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Sunday, 4 September 2011

Code name "Reflective text"


For the main Major project I worked with three teams, one project was called Code Name BAMBOoZEL, and my partner was Pooja Sharma, the other was called Trionfi and my partner was Lauren Scott. Also I was helping Iain Cooling with character and background concept of an Ipad game yet dew to me taking on so much I had to stop working on the Ipad game early in its development.

Working in a team. 


I started off with working with three groups. Thinking about it, was it a mistake? Yes ,because that meant I had taken on to much work. Then making a Gantt chart I found out it was not feasible. It looked feasible at first when I stopped working with Iain, but I had not taken in account of errors and issues of things that may need redoing or unforeseen circumstances, like family troubles. Luckily, I stopped working with Iain Cooling early in the production as there wasn't any time to incorporate the Ipad game in to the schedule so I have to stop work on it, but I believe it would have been better if I had also stopped working with Pooja earlier when I knew she was falling behind on work; she had some family matters which made her have to travel back and forth stopping her from doing work which made us fall behind and then having us stop working on the project all together. I knew that Pooja was having problems with completing the work in on time but I thought she might be able to pull it off as I couldn't start on any of the animation without the backgrounds she was making for me to work with but when I was sure I wouldn’t be able to animate all those shoots in time I asked to stop working with her and put my full concentration in completion the animation for Trionfi.
Other issue was not being able to meet up as sometimes I would only get to see Pooja and Lauren when we had classes as meeting out of hours was mostly done by emails or texting and dew to that not being able to talk about things in person meant we got our wires crossed and misunderstood the other.
Looking back on it I feel annoyed at taking on so much work as at first it looked like I had a lot of time as I stated in semester b, yet in the end it became too much to handle. Also I wished I had more time to learn new things and get a better understanding of Maya and Fusion, the 3D programs. I am sad about the cancelation of Code Name BAMBOoZEL yet happy with the completion and outcome of Trionfi.

What was the plan?

I started of looking at resent products made in the animation industry then we also expanded our flied to looking at games. I wanted a better understanding of the word forefront so looking at thefreedictionary.com they gave the definition I revised were:

fore•front (fôrfrnt, fr-) n.
1. The foremost part or area.
2. The position of most importance, prominence, or responsibility; the vanguard: in the forefront of the liberation movement. Also called foreground.

forefront [ˈfɔːˌfrʌnt] n
1. the extreme front
2. the position of most prominence, responsibility, or action

I don't know what's really happening in the industry so I emailed a few people to help me understand better about how their companies have been working on to keep moving animation to a new level.

Fig.1
One company member of Rockstar games told me that the main forefront which isn't technical is the improvement of animation to give the viewer or gamer a "better illusion of reality." Like the new game LA Noire, which used facial motion capture technology for receiving better expression in animation to offer players a new gaming experience but analyzing the face of the character to see if they are lying or not.
I found a video of what they used to make the game which was useful but I can’t use the technology they had so I can’t work on a forefront project with mastering the forefront of the perfect animation, but other idea was the forefront was of visual animation. So I looked at Princess and the frog(Fig.1) a 2D animation which uses 3D backgrounds and assets like a tram and cars. Also The Baconing(Fig.2) which is a game that integrate a 3D 2D mix Where the backgrounds a 2D while the playable charters are 3D. Looking at those I feel other forefront is the combined mix of both 2D and 3D visuals in cartoon animations, yet not only for cartoons but also games.

Fig.2
Other inspirations
Inspirational Artist: Shag (Josh Agle); his work reflects the Polynesian Pop Art Movement of the 1950-60's, Bruce Timm; Is known for his comic illustrations of DC, I analyzed his illustrations of spies, Phil Noto; works on vintage spy girls with a classic approach which I was hoping to establish into our spy and Kevin Darts; illustrated Yuki7 the spy, the art has a retro style to it which holds a beauty which always feels right with the stereotypical spy, much like the works of Phil Noto but more stylistic.

Fig.3
 Inspirational Games: Spy VS. Spy; which was originally a black and white comic strip that debuted in Mad magazine and published by EC Comics, then make into other medias as animated television series, merchandise, trading cards and video games, the game is simple to play with 2 characters who are trying to outsmart the other, Little Big Planet; developed by Media Molecule is a puzzle\platform game, a style of game play which may be best to incorporated in to our game as it doesn’t have a 3D camera moment but a set view, which means it’s very flat on so the 2D animations wouldn’t post to much of a problem such as animating a full 360 charter tune around action cycle, Team Fortress 2; developed by Valve Corporation is a 3D first person shooter game which has a very 2D feel and Professor Layton(Fig.3); developed by Level-5 is a puzzle adventure game which is make mostly in 2D and has many 2D animated shots in game.
Inspirational Animations: Ghost In The Shell, one of the first animations to use 3D backgrounds, assets and characters, James Bond Jr.; An animation made in 1991 about the nephew of master spy James Bond, the animation had a lot of gadgets that were useful reference of our game and Karas, a Japanese animation made by Tatsunoko Production which use’s combination of 2D and 3D characters.



The programs used where: Adobe Flash, Adobe Photoshop, Adobe AfterEffects, Auto Desk Maya and Fusion. Other items were items like inks, pencils and paper.
These where used because they were the most reasonable programs to use for what we were making, also I knew how to use Adobe Flash, Adobe Photoshop and Adobe AfterEffects so it saved me time on leaning them but instead I worked on improve my skills. I had to lean to animate around a 3D environments which meant there was a lot of animation done a frame at a time, also had to learn how to make quick 3D shadows which looked like they belonged in that 3D world.
The methodology used was Development projects methodology and Artistic Practice as Research methodology. The development was the outcome of the research was produced by identified a forefront by looking at many games and animations that used 2D and 3D integration to help produce a product that was the requirement. Then we took it in to the development and testing phase by working on colour schemes, making a world that would fit both, the character and background design, leaning new ways for better shadows on 2D aspects to fit into the 3D world. The Artistic Practice as Research methodology was to create an impressive product of the project and evaluative the conditions by making a preproduction folder and a blog which held information of the making of this project which showed an original outcome of ideas and products. I showed in my blog the artist that I researched as well as the development processes. I commented on what gave me the ideas for the colours and designs of what would have been the artefact.  
My part of the project was the 2D fragments so I started off by making many different character designs, using different styles, colours, even different types of papers, tools and media to have a different feel to the characters.

The forefront which I developed was:
       The integration of 3D backgrounds with 2D characters.

The relation to my practice was:
       The understanding of 2D movement in a 3D environment.
       Learning new techniques.

Bring 2D into the 3D forefront. As in today’s society the dominant form at the forefront of animation is 3D so I was looking at ways and techniques to bring 2D elements, styles, aesthetics and practices into the forefront of the animation industry. To blend to methods that work well together as well as apart, yet when mixed together they can show many different styles. Due to that many more different forms of animations can be made so it will not get boring and repetitive, which will make animation lose its audiences.

What did I learn about myself?

I leant that I should of kept an eye on my pater and have asked to see visible proof of what that have been done so I could have noticed that the woke could not be completed in time. So I have to develop my social skills as I will them then in the future. I also wished I had known about Bring Your Own Animation earlier so I could have gotten more professional information, as well as advice and general tips about the animation and gaming industry. That way I could have also asked more professionals their option on what they believe is the forefront of animation to enhanced my knowledge of my future industry.

What would I change?

I would have started work on Triofi earlier, when I knew Pooja was have some problems and had fallen behind. I would have had made my own backgrounds for Code Name BAMBOoZEL as backup just in case even if they would not have been used in the end which would have not made me have to stop working on it. I wish I spent time to lean to use Maya and Fusion so I could have worked more on 3D animation, asset and environment.

Reference Websites

Josh Agle. (unknown). The art of Shag. Available: http://www.shag.com/. Last accessed 14 Febuary 2011.
Kevin Dart. (12 April 2006). The art of Kevin Dart. Available: http://kevindart.com/. Last accessed 14 Febuary 2011.
Samy Mandrake Fecih . (Unknown). Bring Your Own Animation. Available: http://www.bringyourownanimation.com/. Last accessed 15th August 2011.
theStockMasters. (27/01/2011). Rockstar's L.A. Noire - How they Made It. Available: http://thestockmasters.com/node/2749. Last accessed 27 January 2011.

Images

Saturday, 3 September 2011

Code name "the mind map






Forefront of animation
I. Working in a team
A. how it failed
1. Pooja had some family matters which made her have to travail back and forth stoping her from doing work which made us fall behind and then having us stop working on the project all together
2. There wasn't any time to incorporate the Ipad game in to the schedule so I have to stop work on it
B. issues
1. Not being able to met up
a. Some times I would only get to see Pooja and Lauren when when we had classes as meting out of hours was mostly done by emails or texting
b. Not being able to talk about things in person meant we got our wires crossed and misunderstood the other
C. start off with 3 groups
1. was it a mistake?
a. Yes as I had taken on to much work
2. was the gaunt chart not feasible
a. It looked feasible but I had not taken in account of errors and issues of things that may need redoing or unforeseen circumstances
3. should I off pulled out earlier
a. I knew that Pooja was having problems with completing the work in on time but I thought she might be able to pull it off as I couldn't start on any of the animation without the backgrounds she was making for me to work with
b. I was glad I stoped working with Iain Cooling  on the Ipad game early as if I had put to much work in to it I wouldn't have want to quit thinking it was still do able.
D. How you feel!!!??
1. Annoyed at taking on so much work
2. Wish I have more time to lean new things
3. Happy with the out come of trionfi
4. sad about the cancelation of Code Name BAMBOoZEL
II. What was being planed?
A. Looking at resent products made in animation
1. Also looked at games
B. Understanding forefront
1. Looking at Technics
2. Use of Technology
3. Style
4. Integration/ combination
C. Development of a 2D 3D integration game
1. Make a trailer
a. Make playable
D. Work as a team to make a better product out come
E. Email studios and ask what they think are the forefront of them
1. talk about the feedback
III. How it changed through the process?
A. Had to make things simpler
1. Character couldn't be to detailed so I wont spend to much time on animation
2. Had to find a quicker was to make shadows look 3D
B. Thinking of leaning to use a new program for a faster progress
IV. what did I learn about myself?
A.  personal methodologies of practice (knowing, learning, making and creating)
1. Code Name BAMBOoZEL
a. Programs
(1) Auto Desk Maya
(2) Adobe Flash
(3) Adobe Photoshop
(4) Adobe AfterEffects
(5) Fusion
(6) Others
(a) Paper
(b) Inks
(c) Colour pencils
b. Inspirations
(1) Artist
(a) Shag(Josh Agle)
(b) Bruce Timm
(c) Phil Noto
(d) Kevin Darts
(2) Games
(a) Spy VS. Spy
(b) Little Big Planet
(c) Team Fortress 2
(d) Professor Layton
(3) Animations
(a) Ghost in the shell
(b) James Bond Jr.
(c) Karas
(d) Princess and the frog
c. Development
(1) characters
(a) roles they take part in
i) Hero
ii) Villain
iii) Henchmen
(b) background story
i) Why are they there?
ii) What is their past and present?
(2) Colour
(a) Colours hold symbols and meanings which can help tell a lot about the person and environment
(3) Production
(a) Plot/Brainstormed
i) Script
(1) Storyboard
(a) Design
i) Animatic
2. Trionfi
a. Programs
(1) Auto Desk 3D Max
(2) Adobe Flash
(3) Adobe Photoshop
(4) Fusion
b. Development
(1) Draft animation in flash
(2) Colouring
(3) Leaning to work with a 3D environment
c. Inspirations
(1) Disney
(2) Kingdom Hearts
B. what would i change
1. Started work on Triofi earlier
2. Would of made my own backgrounds for Code Name BAMBOoZEL as backup so I wouldn't have to stop working on it
3. Worked more on 3D animation, asset and environment
4. Leant to use Maya and Fusion

Friday, 26 August 2011

Code name "Trionfi film shots"





More shots at trionfifilm

My part of this project was mostly the animation, along with help on colouring and any thing else if we are running behind on schedule. So far we have done a big chuck of the work with both of us working 16 hours a day and more some days.
Sadly due to "Code name BAMBOoZEL" not working out as my partner on that project had suffered a series of unfortunate events I got to put my full focus on Trion

Code name "bring your own animation"

I went to bring your own animation on 15 August the location was at The Green Man Public House, Upstair Room, 36 Riding House St London W1W 7ES.

It was hosted by Samy Mandrake Fecih(The link shows his show-reel)

Bring Your Own Animation was so we bring any of our work which we want feedback on it by professionals. It was an opportunity to talk about Animation, to hear some stories and experiences from professionals.

I was lucky to talk with Simon Taylor who works at Blue Zoo,James Humphrire who works at Double Negative, Alex Cartwright who works at Rock Star and many others. They shared stories about their work place, what's the do's and don't, how to improve myself. I was glad for their help.

Samy had given me feedback on some of the more finshed animations I had done for trionfi, he showed me I still have a lot to lean but also made me re think movement, which has helped me lean to improve my animation.

Over all bring your own animation was a very good experience for me.

Thursday, 18 August 2011

Code name "Trionfi film continuation"

Things have come up as I had to stop working with my partner and so I had to stop working on Code name BAMBOoZEL and will only ne working on Trionfi with Lauren Scott

Wednesday, 17 August 2011

Code name "After Effects"


This was my 2D images with 3D camera move throw layers test in After Effects for the 1st shot

Wednesday, 10 August 2011

Code name "Trionfi film"

I been helping Lauren Scott on her filmTrionfi with the animation.

Wednesday, 13 July 2011

Code name 'Yuki 7'


Looks That Kill - HD from Yuki 7 on Vimeo.


This is Yuki 7 Looks That Kill, a video that looks like the advert we are trying to make. The style also looks like how we were planning to go for.



Also I been looking at The Art of Shag




This is a quick sketch of how I want to altar the characters

Monday, 4 July 2011

Code name 'Character turnaronds'

Thses are the Character turnaronds with info and experstions




Code name 'Colours'

We wanted Code name BAMBOoZEL to have the same colour scheme as the game Team fortress 2. Team Fortress 2 is a team-based first-person shooter multiplayer video game developed by Valve Corporation. The style is very cartoony and feels almost 2D, which is what we are planning to do.



I used Kuler by useing screen shots from Team Fortress 2.



These colour plate will be good for the environment of the game. A colour for both out door’s and in door environment, maybe some brighter reds and yellows for gadgets.



These shads are good for the soldiers. The shades of blue and brown for the uniform of the soldiers. The blues would make for good uniforms as the browns for the belts and shoes.



This is a good plate for the skin tones




This colour scheme will suite the spy lady when she is on the beach.

Code name 'storyboards'

I want to up date my blogg for the Symposium tommrow as I have alot more work then I have posted here so I will update every thing today.










Saturday, 18 June 2011

Code name 'Met up and Green Lantern'





PJ and I met up to talk about the ‘Code name BAMBOoZEL’ project, while disusing it we found out that the ‘The iconic green and black uniform of the Green Lantern Corp will instead be produced entirely in CGI, with Reynolds acting out his scenes in a gray motion capture suit. ‘GeekoSystem

Finding that really intrusting, we went to see the costume for ourselves so we can see if it turned out any good. I think it did, the animation was also very smooth dew to it being motion captured yet sometimes it looked a bit stiff. The costume was meant to resemble the human muscles which it did a good job on, but over all I didn’t like the look of it very much but the idea was a good way of showing the transformation for human to super hero.

Sunday, 12 June 2011

Code name 'some character designs'













These are some of the character designs I been working on...

Code name 'Mood boards'

This is the mood board for the spy woman. I like the idea of giving her a retro look. A sophisticated woman, much like a bond girl, yet more flashy.



This is the mood board for soldiers. I looked at Russian soldiers because I wanted a stereotype spy lanky. Wanting to look at different uniforms of different ranks. Seeing some different personality’s in some of the photos. One of the young soldier, looking happy and genital as an older soldier looks grumpier and is rude. I like them to be a base for the two villain characters.

Code name 'Deliverables'

Code name BAMBOoZEL will be a 2D, 3D game trailer.
The Character will be 2D, while the backgrounds will be 3D with a shader that will make them look 2D so they the 2D/3D wont clash with each other.
I will be working with Pooja Sharma, who will be working on the 3D aspects of the game trailer, while I will be working on the on the characters and most of the other 2D concepts. The game trailer will be about a minute and 30 sec long and it will be aiming at audiences of people aged 10+ and/or fans of spy movies and games. Resolution will be 1280 by 720 widescreen Quick Time mov. The game targets people who dream of becoming a spy. The game will be a spy parody, where the protagonist being a spy whose mission is to do task set out to him/her to complete so he/she can graduate from spy school and become a full time spy. The style will be the forefront of a new style of 2D/3D games. It was show a different take to the spy gander with a visual style which will be memorable to plays which will make it stand out.

Apart from this I will be helping with the 2D animation on Lauren Scott animation trionfi. I will be doing the animation and she will be doing the 3D backgrounds, the 2D clean up and colour.

Also I am helping Iain Cooling with character and background concept of an Ipad game.

Saturday, 11 June 2011

Code name 'Script'

Script

EXT. In the middle of a desert- Morning
In a hot desert, far from civilisation is a healthy Red Wood. EWS (Extreme Wide Shot)
A shadowy figure sneaks towards the Red Wood, and halts at the base of it. Camera Zooms towards the figure.
The figure is a spy.
The Red Wood seems to have a metal door when a very big and shiny electronic door pad.
Spy takes out a gadget when he aims are the electronic door pad and pushes buttons to open the door.
Drinks can pops out of the electronic door pad; it seems the electronic door pad was a vending machine.
Spy kicks the door in frustration, the metal door seems to be a curtain disguised as a metal door, and spy falls down the door in to a pipe that the spy slides down.
Spy falls and lands on a chair with a table next to it with a martini glass.
Transition slide
Do you want to be a spy?
INT. Underground hide out
Spy is sneaking around the base.
See’s an enemy soldier.
Soldier is smoking, his cigarette goes out, and he turns to re-light it.
Spy hides in a box and slides across the floor to sneak pass the soldier.
INT. Underground hide out, other room
There is a soldier is guarding a room, facing the camera.
Soldier looks at the door way, then looks back at the camera.
Spy slides half way and stops.
Soldier looks back at the door way, see’ noting different, then looks back at the camera.
Spy slides more, the stops.
Soldier looks back at the door way, see’ noting different, then looks back at the camera.
Spy reaches the other side.
Soldier looks back at the door way, see’ noting different, then looks back at the camera.
Spy gives thumbs up.
Transition slide
Can you overcome incomprehensible obstacles in your way?

INT. Underground hide out, cryogenics lab
Camera pans across the room showing the environment which is a cryogenics lab.
Camera spots the spy and zooms to see what he is doing.
Spy opens briefcase and items fly out.
Camera zooms out as items fly out of the briefcase.
EWS of the room. Items have fallen all over the place.
After a pause a kitchen sink falls close to the camera.
Transition slide
If so, then this is the place for you to be.
INT. Underground hide out, cryogenics lab
Spy is on the ground, with the grumpy soldier behind him.
Spy runs and the soldier chases him.
A comical chase scene is shown as the hall way is a spiral hallway which distorts the scene
Cramer is aimed at a sign saying crab apples which is on a pile of apples.
Spy’s runs towards it. Spots them. Gets an idea.
Picks one up and throws it at the soldier.
Apple hit the soldier and explodes. BOOOOM!
Spy takes an item out of his/her pocket. It becomes a full size rocket, called the pocket rocket.
Spy flies away on the rocket.
Transition slide
Is an entry forum to enter spy school

EXT. Beach - Evening
Camera pans across the rocket which landed in the sand, then follows a trail of cloths which end at a table with a martini, a hand is seen going to pick it up.
Transition slide
A disclaimer
A woman is drinking the martini which show the spy was a woman all this time and she gives a kiss to the camera.
Title
End.

Code name 'The Begging'

A game which will have 2D camera mapping on a 3D surface to make a unique type of game trailer which is a spy parody
The game trailer will be about a minute and 30 sec long and it will be aiming at audiences of people aged 10+ and/or fans of spy movies and games. Resolution will be 1280 by 720 widescreen Quick Time mov. The game targets people who dream of becoming a spy. The game will be a spy parody, where the protagonist being a spy whose mission is to do task set out to him/her to complete so he/she can graduate from spy school and become a full time spy.

Thursday, 27 January 2011

Code name "forefront"

Code name "forefront"

Looking at The Free Dictionary they gave the definition I revised were:
fore·front (fôrfrnt, fr-)
n.

1. The foremost part or area.

2. The position of most importance, prominence, or responsibility; the vanguard: in the forefront of the liberation movement. Also called foreground.

forefront [ˈfɔːˌfrʌnt]
n

1. the extreme front

2. the position of most prominence, responsibility, or action

I don't know what's really happening in the industry but I
email a few people to help me understand better about how their company
have been working on to keep moving animation to a new level.

One company member told me that the main forefront which isn't technical is the improvement of animation to give the viwer or gamer a "better illusion of reality." As the new game LA Noire used facial motion capture technology for better expression animation to offer players a new gaming experience.
This video I found on the stock masters show's how Rockstar's made L.A. Noire



It was useful looking at what they used to make it, sadly I cant used the technology they had so I cant work on a project with mastering the forefront of the perfect animation,but other idea was the forefront of visual animation.

Princess and the frog and The Baconing being the two latest 2D animation and game to integrate 3D 2D mix.

I feel the forefront is the cobind mix of both 2D and 3D visuals in
cartoon animations today, yet not only for cartoons but also games.