Monday, 10 June 2013
Task 15
Evaluation
Techniques and tools
During this unit, I used drawing techniques, both traditional
and digital in Photoshop and photography. I feel that photography was one of
the main tools for the research and development of my work. I went to the moors
to gather images that would influence my work and also be used in my work itself.
I feel that going to the moors has been a big help in my work as without it, I
would not be able to create artwork in Photoshop. Next time I use photography,
I need to take more photographs which are more focused towards my game idea. The
use of Photoshop has significantly helped my work and personal development. Throughout
this unit, I have learnt a lot on how to use Photoshop which I feel has helped
me work more efficiently. With Photoshop
I have used a Graphics tablet to improve my digital art skills as well as
completing traditional drawings to help the development of my work and skill. I
feel that the drawing techniques worked well as they helped me complete my work
faster and at a higher level. To begin
with, I didn't feel efficient using Photoshop and using a graphics tablet, because
of this; I was not working well and fast enough. Through completing different
tasks, I feel that Photoshop has helped me work well towards the end of visual
recording. All of these techniques and tools have been important to visual
recording and I will continue use these in future development.
How successful is your artwork?
I feel that the artwork I have created for my game has been
successful after using different techniques. To begin with, I created artwork
that used image manipulation, cutting different parts from image and mixing
them together. I tried image manipulation and this didn't work well as my manipulation
skills are not good enough to create the kind of work I wanted. After trying to
create artwork only using manipulation, I cut pieces from images and created a cartoon
feel by drawing a black line around artwork. It is still Image manipulation,
but I'm not blending images together and creating a realistic look. In my
original concept, I wanted a mix of realism and cartoon. I stuck to my concept and
had the thick black outline with realistic textures. I used the textures
because I didn't want to use block colours in my work as I feel my work would
not be as interesting. I feel the most suitable technique I have used has been
drawing as this has worked well for me instead of pure image manipulation.
What would you change?
Looking back on my
work, I feel that some of my artwork could produce more and at a higher standard.
I want to quantity of work to go up as well as the level of work.
Evaluate the effectiveness of one of your peers artwork.
Bradley Sedgeman
The concept for this artwork is very clear; it’s telling me that
this artwork is for a scary game. The artwork helps set the atmosphere for a game
that is creepy and scary, it looks as if the witting has been scratched and
that this is telling you that there is something sinister awaiting you. This game
is aimed at being a scary game and the menu screens, with the scratched text
and dark imaging sends the right message that this game is going to be scary. I
feel that the text and imagery works really well to create the right atmosphere,
but I feel Bradley could have created the font himself to help his skill
development.
Task 14
for this task we completed a games design document which has been created as a word document.
Friday, 7 June 2013
Task 13
Here I have my art work for my game. I have my title screen, main menu, character design, game levels and signage.
Throughout my work, I have used traditional drawing skills and graphics tablet. This has helped my drawing skills develop so I can create better artwork in the future. In my work, I have done line drawings, image manipulation and font work. All of this has been created in Photoshop where all of my layers and files were named so my work was easy to find and recognise.
These two pieces are how I want my game to look.
For my game, I have decided to have my game in the day time as I want my game to be colourful. As you play through the game the sky will get a bit darker but no night time. The background in the game will always be the sky because I want the player to feel that they are on top of the moors.
These two are some previous art work before I decided on how my game would look.
These are the signs and the collectables that will feature in the game.
Monday, 22 April 2013
Task 12
Firstly we started with a font called mesquite Std and duplicated the text. We then went to smart filter and added a gradient overlay. On the gradient overlay, we added four colour stops and added different colours to make it have a creepy style. After we applied colours, we then went to filter, blur and selected motion blur with a distance of 50 and angle of 32. Next we added an adjustment layer for brightness and contrast and clipped it to the layer below. On the original text, we went to layer style and chose bevel and emboss and also an outer glow. After that we did some final touches by using the brush and layer mask.
Here is my Title screen and main menu. I have used my character to make it look more interesting. Also I have chosen this text because it looks broken, liked its been squashed and that's what my game is about.
Monday, 15 April 2013
Task 11
This sign is used for when road works are being cared out. This clearly shows a circle with a red border with fifty mile per hour. This means that you must not exceed the speed of fifty miles per hour for three quarter of a mile.
The sign above clearly shows a bicycle within a red circle. This means no cycling. Circular signs with red borders mean that orders must be followed.
This sign is a triangle with a red border which means danger. This sign is warning the viewer that there is road works ahead.
Blue signs with no border show positive instruction, there is no warning ahead. This sign is showing that the minimum speed is thirty miles per hour, if this sign was white with a red border it would mean maximum speed of thirty miles per hour.
This sign is an information sign for tourist locations. This sign clearly displays a an animal, what the tourist location is and how far away it is, displayed by showing the number three indicated in miles.
Game signs
Collectable items
These are the collectable items that you can collect throughout the game. There is a sign to let you know before you see the item.
Danger sign
This sign is letting the player know that coming up to a cliff, it could collapse.
Directional sign
This sign lets the player know what way to go.
Items ahead sign
This sign simply lets the player know that there are items ahead to be collected.
Construction sign
This sign tells the player that construction is in progress, so that means that there are enemies ahead because you are fighting off the construction workers.
Caution sign
This sign is to warn the player that the ground could cave in, in a specific section of the game.
Task 10
character design
Character Bio
Name: Billy
Age: 12
Location: Prince town
Billy is a twelve year old boy who has grown up on the Moors. He is loves the Moors, so when he discovers that it is going to be built on, he takes it upon himself to stop who ever it is who is building on it.
His skills in the game are that he can jump very high and squash enemies. These are the two main skills used as this is how he beats the enemies.
Monday, 4 March 2013
Task 9
I made this because I feel that these are the kind of colour I might use for my game, but this might change as my work develops.
I created a scene that could be at the end of each level, every level could have a different looking ending but that is yet to be developed.
My game idea will by based on the gameplay of Mario where you have to jump around and over obstacles, collect items and squash the enemy in the game. There will be around thirty levels were you have to make your way to the end to defeat the hounds and the squire to stop the moors being flattened and built on.
Frank Lloyd Wright
Frank Lloyd Wright was born, June 6th 1867 and died, April 9th 1959. He was an American architect, interior designer and writer. He has become famous for his architecture. For the time, he created intricate and modern building that have become iconic. His work is original and innovative; for example, the falling water building is one of the iconic building that has been designed by wright as it is one of his innovative buildings, in a location, that someone wouldn't have built on.
For inspiration in a game, I cant take any from his buildings, but from his imagination and innovation.
Architecture in games
The designers for Grand theft auto 4 have gone for a photo realistic style to the game. The designers would have reviewed the type of
architecture in modern cities and traditional buildings. As this is a game set
in the present time, the building are very modern with a high level of detail
to show realism.
The designers would have photo referenced building like
burger king to create their own versions of fast food building. This is done
with a great likeness to make the player feel comfortable in surroundings they
are used to in the real world by making them recognisable.
The attention detail in Grand theft auto 4 is impressive, I would my Dartmoor game to have a sense of realism whilst have slight cartoon feel.
Olafur Eliasson
Olafur Eliasson was born in 1967 in Copenhagen, Denmark and he is an
artist known for sculptures and large-scale installation art using elemental materials such as light, water, and air temperature. He does this to
enhance the viewer’s experience.
The weather project was installed at the London's Tate
Modern in 2003 as part of the popular Unilever series. The installation filled
the open space of the gallery's Turbine Hall.
Eliasson used humidifiers to create a fine mist in the air
via a mixture of sugar and water, as well as a semi-circular disc made up of
hundreds of monochromatic lamps which radiated yellow light. The ceiling of the
hall was covered with a huge mirror, in which visitors could see themselves as
tiny black shadows against a mass of orange light.
He is very inventive with his work, 'your watercolour horizon' uses water and a HMI lamp. the light is projected onto the water which then causes this colourful light ripples around this display. This is part of a series 'your chance encounter'.
Lighting in games
The shot used in this shot is a slight up shot of vehicles. Its a night time shot and the light over the cars makes them stand out and make them the centre of attention. The lights are background are blurred to give you a sense of speed in this shot. This shot is also showing the high quality of the texturing in the game.
This night time shot Is really showing off the profile of the car. The blurred background makes the car to focal point of the shot of this night time scene. The light follows the cars lines making it stand out even more.
Looking at these night time scenes, I feel that I could make some night time scenes for my Dartmoor game.
Monday, 11 February 2013
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