3D Character in Maya

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Logo Design

Logo’s are a key aspect to have a successful business or product, having a recognisable logo is just as important as a household name. For a logo to be effective, the artist(s) creating it would need to be aware of certain techniques relating to the structure of the piece. The techniques are the Golden Ratio, Rule of Thirds, Colour Theory, and (…).

Famous logos that most are able to easily recognise would include:

Apple:
Image result for apple logo

McDonald:

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Colour Theory

Colour Theory in logo design is relevant to the target audience of the brand. Colours can express emotions and characteristics, so using the right colour can alter how one views the brand – even in just the smallest, seemingly insignificant way.

For children, bold, bright, and fun colours – like striking reds, or vivid yellows.
Red represents intense emotions like energy and power.
Yellow represents happiness, sunshine, and friendship.

For an older target audience, using more classic muted colours would be most fitting, like dusty blues, and subdued greens. Banks and hospital also use blues and greens in their colour scheme.
Blue in Colour Theory is considered to show wisdom, calmness, and trust.
Green is considered to show safety, harmony, and health.

For nature related brand, earthy and green colours should be used. Like greens, browns, and yellows.
As stated before, green shows growth, health, and nature; and yellow shows sunshine, energy, and optimism.
Brown is shown to signify earth, dependability, and steadfastness.

Golden Ratio and Rule of Thirds

The Golden Ratio and Rule of Thirds are the terminologies of two very important types of techniques that are used art world, including photography and logo design. Golden Ratio and Rule of Thirds are used to draw the viewers eyes to certain points and to create structure in a photograph or design.

Golden Ratio
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The Golden Ration is a spiralling shell-like pattern

 

Rule of Thirds

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The Rule of Thirds is a grid of four lines and nine boxes on the surface of the image used
The focus point is where the lines on the grid meet, there are four places that these points meet. Those four places are highlighted in red in the picture above.

Platformer Game Research: Limbo

Limbo Box Art.jpg

This 2-D platformer puzzle game made by the indie studio Playdead was published in 21 July 2010. This indie game took the game industry by storm, it sold over 300,00 copies within a month of its release and both nominated for, won many awards such as “Best Downloadable Game” from GameSpot, “Best Visual Art” at the Game Developers Choice Awards.

https://upload.wikimedia.org/wikipedia/en/0/03/LimboGame1.jpg

Limbo has a dark, and eerie black and white tonal colour scheme. The visuals the game incorporates it is often compared to the art styles Film Noir and German expressionism. The darkness in the game throws the player into a and hides dangers from the player – which only adds to the fear that this visual style holds.

The audio within the game has great importance, and Limbo uses it perfectly to its advantage to build up a scarier atmosphere for the player and they maneuver through the danger filled map. Limbo is highly praised for their audio, and even won the “Sound” award in 2010 from Indiecade. The game doesn’t have a tradition soundtrack, but more so relying on the noises from the environment to create the feelings and atmosphere for the player.

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This game holds elements that i wish to incorporate into my own, the black and white tones and the eeriness of what shadows and darkness can hold.
In Limbo there are many individual threats – the giant spider as an example – but in my game i want there to be primarily just The Dark, an ever lurking omnipresent threat with only short lived escape from.

 

Links:

Wikipedia page: https://en.wikipedia.org/wiki/Limbo_(video_game)

Official site: http://www.playdead.com/games/limbo/

Steam page: http://store.steampowered.com/app/48000/LIMBO/

Establishing Shots

Depending on the film and the genre its in, the style and aesthetic of an establishing shot would vary.

Here are two examples of film and TV using establishing shots:

 

 

 

The TV show ‘Gotham’ uses lots of dark and grim themes in their establishing shots, a theme that matches with the story of the show, but it’s busy with the light of the towering and foreboding city buildings. The night scenes incorporates dark shades of blues, so as to add to the dreary looks.

 

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These two examples have very similar colour schemes and looks within their establishing shot but the feeling each give off the the viewer is very opposite. Gotham uses a depressive, and foreboding. Where as, the Harry Potter establishing shot encompasses a feeling of wonder and excitement(*).
There’s a feeling of ‘i want to avoid most places in this city’ and ‘i want to explore every part of this castle’.

Screen Shot 2017-10-04 at 10.39.39.pngScreen Shot 2017-10-04 at 10.40.01.pngScreen Shot 2017-10-04 at 10.39.48.pngIn class we created a short animation in Maya of these three shapes. The objects move from one end to the other of the map in the viewport. Using the time slider at the bottom to mark keyframes for the movement of the three shapes, and using the playback controls to view what has been constructed.

Puzzle Apps Research

The purpose of puzzle games:

By Tallulah Riou, Harriet Daniel, Slaney Cullen, and Martin Hurst

Puzzles games are designed to make you to think, learn, and test your problem-solving skills, they often challenge the user to change their way of thinking in order to complete the task. The level of complexity and difficulty varies between each puzzle game, some can be casual with a simplistic and minimalist design, or intellectually challenging. 

Monument Valley.

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Links and further info on puzzle game:

https://en.wikipedia.org/wiki/Puzzle_video_game

https://www.theguardian.com/technology/2015/sep/25/ten-of-the-best-mobile-puzzle-games-ios-android

Wireframing

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Wireframing is used by developers as blueprints for a visual guide to help draw out different versions of the app and improve and develop the idea to make a more clean layout so it be will be a more friendly app for the user experience.     

Lara Croft GO

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“Lara Croft GO” is a game that challenges and entertains the player. It is a very simple game, with the plot being the player has to find out the secret of the “Queen of venom” By travelling through a dangerous ancient amazonian civilisation. You have a path that can’t stray from, giving the player a clear idea of where they need to go. This game can bring in new, interested potentials fans and old fans with nostalgia alike.

The game play is an isometric, Top-down puzzle-based platforming game, It has 7 levels, and 4 fight-able characters.

The graphics of the game are sharp and polygonal, with a very smooth clean look. The shapes are all geometric, with very few organic shapes.

The colour palette opts for block colours, that are very earthy and natural, with cool tones to give a more serious feel.

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The user journey is very simple, you can clearly see the menu in gameplay, (displayed as a Diamond icon) and you can access the pause menu, where you can see settings, outfits, and get downloadable content. You can’t save manually, you have to reach checkpoints.

You can also download a DLC for the game “shard of life”, which can really add to the story and experience of the game.

This game is supposed to challenge the player with his/her cognitive skill, and improve on decision making and observance skills.

This game was developed by Square Enix Montreal, and directed by Daniel Lutz

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Sources for Lara Croft GO:


https://en.wikipedia.org/wiki/Lara_Croft_Go

https://www.laracroftgo.com/

http://tombraider.wikia.com/wiki/Lara_Croft_GO

http://store.steampowered.com/app/540840/Lara_Croft_GO/

https://itunes.apple.com/gb/app/lara-croft-go/id971304016?mt=8

Draw Line: Cross

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Puzzle Apps User Interface:

Every game has a unique UI and puzzle games often have very basic UI’s, this is because the app is mainly focused on the game itself rather than the UI. This can be a good thing because users will want to get to the game straight away, many other apps will have multiple options such as shop, items, characters, map, social etc. Whereas most puzzle games will simply have  a ‘Play’ option and maybe a social option to share a score afterwards.  

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The image on the bottom is an image of a random mobile game UI and the image on the top is the UI for a puzzle game, as you can see, the one on the top is a lot simpler. It has a few basic logos with minimal graphics whereas the game on the bottom has a UI loaded with information and imagery. The ‘user journey’ is a lot easier to follow, its just a simple click to play. The colour scheme and art style of the user interface is designed to appeal to children, it is very bright and colourful and happy. A parallel to the UI on the bottom, which has a more mature approach.