Tuesday, April 29, 2014

Character Concepting Part 2 - Sveta - Thumbnail gestures, Silhouette, value and coloured concept

 Continuing to concept my Sveta Character, here are the thumbnail gesture drawings


I then narrowed it down to 10 and did the silhouettes


I then narrowed it down to 4 and worked on value, one (top right corner) wasn't really working for me so I stopped working on it.


I then chose the one I liked most, adjusted the pose and then added colour.

And finally the orthigraphic


Monday, April 28, 2014

Sunday, April 20, 2014

Custom Photoshop Brushes

Tonight I went through a tutorial series on creating custom photoshop brushes and I really like the results of it.  As something I already created, it was really interesting to see a different approach to it, and how it can be used more effectively than I had been.  It ended with a bit of a Concepting session and this is what I ended with:


The Tutorial was from Pencil kings and can be found here:
http://www.pencilkings.com/arturo-aguirre-brush-sketching-video-series/

If you're interested in using the brushes I created from this tutorial, let me know, I'm more than happy to share them.

Friday, April 18, 2014

Game Developer Research Part 3 - Naughty Dog



Game Company: Naughty Dog (1989 (previously Jam Software (1984))

Naughty dog seem a good choice to research as they seem to be more open in their internal development processes.

Official Website: http://www.naughtydog.com/

Blog:  http://www.naughtydog.com/blog/

Wikipedia Entry: http://en.wikipedia.org/wiki/Naughty_Dog

Youtube Channel: https://www.youtube.com/user/NaughtyDog

Games:
As Jam Software:

Math Jam (1985)
Ski Crazed (1986)
Dream Zone (1987)

As Naughty Dog:
Keef the Thief  (1989)
Rings of Power (1991)
Way of the Warrior (1994)
Crash Bandicoot (1996)
Crash Bandicoot 2: Cortex Strikes Back (1997)
Crash Bandicoot: Warped (1998)
Crash Team Racing (1999)
Jak and Daxter: The Precursor Legacy (2001)
Jak II (2003)
Jak 3  (2004)
Jak X: Combat Racing  (2005)
Uncharted: Drake's Fortune (2007)
Uncharted 2: Among Thieves (2009)
Uncharted 3: Drake's Deception (2011)
The Last of Us (2013)
The Last of Us Remastered (2014)

History:

All Your History Uncharted Part 1 by Machinima:



All Your History Uncharted Part 2 by Machinima:





Character Art/Artists per Game:
I will be looking at Uncharted 3: Drake's Deception and The Last of Us

Uncharted 2:

http://www.slideshare.net/naughty_dog/uncharted-2-character-pipeline

Uncharted 3: Drake's Deception:

Concept:  http://www.creativeuncut.com/art_uncharted-3-drakes-deception_a.html

Models:

http://www.officialplaystationmagazine.co.uk/2012/01/25/uncharted-4-ps3-is-this-how-it-will-look/

Jeff Estrabinio (Senior Character Artist):

http://jeffestrabinio.blogspot.com.au/2011/11/uncharted-3-drakes-deception.html

The Last of Us:

Concept: http://www.officialplaystationmagazine.co.uk/2013/06/18/the-last-of-us-concept-art-gallery-how-characters-locations-evolved/

Michael Knowland (Lead Character Artist):

http://mknowland.blogspot.com.au/

http://www.zbrushcentral.com/showthread.php?178789-The-Last-of-Us-Character-Sculpts-(-images-Pg-8-amp-Pg-12)

http://www.gamearthub.net/2013/06/30/last-of-us-characters-by-michael-knowland/#.U1DWBfmSx8E

http://www.itsartmag.com/features/the-last-of-us-3d-models/

Of Interest:

http://www.naughtydog.com/site/videos/

http://www.gdcvault.com/search.php#&category=free&firstfocus=&keyword=Naughty+Dog&conference_id=




Game Developer Research Part 2 - Valve

Game Company: Valve Corporation (1996)



Official Website: http://www.valvesoftware.com/

Wiki: http://en.wikipedia.org/wiki/Valve_Corporation

Youtube Channel: https://www.youtube.com/user/Valve

Games:

Half-Life (1998)
Team Fortress Classic (1999)
Half-Life: Opposing Force (1999)
Deathmatch Classic (2000)
Richochet (2000)
Counter-Strike (2000)
Half-Life:Blue Shift (2001)
Half-Life:Decay (2001)
Day of Defeat (2003)
Counter-Strike: Condition Zero (2004)
Half-Life: Source (2004)
Counter-Strike: Source (2004)
Half-Life 2 (2004)
Half-Life 2: Deathmatch (2004)
Half-Life Deathmatch: Source (2005)
Day of Defeat: Source  (2005)
Half-Life 2: Lost Coast (2005)
Half-Life 2: Episode One (2006)
Half-Life 2: Episode Two (2007)
Portal (2007)
Team Fortress 2 (2007)
Left 4 Dead (2008)
Left 4 Dead 2 (2009)
Alien Swarm (2010)
Portal 2 (2011)
Counter-Strike: Global Offensive (2012)
Dota 2 (2013)

History:
All Your History: Valve by Machinima
Part 1


Part 2


Part 3


Part 4


Part 5


Part 6



Character artists:  I'll be looking at their more recent titles: Half-Life 2, Left 4 Dead 2, and Portal 2

Half-Life 2:
Concept Art: http://half-life.wikia.com/wiki/Category:Half-Life_2_concept_art
Development: http://combineoverwiki.net/wiki/Development_of_Half-Life_2

Dhabih Eng (Concept Artist): http://combineoverwiki.net/wiki/Dhabih_Eng

Half-Life 2: Episode 1:

Dhabih Eng (Concept Artist): http://combineoverwiki.net/wiki/Dhabih_Eng

Half-Life 2: Episode 2:

Dhabih Eng (Concept Artist): http://combineoverwiki.net/wiki/Dhabih_Eng

Half-Life 2: Episode 3 (not released):
Andrea Wicklund: http://combineoverwiki.net/wiki/Andrea_Wicklund

Left 4 Dead 2:

Portal 2:
Andrea Wicklund: http://combineoverwiki.net/wiki/Andrea_Wicklund

Having difficulty finding information on who worked on characters, will update as I find out.

DevBlog: http://www.valvesoftware.com/news/feeds.html


Wednesday, April 16, 2014

Game Developer Research Part 1 - Irrational Games

Game Company: Irrational Games  (1997 - 2014)
Unfortunately announced closure Feb 2014

Official Website: http://irrationalgames.com/

Wiki: http://en.wikipedia.org/wiki/Irrational_Games
Youtube Channel: https://www.youtube.com/user/IrrationalGames

Games:
System Shock 2 (1999)
Freedom Force (2002)
Tribes: Vengeance (2004)
SWAT 4 (2005)
Bioshock (2007)
Bioshock Infinite (2013)

History:
A Brief History by EmperorFoxx:



All your History By Machinima Part 1:



All your History By Machinima Part 2:



All your History By Machinima Part 3:




Prominent Game Artists:
I'm choosing to focus on artists for the following games: System Shock 2, Bioshock, and Bioshock Infinite.

System Shock 2:
Gareth Hinds (Lead Artist): http://www.garethhinds.com/
Nate Wells 3D artist
Ryan Lesser - Mammoth Studios - High Poly 3D Head

Bioshock:
Scott Sinclair (Art Director)
Mauricio Tejerina
Nate Wells
Modelers:
Lorne Brooks
Chris Chaproniere
Brendon George
Dan Keating
Chad King
John Travers
Michael Swiderek
Mauricio Tejerina
Joseph Yang
Laura Zimmermann

Bioshock Infinite:
Scott Sinclair (Art Director)
Jorge Lacera (Lead Concept Artist)
Mauricio Tejerina (Concept Artist)
Robb Waters (Senior Character Concept Artist)
Gavin Goulden (Lead Character Artist)
Adam Bolton (Character Artist)

Development Blog: http://irrationalgames.com/insider/

Of interest:
http://www.amazon.com/3D-Masterclass-Swordmaster-Ultimate-Character/dp/0956817173

Ill update as I continue research


Tuesday, April 15, 2014

Character Concepting Part 1 - Brainstorming



Continuing from the post-apocalyptic theme from our environmental assignment I want to come up with a number of character concepts that I can develop over the next assignment, I'm thinking about 5 maybe a few more.  I'm thinking of going with a para-military like squad, characters that have a specific speciality that makes them an important member for the groups survival.  I also want to consider archetypes for them, and perhaps tie them to mythological figures.   For example the main one I have been thinking of is a hunter archetype, sniper type character that I am basing around Skadi a Norse goddess.

So these are the 5 archetypes I'm thinking of so far:


  1. Hunter/Sniper/Skadi
  2. Healer/Scientist/Doctor/Eir/Mercury/Thoth(?)
  3. Trickster/Assault Pioneer/Loki
  4. Warrior/Soldier/Odin(?)
  5. Scholar/Technician/Saga(?)
The first three are a lot more fleshed out in my mind than the last two, but we'll see how they develop.

1. Hunter

Name: Sveta
Age: 23
Gender: Female
Weight: 65kg
Height: 173cm
Heritage: Sveta's Heritage is Russian although she didn't grow up there, her grandfather immigrated to England, and she was born there, but the have remained strong to their roots.
Primary Skills: Sniper Rifle, Stealth, Hunting/Survival
Secondary Skills: Pistols, Knives, basic hand to hand and boxing, crossbow.
Disposition: Cold, prefers solitude and the company of animals, very slow to form friendships, but even on those rare occasions she remains stiff and formal.
Weapons:  Sniper Rifle, Competition Pistol, Colt 1911 pistol, 1 combat knife, 3 throwing knives.   She also has a crossbow that she uses exclusively for hunting.

Description:  Sveta's family had a long military tradition in Russia, a tradition that her father continued once being relocated to England and naturalised as a British citizen, due to this they moved around a lot and Sveta found it increasingly difficult to make friends.  She shared a strong bond with her mother, and when she died in an accident when Sveta was only 10, Sveta has never really recovered from her grief and could only find peace when out in the wilderness.  Her father who was almost always distant himself, wasn't exactly sure what how to handle a little girl, but now being solely responsible for her, treated her in the only way he really knew and that was as a soldier.

By the time she was 13 she was winning awards for marksmanship and by the time she was 17 at her father's encouragement she enlisted and trained to be a sniper.  Since the Apocalypse she has had to adjust her skills to the underground.

She has exceptionally good long range eyesight, but not so good short vision and requires glasses to be able to read.

2. Healer


Name: Emma
Age: 35
Gender: Female
Weight: 76kg
Height: 181cm
Heritage: English and French
Primary Skills: Medical aid, botany/horticulture, Herbology
Secondary Skills: Hand to Hand: touch mastery, basic knowledge of most sciences, blowgun
Weapons: Blowgun
Description:

Emma was something of a prodigy where it came to medicine and graduated with honors from Cambridge, having a thirst for knowledge she broadened her studies to other sciences and found a fascination for plants and herbs.  Having an unconventional mind she also expanded her knowledge into alternative methods of treatment, which involved the more spiritual and mystical ideals, particularly in the realms of traditional tribal systems of healing through the use of shamanism and herbs.  Although she didn't exactly subscribe to their beliefs themselves she learnt much in the way of effective herbal remedies.  Something that would become increasingly important after the apocalypse where pharmaceuticals have become more and more rare.

The combination of her knowledge of Anatomy and skills she picked up along various tribes have given Emma a devastating close range hand to hand technique which utilises pressure points to quickly disable any opponent within that range.

Emma is a serious woman, who cares greatly for those under her care, whether they are her patients or her plants.  She is always optimistic, trying to look for the bright side of light, in spite of the situation they find themselves in.  She likes to hum or sing while she works, particularly around the plants as she believes that it promotes their growth. 

3. Trickster


Name: Karl
Age:  27
Gender: Male 
Weight: 65kg
Height: 167cm
Heritage: Australian/English
Primary Skills: Traps, explosives, shotgun, defensive structures
Secondary Skills: Pistols, Karate, basic electronics
Weapons: Grenades, Shotgun, 2 semi-automatic pistols
Description:

Karl has a dualistic nature, he externally expresses himself as a carefree joker willing to take risks and living in the moment, while internally he is a calm, careful planner, the truth of his being is somewhere in between.  What gets him truly excited is finding creative solutions to challenging thinking, thinking outside the box.  He is very resourceful, and given suitable time and warning is able to prepare booby traps out of the whatever is on hand.  He is able to combine both his intuition and logic to see through to the heart of any problem.

4. Warrior



Name: Emir
Age: 42
Gender: Male
Weight: 90kg
Height: 189cm
Heritage: English/German
Primary Skills: Leadership/tactics, proficient in a number of weapons, swordsmanship
Secondary Skills: Basic Hand to Hand, survival skills, navigation, stealth
Weapons: Assault Rifle, Sub-Machine Gun, Pistols, Sword, combat knife
Description:

Emir was a career soldier, who slowly climbed his way up the NCO ranks of the British army, with his youth behind him, his tasks became more and more administrative and less in field.  Since the apocalypse, his years of experience and leadership abilities have been a great boon to those around him in surviving underground.  He is mostly stiff and formal, but warms to those that have earned his trust. 

He likes to plan ahead, and gather intelligence before making a decision, but is adaptable for unexpected situations and is able to maintain his cool under fire.


5. Scholar



Name: Valarie
Age: 24
Gender: Female
Weight: 70kg
Height: 178cm
Heritage: English
Primary Skills: Mechanical and electrical engineering
Secondary Skills: computing, programming, robotics and ballistics, some skill at pistols and basic hand to hand.
Weapons: Pistol, Taser, early warning devices.
Description:

While not a genius, Valarie has an extraordinary ability to pick up and apply scraps of knowledge, so that although she doesn't know many subjects in depth she is able to piece things together almost as if she did.  Valarie's great love is technology, something she is not shy about in the least, and her abilities come to shine when having to build machines from the scraps of others found.

She is almost always joyful, even when things seem bleak, she has a natural confidence in herself that she will overcome whatever obstacle comes her way.  She has good faith in her intuition to show her the way forward, and this combined with her board range of skills and knowledge often gives her a keen perception of events and how they are probably going to unfold.  She has a distaste for lethal combat and in combat situations prefers the use of her taser to subdue the opponent.

Saturday, April 12, 2014

30sec Gesture Drawing

I've been really enjoying doing quick 30 sec pose sketches on Quickposes recently and here's the results so far:


 





My plan is to practice gesture drawing, figure drawing and anatomy on this break from school so I'm better prepared for the character assignment.  At the moment I'm thinking of developing a number of characters in preperation.

Wednesday, April 9, 2014

A quick study of Renoir's "La Grenouillère"

In class today I did a quick (around 2-3 Hours) study of Renoir's 1869 Oil painting "La Grenouillère", which can be viewed here (which was a much better image than the one I was using ;)):

http://arthistory.about.com/od/from_exhibitions/ig/renoir_landscapes_07/186583_02.htm


And here is my reproduction:


Painted in Artrage: http://www.artrage.com/

Tuesday, April 8, 2014

Game Level Development Assignment Submission

Post Apocalyptic Subway Station:





I have broken up the units for submission into multiple posts which can be found below.

1. Portfolio of reference, concept and planning

2. Presentation Render

3. Individual Asset Portfolio Presentation

4. Game Level Executable

5. Post-mortem and distribution of work


Game Level Development Assignment Part 5 Post-Mortem and Distribution of work


What went right and what went wrong during the production:


Well one thing that went both right and wrong was the Maya to Zbrush to Maya to bake out normals and light map workflow, what went wrong was a number of small things such as creating seams in the models from not having softened the edges on the low poly model, setting the envelopes too large so that they overlapped with other geometry, forgetting to add lights for the light map, and other minor issues. After having mostly sorted out these problems out it changed to a right as it both increased speed, and the quality of the models. In one way it was advantage to do a number of assets in the debris set first off as it allowed me to become more familiar with this workflow before tackling the more major assets, something that I will look to be doing going forward as there is still a number of things that I find are not turning out quite as expected. Something that this process highlighted however was that I need to spend some time working on my geometry as this was probably what I spent the most time correcting to get a good bake.


The final problem we ran into with the project was that after lightmapping we lost the normal maps, we rolled back to the pre-bake files and with the use of screenshot script was about to render out the fly-through camera with dynamic lighting, we are currently in progress trying to bake out the lightmap with directed lighting for the executable build.


As for what went right, I feel that the team worked well together, communication and collaboration seemed to happen quite smoothly. Brad I feel was a good choice of Project lead, as he really seemed to have a vision for this level and a passion to bring it about. He was able to produce the greybox for the level quickly and produced a staggering amount of assets for it.


Distribution of Work between Team Members.


The bulk of the work fell to Brad on this project, with Me and Michael working primarily on assets for the scene. I feel this is partly as he shares a fault I have of not delegating enough in the lead role, as it often feels easier to just do it yourself as you now exactly what you want, and may not have words to properly communicate that to a team member. Tasks within the Unity engine should have probably be shared so that the workload was more even, and other members got more experience within engine.

This was not a huge problem with this project however as Brad was comfortable with the workload he had, however this may not be the case with a different lead.

I think in future projects I will be pushing to a discussion of key strengths and weaknesses of each member so that tasks are assigned with more forethought to play to both strengths and bolster weaknesses so that we get the most from the exercise.

Game Level Development Assignment Part 4 Game Level Executable

Here is the Unity Webplayer build:


Game Level Development Assignment Part 3 Individual Asset Portfolio Presentation

Here is a breakdown of my assets created for this Game level

Debris:


Glowstick:



Hydroponics:



Power Generation:




Game Level Development Assignment Part 2 Presentation Render

Game Fly-through Video:




A selection of Still renders from the scene highlighting the assets I produced:





Sunday, April 6, 2014

Game Level Development Assignment Part 1 Portfolio of Reference, Concept and Planning

The requirements for this section are:

  1. 1 approved paragraph level description detailing the vision for the level 
  2. Schedule from the completed project 
  3. Collection of reference images. 
  4. 5 Layout sketches from top-down construction images. 
  5. 3 Compositional concept images 
  6. 1 Final colour rendered concept image 

1. Level Description:

Our level concept is of a subway stronghold, which would serve to be a base of operations to the player in an First person RPG style game or story based shooter.  It is set in a futuristic world where the surface is no longer habitable to human life, civilisation has collapsed to small tribal scavenger societies, who have taken over the underground subways and sewers.  The level is a stronghold base a small number of people have rigged together to provide safety from bandits and other scavengers and has enabled them to gain some level of comfort, in regards to growing food (Hydroponics), power generation (steam generator) and working transportation (Car).

2. Schedule:
Team MemberWeek 1 (17/2 - 19/2)Week 2 (24/2 - 26/2)Week 3(3/3 - 5/3)Week 4 (10/3-12/3)Week 5 (17/3-19/3)Week 6 (24/3 - 26/3)Week 7 (31/3-2/4)Week 8 (7/4 - 8/4)
Bradley CravenConceptGreyboxAsset CreationAsset CreationLightingAsset CreationEnvironment TweaksPolishing/Fly Through
Michael RiachConceptConceptAsset CreationAsset CreationAsset CreationAsset CreationAsset CreationPolishing/Fly Through
Chris BeacockConceptConceptAsset CreationAsset CreationAsset CreationAsset CreationAsset CreationPolishing/Fly Through
3. Collection of Reference Images:

Overall Level Reference Sheet:


Asset Reference Sheet:



4. 5 Layout Sketches from Top down Construction Images:


5. 3 Compositional Concept Images (Bit more than 3 but I thought I would include everything)











6.  Final colour rendered concept image
These were the more finished concept art I did for the project as Brad's Level concept was the one that we went with.