Showing posts with label LAUAN501. Show all posts
Showing posts with label LAUAN501. Show all posts

Monday, 9 December 2019

Context of Practise 2: Video Essay Improvements

Context of Practise 2
Video Essay Improvements

  • After receiving peer feedback from Caitlin, she suggested to just add a few slides of context to my video presentation. I added some additional slides and also some movement to the images, so they're zoomed so you can see them better and to make the video more engaging.


  • The previous video was still and didn't fully underpin my ideas:



Here is the updated video presentation:




  • I added more slides showing some text to collect and briefly demonstrate my ideas and made changes to the way images were displayed to made it more engaging.

Sunday, 8 December 2019

Context of Practise 2: Study Task 9

Context of Practise 2
Study Task 9 - Evaluation

  • This week I finalised my evaluation and conclusion for my essay and made a separate document fully evaluating my process in the theoretical research and visual research. 
  • I additionally did evaluate a lot of my work in a short video essay, however, more critical analysis of my work in comparison to the research I conducted could have been implemented during this evaluation too.


Separate Evaluation Document:



Final Script for the Video Overview Essay


Saturday, 7 December 2019

Context of Practise 2: Final Practical

Context of Practise 2
Final Practical Outcome

  • For my final outcome, I produced a short mock-up video, compiling everything I had learnt into the short animation. I used After Effects to compile everything together and I learnt a lot about creating effects and compositing through this process.
  • If I were to improve on this, I would have made the video longer and included more rooms, which Ozwald will enter and explore, however as this was just a mock-up and exploration of aesthetic, I will possibly explore this in the future. I had acted upon the feedback received both from in the formative and peer feedback, to look at lined backgrounds, create an animated character and compile this together for a short animation. 


Here is a video idea for using the puppet tool:


Here is the final animation:



Here is a video essay exploring my final outcome!

Friday, 6 December 2019

Context of Practise 2: Final Character and Environment Development

Context of Practise 2
Final Character and Environment Development

  • This week I finalised the mock-up video for the 2D video game idea, representing my research and visual analysis throughout the project. I found it difficult using After Effects, as I hadn't used the software for a while, however, I used my notes from last year in order to understand it again. Using tutorials from Adobes' official forum, I was able to learn what I needed to in order to create the fog, lights and composition for Ozwalds' movement.
  • I created a final attack animation, however I think this could be improved further by adding some VFX to the swing and I would adjust the movement in the future if I was to change this.
Ozwald Attack/Dash One

Background asset sketches


Final Background



Saturday, 30 November 2019

Context of Practise 2: Working on Practical Feedback

Context of Practise 2
Working on Practical Feedback

  • This week, I began redrafting my essay, alongside working on my new proposal from my feedback. I will still be producing a video talking about the "Making of" process, which will be written based upon my formal essay, however I will be making a "mock up" video, rather than a cinemagraph. I think this will fit the research a bit better.
  • Here is the feedback I received after the first walk cycle:

  • Based on my feedback, which said to create a series of further animations for Ozwald, I finished the walk cycle, produced a jump animation and will be making a simple attack animation for the video. I have also started on making the background, which was advised to be fully lined. I also need to brighten them and compose them a little better, so I'll be focusing on that.
  • I also finalised my research document for COP2, which can be viewed below.
Walk Cycle

Jump and Fall


COP 2 Research Document



Sunday, 24 November 2019

Context of Practise 2: Developing a Character 2

Context of Practise 2
Developing a Character 2

  • After my research playing both Hollow Knight, INSIDE and Ori and the Blind Forest, I decided to make a walk cycle test, with Ozwald, taking notes of the animation styles used for the protagonists of all three games.
  • Before I produced the walks, I also needed a finalised lantern design, which I developed here:
  • My walk cycle uses elements from Hollow Knights' animation style and from INSIDE. The walk was simple, to fit with the light and small character. I also added a tail flick and lantern swing, to add interest and a feeling of life in his walk.


Walk Cycle Test

Walk Cycle and Turn Test


Attack Roughs



Context of Practise 2: Developing the Main Body

Context of Practise 2
Developing the Essay Main Body

  • In my sketchbook, I created a detailed overview of how I would go about writing the main body of the essay, joining and triangulating my ideas together. Once I had finished writing my first draft of the essay, I would then be able to go back, read through my ideas and then add more sources if needed to triangulate my ideas.
  • I received some feedback on the Introduction and possible areas to then go on to explore:

  • I, then, produced more thumbnails for possible cinema-graphs and game visual mock-ups, however a lot of my focus was on producing a quick walk cycle which reflects the simple style I had been analysing between all of my case studies.
    • When exploring more thumbnails for cinema-graphs, I found some more sources I could add to my essay, which are the books Color and Light by James Gurney, specifically the section on using blur effects. The other book I explored was Digital Encounters by Aylish Wood. Despite that I couldn't find much on sentient beings, I found a lot of useful sources on narrative and aesthetic, to reference in my essay.



More Thumbnail Tests and Environments



Saturday, 16 November 2019

Context of Practise 2: Environment Analysis and Design

Context of Practise 2
Environment Analysis and Design

  • When approaching my research into the environment design of my case studies and how this aesthetic affects the atmosphere of a game, my main source of research was from playing the games and analysing them. However, I looked a lot into the concept art of the games and how the environment design was impacted by this. The concept artist, Simon Kopp, who worked on Ori and the Blind Forest, created a series of environment assets which could be duplicated in game. I decided to use this idea myself, looking at plants and possible assets amongst the environment.
Ginso Tree asset board. All assets on this board were exclusively painted by me.

My Concepts:

  • After watching "The Animation Process of Ori and the Blind Forest" on YouTube, I found that a lot of their environments were inspired by Studio Ghibli. I researched the style, looking at the art book, "The Art of Miyazaki's Spirited Away (Studio Ghibli Library)." I tried to recreate the painting-like style and found that I did prefer the lined style of backgrounds, which are used in Hollow Knight. I did, however, use the light and particle effects I had learnt watching INSIDE and the colour choices I had investigated, when I researched semiotics.
The first initial painting test:



I, then, produced a series of colour variation tests, looking at mood and atmosphere, in relation to the time of day and colour palette chosen.




Tuesday, 12 November 2019

Context of Practise 2: Sentient Enemies

Context of Practise 2
Sentient Enemies

  • Following the seminar on Sentient beings and my research playing Ori and the Blind Forest and Hollow Knight, I found that a lot of the enemies in the game are either much larger in scale compared to the protagonist, or have some form of sentience among the environments of the world. Therefore, I decided to create some concepts for enemies which could be found in the world, based upon this idea.

I then took several enemies and coloured them digitally, using Hollow Knight and Ori and the Blind Forest as reference. The sections of the game I analysed are here:

Kuro at the top of the Ginso Tree (Ori and the Blind Forest):
 
 https://oriandtheblindforest.fandom.com/wiki/Kuro?file=GinsoTreeKuro.png

The Green Beast, located in The Queens Gardens (Hollow Knight):

https://hollowknight.fandom.com/wiki/Queen%27s_Gardens?file=Screenshot_HK_Queen%27s_Gardens_07.png

My coloured enemy designs:

Thursday, 7 November 2019

Context of Practise 2: Study Task 7

Context of Practise 2
Study Task 7 - Developing a Rationale

  • So far I have created a series of concepts for my practical ideas, based upon the research I have done into exploring creating atmosphere through use of aesthetic. Most of the research I have conducted has been primary source, through playing 2D and 2.5D video games in order to analyse and understand their visual aesthetic. I made notes when playing Hollow Knight, and triangulated this information with the book, 'Animation in Context' by Mark Collington, which explains the use of semiotics in animation and the moods it can illustrate and my own visual response.
  • The notes are here:



  • I will continue this type of analysis for my essay, cross-comparing the three games I had chosen as case studies. I would like to additionally create a plan for developing and comparing sources, to make the essay writing process easier.
  • Using the template provided, I created a small plan with how I shall further research my project:


Tuesday, 5 November 2019

Context of Practise 2: Character Analysis and Development

Context of Practise 2
Character Analysis and Development

  • In order to analyse the aesthetic of characters in my three chosen case studies, Hollow Knight, Ori and the Blind Forest and INSIDE, I decided to try drawing their protagonists and attempt to analyse their visual style, triangulating this with research I had already done.


  • With this further visual analysis, I could then develop the characters for my mock-up world, in a similar aesthetic and develop a finalised protagonist design! I decided to take the thick line-work style, use large heads, large eyes, make the character small, with a bright colour separating the top half and lower half of their body, like the Boy protagonist from INSIDE.


  • The main visual aesthetic of Ozwald, was to incorporate narrative into his character design. I did this by making his silhouette shape and his colours resemble the lantern he carries with him on his adventure. I chose to use bright, complementary colours, which will also visually contrast the backgrounds, which will consist of greens, purples and reds.
  • Here are the first digital mock-ups for this:


  • I didn't feel this reflected my research well, as the line-style is not thicker, the characters body is too long and I felt it strayed away from my initial designs. Therefore, I simplified his design further and was happy with the turnaround and model sheet I then produced for him.
  • I will be writing about this process in my essay, in the section talking about the analysis of characters in my case studies.



Monday, 4 November 2019

Context of Practise 2: Study Task 6

Context of Practise 2
Study Task 6 - Planning a Practical

  • I initially struggled to generate ideas for my practical work, relating to my research question. However, once I had a brief narrative planned and experimented with characters, I found that I was able to explore both my research and practical ideas more fluidly. 
  • Here is a document of my planned proposal for the practical outcome:



  • Based on the initial research I had done for the essay, I was able to develop a series of character designs and some environments I could possibly develop for my cinemagraph idea. Here are some of the initial starting ideas I produced:

  • I decided to base my character designs on the simple style used for the characters in Hollow Knight. The solid line style, use of colour, contrast and the simplicity of emotions would fit well amongst a busy, detailed environment. Blogger, Dimas, T. states that, "Visual beauty is even more beautiful if it serves the story you're telling," which fits the premises of my ideas and exploration in this module.




Monday, 28 October 2019

Context of Practise 2: Study Task 5

Context of Practise 2
Study Task 5 - Writing an Introduction

  • After creating a prototype question, I created a brief research proposal and summary of the question and research I had done so far. Here is the initial summary and plan:

  • The task was then to produce an introduction, using the summary and a series of questions, from Estudio. I decided that I would like to make the written work of my project in 3rd person, to make it simple and consistent throughout the essay. In addition to this, I added some triangulated sources in the introduction, to briefly explain the practical importance of the visuals and how it is used in concept art, setting up for my practical response. The introduction is as follows:


Proto-Question:
How important are aesthetics in creating atmosphere and effective narrative in 2D and 2.5D video games?

“Visuals have become far more important,” according to Concept Artist for 2D Platform game, Ori and the Blind Forest (2015), Simon Kopp (2015), when referring to the aesthetics and visual appeal of 2D video games. When creating atmosphere in 2D and 2.5D video games, Art Directors (those who have full control over the visuals and narrative of the project) have to not only explore visual style, but additionally understand the use of sound design and mechanics of the gameplay. The aesthetics of a game can be established in the concept art stage, where stylistic choices can be made to enhance and drive the narrative the director is trying to convey. Concept designer, Urschel, J (2017), who had previously worked for Ubisoft and LucasArts, states that concept art is, “understood as the visualisation of ideas which currently only exist as written words, or thoughts, in someone’s head.” When exploring the visual aesthetic for 2D Metroidvania game, Hollow Knight (2015), artist, Ari Gibson, created a series of images exploring the character ideas and produced promotional material for public-funded Kickstarter campaign (Figure 1 and 2). Therefore, the impression created of the initial thought process is transferred throughout the production of a game (or product), which then determines the overall style conveyed for the narrative process. A practical and analytical response to the process of creating atmosphere can be explored by a focus on specific atmospheric games and producing a practical outcome from the findings. Through the exploration and analysis of atmospheric video games, researching interviews, video processes and understanding psychological responses to certain aesthetics, would provide the information required to produce an immersive environment for players. This research will focus on 2D-Platform Adventure games, Hollow Knight (2017), Ori and the Blind Forest (2015) and Inside (2016).

Sources for the Concept Art:

Figure 1:

Gibson, A. (2015) Hollow Knight Concept Art. Available at: https://www.rockpapershotgun.com/2015/09/30/hollow-knight-concept-art/ (Accessed 28th October 2019)

Figure 2:


Gibson, A. (2015) Hollow Knight Promotional Art. Available at: https://www.rockpapershotgun.com/2015/09/30/hollow-knight-concept-art/ (Accessed 28th October 2019)
  • I think that the introduction could be improved by re-phrasing a few of the sentences, so it flows a little better and makes more sense to someone reading it without previous knowledge.