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February 1st, Pitch Day Meeting

February 3rd, 2010 Nancy No comments

Ramy D – Spatial Distortion
- Spatial Distortion to accelerate plot.
- Gateways can look THROUGH into completely different rooms. Ie: you can see a sphere through a doorway but only when looking THROUGH. The sphere is not actually PRESENT.
- The example can be found in some films such as “the Number 23, part 05 of 11”. Jim is up somewhere, the camera moves, and suddenly he is elsewhere. Continuous reality.
- PROGRAMMING TRICKS  NEEDS STORYWRITER. MODELERS. ANOTHER PROGRAMMING.
- Camera angles will be triggers. If you look at something a certain way, perspective changes and a key plot point is revealed. The world is malleable, everything changes gradually.
- Not looking for something visually complex but progressively detailed.

Mohannad – ART DIRECTION PITCH
- Very washed out, no obvious horror elements, grayscale
- Story Ideas; “Nature’s Evolution”. Humans are parasites feeding off the planet. Nature’s way to fix it is to slowly mutate our DNA to be closer to more valuable creatures/animals. People start developing weird deformations.
- “Consequences”. Wheelchair guy develops joints and bones to deal with his condition
- GAMEPLAY IDEAS: 4D painting that you can go into and live in. Static environment and characters except for minor animation cycles (eyes, water drips, etc.). Like modern warfare 2 ending “the museum”; acting out action scenes in “boxes”. Quiet other players, only bother you if you bother them.

Nancy – Tuesday: a tale of being terrible  http://netownsend.net/ccgd/

Pedro – PANEL KILL/BODY EXPLORATION
- Comic book exploration, like a choose your own adventure book.
- You can mix and match your characters ie: put Calvin and Hobbes into “Watchmen”. Mixing genres make the story more entertaining. Like exploring a comic book, moving panel to panel.
- GAME IDEA2: You are a ball of lights that “fixes” the body, repair dead cells, eliminate disease etc.
- Full 3dimensional space: locate yourself, control the white sphere and learn new movements with it. Collect points to get new abilities. Precise surgical tasks, like sewing arteries.
- Reference: Trauma Center Series, movements like flower.

KODAMA (Japanese for spirit)
- Grow your own planet. One flower into many, many trees, roots combine in the middle area
- Cute little white blog character. A specific happy/cutesy feeling, you are creating your own ecosystem.
- Little due holds a cloud like a kite and walks around to make things grow. Every time you restart, you make a new world.
- THERE ARE NO THREATS

Jonathan
- You are on the verge of becoming a zombie, you must take drugs.

Samir
- Playing with sound

EVERYONE WHO HAD A GAME IDEA, PLEASE POST IT TO THE GROUP!!

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Schedule

October 12th, 2009 Nancy No comments

This page is dedicated to deadlines. People have things to do. This is where those tasks meet up to the normal calendar.

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WEEK # DATE Paper Artists 3D Artists Programmers Audio Web & Video Production GENERAL CLASS

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week 2: September 15th PREP (gmail, forum, personal schedules, concept discussion) General Presentation (Nancy), SVN (Alexis), OGER exporter (Ramy)

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week 3: September 22nd Further submission of concepts/sketches. DUE: Character simple models Programming Abstractions done, Game Gui done DUE: concept ideas, sketches for soundtrack and sound fx DUE: Making of “blueprints” Photoshoot, SCHEDULE FINAL, Zbrush tutorial

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DISCUSS: Color scheme, overall direction Zbrush learning character mechanics, level loading, sound Ambient sound recordings and soundtrack production -Fine tune making of blue prints+ adapt to web site
-ccgd website part of this?

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HOMEWORK: Work on refining ideas, continue sketching and concepting. Be more linear in your designs Normals maps and Kara and male/female generic characters level integration (gui+gameplay?) character class extension create a GENERAL list of required foley sounds as well as objects to use to create them. Record as many sound fx and ambient sounds as possible -Setup interview dates
-readjust schedule if changes occured (using concept art++ as base illustrations for web site)
-adap making of with website content / vice-versa

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week 4: September 29th DUE: Story and Gameplay document FINAL. End of sketching/concepting period. Decide on overall theme/look. DUE: Character normal maps DUE: Level begun integrated in Game, programming bullet engine ray casting identifier DUE: list of foley sounds to record, Ambient sound drafts -indiv. interviews dates -final making of blue prints -final websites blue prints UV Layout tutorial

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DISCUSS: Technical Drawings Texture types, materials character interactions, location specific interactions? Foley, soundtrack, and sound fx being used together check if sufficient visual material to extract style and adapt to web

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HOMEWORK: Technical drawings begins. Begin some rendered scenes Texture character TESTS for generic male&female character interaction: grabbing, jumping, crouching, etc + animation? XML/Yaml parser for sound, lights, etc. Continue to record foley and ambient sounds, begin creating integrated soundscape recordings -design ccgd website -record interviews

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week 5: October 6th The completion of at least x (to be filled in later) technicall drawings. This will proceed to go onto week 7 if necessary. DUE: Complete Character Models Character interactions programmed: jumping crouching, climbing, some auxilary actions DUE: Ambient sounds, General Foley sounds -design draft -video material Texturing tutorial

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DISCUSS: Textures Buildings round 1 choices from concept artists production quality: starting game, playing game, crude distribution demo using SDK? Discuss results of recordings, co-ordinate with nick (level designer) discuss ccgd design, adapt

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HOMEWORK: Finish the more technical drawings and begin final architecture plans for modelers. Begin buildings models round 1, begin interior details, tram and tram tracks playable level, some scripted events, world building tools completed Complete mixed soundscape of ambient sounds, fx, and music draft -record interviews -finish ccgd website -screen capture?

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week 6: October 13th MIDTERM PRESENTATION technical drawings. DUE: Characters Rigged, Buildings round 1 trials. 3D PRESENTATION: Showcase models so far and map PRESENTATION: playable demo in blocked level DUE: Soundtrack draft PRESENTATION: Ambient sound, music track, foley sounds, fully mixed example of all sounds playing together PRESENTATION: -Video drafts -CCGD website MIDTERM PRESENTATION:

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DISCUSS: Logo Building placements, insert into map, discuss additional props and details scripted in-game events sound integration

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HOMEWORK: Texture work begins, rendering scenes, Logo sketches/ideas Buildings round 2 models, interiors continued with props sound engine integration, scripted in-game events refine everything, post-process sounds, record more foley and ambient sounds as required, co-ordinate sounds with nick’s (level designer) requirements, co-ordinate sounds with scripted events -record interviews -help audio if nothing to do

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week 7: October 20th END of technical Drawings. Buildings round 1 models done, Subway track and subway models done, animations started scripted events co-ordinate sounds with game engine requirements, discuss further integration, continue work on foley, ambient, and soundtrack. Continue scripted events work

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DISCUSS: Poster art/ad? Effects tests, buildings round 3 models particle effects? fire, smoke, fog sound integration issues as required, sync issues Enough material to start web site design?

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HOMEWORK: Texturing, Rendering scenes Collaboration with programming for effects, buidlings round 3 particle experiments record, mix, refine! -record interviews

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week 8: October 27th Documentary Draft Done, Logo Buildings round 1 textures done, buildings round 2 models done programmed particle experiments: fire/smoke/water/fog. post-production, sound integration web design draft

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DISCUSS: NPCs, Logo if needed, make changes also (if needed) Map so far. Details remaining, Begin lower level physics supplemental any further sound recording required and engine issues

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HOMEWORK: Texturing, rendering scenes, Designing of some NPCs Extra props, lower level builds, central fountain additional physics effects record, mix, refine! -record interviews

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week 9: November 3rd Buildings round 1&2 textures done, Interior models complete, ANIMATIONS DONE water phsyics effects done, continue sound integration, recording, post html/css layout w/ images done

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DISCUSS: Additions to the lower level, continuing effects efforts shading, talk with Colin progress report

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HOMEWORK: Texturing, rendering scenes Special effects with programming, texturing of interiors, upper building levels completed make great shaders! finish all recording and post-production, fix ‘bugs’. -record interviews -flash/javascripts/bugs/audio implementation in web

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week 10: November 10th NPC characters All Buidlings + Characters + Animations + Textures DONE (textures may extend to the following week-Jos), Extra props. If have time, modelers can begin the other characters and worlds Cg shaders done, bug fixes, code clean up DUE: All sound fx, ambient sounds, soundtrack web site mostly done

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DISCUSS: Story boarding lower level completion, anything left bug tracking any integration issues, rendered scenes sounds -Screen capture for making of?

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HOMEWORK: Story boarding, Texturing, rendering scenes Extras, bugs, details fix more bugs fix bugs, do any final mixes as required -record interviews

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week 11: November 17th Storyboarding end (maybe one more week, if necessary) Everything complete. Fix ups. Details bugs are gone? end of any ‘recording’ and post-production. Focus on game engine integration -video editing -implement video in web

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DISCUSS: Final touches Final touches final touches final touches for web

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HOMEWORK: Final touches Final touches final touches final touches for web

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week 12-14: November 24th-December 8th End of rendered scenes. End of texture work (w13). Finished city. Panic/Drink <<<end of line>>> video editing

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June 28th, General Meeting 4

June 29th, 2009 Nancy No comments
  • Crowd of clones – action sequence where a giant mass of the CHARACTERS themselves
  • The world is now three blocks. Each character has their own buildings in their own style but can wander into each others.
  • Everyone should have something to model by next meeting (in two weeks)
  • Everyone please get Maya 2008 and Ogre exporter working (Charlotte?)
  • Toon outline can Ogre?
  • ALEXI – SVN instructions on forum please?
  • Ruby Gloom (everybody watch out)
  • A disastrous event that all three witness and all three are trying to get to the city center. Getting hit by clones. Buildings fall and they open new passage ways.
  • The city if bigger than you, you are not bigger than the city. The ANTI super hero. You have no power and the city works against you.
  • Disorient the player by rotating the city as it crumbles.
  • Interactions between the characters: different motives clashing. The 3 failures of mankind – the end of innocence (Kara – her fantasies are failing into industry), fall of nature (Gloria – a barren world), end of
  • Avoid dialogue except for random expletives.
  • ARTISTS MEETING Next Sunday July 5th
  • BALLS!! (transformers 2)
  • Cassandra create a scale reference obj file.  Person, building, object etc.
  • The chair of Computation Arts class for 400 levels.
  • Charlotte warn her about Zbrush EMAIL.
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CART CGD General Meeting 3 Notes

June 16th, 2009 Nancy No comments

June 14th, General Meeting 3

Concept Art show and tell:

Little girl – short hair, small barrette holding hair behind ears, orange/red hair, black tunic w/ lace slip, mandarin collar with lace on neck and sleeves, mary jane shoes, high socks, . Headphones,

Woman – (Gloria) Looney-long hair (past but), long black roots with brown hair, sweatshirt with collar cut off, fishnet stockings under flood pants.

Man – (think Edward Norton from fight club) geeky but strong. Suit and tie. Has an office pass around neck, nice sweater vest, watch, dress shoes black. Beige pants, blue plaid tie.

ENVIRONMENT: The City of Gaud

HEART FOUNTAIN (see concept art)

Surrealist style but also composed of pieces from the past. Pieces of temples/churches embedded in the other buildings. ie: swings that have stained glass windows on the bottom.

The city is their ‘minds’. Its messed up (surrealist – they see what they think something should look like)and pieced together of things that used to be important from their past.

Artistic Director Votes – Send email for nominations. Will have poll vote on the forum.

Next meeting: Artists next week. General the week after next. Try to include JOS into artists meeting (set up new doodle).

Jos technical drawings. Comic style – realistically proportioned but “chunky” hair (that can have bones) and stylized faces.

South Park quotation of the day: “Are you sure?” “I’m HIV positive”.

ALEXIS’ NOTES

Finalize character design!

Charlotte drew the little girl.
Cute @ 1st, but mischeavous, skulls on the dress. All in black.

Nancy drew the girl in boys & girls clothing. The man has lots of accoutrements : buttons, happy faces on his tie.

Sean wants more lace. Sekcs.

Nic’s girl wears a tank top & a skirt. Also drew the crack addict. She is old, hairy lip, fat, sandals, shirt w/ “Hot Stuff”.

Sean : The girl walks you to the graveyard. Imagines her as introvert. Likes the idea of short hair.
Crack addict : failure of nature. Shit rots.

Crack addict : ~30s, she sees crazy shit.

Playground is about Dilly Dali-ing. City of Gaud.

Truck is an …. ambulance? tanker truck?

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Cart CGD Visual Artists Meeting – June 7th

June 8th, 2009 Nancy 4 comments

June 7th, Visual Artists Meeting
Sharah, Charlotte, Nick, Moh, Nancy, Alexis

Nick: Shows comics examples. Brings up the ideal of surrealism. Real things get mangled ie: a lamppost vs. a twisted lamppost with veins.
• We enjoy complex toon/cell shading (think afro samurai, prince of Persia – the most recent). This works the best for all three characters.
• Can we, in ogre, get the black outline?

Moh: Wants a stylized reality. Real but something is off. Shows paintings – white and washed out.
• Materials look real, but angles are off, plus cell shaded outline.
• The style itself can have visual meaning, humans into endangered animals. It’s the environment’s way of adapting. We are the parasite and the circle of life is trying to bring us backwards.

Opening scene: The same event witnessed by all three characters. Ie: a truck crashing into a school
• Man: sees truck out of control crashing into school through window
• Child: a truck crashes into her school
• Woman: wandering through the street and CAUSES the truck to go out of control
• ALL: People scream, the sky goes dark suddenly. Even though it is midday.
This game has to end somehow. WRITER’s THOUGHTS?
• Different endings: all die or all take the truck and drive into the sunset.

Note: all these people are dying. City is crumbling all around them. Just try to avoid it, but can’t. Escaping the city = escaping death. Can you? Perhaps…(psst. Take the truck!)

Who would you statutory rape? Male: Kid who plays Jacob in Twilight? Female: Miley Cyrus – Alexis’ choice, minus the accent.

CHARACTER DETAILS:
Man:
• Typical, boring business man. Implied in his intro that something is off about him. Maybe he’s stealing from the company? Maybe he’s suicidal? Never know.
• Vision: everything is washed out white and grey. Certain key things are slightly more colorful.
• Otaku. Plain and pasty. Looks like he hasn’t slept in a while.
• SKILL: Stronger than the other characters. Can move things than the child and woman can’t.

Child:
• Little Girl is “gothic” and listening to headphones. Her entire scene she is listening to music no matter what horror happens. Avoid voice acting, yes!
• Vision: She sees things dark in more extremely colors of, for example, an warm palette of oranges, reds and blacks.
• Remember, she is around 8. So no extreme goth. She wouldn’t be wearing makeup or have dyed hair. Just looking like she is on her way there with dark clothes .
• A little overweight perhaps.
• BELIEVES IN VAMPIRES! :P
• Sees everything from a ‘looking-up’ perspective.
• SKILL: Tiny. Can get into places that the other characters can’t.

Woman:
• Vision: Multicolored, bright. Overexposed.
• Deterity is off. She trips and wobbles. You can’t control her sometimes.
• Asian junkie around 30 years old. Skinny (gaunt. Messy hair.
• Coke whore makeup perhaps? Over the lines lipstick in a gaudish pink
• SKILL: She’s a thief. Can pick locks and get into places the others can’t/ won’t. Like homes and cabinets.

ARCHITECTURE:
Think GAUDI. Think GIGER. Think Paris metro signs. This world is ‘art-deco’ composed mainly of organic shapes. This implies the city can be in the future, can be Barcelona-esque, can be alien. A see-saw for example will be a twisty curve instead of a straight bench linking the two seats.

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CGD Meeting Notes – May 31st

June 2nd, 2009 Nancy 6 comments

CART CGD meeting May 31st, 2009

Everybody please add their name, email and phone contact information of the google document CART CDG contacts list in google docs.

- New doodle with ‘yes, no or maybe’ for having a creative concept meeting. Must decide style so that artists can move forward. Concept art and examples should be posted to blog and/or forum.
*Can Nancy have access to modify/moderate forum? SHADI? All artists have to share their work to discuss specifics at a separate meeting.

- Programming team is done. All have libraries, just need to get things to start working. We can now have water, video textures for cut scenes are now possible (if pre-rendered – SHOULD be pre-rendered since it is easier).

Organization: start a mailing list for JUST the artists.

Moh shows concept art of wheelchair-fat man in Zbrush. Freaky!

Discussion INTERACTION?:
• Concept is so far very story intensive – like myst. Must develop interaction. Programmers will begin to design puzzle/interaction and the story will be written accordingly.
• We like the concept of scale (really big or really small – not necessarily physical size. Think being a general vs. being a random little foot soldier). Mix of action and puzzles, physical puzzles are of interest.
• Option of Interactive Cinema? No goal, just experience the world. Think Heavy Rain, think flower. Is this a good option?

Discussion: The game – adjusting the theme the address the issue of lack of game dynamics.
- We all like interactive cinema with focus on design and story with ONE really neat and interesting interactive twist.
Thought: Playing the same event, the same game, through the eyes of several different people. As individuals, you can change things. You can, perhaps, work together?
- Something is attacking is world. You never see it. It’s your mind, your world, crumbling.
- Something neat but almost impossible! – - You play the game as several characters and as you change characters, your original actions are recorded and you can watch, as this new character, the actions you have already done. See your deaths!

SINGLE PLAYER CO-OP : play as three characters, all within the same 4 blocks during a disaster, they see each other within each others . They all experience the world differently, they all have different goals: to find family members (parents/loved one), to survive, to save the world, to have fun in your last minutes? They all see a different threat: war, creatures, random breakdown of society within itself?

What is the disaster? Assume it is the apocalypse – the four horsemen. Mid-day, the world darkens, things explode with green fire etc. You have no idea. You’re mind is crumbling.

What is the goal? All three characters have interactions AND they can die at any time.
First person is important to be immersive. But third is needed cause you have to recognize the people later. Chosen 3rd person but with recognizable traits (can look down and see hands and body) AND a small introductory movie.
Three opening sets: School (for kid), Office/Homeless (for man), Starbucks (for woman). Non typical characters.

Joke of the day (South Park): “Do you like fish sticks?” “Yes…” “What are you, a gay fish?”

Gameplay: goal – to survive. Characters can help or hinder. The exact same situations can be solved differently ie: kids can get into smaller spaces (vents), the men is stronger and can push things, woman is both mid strong and mid small (?). Everything will be physical can carry things in hands to use or move one at a time. Puzzle will be solved through moving things, exploring things, avoiding things, breaking things.

Elements that are of use will be subtly highlighted by either sound or slightly lighter color – think Half Life (a creaking see-saw? A pile of bricks? Perhaps I could use them…). You can almost pick up everything. All will have mass stat. Need to break a window? Anything will heavy enough mass will work – note, all characters can handle different mass.
Think of puzzles that happen school, office, street, starbucks…a city. Level design is crucial.

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