Friday 28 October 2016

11 Second Club Submission Script

"11 Second Club October Submission"
LIVING ROOM - DAY
Two people in a living room, one sitting down watching TV while another stands near them, holding a laptop on their right hand.
The seated character is relaxed with his right leg supported by his left leg
The standing character gestures with his arms as he begins to talk
CHARACTER 1:
You can't go to the ball as Blade. He's a Vampire Hunter
Character 2 leans towards 1 and gestures with his hands
CHARACTER 2:
Yeah, but vampires love Wesley Snipes, so it's...
1 shakes his head and his free hand
CHARACTER 1: No it's inappropriate.
1 straightens up, opens the laptop and points to the first and second item on the screen in order
CHARACTER 1: Okay Vlad, the green jumpers or the black leather with the dragon belt?
END

Interactive Story Production 28/10/2016





Agency

The ability of the user to inhabit the story world:

> To ability of the player to make Decisions
> To move about
> Make events happen
> The ability to interact with the story

Myth & Ritual - Participation & Immersion

Participatory Myth & Ritual

Similarities with digital stories:

> Take on alternate identities
> Role-play with a common goal
> Life & death significance
> Multisensory
> Immersiveness provides emotional power

Being part of a larger narrative.

Task 2:
18th of November

Short story made in Hype that showcases all the work we have done so far

Theme is somnambulism

1-2 minutes long with interactive elements including sound and image

Create this for desktop viewing

Also submit the raw Hype director


Tuesday 18 October 2016

Animation Practice: Aesthetic Style in Movies


Aesthetic Style in Movies

Aesthetic styles in movies exist for many reasons. In some movies it is to give the film a unique, interesting look, and in the case of adaptations of pre-existing media, such as comic books and graphic novels, it is done to capture the style of the source material. An example of the latter is the movie 'Sin City', directed by Quentin TarantinoRobert Rodriguez and Frank Miller.

Sin City is the movie adaptation of Frank Miller's graphic novel of the same name. The graphic novel is notoriously for it's incredibly unique and gritty art style and the movie attempts to replicate the aesthetics of the novel to some degree.

Frank Miller's Sin City was notable for being very detailed at times while only using a black/white colour scheme.
The movie attempts to recapture the art style of the graphic novel. While there is a noticeably softer look to the style due to being a filmed movie and not an illustration, the only colour present besides the gradient of white to black is the colour red.
The graphic novel's art style is heavily influenced by film noir, as seen by the use of high contrast colouring and shading. Other colours are featured occasionally as a way to draw attention to specific characters, or to illustrate their importance.
Heavy, sharp shadows were a major part of film noir movies, whether it simply be a character's shadow as a result of the high contrast lighting, or a deliberate use of lighting to show a character who is currently off-screen with only their shadow. 

Film Noir was notorious for it's use of high contrast lighting. Characters or objects becoming silhouettes against a white background was common.
Film Noir is known for it's depressing, dark and gritty atmosphere, and Sin City is no exception. Perfectly capturing the tone of film noir, Sin City, and it's film adaptation, have become widely regarded as the most aesthetically unique media to date.

Monday 17 October 2016

What Makes A Good Piece of Concept Art?


What makes good concept art?

Concept art is an integral stage in the design of assets, environments, characters and locations in movies and video games. Before a character model or level can be created, various amounts of concept art are produced to explore many different designs that, ultimately, may never be used. Concept art allows the team to get an idea for what they're aiming to create, and allow them to specify what parts of the concept work, and what doesn't, allowing the concept artist to make additions until everyone feels they've reached the final design.

For this post I've taken photos from of Half-Life 2: Raising the Bar, a 288 page book documenting the designs and development of some of the most well-received and influential video games, including Half-Life, Half-Life 2, Counter-Strike and Valve games that never saw the light of day.


 The main concept artist behind Half-Life 2 was Viktor Antonov, a Bulgarian-born concept artist who played a huge role in driving Half-Life 2's art direction. His various detailed art of locations, vehicles and characters would give the team developing the game the perfect idea of the tone and art direction of the game.

As visible in this piece of concept art, the tone and style of theg ame is established strongly through the dark, depressing atmosphere of the art, as well
 This concept art, depicting one of the first rough ideas for the main enemy soldier in the game, is a perfect representation of the development process of characters. Ultimately the only element of this design that remained through trial and error was the helmet. Through constant design passes and team feedback, the 'Combine Soldier' eventually reached the final design in the game.

Once again this
The Strider, a large, tripedal enemy in the final game also went through various designs. While the overarching concept remained, a tripedal, huge creature with a large weapon, the design of these elements changed significantly across the different concepts.

The 'final' design of the Strider. While the actual appearance of this version of the Strider is 1:1 with what appears in the game, the way it stands and moves uses the outward knee position of the concept at the bottom right of the previous image.

This is a good example of how concept art isn't the end of the design of assets. Things can be, and most of the time are, changed during the modelling or animation stages. In this case the animators may have decided to change it's posture to a more intimidating one.










Tuesday 4 October 2016