Thursday, 4 February 2016

Quickfire Concepts Week 4 (Steampunk Leader)

My Three Rules
  • Must have a uniform showing the leader status.
  • Must be considerably taller than the average person for the sake of showing power.
  • Must have a sidearm to show their lack of inclusion in the front lines of battle.
 
My research
my research will show different perspectives of different leaders in popular media and will also show the different implementations of the steampunk theme.
 
This moodboard shows my thoughts when leaders come to mind in common media. I have chosen leaders from the laidback ship captain Trafalgar Law (top left, yellow shirt), to the heavily involved MechaHitler (bottom middle) and the childlike scientist Princess Bubblegum (bottom right). These different implementations show many different sub-roles of a leader that I could use in my final idea.
 
 
This moodboard primarily focuses on the steampunk theme in general as it shows my research into steampunk in different kinds of media from video games (Dishonored, middle, Mask) to movies (9, bottom right) which all use the steampunk theme loosely but clearly in their implementation of the style.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 


Thursday, 28 January 2016

Quickfire Concepts Week 3 (Underwater Witch)

My Three Rules

  • Must not have a physical weapon and must use a wand, spells or potions for combat. This will show a traditional concept of my witch.
  • Must have a broomstick or such mount that link's to this weeks theme. This will help to emphasize both the witch concept and the underwater theme.
  • Must have a familiar of some form. This will help give the witch a reason to not use a weapon and also to emphasize the theme in general.


    My moodboard here contains 23 images of different witches in video games. I compiled these images as reference for the many different styles of witches that can be portrayed in different media. Witches can be displayed from things such as humanoid ducks, to bird human hybrids to fat skeletal witches.

     

Tuesday, 19 January 2016

Quickfire Concepts Research Week 2 - Horror Musician

My Three Rules
  • 1 - Must be deformed/inhuman in some way, adding to the mystery of my character.
  • 2 - The musical instrument my character uses must double up as a weapon in some form.
  • 3 - Must be larger than the average human for the added fear aspect.
My Research
below I will showcase my moodboards and other such research that will eventually show my concept drawings following on from the research I did.
This moodboard shows my research into different horror characters/creatures and the different media they are portrayed in.
A majority of my research came from media that shows deformed, inhuman or unexplainable creatures. I chose this as a focus because the subject interests me and gives a lot of leniency when designing a character.
This is a moodboard for my research into the possible styles and instruments I could implement into my character. I like the idea of the phantom of the opera as it is a mysterious character with lots of leniency for deformation in it's design. I also like the idea of a harp for my character as it is an almost angelic, but haunting instrument that would be an interesting contrast with a deformed creature wielding it.



This is one of my earliest concepts in which I designed a creature mad almost entirely of hair. The monster has shadowed black skin and bright yellow beady eyes, the combination of it's stick like build, hair coated body and beady little eyes give this creature a sense of mystery.
Above is another one of my original concepts. This design is of a large spherical monster that overshadows some buildings, expressing it's sheer size. This monster wields a large shoddily made guitar that is crafted out of a building. I don't like this design due to it not fitting with my rules all that well.

Final Moodboards


 This is a moodboard I created to show some of the classics and greats of the horror genre. A lot of these characters interest me for different reasons. Jeepers Creepers (bottom right in the hat) interests me, for example, due to his unexplained nature of appearance and the concept of him being able to pass as a human being. I find this interesting as it adds a twist to his movies as he can be feared both as a human and as Jeepers Creepers himself. I also like the design of the deadites from the Evil Dead (middle right) as the concept of an almost unkillable monster can be boring in video games but Sam Raimi brings it together incredibly well and keeps the audience interested and his monsters memorable.


 I decided upon doing a moodboard on famous weapons as it helps to reference known weapons when doing my drawings. Leatherface's chainsaw particularly interests me because as it is such a simple weapon that managed to strike fear into the hearts of teenagers in the 80's with the combination of Leatherface's skin mask, famous character design and use of a common DIY object as a weapon.



Friday, 8 January 2016

Quickfire Concepts Research Week 1- Space-Ship Troll

My three rules.
  • Must have clothing so that it seems more civilised.
  • Must use a melee weapon linking to the sci-fi theme so that it links to traditional trolls in at least one aspect.
  • Must be shown having a specific job/role on the space ship so that he has a reason to be there.
A moodboard showing the reoccurring themes and colour pallets in some famous spaceships. These show common colours used (oranges, browns, greys, blacks), show the common use of hallways to stretch the different lengths of the ships and the uses of objects that add more detail, such as pipes, panels and lights.

 
 
 
 
The moodboard above shows my research into different interpretations of trolls throughout different kinds of media. Above shows us trolls in different shapes and sizes such as the furry Wampa from Star Wars (top right) to the gargantuan, disproportionately humanoid troll from the movie 'Troll Hunter' (2010).
These show us many different versions of trolls that will also give me more leniency when drawing my own Troll.
For my final drawing I will be incorporating the common used designs from the space ships in my moodboard such as the visible jobs need doing around the ship that the troll can do. I will also be showing inspiration from the trolls in my moodboard to create my own troll that has a place on my ship.

This image shows some of my initial concepts for different parts of my character. I contemplated a few designs for the arms as I wanted my character to have a cyborg style limb or two to emphasize the space-ship theme. My final design is explicitly robot with no cover up or cyborg like relation as it shows his use in the work industry better.
 
This shows a final version of my character which incorporates some of the rules I implemented such as the melee weapon linking to the theme and the clear indicator of my character having a role or job on the ship. I also followed the rule of having my character have clothing, this time in the form of a thin tank top and torn jumpsuit tied at the waist.
 
 
Here are some silhouettes I drew on Photoshop of some rough ideas for my character. This shows some rough concepts that I pondered before coming to a final, more humanoid design.

Wednesday, 25 November 2015

Concept Modelling


Here is the final render from my concept modelling assignment. I was given a piece of concept art that I had to model from and I had to evaluate everything I did.

Tuesday, 17 November 2015

GTA: Vice City Review Assignment


GTA: Vice City Review Assignment

 

This assignment I was set the task of comparing two reviews of a video game or film of my choice, one being a critical analysis and the other being a biased review. My critical analysis review can be found here and my biased review can be found here. I will individually analyse both of the reviews of Grand Theft Auto: Vice City and explain why they say the things they do about this age old classic.

 

Critical Analysis

 

My critical analysis review is written by Steve Butts and published by IGN.com. This review highlights the key aspects of the game with a few quirky jokes thrown in to keep the reader occupied and explains everything you should need to know in a video game review.

 

This review is very simple with formal with the title of ‘GTA Vice City Review’. This review initially addresses the changes from GTA 3 to Vice City by saying “The story is much stronger this time around with a fully-fleshed out protagonist.” which then leads on to explain the strength of the missions supplied to you in the game. It then follows on with “Vice City tells a much tighter, more personal story that GTA3.” which, although again comparing the game to GTA3, helps us to understand all the game stands for and is succeeding in portraying with its compelling story.



Further down the review the writer explains the key story elements around Tommy Vercetti (our protagonist) and his struggles in Vice City. The key point here is then ended with “As you might imagine, this type of scenario does involve a fair bit of violence. What you might not expect is how the game can walk a line between humour and horror while presenting all this material.“ this, unlike the biased review, explains the necessary use of violence in the game using slapstick violence for comedy instead of violence for the sake of violence.

 

This review is 4 pages long and covers everything anybody would need to know before purchasing the game. From the usefulness of driving with a mouse to the render distance troubles when using a helicopter to scope out vice city itself. I believe this review is a fantastic reference for a first time player as it tells you everything you need to know in an unbiased fashion and keeps the reader interested with humour in every few paragraphs.




Biased Review

 

The other review I chose had the simple title of ‘Grand Theft Auto: Vice City’ and was published by www.commonsensemedia.org under writers unknown. The website this review was posted on is a review website for children, schools and families and serves the purpose of warning parents of children that may want to purchase any unsuitable games.

 

It begins with “Parents need to know that this game features all manner of violence, drug use, and foul language.” which clearly shows it biased opinions within the first few words of this piece of writing. It then follows on to say “Kids who play this game will be able to steal cars, kill a prostitute after having sex with her, shoot cops, and sell drugs.” which is focusing on the content of the game instead of the game’s intentions and, again, shows us the biased opinion this writer holds.

 

In the final sentence of this short review is written “Parents also need to know that the star rating given to this game is based on quality of gameplay…” which shows more analysis into the game that isn’t shown anywhere else in the writing. It implicitly states that although this game has an incredibly graphic and sexual nature, it still has strong gameplay and storylines within its propaganda based mask of murdering prostitutes and selling drugs.

 

This review is incredibly short with a sentence count of 4 within the single paragraph it is shown in. However, within this short review they clearly state their beliefs in this game and whether or not they think it is safe for children to play.

 

Comparison and Conclusion

In conclusion, the biased review clearly shows its beliefs to its demographic of children and parents. It clearly states the violence, sex, drugs and other such controversial topics as they are the points that need be highlighted to the children potentially wanting to buy this game. However, this review gently brushes over the story and gameplay of the game which are both very important factors when reviewing a game, even for a specific young demographic. The game itself uses the violence and sex as either for the sake of humour, as a story prompt or as necessary additions to the gameplay due to the style of the game.

 

On the other hand, the critical analysis review analyses all the little things that GTA: Vice City stands for. As a 4 page review it has the chances it needs to explain every little thing about the game whether it is good or not which the biased review clearly fails in due to its basic and specifically targeted nature.

 

Finally, I believe that the critical analysis review fails to show the game for what it is. The IGN review happily shows us all the bad and good of the game and tells us the pros and cons of all the decisions Rockstar made in the production of the game whereas the Common Sense Media review focuses on its child based demographic and fails to tell us almost anything about the game apart from its controversial topics.

 

My Own Review

 

Upon ignoring the nowadays giants of gaming the standard of gameplay and story in games all whittles down to a few classics. GTA: Vice City is one of these classics. No game nowadays can offer you a unique experience in a unique environment such as Vice City itself.

 

Grand Theft Auto: Vice City was first released in 2002 for the PlayStation 2 and PC. The game is set in 1986 in the fictional city of Vice City where Tommy Vercetti returns from a stretch in prison. Upon his involvement in a drug deal gone wrong, Tommy must find the ones responsible and take back his money that was stolen.

 

GTA: Vice City throws you straight into the action and gives you a feel of Vice City life upon entering the game, showing you some of the surroundings and implicitly showing you the 80’s style mask over the game. Dune buggies, -skating and bikini toting women and flashy Bermuda shirts give us a feel of the vibe before we even know the story of the game.

 

Missions are supplied to you after one another and are given by a range of different characters who offer you “business opportunities” for cash. The missions offer the player a wide range of opportunities to both explore and understand Vice City itself, such as using RC helicopters to demolish buildings and stealing speed boats to support a friend’s drug smuggling operation by destroying competition.

 

Gameplay in Vice City is simple yet engrossing. The key elements of the game are backed up by fantastic smooth controls and entertaining visuals. As the game doesn’t take itself too seriously, what it lacks in graphics it makes up for in the character movements which use the graphics to their advantage and create some hilarious bodily movements from both the player and the NPCs.



The controls for the game can be a bit confusing at times as the look keys (Left, Q / Right, E) can cause complications when, say, entering a minigame when those same keys are used to bank an RC plane and use of the arrow keys could be more effective. Another problem is the graphical disadvantage it may hold against other games in competition. As a true fan, you should be able to look past bad graphics and respect the game for it’s gameplay and strong story elements but any reviewer can pick apart the game and use the graphics as a downfall.

 

Finally, i believe that GTA: Vice City will go down in the history books as one of the strongest games in the franchise due to its fantastic gameplay and enticing story with enough difficulty mixed in for you to want to keep coming back. A few graphical disadvantages here and there hold this game back from have 10/10 ratings across the board and from a biased point of view, this game will always hold a special place in my heart.

 

Comparison

 

In this final part of my assessment I will be covering the differences between my review and the biased review which can be found here. One of the main topics expressed in the biased review was the violent content of my game which was primarily under fire due to the demographic that the review was aimed at (children and families).



The graphic content of the Grand Theft Auto series (such as the cover girl mascot for the game on the right) will constantly be under fire from anybody and everybody who does not understand the game. GTA is a series that is mostly well known for its graphic content and Rockstar seem unphased by all of the abuse the series receives.

 

The reason i chose the point of graphic content in the game is because of the review’s thoughts on why it is needed. The writer seems to express that the violence is unnecessary and is a bad influence on the children who aren’t legally allowed to play the game. We can see their views in the review when they say “Kids who play this game will be able to steal cars, kill a prostitute after having sex with her, shoot cops, and sell drugs.”

 

In my review, however, I explain the use of violence is often a story prompt or just part of the necessary gameplay to support the story about gangs and drugs. The story cannot be judged when viewed by younger audiences as it is aimed primarily at 18+ year olds who wouldn’t take offense to the game’s crude nature.

 

In conclusion, although my review expresses a biased opinion as a lover of both the game and the franchise, I can accept and explain the crude nature of the game and how it implements the violence into the story without the controversy being unnecessary. The other review, on the other hand, simply explains the game as a violent skirmish of murdering hookers and selling drugs.





Tommy Vercetti (our protagonist) in his trademark bermuda shirt.




Just from in-game screencaps you can really get a feel for the 1980’s Miami vibe that the game puts across.

Monday, 2 November 2015

Renders


Within this post I will be displaying any final renders I have done during this course.


 
 
Here is my completed render of a chess board that I modelled from scratch. I used special glass textures for the pieces and a chrome texture for the board. Due to the special textures and the 1080p quality this took 21 minutes to render and I don't regret it one bit.