what I had to do to reach my goal. This could be by showing softwares, arrows, images and text, this will make it easier for the audience to understand.
Results
Explain how I achieved my final results
Discussion
Talk about the subject and main points. What went well and what to work on.
Conclusion
Summarise of the project, especially main points. Avoid repitition!
Plan and thoughts behind academic poster
Before I start creating my own academic poster there are some important notes to think about. Since I'm presenting my work on an academic poster, I need to think about the content and important points I'm going to add, including render of my scene.
I still want the poster to give enough information, have a nice layout and be readable from a distance. I found some good academic poster examples I liked below, most of the are quite simple which will make it easy for the audience to see and read. I also want to be creative with my academic poster by giving adding an arcade theme which makes it looks more appealing and fun to look at.
I personally liked the bottom ones, the contrast isn't as strong as the ones above. It feels nicer for the eyes and it's laid out very neat which I like the most. The examples also includes similar content I'm going to include for mine and a good amount of images.
When asking for feedback, majority of the answers were the first one. I personally feel the same, as it's structured and easy to follow. I decided to refine it at the bottom.
The large image would take 50% of the poster which wouldn't allow me to add text. Therefore, reducing the image size and adding another image will make the poster look more appealing since people prefer to look at images.
Arcade theme
Easy to follow - step by step
Complementary colours
More images - less text
Included some creativeness - Pacman pipeline
Included some creativeness - Joystick for what went well (green) and to work on (red)
Removed cabinet edges as it took too much space and was too saturated
Fixed gaps
Moved introduction and objective to the left side, allow me to add another image
Reduces the software images to add text, explain the pipeline better. Also more words to add
Included conlclusion at the end
Introduction
The project is an abandoned arcade that has been caused by a nuclear power plant. It is a third person action adventure game, allowing the player to explore the scene after being given different tasks. It is a game ready environment which takes place in a cold and mysterious environment.
Objective
My aim for this project is to improve my texturing skills, follow and learn the industry standards, improve my knowledge within composition and storytelling to give the scene a purpose.
Method
• 3D model starts with a block out to get the basic shapes. I eventually refined it to add further details, this is a low poly model.
• Sculpting requires a high poly model, to get that I subdivided the low poly model for detail purposes. The high poly details are transferred to the low poly model, this fakes the details and saves space.
• Texturing is painted on the 3D model to add final details and materials.
• The 3D model and textures are imported to the game engine, Unreal Engine. Final render is to showcase on my portfolio.
Discussion
• I used the modular assets efficiently.
• I learnt different ways to approach texturing, trim sheets, materials and texturing in Substance Painter.
• Achieved realistic assets to fit within my scene.
• Learnt how to use new softwares, Substance Designer, Unreal Engine and Marmoset.
• Improved trim sheet and planned it better.
• Work with grids to make workflow easier, early stage.
• Could have approached the pipeline better for certain assets. I could have skipped sculpting for a few assets since the details were tiny when I baked.
Conclusion
In conclusion, the project has been successful and I have achieved my goals. The knowledge and skills can be applied for my choosen career path.