Categories
Immersive Design Year 3

Navigation and Audio Considerations

The way I will be creating the piece is by having it almost in one large line and things appearing and disappearing out of the eyeline of the viewer. This line turning around at the middle stage with the tea table appearing. Another reason for this method is to hopefully minimise the chance of causing motion sickness to the viewer as they watch the video.

I will also be adding a floor to my animation as well, as not having a floor can cause issues for people, as instead of being grounded to the floor you would be floating which can cause a lot of motion sickness in some people.

Throughout the piece I will be using specific sounds to specify when it is that the scene will be changing. I will also be using sounds to draw the attention of the viewer to the quotes of each scene as well.

The music that will be playing through it is a sombre melody which sits nicely with the overall piece. Allowing other sounds to peek out whilst not having an uneasiness of there being no sounds at all.


BreakingCopyright (2022) Somber (Royalty Free Music) – “WARM SOLITUDE, COLD LONELINESS” by Arthur Vyncke [Video] Accessible online at: https://www.youtube.com/watch?v=k2qQYoD9OPM&list=PLfP6i5T0-DkL6ZfuuFHO2gwNwNo1vG3TD

Categories
Immersive Design Year 3

Structure of the Piece and Digital Affordance

Structure of the Piece

With the piece I will be trying to adapt the entire book/movie(1951) into a short virtual experience presenting the viewer with a recap of the entire movie with the use of a simplistic low poly art style.

Schell Games (2017) ‘I Expect You To Die’ Opening Credits [Video] Available online at: https://www.youtube.com/watch?v=ht1ZChKF4Ek

Through out the piece as well I will be keeping the viewer preoccupied with different models and sounds to keep them intrigued and keep them engaged with the parts that I want them to. I will be planning on doing this by using a variety of lights, sounds and colours.

The lights that I will add to the animation will consist of not only harsh lights that should draw the attention of the viewer by exaggerating a specific item within the scene, but I will also be using softer lights in parts where the scene encourages exploration and taking in your environment.

With the sounds, I will be adding different sounds within the animation to draw the attention of the viewer to different points of the scene. These sounds will be quick loud sounds that will stick out from the sombre music that will be playing in the background. These will be like this to attempt to perk the interest of the viewer and drag there attention to the next scene, and although it will be loud I will attempt to make sure it’s not too loud as I’m not planning on scaring the viewer only guide them.

Lastly the colours that I have chosen to use within the animation is a variety of greys, the only different colours being used to represent a specific mood within the scene or to drag the eyes as it stands out among the greys of everything else. This colour pallet is similar to that of sin city with its heavy reliance of monochromatic shades and only colouring items of importance.

I did think about adding both hands and a body into the animation to simulate that of the viewer but came to the conclusion that without either a full tracking system that simulates not only there hands but the rest of there body that it might be disconnecting to the viewer, definitely as during it, the viewer will be prompted to turn around. Though I believe adding either hands or a body into my animation would distract the viewer too much from the things that are happening around them, henceforth taking away from the experience that I’m trying to make.

The quotes that I’m planning on presenting within the animation itself consist of:

“Oh, how I wish I could shut up like a telescope! I think I could, if only I knew how to begin.” For, you see, so many out-of-the-way things had happened lately, that Alice had begun to think that very few things indeed were really impossible. —Chapter 1, Down the Rabbit-Hole


It was all very well to say “Drink me,” but the wise little Alice was not going to do that in a hurry. “No, I’ll look first,” she said, “and see whether it’s marked ‘poison’ or not.” —Chapter 1, Down the Rabbit-Hole


“Who are you?” said the Caterpillar.

This was not an encouraging opening for a conversation. Alice replied, rather shyly, “I—I hardly know, Sir, just at present—at least I know who I was when I got up this morning, but I think I must have been changed several times since then.”

“What do you mean by that?” said the Caterpillar, sternly. “Explain yourself!”

“I can’t explain myself, I’m afraid, Sir,” said Alice, “because I am not myself, you see.” —Chapter 5, Advice from a Caterpillar


“In that direction,” the Cat said, waving its right paw round, “lives a Hatter: and in that direction,” waving the other paw, “lives a March Hare. Visit either you like: they’re both mad.”

“But I don’t want to go among mad people,” Alice remarked.

“Oh, you can’t help that,” said the Cat: “we’re all mad here. I’m mad. You’re mad.”

“How do you know I’m mad?” said Alice.

“You must be,” said the Cat, “or you wouldn’t have come here.” —Chapter 6, Pig and Pepper


“Take some more tea,” the March Hare said to Alice, very earnestly.

“I’ve had nothing yet,” Alice replied in an offended tone: “so I can’t take more.”

“You mean you can’t take less,” said the Hatter: “It’s very easy to take more than nothing.” —Chapter 7, A Mad Tea-Party


The Queen turned crimson with fury, and, after glaring at her for a moment like a wild beast, began screaming “Off with her head! Off with—”

“Nonsense!” said Alice, very loudly and decidedly, and the Queen was silent. —Chapter 8, The Queen’s Croquet-Ground

Categories
Level Design Year 3

New and Improved Level Blockout Assignment

Referencing from used packs:

Super Bug Models (2020) Sci-Fi Crates [Digital Asset] Accessed here: https://www.unrealengine.com/marketplace/en-US/item/01c417b56fd1489183bd24bc8d06dd97

Nexis (2019) Modular Sci Fi Orion Mars Corridors [Digital Asset] Accessed here: https://www.unrealengine.com/marketplace/en-US/item/1a9ced0794be4e14ad0ba31b96e1fc2c/reviews

Studio New Punch (2021) Female Scientist Zombie [Digital Asset] Accessed here: https://www.unrealengine.com/marketplace/en-US/item/3fcd952e4e2e4726b0024a0693ba6406

ProtoFactor Inc (2018) Animal Variety Pack [Digital Asset] Accessed here: https://www.unrealengine.com/marketplace/en-US/product/17c2d7d545674204a7644c3c0c4c58ba

^Blueprint of the level that I drew

Categories
Industry Portfolio

Online Portfolio

Story Book Games

3D Models

As you can see from the images above this I am rather skilled in both digital and physical 3D Modelling. This is because I truly enjoy doing it. At first I wasn’t too fond of digital modelling as it didn’t click for me and I was learning a completely new skill, but after the first year of university I loved it.

I’ve even managed to use the software to create things for my own personal use as well as merchandising. 

 

My go to software to use when creating 3D models is the one and only AutoDesk Maya. This software was a bit difficult to get to grips with but after a short while I know my way round it like the back of my hand. 

As you can see from above the grouping, the second and third from the last are inserts that could be used within a chonk D20 dice that is used and collected by those who play tabletop RPG’s such as DnD.

2D Art

As you can see from above I also like to partake with creating 2D pieces of art as well. I have played around with quite a few different art styles within my years and have settled with a semi cell-shaded art style.

I’ve also not only made these for university, some of the images above were created to be used in my social media.

Videos

Categories
Development Log

Assets Done :)

Assets Finished

As the title of this post suggest I finally got all of my assets completed.

This consists of all of the assets from all 4 games.

The images above are for the first person shooter. To start off, the slime that you see as the first image is the enemy type of this fps. The ones with key holes are the doors that will be used to block the way forward to the princess locked inside. The forth image is of the princess or at least what she looks like within this world, you will find her held against her will within a prison cell (Image 5), screaming for help (Image 6) and hoping that someone will come to her rescue. The key sprites are exactly that, keys, they’ll be used to unlock there corresponding coloured door. Image 10 is the HUD that you will see within the game, this will represent the health you’re at and the weapon that you have equipped. Image 12 is that of a recoloured version of image 3, and instead of being used as a floor is used as water that damages the player, the texture is reused as it is a very common thing to do in video games of that era due to there limitation on space within the game cartridge. Image 14 is that of the walls within this dungeon. And finally Image 15 is the weapon of which the knight possesses to fight the evil slimes of this dungeon.  

The assets above this are used within the top down shooter. The first image is that of the map that you’ll progress around as you attempt to find portal. The second image is a bullet that gets fired out of the flintlock that the knight possesses whilst in this world. The third and forth images are the enemies within this world that seem to have taken over this village and are attempting to stop you from getting to the portal. Lastly the fifth image is that of the knight, who appears to have gained a flintlock within this world.

The assets above are used and created for the side scroller game, which is inspired by super mario brothers. The first and second images are different types of floors which are used within the level, the first one being used for the village and the second one being used for the grounds around the village. The third image is one of the building that are within the village. The forth image is a platform which is being used by pigeons (No pigeons were harmed within the creation and use of this asset). The fifth and sixth images are the enemies that are attacking the village and once again attempting to stop you from escaping. Lastly the seventh image is that of a crate, this is used not only to climb on but is used to store things as well.

Categories
PDD

PDD PDF

Categories
Digital Storytelling Year 3

Digital Storytelling Final

To start off I ended up changing the software that I was using to create the 3D environment walkthrough from Maya to Unreal Engine 5. This is purely due to a large amount of use within the VFX module and understanding it a lot better than Maya, defiantly with me using found assets instead of creating my own.

To start off after I found the assets that I was going to use I started to build the environment that the camera was going to pan through. This environment was that of a futuristic space station/ space ship storage room. I tried to create this feel and look by using tiles that seemed more futuristic whilst keeping that streamline space feeling to them. I also used large crates commonly used within space game. After this I needed it to look slightly wrecked from the captive within freaking out and breaking stuff as they turn due to the spatial anomaly. I tried to capture this feeling by knocking over crates and other objects.

After this I added the lighting to the environment, within the room itself I wanted the main light to come from the hallway itself, having this looming effect as the camera pans around. The other lights that I added to the room was two red lights in the corner hidden behind the crates as you pan round watching not only the infected but you as well.

Once I had done all of this is was time to start the cinematic within the level, adding effects to models and lighting as well as moving things when needed.

Within this I tried adding pre made animation to a model I found, I couldn’t sadly get it to work so I will be rendering it with the mannequin instead of the model. Though this is the model that I would have used.

After creating it and rendering it out of unreal engine 5 I then added it After effects to add the correct sound effect and voice over from the survivors within the ship. With this I also decided to add some quiet horror music as well to add an ambient layer of sound to the entire piece.

I even added a mothman sound at the beginning to help assist the idea that mothman is the one who caused the problems in the first place.

Harvard References:

  • NANİGO Sound Effect (2022) Sound Effect – Muffled Talking [Video] Accessed here: https://www.youtube.com/watch?v=YgYrVELhlM8
  • Mazellmi (2021) Mothman sounds [Video] Accessed here: https://www.youtube.com/watch?v=rpxVPKscruI&t=5s
  • Everyday Cinematic Sounds (2022) Banging on Metal | HQ Sound Effects [Video] Accessed here: https://www.youtube.com/watch?v=rvd4vUtpUpg
  • SILHOUETTE GEARS (2022) sci fi door sound effect [Video] Accessed here: https://www.youtube.com/watch?v=hZVx53a2mWw
  • MATTIA CUPELLI (2016) Dark Tension Rising Music | (Download and Royalty FREE) [Video] Accessed here: https://www.youtube.com/watch?v=-zvQoPyY2XE&t=21s
  • Super Bug Models (2020) Sci-Fi Crates [Digital Asset] Accessed here: https://www.unrealengine.com/marketplace/en-US/item/01c417b56fd1489183bd24bc8d06dd97
  • Nexis (2019) Modular Sci Fi Orion Mars Corridors [Digital Asset] Accessed here: https://www.unrealengine.com/marketplace/en-US/item/1a9ced0794be4e14ad0ba31b96e1fc2c/reviews
  • MoCap Online (2019) Zombie Starter – MoCap Pack [Digital Animation Pack] Accessed here: https://www.unrealengine.com/marketplace/en-US/item/c40ddd5538214d26b78f0cfb2ec28061/reviews
  • Studio New Punch (2021) Female Scientist Zombie [Digital Asset] Accessed here: https://www.unrealengine.com/marketplace/en-US/item/3fcd952e4e2e4726b0024a0693ba6406
Categories
Y3 Level Design

Level Blockout Assignment

With this assignment I decided to make an environment that is inspired by that of Egyptian architecture. To start off I decided to create a pyramid. Pyramids being a staple of Egyptian culture as they were used to bury people of power and wealth inside. The variation in size was there to show a variety in size within the level as well as relating to the fact that as the time went on within Egyptian culture multiple people of wealth would have pyramids hidden within the sand to try and prevent grave robbers from stealing from there tomb.

After I created these I decided to create a derelict worshiping site. These would be initially where people would pray to the gods and offer sacrifices to them. Though after a long amount of time it’s crumbled and broken down.

Finally the last thing that I made was a obelisk. These normally being used as weenies within real life to represent largely populated areas. Within this game world it would be there to assist with pointing out a look out across the rest of the world and would be were the player would initially be spawned. Also being used as a checkpoint as well as a weenie to help find there way back.

Within the level the pyramids will consist of mainly being a weenie that can be climbed to give the player a better view of the overall level.

Categories
Practical Project Proposal

Major Project Presentation

This is the new and Updated one 🙂
Categories
Visual FX Year 3

Production Notes

Within this cinematic that I will be making I will be using a mixture between found assets as well as creating my own.

The found assets will consist of:

the house, the hand that wipes over the camera, the door.

I will be creating:

I low poly kitchen top, kitchen cabinet, fridge. Old box TV, the arms that will emerge out of the TV.

I will link/Harvard reference the found assets here once found.

Nice 3d (2018) Old House [Environment Assets] An old Russian House. Found Online at: https://marketplace-website-node-launcher-prod.ol.epicgames.com/ue/marketplace/en-US/product/old-house [Accessed on 10/01/2023]

Bugrimov Maksim (2021) Adventure Character [Digital Asset] Accessed here: https://www.unrealengine.com/marketplace/en-US/item/d943cdcf09364e0fb439dc5f00b66bbc/questions

Free Sounds Library (2017) Rain Sound Effect Short (2 Minutes) [Video] Accessed here: https://www.youtube.com/watch?v=J6G0EuPAoKQ&t=7s

The Chest (2021) Walking on Wooden Floor – Sound Effect [4K] [Video] Accessed here: https://www.youtube.com/watch?v=KaEnC7MqJIw&t=1s

ftus sound effects (2021) FOOTSTEPS IN MUD SOUND EFFECTS | Royalty free sound effects [Video] Accessed here: https://www.youtube.com/watch?v=I9R2K_QED6s