First up im finally putting my final character piece up, this took a while as a i went ahead and attempted a total no line work painting for the first time, im happy with it but obviously being the first time in this style there is things i would of done differently but over all i feel it gets what i was going for across!
Final Evaluation
1. What do you think of the overall design ? What changes would you make ?
Over all i am very pleased with what i have achieved having not done something like this before. I think i have done what was asked of me but i would have changed a few things like being slightly more indepth about my characters story and background.
2. Are you happy with the subject you chose ? Would you make adjustments next time ?
I found the queen to be the most interesting untouched character in the story, not much is told about her so i felt i should develop that and giving something for the viewer see as a sold design, the way i went about designing her i think i would of done in a different way, but being my first time i sure thats expected.
3. Is the colour scheme exactly what you expected ? What alterations would you make ?
Visually i find my character to be quite "mish mash" the colors i have chosen to the eye do not match very well, but historically are correct as pirates didnt worry about what they wore or looked like aslong as it kept them warm and were light enough for battle.
4. Did the project take too long to make ?
I feel i did take a long time to produce it, i used the full amount of time i was given and produced not even half the amount of work i feel i should have but what i have got i am pleased with.
7. Are the techniques you used to make your solution adequate or would you use a different range of techniques ?
I feel what i used i took full advantage of, part of me wishes i used more traditional as well to give some variation in my concept design.
over all i feel i did well and provided what was needed, i would change the ways i researched, include another medium to take advantage of, do more studies of objects and take less time to draw/paint certain things.
Friday, 21 November 2014
Wednesday, 19 November 2014
Assassins creed unity meaningful play analysis
How did
Assassins Creed: Unity portray meaningful play?
Meaningful
play? First of all we need to establish what that actually means. It
could mean a plethora of different things, such as how did it make
YOU feel, or how did it make ME feel, or for a matter of fact how did
it make every single person who has played it feel, this is what we
need to track down and find out before we begin. If this is the case
then we need to break down the words, first of all lets start with
“meaningful”, as stated in the Oxford English Dictionary [1928]
“Meaningful – to have meaning, function and purpose” and its
that key word “purpose” that I would like to refer to, for a game
to be a game it needs purpose, for it to have solid purpose it needs
function which in turn creates meaning to the players. Next up is
“play” as stated by Oxland [2004] describes game play as“…[the]
components that make up a rewarding, absorbing, challenging
experience that compels [the] player to return for more.” and this
is exactly what ACU [I will now use ACU in position of Assassins
creed: unity] has done, the company behind it (Ubisoft Entertainment)
have created a game with so much depth and a story that over loads
your senses infused with game play that “blows you away”, it all
fits together to create such an immense emotional experience that you
do not want to put the controller down, you strive to know more about
the leading hero in his journey in understanding and revelation it
makes you feel like you're there with him during the midst of the
French revolution.
You
play as Arno
Dorian
son to a father part of a secret assassin order there to protect the
world from the Templars evil plans, after witnessing the brutal
murder of his father Arno is taken in by his fathers closest friend,
growing up constantly running from the memory’s of that day Arno
finds out about his fathers true agenda and vows to join the order to
avenge his fathers death and catch the man who did it.
We,
as the player, must connect to a character to find any possible
meaning within, and I believe Ubisoft have done this very well, they
have made us feel compassion towards Arno, towards the lose of his
father and the ever spiralling pit of destruction the Templars seem
to cause him during the game. People who have been through traumatic
situations or even people who haven’t can understand the meaning
behind Arnos attitude and by doing this Ubisoft have created the game
so we sink deeper into the whole with Arno and its our job to rescue
him from that pit and bring justice within the game space.
With
the addition of optional missions we can also find other ways of
connecting with Arno and the games world, with things like solving
murder cases or running assassin missions to better our stature
within the order, this creates purpose beyond the obvious (main story
line), making a world within a world so to speak deepening our
immersion and strengthening our connections.
Meaningful
play can also be found within this game due to the historic period
the game is set in, with it being set during the French Revolution
we can encounter historic figures such as Napoleon, Marie Antoinette
and Anne-Josèphe
Terwagne ,
all very big figure heads during the span of the time, this also
gives us reason to take it out of the game space to go research
things we might of found interesting during time with the game which
in turn then makes us come back to the game, to learn about these
people as (again) if we were standing right infront of them. This
creates a lot of meaning for players becoming connected with just
more then Arno.
All
of the above can then relate to this “magic circle” This circle,
as Huizinga (1971) states, must entice the player into it in order to
experience meaningful play. Salen and Zimmerman (2003) develop on
this point, and suggest the ‘magic circle’ is a finite space
with infinite outcomes.
The
time I spent with this game and to then think of it in a sense that
is beyond just “play” I have learnt that a lot more goes into
games such as this, the emotions to create this game surpass just a
physical sense but a deep mental state that all players will
hopefully begin to understand after playing this beautiful game, I
know I will and I know others will to, whether I be a day, a week or
a year later players will go back to experience the true outstanding
work Ubisoft have gone into making the game. But thats the whole
reason of this essay isnt it? To discuss and prove meaning to
players, to talk about the reason why players continue to go back
over and over again to get their quick “fix” of their favourite
game(s), to lay down the law so to speak of what makes games...games.
I
would like to end this essay on a quote by Kücklich from his paper
called Perspectives of Computer Game Philology [2003] “It is
therefore the player’s desire to become the model player of the
game that enables him or her to identify with the avatar, and thus to
interact with the game world and make progress in the game, which in
turn is perceived
as
narrative development.”
Bibliography
Oxland,
K. (2004) Gameplay and Design.
London; Boston: Addison-Wesley
Salen,
K and Zimmerman, E. (2003) Rules of
Play: Game Design Fundamentals. Cambridge: MIT Press.
Huizinga,
J. (1949) Homo Ludens: A Study of
the Play-Element in Culture. London:
Routledge
and Kegan Paul.
Kücklich,
J. (2003) Perspectives of Computer
Game Philology. [Internet] Available from
http://www.gamestudies.org/0301/kucklich/
[Accessed 15 November 2013.]
Monday, 17 November 2014
Composition
"composition is the placement or arrangement of visual elements or ingredients in a work of art" - (http://en.wikipedia.org/wiki/Composition_(visual_arts))
You could describe composition in many different ways, it comes in many different shapes and sizes, ways and forms, but all of which come back to the main point of form.
Golden Section
So, the first main rule is the "Rule of Thirds" or "Golden Ratio". It affects the ratio (1:1.618) of a picture size (we find this buy placing a grid over the top of an image), as well as the positioning of the main subjects in the image.
The females figure squares up on the left vertical golden "section", while her arm that is higher is right on the upper golden "section". The elbow extends past it, but the hand comes back to it in the upper part of the painting. This is done on purpose
Its as if your eyes are guided around the image, mine start at the womens shoulders and face (this being the highest contrast.) This is done so your eyes move around the painting smoothly seeing every part of the image without having to cross over another section etc, its more pleasing to the eye and it means you spend longer studying the image.
(above) This number is the aspect ratio putting the grid over the photo shows us this
Here is another Example of Divine proportion or "the golden ratio" notice all (bar one) of the characters are crossing some sort of line, the main focal point also being the the left of the image which are the two characters being hit away, but some could question the "muscle man" being the main focus so this is a good example of it also being very opinionated different eyes see different things!
The end is in sight!
So here we have it, a month and a half of hard work and hours of correction and changing things but im happy with what i have ended up with.
originally i was going to do a highwayman, but that changed as after researching alot into pirates and pirate law i found it more interesting and over all a better subject, i also decided to change my character to "The Queen" as i feel this character may not be touched upon due to the witch and soldier main focal points during the story.
So here we have my queen, i was fun to work on her the character sheet were (to me) the most enjoyable part; developing the characters attitude and personality really struck home to me just how important concept design is, without it we would have no crazy bosses, big golden shiny armor or any form of interesting and deep characters what so ever, i can already tell the next 3 years will be amazing.
Anyways onto my work!
Iteration and Development
Here you can see i annotated what materials on each "item" i wanted, this changed a couple times during its run but i tried to stick close to what i said in the start as i found this fit closest to the time period.
(hair and weapon iteration below)
I wanted The Queen to have a "sassy" fiery attitude, doesnt take any BS but can still hold a heart felt conversation. I split my character sheet up into two half's the right being her fighting/angry side and the left being her mellow, calm, casual side.
I feel i got the right amount percentage of different things that portray her well, i specially enjoyed drawing the 3 figures in the middle row on the left side, the mix between confused, her speaking action and her waiting/listening action i found to be quite entertaining
But here we are, last two final pieces i had alot of fun painting these, i chose to not do 2 of my thumbnails as i didnt want to limit myself just to one area so to speak, for my final pieces i chose a tropical climate, hot sun and clear blue ocean this makes it look still untouched by human hands with the light blonde sands and clear skys.
my environment only pieces i chose to do twice in a sense as for my environment i then took a different angle and put the sun lower in the sky to show that time has past, i feel i could of done away with the line work on the character her self but as i am not yet comfortable with over painting of lines and such i chose to keep them in and not push myself to far before practicing properly to do so.
I now only have my final character pieces to show my full character in a close up shot, this should be done either tomorrow or the next day, but for now i will stick to finishing my essay and then i will one step away from full completion!
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