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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