Thursday 30 October 2008

Games Scripting 2 - Museum Level Assignment.

For this assignment we were asked to learn the Unreal Editor tool set, produce an interesting level based around the concept of a museum and record 2:30 minutes of professional cinematic footage using the Matinee tool in the duration of a week. It was difficult getting a copy of the program and install it alone- however learning the tools and becoming savvy with the different options in the editor was made much easier as we could refer to the 'Mastering of Unreal Technology' book purchased online. I had to prioritise my work, spending as much time as possible working on the level while at the same time completing several other assignments for different subjects.

I tried to keep my level simple, while at the same time still covering all the parts of the assignment brief. Not having used the Unreal Editor before, the majority of time working on the assignment was getting used to the program rather than concentrating on level concepts, narrative in the film and so forth. It was a challenge, although after four or five days I finally managed to create a convincing museum with objects inside to focus on during the camera footage.

To fill up my level with these objects I made use of the Static Mesh browser. The reason I used Static Meshes rather than importing my own custom models was to save time, only having a week to complete the task and learn the software at hand. Inserting the Static Meshes was a quick and easy process, moulding the size and alignments using the scale and rotate tools. I also added an audio track to my Museum level, 'Mall 3' taken from the 'Dead Rising Official Soundtrack.' I chose this music as it felt most like 'browsing' music to me out of all the tracks I have on my hard drive. Seeing as though my Museum was Egyptian themed however, maybe more Egyptian style music should have been in order.

When adding in cameras and recording the cinematic footage in my level I used a variety of different camera techniques to try and keep the 2:30 minutes interesting. For the camera paths, Bevel was used with a couple of places to give the camera more movement than simply travelling in a straight line. I also made sure to have the addition of fade-outs and camera shakes, the fade-outs making my footage jump from camera to camera more smoothly and the shakes added in when a camera fell from a large height. I added both to try and give the footage more variety than simply switching from camera to camera and moving down a straight path, looking at Target Actors.

I felt presenting the map in front of the group went as well as it could have. There were no technical problems (except of my pen drive catching a virus from the terminal, though luckily that did not effect my level files) and the audio track I added alongside my level played at a suitable volume. At the end of the presentation, Brian and the group gave constructive criticism that will help when working on future projects.

If I were to do the assignment again I'd make sure to try and spend time getting used to the tool set beforehand giving me more time to work on the level and recording itself when hit with the deadline. Camera paths in the recording were not as smooth as could've been and after seeing other peoples work in the group I could've approached the brief much more creatively integrating a unique idea in to the given assignment.

As a whole, the assignment was fun to work with, although extremely tedious at times and being difficult to get used to the program at the beginning. Now, being used to the Unreal Tool Set and receiving feedback from the group, I can hopefully increase the quality standard of my work in assignments to come.

Friday 24 October 2008

Games Design 1 - Original Game Idea Poster

For this assignment we were asked to form into groups of five or six and come up with an original video game idea, produce a poster advertising it and present the pitch in front of the class. We had a week to do the task, giving us plenty of time to get our ideas together and come up with some presentable content to show off during the practical lesson time.

To start, we all decided to brainstorm ideas working together to agree on a suitable premise for the game we were to work on. After this, we all went away working on the game outside of lecture hours coming together to give ideas for both the poster and the game individually and as a group. The total members of our group were me, Kyle Cherry, Lewis Morgan, Adam Parker and Mark White- then Jamie Buc added by Craig after the presentation in Fridays lesson.

The poster itself looked just as how we wanted to portray it with pictures of all the development team included along with a small tag-line to help promote the idea. My role during the first week working on the idea was to help come up with unique features of the game, mechanics and so forth also contributing to the poster in the form of the WIP logo created using Adobe Photoshop CS3.

Overall, the first week working on our idea was spent effectively with a completed end product with the poster and a compelling game idea presented in class. The presentation could have included more information that we had and we could have overcome this by creating a short PowerPoint presentation with on-screen prompts of what to speak about and discussions behind the development of both the idea and the poster.

Sunday 19 October 2008

Intro to Visual Technology - 3D Room Task



For this task we were asked to create a room with objects inside using the 3D Studio Max modelling toolset. Objects included in the room consist of 3 Walls, 1 Base, 4 Chairs, 1 Table, 1 Door, 2 Windows, 4 Place Mats, 4 Glasses and 1 Vase. The task was relatively simple and the texture work wasn't a problem after last weeks lesson- learning how to Bump Map textures and MeshSmooth objects. The task as a whole was very enjoyable to work on and I am generally pleased with the final outcome.


Games Scripting 2 - Machinima Presentation Overview

After completing our Machinima Presentations in front of the group I was generally pleased with how we all worked. All four of the group members contributed with the final presentation and all the work was present on the day of the presentation.

Upon getting given the brief we all went away and researched in to the Machinima subject, coming back next lesson prepared for discussion on what we wanted to address in the presentation. After brainstorming some ideas we came up with four major sections - 'What is Machinima?' ' How is Machinima Produced?' 'Advertising using Machinima' and 'The future of Machinima.' We split the work on four sections between us all and added it to the final presentation that Sunday. We all worked excellently as a team and were prepared for presenting a couple of days before the deadline. All the members worked efficiently and contributed around the same amount as all other members.

When it came to presenting we unfortunately had a technical difficulty when playing one of the videos. The link was broken, as overnight the video itself had been removed from the Internet. I tried to push on with the presentation however and managed to explain what happened in the video without the need of any visuals. There was a lack of confidence in one of the other members of the group, but the same could be said for me as currently I'm still not as confident as I can be when presenting. I can overcome this by having more practice with presenting and generally having more confidence in speaking about my/our work in front of others.

If we were to do the task again I would've spent more time talking about our primary example in the presentation, 'The Strangerhood' and also made sure to arrive early at the lesson and make sure all the videos would play with no problems beforehand.

Wednesday 8 October 2008

Games Scripting 2 - Researching Machinima.


What is Machinima? -

The use of Video Games or other interactive CGI running in real time to produce cinematics such as short movies or advertisements. Machinima can be possible using any form of interactive media such as games, with the use of Computers to record and edit video and sound.

Notable games that are often used to produce Machinima are:

Quake
Halo Trilogy
Grand Theft Auto
The Sims
World of Warcraft
Garry's Mod (Half Life)


The first ever piece of Machinima produced was 'Diary of a Camper' made using ID Software's 'Quake' on PC. The film ran just under two minutes length and spawned off several other movies with other users taking on board their own ideas making other short films.

Machinima Today -

Machinima has become popular among gamers today with regular videos uploaded on to
YouTube and a whole dedicated .com domain site registered for the subject. There's even a 'Academy of Machinima Arts and Sciences' website set up explaining what Machinima is and why/how it is used.

One of the most famous Machinima's ever produced is '
Red VS Blue.' Red VS Blue is produced using the 'Halo' series of games created by Bungie Software and has even gone as far as to release on DVD format and even have an Anime cartoon in the works.

Notable Links -

Antics 3D - Non-game software that is used to produce virtual movies.
The Stranger Hood - Machinima used as advertising.
Matinee - Machinima editing software that came with Unreal 2003.
Molotov Alva - Machinima documentary set in Second Life.
Mackies 08 - Machinima Film Festival.

Images -