The Answer To Your Question Is…

February 10th, 2010 charlotte No comments

Hi again…

So this is where each group will answer their own question. Think about what you’re trying to say with your project–what problem are you solving, what is its reason for being??

This will help us understand each other, but it’s also a good exercise for people who need to get used to explaining their artistic intents when submitting to a show or applying for a grant…

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Who We Are

February 10th, 2010 charlotte 8 comments

Hi guys,

Please respond to this post with your name, your program of study, what you do, and what you’re interested in!

Thanks!!

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February 8th, 2010 meeting notes

February 10th, 2010 charlotte No comments

Hello everyone!

Sorry it took a while to get this out.

The most important things that came up during the meeting are in the email I sent to the group; if you did not get it/have a crazy filter and don’t even know it’s lost in a sea of emails (you know who you are),  I will reiterate. Or just copy+paste.

1- We will be having a second Pitch Day next Monday night at 6:00pm (11th floor, same room 11.707):

  • This is for anyone who was unable to make it last week, or who just joined.
  • There will be no re-pitching of pitches. If you’ve pitched, you’re done!
  • On that note, anyone who did pitch an idea, make sure you’ve written up a summary/saved a slide show/whatever for those who were not present last week.

2- There will be a new section on the blog for both a) “who we are” and b) “the answer to your question”:

a) When you have a chance this week, you should add a small blurb about yourself to the “who we are”,
i.e. your name, what you do, what you’re interested in, what program you’re in.

b) If you’ve pitched an idea, or have already been thinking about it, we are trying to get people to post “the answer to your question”.
What does that mean? Well, what question are you answering with your project?
More specifically, what is it you are saying with your project, and what is it a response to?
It would be great if we can get used to explaining our intentions, especially if your group would like to show the end product, or are applying for grants!

**web people, does everyone in the group have permission to edit the blog?

3- The deadline for applying for special projects grant with FASA is this Friday the 12th, at midnight!
I attached the form to this email–if you would like it, feel free to email me–you also have to write up a separate detailed budget and project description.

4- Finally, and most importantly:
Although there were no koalas present, we did get attacked by a bunch of huge birds flying out of the wall, and then got really bored.

———————————————————-

Now for the notes:

After a giant, cheesy round of intros,  we went over the pitches from last week. If you missed them, here is another (really) short summary:

Ramy’s concept:  perspectives

  • Think of the tent in Harry Potter 4….

Moh: creepy creatures

  • Ugly, obnoxious, but you want to empathise with them
  • Surreal, deformed, no blood/obvious horror, but scary in their own right.
  • Merging idea with Ramy’s environment

Samir: sound

  • Using it as a core element of a game, used to summon objects
  • Sound effects created by people
  • Mix between Drawn to Life and Scribblenauts (but in 3D)
  • User calls in objects, the game recognizes them

Peter: growing a planet

  • Create vegetation, flowers, trees, planet grows itself, kind of a sim thing, but take out the chore aspects, more of an experience (sand box)
  • Will make a small prototype first
  • Sean will write a story/gameplay
  • Alexis will work on the programming
  • (see emails for more info!)

Brian: interactive game for mobile phones (see emails for more info!)

  • Make use of player’s geographical area as a playing ground (multi-pl)
  • GPS tracking, marker recognition, augmented reality
  • Work with a server application to take care of the tracking of GPS
  • GPS tag visible to anyone else within range, can tag them
  • Have data, properties associated with them
  • See Urbanambush.com

Pedro: 2 ideas

1-small fear of light, controls the basic human function, the body

  • control the sphere inside the human body-basic stuff…
  • MUST EMAIL/POST HIS PRESENTATION

2-“panel kill” imagine if a bunch of comic books scattered on the floor, jump into each other’s stories

  • interact with other characters & their stories/worlds

Nancy: “Tuesday” 4 friends at a bar

  • Hardware hacking: use a remote as a breathalyzer
  • Wario war-type games to keep it interesting
  • Explore 2D flash with live video
  • World changes as the alc level goes up
  • Applying for a grant!
  • Concept of how ppl go into different personas when drinking

Jonathan: 2 ideas

1-zombie game, take drugs to stop from becoming a zombie, otherwise ppl seem tastier

  • Playing with ppl’s perception with the game world

2-platforming with fighting, merged!

(Nancy’s stickman zombie stumbling off a platform)

———————————————————-

WHAT WE ARE TRYING TO ACCOMPLISH IN NEXT MEETING:

  • What is possible?
  • What are the goals for the summer?

———————————————————-

More on scheduling:

Our production cycle is one year.

Winter semester: design document (due April)–how the game will play, sketches, references, tests, etc
N.B.: ONCE DESIGN DOCUMENT IS DONE, IT’S A SHUT CASE

Summer semester: production!

Fall semester: (December) is the end! + drinking!!

Pacing is important!

PITCH DAY NUMBER 2!! Next week.

OUR GOALS:

  • Make not only the fun game aspect, but look into things like ex: motion capture
  • Are we creating games for festivals & get hired at existing companies, or make our own mark? What does it mean in the market, etc in Post-production. But it might be helpful to ask these questions now… Who are we designing them for? What is it that makes game fun? Wake-up call: what do we want to achieve??
  • Tip: only ask the question you need to ask.

–>For this week, answer the question! Put it up on the blog, organized by project.

Miscellaneous info:
-Can maybe use motion capture at a lab at McGill: physics-based animation (talk to Shahin)
-Club members (again) please put down your name, program of study, what you do, and what you’re interested in doing  :)

Categories: minutes Tags:

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!!

Categories: minutes Tags:

Fourth Universe Timeline

December 18th, 2009 Sean No comments
Fourth.Timeline
Sean Braithwaite
Story Time

The distribution of key events in the Fourth universe.


  • The election of the evangelical president D.H Hardy
  • The creation of a third branch of congress built primarily of religious figures
  • First 100K + member demonstration in opposition to the Hardy government
  • The First Death of an protester at an anti Hardy demonstration
  • Citizenship became a privileged requiring yearly examination and each citizen to carry a new identification card
  • The placement of religious disposition on the national identification card
    • The category “no denomination” is replaced with “Atheism”
  • The release of the “Silver report” in which the death count from the anti Hardy protests is disclosed, the number is several percentage points of the population.
  • The nation as a central entity, collapses. Overthrown by widespread conflict
  • The emergence of a new governmental system, Cities are founded and fotified.
    • All white population and religion is without denomination.
  • Daniel Lain is born in the city of Third
  • Daniel’s first day as a defense systems engineer.
    • Based on the recommendation of the eminent politician, George Ias, Daniel is promoted to lead propulsion engineer for the defense department.
  • Daniel Lain and Sophia Lain give birth to a yung girl, Kara
  • While asleep one night, Third is attacked. The Lain family is evacuated, the mother does not survive
  • Dan and Kara move to Fourth
  • Bitter from the death of his Wife, Dan retracts from society.
    • With waning support from his colleagues, Dan is demoted to menial systems work
  • Daniel retracts from all social relationships save one, he meets with George Ias on occasion to play chess
  • The attack on Fourth. (Game timeline)
Story Time
Key events in the playable timeline

  • On a quite sunday morning, Fourth becomes under attack. Daniel realizes the nature of the event and head into the center of the city seeking answers.
  • Daniel and Kara enter the monument were Kara goes to school and Daniel works
  • Kara is left at the classroom level while Daniel heads higher, to speak with George Ias.
  • The building is hit by a rocket, leaving Kara is escape the monument throught the lower levels
  • At the bottom of the monument is George Ias, waiting for Kara, no Daniel.
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Story Assets: Chapters 0-3

December 18th, 2009 Sean No comments


Fourth: Story Assets
Deliverable from the writting team
Sean Braithwaite & Pedro Facao

Summary


The story is about the city of Fourth and the people that live there, set in the future of a post civil war nation. Unlike present day where the world is getting smaller, in terms of globalization, the story world is considerably smaller in terms of mindset. We, as real people, sometimes identify as global citizens, sharing concerns of the world as a whole. By contrast, the average inhabitant of Fourth sees the entire world in terms of their city and shares no concerns with peoples living outside the city walls.

The country in which the story takes is agoraphobic. Fourths country is isolated from the rest of the world, surviving in a state of fear masked with false peace. There are no provinces or states, just cities and ordinary citizens never leave the city where they are born. All products, including information are produced and consumed in the isolation of the cities. There are no old people and it’s assumed this is the way it has always been.


The history of the city and (surrounding country) is shrouded in secrecy. Each citizen lives their lives within the city, mind and body; never questioning their own lineage or role in any greater context. When their home becomes under attack, the effect on everyday citizens is something similar to blow back.

Blowback is the espionage term for the violent, unintended consequences of a covert operation that are suffered by the civil population of the aggressor government. To the civilians suffering it, the blowback typically manifests itself as “random” acts of political violence without a discernible, direct cause; because the public—in whose name the intelligence agency acted—are ignorant of the effected secret attacks that provoked revenge (counter-attack) against them.

The identity of each citizen has shrunk to fit the city walls. An attack on such a scale is equivalent to aliens attacking the earth as a whole, it’s perceived as an attack on humanity. When the player begins the game, rockets launched from an unknown enemy are undoing the city and the lives the inhabitants have built within it. As Kara, a young girl, the player navigates through the destruction,  discovering the history of the city, the current crisis and Kara’s role in both.

Chapter 0:


Author notes: This is the lead up Kara gameplay, as in this all happens before the player takes control. When we open the game with Kara, she’s in the classroom

Authors notes: People in a city, rockets flying around.

The sky turns to a natural white surrounding a projectile heading northeast across the main avenue. It’s part of the city that has sprung loose, jolted from some prior event that the population didn’t see or hear; something that went unnoticed. There was no explosion, just a dislodging or tearing of some natural fabric with enough force to disrupt the skyline. The city of Fourth swells with thinking. Its people don’t leave their homes, choosing instead to look out through kitchen windows, to peer upwards past the curtains keeping them separated from the outside world.

Open Up to The two main charter’s, position them in the city

“This will never do” says Father, Dan Lain says with a defeated shake of his head, looking into the sports page of the morning paper. Daughter, Kara sit poised in clothes conforming to local color mandates, swinging her feet playfully. This scene is typical of their location, a residential area of the city of Fourth, where nuclear families live. However this family is not nuclear, it’s just Father and Daughter, and for that reason it’s strange. The lack of symmetry is noticeable to the scene, a seating placement at the table is clearly left unattended. It is even more noticeable to their neighbors, to which expectations of family geometry is very important.

Look out the window, see something weird but hide the panic.

Dan, peers out the window, sees the clouds rushing by but remains stiffened in his chair. There is a natural calming taking place within him as his mind resolved the panic of this new “event”. Pockets of shadows stream across the house, like a helicopter cutting off moonlight, and yet nobody can see the actual object. Kara slows her feet that were previously kicking underneath her chair and takes brief glances at the man who sits at the head of the table. Dan remains composed, eyes arched but fixed on the center piece, breathing out worry. They are and have always been, who they have needed to be. He doesn’t know whats happening but he’s heard this sound before.

Kara is young and looks wide eyed at her father who remains unmoved. Her legs swing back and forth as she musters the courage to start talking to him. “Are we going to the park today?” She knew the answer. “No”, responds her father, hiding his smile behind a coffee mug and angled above his white shirt.

Kara:  ”Daddy, it’s a beautiful day isn’t it”
Father: for the first time he looks at her, warms his tone and replies, “alright, let’s go”

Kara smiled to herself as her legs picked up for a moment.

Hand in hand they walked through the neighborhood where Kara avoids each crack in the sidewalk as if stepping on one would make her fall through in an abyss. Each home densely positioned on prime real estate; simply but warmly architect-ed to fit it’s proper row. Windows on the street opening into the kitchens and homes. One by one, homes emptied as the street started to fill with families. Kara tightened her grip as they stepped onto the avenue.

Everyone ignored what was obviously happening, looking at each other with forced smiles. Long streams of smoke, tips bursting with light. They streamed in parallel, miles above them making a hollow sound. The peaceful city was under attack but the people didn’t know it. It seemed that the rockets were going through buildings, missing their targets but that wasn’t right; they were in a holding pattern, acquiring their targets.

The city was layered and Kara’s family was half way up it. The avenue they looked into was on an the edge of a sector, just as levels became elevated. Fourth was filled with such places, vantage points where inhabitants became aware of the differences between their layer and the one above (or the one below). From a distance the city was circular with deserted surroundings and no roads leading outwards. From this position, the entire neighborhood was facing inwards towards the center of the circular city. Behind them was their neighborhood, it was strange that without knowing what was going on each family resolved to investigate in the same way; walking outside towards higher buildings. It was also strange that each family looked more or less the same, two parents, some multiple of children and nobody past 50. Kara, her family and the families that lived in that sector had now congregated on this street, peering past the building to the sky filled with smoke, in awe as if it were fireworks.

One person was not in awe; Kara’s Father hands gripped. For a split second his eyes lost composure and sank deeply into his sockets. Although Kara’s father was young, early forties at the oldest there was something aged if not wise about his reactions up until this point. Right now, he was loosing his shit. The memory that came to him in the kitchen this morning had now become clear, he knew what was flying through the air and he was scared.


Dan grabbed Kara’s hand and she knew at that very instant to do as directed. They ran into the city leaving the crowd behind them, still staring at the sky.


Chapter 1: Playable game


Authors notes: this portion is written as a script for the interaction


Positioned in the center of the city, in a large building on the 45th floor, in a room that looks like a classroom. The room is rectangular with the long side running east to west. The north wall is composed almost entirely of windows opening onto the city skyline. Through the windows shines light from the sun setting, creating shadows and yellow highlights along the south wall of the room and leaking into the hall through the door.


Towards the front of the room sits Kara in a desk that includes a pad and coloring pencils. There are 24 such station in the room but Kara’s is attached to the teachers desk, one row of seating away from the windows. She’s doodling on a piece a paper ripped from a pad located at the top left corner of the desk, doodling herself, holding her mothers hand, walking into the sunrise. Her legs are crossed at the ankle, tucked behind the 2nd leg of the chair.

1
(2)
3
4

Action and View:
The camera behind Kara, observing her drawing, focusing on her arm as she colors in her own character. Pan out to view the whole room, with Kara at the front of it (the viewers right). From the rightmost window, a rocket appears in the distance and travels across the viewable space (seen behind Kara, through the windows looking onto the city) and hitting the side of a buildings. Kara gets up from her chair and aproaches the window, trembling. The camera follows, getting closer to Kara as she approaches the windows. The building is still standing as flames start to blow out the sides and rubble tumble from the point of impact. A few moments pass and three more rockets hit different locations of the same building and it goes tumbling down, hitting other parts of the city as it collapses. And there is a moment of silence.


AUTHORS NOTES: The rockets were retro looking in all aspects but their size, about 4 feet in length. http://en.wikipedia.org/wiki/File:V-2_rocket_diagram_(with_English_labels).svg
They are made for precision, destroying the structure of a building systematically and efficiently. A single rocket would be sufficient to the eliminate a car or perhaps room in a house, but certainly not an entire buildings. Instead, they travel in swarms, isolating targets in fly overs and converging in sequence to remove it’s supports.

A rocket enters the view space from the left most region and Kara trembles, backing up from the window slowly, heading from the door. The camera is at the window, looking upwards and see the sky filled with rockets circling the city in flying V formation. One breaks away from the grouping , targets and hits a building directly infront of Kara, sending flaming pieces of debris directly at the classroom window.


[[ THE PLAYER TAKES CONTROL, indicated to run for the hallways]

Kara runs into the hallway with the view of the glass windows breaking behind her. In the hallway, adjacent classrooms are being filled with debris, glass shattering and loud thumps. The hallways runs parallel to the classroom (east to west) and is long enough for 4-5 classrooms (30 feet each, 150 feet total: geometry is not critical).

The classroom door from which the player came is now closed. A large window in the door allows you see the into the classroom and outwards onto the city.Rockets are swirling around hitting different structures. The hallways shakes with a collision, the crumbles crumbles as pieces of gyp rock fall from the ceiling and cracks appear in the walls, the player is to understand that a rocket has hit one of the upper floors. There is an explosion at one end of the hallways and the player is to head to the other extreme, find a staircase and head downwards.


Chapter 2: Monuments and a Lifetime of Labor


Before Fourth, cities were cluster with Monuments (capital M) to commemorate a person or important event. Varying constructions but most often quality matterials, sculpted by artists and placed in areas best suited for reflection and appreciation. By function, Monuments indicated pinnacles of a cultures past. In the creation of Fourth, the concept of monuments was re-appropriated to represent symbols of the cultures new resolve. Instead of looking backwards on a cultures memories, monuments serve as indicators of the cultures dedication and to focus the population on looking forward. No longer are these structures simply visited, monuments are populated. For many citizens of Fourth, monuments are second homes.

The center of the city is filled with monument; imposing structures with very few windows that reached dizzying heights. They differ only slightly stylistically to be distinguishable to their inhabitants. From the time you are born you are placed in one of these buildings. They contain the school that educate the people, from childhood until they are ready to work. All entry level positions house offices within monuments, large pit like arrangements of cubicles were white collar work gets done. Once working in monument, there is very little reason to leave as the education delivered was tailord for work within the same building. Furthermore there is a sense of pride associated with each monument, children will inherit the same education and work from their parents.

The building itself are all organized like ladders climbed over time. The lower levels have social services like daycare, dentists, eateries. Above that are educational institutes, everything from primary school to college. One level up are pit like establishments; business that require many people to work at many desks with many managers. The top is reserved for decision making, board rooms with fewer desk, reserved for people who conceive and execute serious ideas. For all intended purposes, these higher levels were closed off; people who worked here rarely mingled with the rest of the population but instead focused on directing it. In this way, monuments, as an idea, are more like pyramids. Each dedicated to god who sits at the top, inspiring. Although, the leaders of Forth are rarely seen, their influence is felt. Politics is reserved to the upper levels and abstracted almost everyone else.

Looking at the skyline of Fourth there was a noticeable drop in heights between these buildings and the surrounding city, everything else seemed dwarfed. People lived in area’s close to the ground, veiled from viewing the cities overall structure. In looking upon monuments the citizens felt safe in their city but small as a part of it.

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Game Design, Maps and Schematics

October 19th, 2009 Nick Barriere 1 comment

Hello everyone, this is Nicolas Barriere. Some of you I’ve had the pleasure to meet and others sadly not. I’ve been working on a lot of things for the past week and I wanted to share it with it everyone. Principally:

- Ironing out the last few kinks in the Game Script. The script is now at its 4th iteration and I encourage to go read it as soon as possible.

- Making functional schematics of the Game Script. The script is actually quite exhaustive and this simply synthesizes the important points of the level progression.

- Making maps for every area traversed by the player during the course of the level. Detailing everything for the 2D artists and 3D modellers. Now there’s actual visual reference for all of the areas covered in the Game Script!

Here there are:

CART_KaraGamescript_Schematic_page1

CART_KaraGamescript_Schematic_page2

maps01_school_floor3

CART_CDG_GameMaps3

maps04_school_floor1

maps05_school_frontyard

maps06_suspended_plaza

maps07_tram_stationmaps08_abandonned_parking

maps09_streets

maps010_fountain_area

Categories: concept, design Tags:

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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Kara

September 27th, 2009 Sahar 3 comments

Hey Everyone
here’s a little update on Kara’s model. Charlotte started her on Maya and I continued what she started. For this week, I’ll be working on Kara’s character in Zbrush. I’ve put a few images for you guys to see how she looks so far.

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ZBrush Hotkeys and notes

September 22nd, 2009 Mohannad No comments

Navigation
Rotate: click on the empty canvas and drag
Move: Alt + click on the empty canvas and drag
Scale: hold down Alt, Click and hold the mouse down, release alt then drag to mouse. [it easier to get used to that it seems]
F:  frame object to the canvas

Ctrl+D: divide geometry
D: higher resolution [Go to the higher subdivision level]
Shift+D: Lower Resolution [Go to the Lower subdivision level]

Shortcuts while sculpting:
Shift: smooth
Alt: Zsubtract [dig into the surface instead of raising it]
Ctrl: Paint Mask

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