Friday, September 30, 2011

Cutscenes 3

I spent today predominantly working on creating the third cutscene. This is where the player peeks through the slightly open door.
It will be from the perspective of the player so we can see the bot peeking through as opposed to seeing the meeting room which will be visible in the following cutscene regardless eliminating the need for showing it twice.

Thursday, September 29, 2011

Simulated and Immersive Environments Day

From this day forward on Thursdays more time will need to be allocated into this class to accommodate for the workload increase to have to finish a game for the programming.

Wednesday, September 28, 2011

Cutscenes 2

Today I spent my efforts to create the 2nd cutscene in our story of the player inside a dark looming corridor with strong shadows for atmosphere. There is also the crack of light at the end of a tunnel in the form of an open door.

Tuesday, September 27, 2011

Presentation Day

Today was presentation day with tutor James Charlton where during the discussion he made it clear that we required a stronger depth of actual progress and development to base our work off.
It was also noted that the characters I drew weren't quite what he was looking for to suit the game and the ideas we explained.
According to time and where we were he made as strong point that we were greatly behind in our work after making the conscious decision to remodel our game into something new halfway.
Following the presentation and discussion the group believed that we lacked a stronger visual context as direct references as everything was still black and white. Therefore, I handed off all my character work to Ron Quizon who is out animator who will color in the characters and animate the motions before sending off to Daniel Lee our programmer for implication into the game.
Conequently after this, Ron Quizon finished adding in colors to the top Bird-Eye view animations of our characters as this was the view we outlines in the presentation. James spoke of creating a game in a different angle for more successful gameplay which could be compared to guitar hero.
In this basic guitar hero structure the image stretches out infinitely to the end scrolling.
However, in our game the neck of the guitar down the center is replaced by our conveyor belt that infinitely scrolls into a furnace at the end until time runs out or the stage is beaten.
Currently the male bot was presented in a dark blue and the female in a creamy pink.
Now, after having finished my character deigns and passing on the required work to the animator, I was now tasked with cutscenes creation completely.

Monday, September 26, 2011

Cutscenes

Thinking back to the first project there was a plan to implicate cutscenes to further develop the storyline in stronger clarity. Therefore it was decided by the group that we apply this method once more. So I was allocated with this job of finishing the cutscenes that would appropriately outline the game in a smooth chronological order.
1)Player enters the main building/factory.
2)The player is inside a dark looming corridor with strong shadows for atmosphere. There is a crack of light at the end of the corridor.
3)The player peeks through the crack which is a slightly open door.
4)The main boss is barking orders however, this boss is covered by a shadow to create mystery as only a robotic arm of him/her is visible.
5)The player frantically runs through he doorway on squeaky wheels after hearing the horrirfying orders.
6)A door with bright light appears as the player opens the door.
7)Door opens to a scene where workers are in cages being sent into the furnace on conveyor belts being literally fired.
8)In the horror the main player finds a friend and they work together using their weapons to retaliate and rescue their friends, magnets.

The idea was then prepare what to say for the second formative presentation tomorrow by allocating bullet points, speaking parts and creating a powerpoint for visual reference.
After the powerpoint was created and the roles were assigned we part ways as I quickly moved to create the first of eight cutscenes.

Monday, September 19, 2011

Intellectual Innovative Entrepreneural Dragon's Den Week

September 19th 2011 (Monday) - September 23rd 2011 (Friday)
Despite this being our designated study week we were also allocated with the task of finishing a dragon's den preparation for this paper that required us to work with different group members to create a new product worth selling. Therefore, having to do research for figures and needed background information and surveys this week was spent working on Entrepreneur.

Friday, September 16, 2011

Male & Female Bot Large Scale

For quicker direct referencing for the two main male and female protagonist bots I decided to create two large scale copies of them. Each facing forward and identical copies to the previous renditions of the characters in terms of features.

Thursday, September 15, 2011

Female Worker Animation / Birdseye

Following an identical layout compared to the male protagonist bot I created a female protagonist bot animation sequence showing the turning motions and moving to the right alone. Ready for a horizontal flip when needed. Drawing remain sketchy to show conceptual development.To compensate for the possibility of having to fashion a game with a birds-eye top view I created a bird's-eye view animation for both male and female protagonists following the same pattern of motion as the previous copies moving to the right but on top instead now.
However, these animations outlines only the animations of the worker both with aerials instead of sirens. Both the main characters and worker bots are identical in constitution in terms of physical appearance. Excluding the aerial which can be replaced with a siren whenever needed for particular animations. It is also decided that they will vary slightly in color between worker bot and main characters according to time restraints.

Wednesday, September 14, 2011

Female Bot Re-Edit / Male Worker Animation

Taking on aboard the advice and recommendations from the team once again a re-edit of the female bot protagonist was conceived adding in features following their preferences.
Female Bot Re-Edit:
1)Hands have been changed to be more glove like for a stronger difference between male and female protagonists.
2)Head continues to remain slightly semi-spherical.
3)Feet remains a spherical ball.
4)Body is still semi-spherical and complex however, it is more spherical in appearance.
5)Sire is used to demonstrate the signs of being a main character in the game.Understanding time constraints after showing the male bot copy to people, the group decided it was okay to continue forward into drawing actual animations for it. I decided to animate turning motions from looking straight then moving to the right.
Using sketchy lines still to show signs of conceptual development. It is now showing completely all angles of the robot where it only requires horizontally flipping the image to get the left side of the robot and, the motion of the root moving left as well.

Tuesday, September 13, 2011

Female Bot / Male Bot Re-Edit

Taking into consideration group decisions and choices about both the female and male characters after showing the group images via Facebook I created re-edits for both characters.
Female Bot:
1)Hands remains as claws however it is slimmer to fit a female constitution.
2)Head remains slight semi-spherical.
3)Feet remains a spherical ball to differ from the male schematics.
4)Body is still spherical and shows more complexity compared to the male bot.
5)Siren is used at the top.

Male Bot Re-Edit:
1)Hands remain as claws however are larger in constitution to accommodate for being males.
2)Head remains the same with cylindrical bottom and semi-spherical top.
3)Feet remains a singular wheel as the team had preference to keep it the same.
4)Body is still spherical and simple to maintain safety.
5)IT is decided that from this picture onwards sirens will be fitted at the top of both female and male protagonists to separate from normal workers and, to signify being a main character for effect and differences that are noticeable.

Monday, September 12, 2011

Male Bot / Female Bot Prototype.

Today I spent time focusing on more character development after having gathered together everyone's opinions on what the characters should visually look like.
Male Bot:
1)Hands were changed to appear more claw-like.
2)Head has a cylindrical bottom with a semi-spherical top.
3)Feet has been changed into a circular wheel to appear more comical.
4)Body is spherical and simple.
5)Aerial is used at the top of the head.
Features are listed on the paper for easy direct referencing.

Female Bot Prototype:
1)Hands were changed to appear more claw-like.
2)Head is slightly semi-spherical in shape.
3)Feet has been changed into a spherical ball.
4)Body is spherical but more complicated than the male counterpart.
5)Siren is used at the top of the head.

Monday, September 5, 2011

Break Week

September 5th (Monday) - September 9th (Friday)
It was agreed to come back with a fresh mind for this project that we can take a quick break just to let loose and relax before coming back to full study.