Thursday, 18 December 2014

Unit 61 - Interactive Media Design


What is an Arduino?

An Arduino is a really small circuit board powered by a computer that can control/operate something real rather and physical, in other words, interactive projects. Many people have built some really fun and crazy ideas that are all running from an Arduino such as motion sensors or lasers.


Research other designs of Arduinos
 
 
The picture that you can see on the left is an Arduino project that someone is working on that is really interesting. It's a eye writer. By using the webcam in front of the laptop screen which is powered by an Arduino, it copies your eye movement into the screen which draws a picture or in this case, writes words.
 
 
 
 
 
 
 
 
As soon as I saw this, I instantly just knew that it was going to be awesome, and it was! This is a pumpkin flamethrower powered by an Arduino. The guy who made this project is named Randy and he strongly recommends to NOT make this project as it's very dangerous. Randy also says and I quote "At the first sign of any sugar-obsessed imp, simply press the trigger button and wirelessly shoot a one-second burst of flames out of the jack-o'-lantern's mouth."
 
 

Research ethical and legal and moral issues


 



So what's my idea that involves using an Arduino?

My idea is basically a bunch of LED lights that turn on as soon as you push a button using little renewable resources such as plastic etc. Also reusable recourses such as LED lights and of course, the Arduino.

The image bellow consists of an Arduino, resisters, one LED light, a switch and a breadboard. Using these allowed me to make an LED light turn on when the button is pushed. This has helped because pushing a button to make an LED light, light up is essentially my idea, difference is, my idea has more than one light. Also, I put together those components together in the image below.





Front view



Isometric view

 
 
Cardboard prototype
 
 
So I thought I'd push the idea of my Arduino further and think of a more compact, smaller design of it. I also came up with the idea that when you hold in the button, it does a range of sequences with all different colours flashing. Also, rather than just holding in the button, if you simply just click it like you would with any other standard button, it will light up B.T.D across it. The image below is concept of my new design.
 
  
 
This is a video showing off my design prototype in action by other users.
 

Thursday, 23 October 2014

Unit 68 - Computer Games Design


Research and Developmet


Pitch and development



This unit is about designing a game in a group. Me and a group of four others came together and put a bunch of ideas to come up with a game. I assigned everyone with tasks I knew they were most strong at doing i.e Carl was good with modelling, Luke and Alex was good at drawing and Phil was good at programming.

I started off by doing my own game research by filling out a table with various games. I'd have to right next to the game whether the game is a 1st person game or a 3rd person game, what genre it is, when it came out etc. Here is the research below:



The two games that I am going to compare/bring up a lot which are Sonic the Hedgehog with Portal 2. Both those games are massively different in so many ways and this is what we are going to compare. I will also be including other examples of other games as well as an extra source of research and to show that I am capable of explaining into further detail about more than just two games. 
Sonic the Hedgehog is a 2D Side Scroller Arcade game. Portal 2 is a First Person Puzzle game that uses two portals to complete various puzzles throughout the game. The difference between 2D and 3D is that one uses sprites and the other uses polygons, Sonic the Hedgehog is a 2D that involves very little control. Games throughout the generation has evolved into a more complex state. Allow me to explain. In 1991 (The year the first Sonic game was released), to move your character, it was a simple left or right button, than maybe another one to jump and another one to attack. Thats literally four buttons to press in order to interact with the game. Games now-a-days use many other buttons that could trigger a combo with some games or in this case, fire portals, walk around at any point in the 360 degree angle. 

Games that were made back in the 90's were brilliant for it's time. It was new to people and had an addictive value towards it which encouraged people to play more and more of these games. Technology was limited as well back in the 90's so having a highly graphical game back then really wasent going to happen. With the technology and resources that games developers have available to them now, it was possible to make games like Portal 2, Crisis 3, Divinity: Original Sin etc.

Despite what year we live in now, games are still influenced and are remembering the type of games we had back in the day. A good example of this would be Limbo. Limbo is a greyscale side scroller that uses sprites like Sonic the Hedgehog. It uses various elements in the game to solve (what turns out to be) quite complex puzzles. Like Sonic, Limbo uses a very basic control scheme, left and right to move, one button to jump and one button to grab objects. Because of Limbos greyscale theme, it adds atmosphere and depth to the entire game making it immersive for the player and a fun experience when you complete it. 

I'm comparing Portal 2 to Sonic simply because it's really clear to see the how much gaming has improved. Sonic the Hedgehog came out when the genration of games started, making it one of the first games. Portal 2 came out in 2011 and was really hyped up about the new elements that had been added to the game and wanted to uncover the dark plot behind aperture science. This all evolved from games like sonic, one of the first games that encourage a massive variety of what we have today. People would go as far to say that games like Sonic are the birth of life changing experience.

Rather than go straight into making this game, I had a look at another game with my friend Cameron. This was a great source of research for me because I was asked question about a game that I hadn't played before which got me thinking more about it and the overall mechanics of the game.

The game I played as a source of research was BTD (Bloons Tower Defence) which is a strategic tower defence game all about destroying the balloons that go around the path. The video below is footage of me playing BTD with Cameron.





As you can see I got really into the game and was able to answer Cameron's questions quite fluently and easily. This was because I found the game fun and easy to play, making me more interested about it and picking things up about the game more easier.

Now, onto our game itself. Well all had really good ideas and were all becoming more enthusiastic about these ideas and then decided to just throw them all together and see what we end up with. Believe me when I says this, is was the easiest success I've ever I'd ever done.

Our game is a first person horror maze game which is about a 27 year old man named Jack that has been put into a coma due to a fight that broke out in his own house between him and a robber. This robber broke in and murdered his daughter by hanger her in the center of the living room, this is the first thing Jack sees when walking into his house. He runs up to his daughter and takes the rope off her neck then turns around to see a guy all dressed in black swinging at him with a metal pipe. Jack is now in a coma and you are playing what he is seeing during the coma.

My involvement in the pitch was video editing. Using Sony Vegas I done several edits into making the pitch although I feel that I can easily improve it and make it so much better. I'm not so happy with how our pitch turned out but due to the lack of time, I had to quickly put it all together.

PITCH




After we completed the pitch, we all worked on a 10 page project. Everyone in our group got given specific subjects that we would write about, mine being the character page, gameplay and budget. Our Tutor Mike sent our pitch over to the industrial pennel for them to watch and give feed back from, here are their comments and thoughts:

Industry Person 1 -

• Very bad start – talking head is not interesting,  first 15 seconds vital
• Weird music in the background – either picked up unintentionally, or not a good mix and level for the game theme.
• Video of creating the levels is good – need more
• Talking head explaining what he’s done is not interesting or relevant.
• Would not make it more than 30 seconds into the video
• Game concepts come out of nowhere – teleport is first bit I understand, came out of nowhere.
• Finally got to the Live action trailer – they need to start with this, it has impact. Although using a toilet
in that video is questionable unless they can make it relevant.

Industry Person 2 -

A man comes home to find his daughter hanging  form the ceiling. This is a very brutal story line that
might appeal to some people but I think it might be a bit much for many people to swallow. I like the
idea of portal doors that take you through to other areas of the map. This could be an interesting puzzle

challenge.

Industry Person 3 -

Great to see a lot of detail in the dev process, but it would have been nice to see some snippets of the game in action – there wasn’t a lot explained in terms of moment to moment gameplay. It’s a popular style of game though, and people are actively looking for indie horror games at the moment.

My thoughts on all three industry comments:

A you can see there are a lot of mixed reviews here regarding mine and my groups pitch. Industry person 1 didn't seem to happy with the pitch and seemed like he would quite happily let our game fall to the ground (aslo i've saw the games he's made and they are just meh). I agree with him when he said that the first fifteen seconds of the pitch is vital, we need to grab the viewers attention almost immediately to keep them interested. The background music I added into the pitch didn't suit the style of the game due to the fact that our game is a first person horror maze game so getting some music that would fit that style of genre could be an improvement. On the third point, Industry person 1 did state that the footage of the creating the levels was good and that we should include more, this I also agree with because that then gives the viewers a more clearer image of roughly what our game is going to look like. This could then possibly increase our chance to reaching our kick-starter goal of 25p.

After the editing process of editing the pitch, I didn't have a role left to get on with, so I then took on the position of making one of the levels.

It may look like i;ve skipped a head bit, but essentially all that is, is a block that has been extruded a lot. I managed to get the basic "shell"of the level, it was suppose to represent a hospital.







Me and a friend of mine (Carl) designed some m
models and props for our level such as the bathroom area. This obviously includes toilet cubicles, sinks etc. We would have had a lot more in our game, but the group was no in most of the time so me and Carl had to make do with the amount of time/resources we had in order to get something done for the deadline.


Was was left was to then get textures. At this point the deadline was in a few minutes, so we didn't have enough time to make our own. We got a few from the internet that we feel would suit out level.











2D Game (On my own)

Unlike the 3D game, the 2D game was an independent project that I was putting together myself. The program that I am going to be using is called RPG Maker XP, which program used to specifically design and create your own RPG game. Hence why it's called "RPG Maker" ....

The plot to this game is completely different to the one in my groups 3D game. In fact my 2D game is going to be a simple quest. I had the idea of you play as boy, who wakes up in his bedroom. There's not much to do in this bedroom besides the fact that you can look around. Eventually you will see a staircase that indicates is going down, meaning that you're on the floor above. Once you get downstairs, you will trigger an event that your mum with give you, indicating to go get a special item for her that is locked away in a chest somewhere. She says that she has lost the key somewhere in the house and it's your job to find the key, get to the chest taking on any threats that stand in your way and obtain the special item to hand over to your mum.





















































Thursday, 4 September 2014

Unit 51 - Computer Modeling


10 ways modelling is used in the business industry


Gaming


















Modelling in the game industry is one of the most obvious examples when it comes to computer modelling, Especially if you tend to play games a lot. Games designers use modelling to make there ideas become "to life" in a sense; making it visually impressive and intractable. Cinematic trailers for game adverts all started out as models before they became animatable.


Film











There are a wide range of films that use 3D modelling. The image above shows the move Transformers, you also may notice that it doesn't look all that good. This is because the models and their animations haven't been completely rendered together.



Medical














Hospitals all around the world use 3D models to see the skeleton of the human body. This makes it easier to see a clearer picture of any fractures or broken bones. 3D models used in the hospital industry makes it easier to design rooms for patients that need surgery or rest rooms etc.


Science





















Modelling in the science industry is very good because it gives an exact representation of specific body parts or anything else they need a model of. This is useful because this means that scientist can use this for research for cures and learn more about the human body.


Advertisements
















Like I said earlier with the cinematic advertisements for gaming, this is literally the same thing besides the fact that it's advertising a company rather than a product. This is a great way to get out to people because if you're someone like me that will watch a cinematic style advertisement as a source of inspiration, then advertising products or companies this way is very affect


Architecture












Businesses always 3D model their buildings so when it's being constructed, the building company know exactly how it looks from all angles. This is massively beneficial because it saves the company from drawing each side on sperate pieces of paper. don't get me wrong, im sure they have rough sketchs, but not a complete piece. 


Education














Using 3D modelling in education is essential because it helps students learn more about not only 3D modelling but also 3D animation as well. I'm currently a student learning 3D animation and I find it really enjoyable. By far the funest unit of this course (besides the film unit). Learning 3D modelling in education is very interactive and pushes your imagination a lot. Once you model one thing, you then sketch a bunch of other ideas that you want to model. It's inspiration and has many benefits. 


Manufacturing












modelling is essential in the manufacturing industry because  

Military













Police












Model design



Today, we were playing around with basic shapes and different ways we can manipulate them to look awesome in Cinema 4D. The task was to make a pyramid, cube and sphere. I done that and then went on to do more to get more familiar with the interface and where everything is.  



After I played around with some of the shapes and movements, I imported a plain and applied a checkboard texture onto it.


Then I added a spotlight to the area and applied a shadow onto the light making the plain and shapes look shiny and have a shadow affect.


I rendered it all together and imported the file to photoshop. Using photoshop, I was able to change the colours around as you can see in the screenshot above.


The making of an ipod


Today in class we were working from a sheet that gave us a step by step instruction booklet explaining on how to make an ipod in Cinema 4D. The first step was to import a cube and flatten it into a rectangle form. Then you fillet the edges, this rounds off the edges.


Eventually it got to the stage where we had to import pictures, because I wanted the ipod to apear as if its been switched on.












The making of an earphone


An earphone head is really easy to make. One of the easiest I found to learn. The first thing to want to do is place in a circle and rotate it until it's flat. This will create the bottom of the 






The making of SackBoy

















The makings of a PokeBall 
























Box Modelling 





Environment and Character