Thursday, March 21, 2019

Test animation













Squash and stretch test- Sneeze






Rotoscoping -   Lonk Victory Dance





Pose to Pose - Hand clench





Follow Through - Windy Day



Chicken





Straight Ahead - Tree










KONATA


















Wednesday, January 23, 2019

Unit 3 Task 1

The nature and purposes of research in the creative media industry.

Types of Research:

Quantitative/Qualitative;

Image result for battlefield v
- Quantitative data is numerical and can be presented on the graph, or display values in the form of symbols on charts. Quantitative research is conducted by using closed-question surveys which provides you with quantifiable data. In general, this data is more objective and comparable. In the context of games, the production team would use this form of data to assess the budget, workload and deadlines. After careful analysis on each workers daily out put the team manager may assess how much time is necessary to complete a project. Having a planned work journal is the back-bone of each production. EA clearly disagree, releasing unfinished games and then making all the DLC's expensive to milk dry their customers who cant play the games if they don't buy the DLC's. By analysing the quantifiable statistics such as previous sales or youtube likes on trailers, big companies can roughly estimate how many copies of the game will be bought and as there is is a limited amount of triple-A games, they can earn more as they are certain most players will still purchase the DLC's. Then again the dislikes for a trailer post the game release proves that planing ahead and finishing games is vital to games success.








- Qualitative data is usually presented in written form. The research is conducted by using open-question questionnaires which provides subjective data making less reliable and not quantifiable. Qualitative data however, holds a great amount of detail that can't be found in quantitative data. For example, a review for a game could also hold suggestions how to improve a game and point out its short comings, so its directing the production teams to areas that need improvement while, likes only say whether someone likes it or not. Thats also why anybody developing a game will have a team, or personally scan the different forums and social media to find opinions and reviews not only on their games but, also for similarly themed games to see what the audience wants to later appeal to the buyers taste. For example, in MOBA's (Multi-player Online Battle Arena) champions are constantly reevaluated some skills are toned down so there is no distinct advantage between different champions. Of course, this is impossible which is why developers such as Riot Games must constantly analyse the complaints and advice that full time players have to offer. Riot Games offer discussion boards where players may contribute their opinions on the game.
























Method of Research:

Primary / Secondary;

Image result for person playing a game- Primary Research is new research that is collected by the use of questionnaires and surveys to name a few. This means this form of research is the generation of new data.  The definition of this type of research is the methodology of collecting data directly from a primal source. In the case of games, primary research may be conducted by personally by reviewing games and playing them yourself. The data collected then is your own and the conclusions your make about your game are what you can later use to improve it. You may assess the quality of the assets and eliminate any glitches.

Related image- Secondary Research is the summary or a compilation of already existing research. It uses primary data as a source for further analysis. A common source for secondary data includes textbooks, encyclopaedias and review articles. This is incredibly useful for data collection when developers are deciding on the theme and character in the game. To make interesting lore and environment for their games. The research then may be drawn from history, myths and legends where its really hard to obtain primary information. If the developers are very dedicated, they may contact museum and professors to get the most reliable sources of secondary information on their themes. In most cases however, developers of most indie games settle for a google image search and wikipedia.



Purpose of Research:

Audience/Market/Production;

Image result for ghostbusters girls- Audience. As with everything a person wants to present, it to achieve success it must be appealing to an audience. This can range from a very wide audience, such a Disney fans that are made for children but don't exclude adults that also enjoy the medium, to a niche fandom such as the devout fans of Blaze Blue that live on their reddit pages and feed of their mutual love for the game. This means before the making of the game, the pre-production team is required to investigate what games were successful and were not. Apart from that, things such as the genre of the game, recent success in movies and even political standing can be integrated into the game which will make the game more relatable and in consequence endearing to the audience. For example, if a game of low quality will come out, but it was advertised to contain strong female leads and multi-racial characters, people who are not gamers but social justice warriors would be likely to purchase the game as they'd see it as a step to spreading equality in the gaming industry. Studying the audience there for requires a lot more than just trying to convey a cool idea you have but, trying to foresee what games will be popular with the audience, so you can actually earn some money of them.

Image result for treasure planet sad- Market. To achieve in producing a successful game, the team must carefully analyse the market also. What games sold the most? What games had the best reviews? and what games flopped tragically? Reviewing these games will provide the development team with the insight to understanding what makes games successful or not in this time and age. Good judgment as too what is needed in the market prevents clever people from releasing games at the same time to avoid forcing the audiences to choose which game they play. Especially, if the games are targeted at the same audience, the developers would like avoid a clash of interest were they may lose money. The same may be said for any media. Similarly, this is how Treasure Planet had a disappointing box office that came 30 million short of their budget. Among other things, the movie was released simultaneously to Harry Potter that not only then had a impressive fandom but also was an awaited sequel. This, for a completely new movie is devastating as audiences would not go cinema often and if they did, its human nature they would prefer to see a movie that was renowned for its quality and critically acclaimed. This destroyed Treasure Planet although the movie displayed one of the most beautifully integrated 2D and 3D animation techniques of the time. The movie to this day as incredibly good reviews despite of the Box Office fail, but that will not change the fact that studying the market is crucial to achieving a successful game.

Related image
-Production. Production research is simply the work and planning that goes to creating a well organised schedule and budget for your game creation. This research includes calculating the amount of workers needed for concept art, animation, modelling, special effects or storyboarding, this list is much longer in reality. Apart from that it is necessary to be realistic with how much time it'll take your team to produce 3 seconds works of complete animation. These detailed calculations will allow the pre-production team to make sure everything is on track and manage the time and budget the entire production process.


Overall, it is vital for anyone planning on producing any type of media, to not only research their projects well and understand their audience but also carefully plan ahead to have a reasonable dead-line and an even more reasonable budget. This will be crucial to the success of a project.













Wednesday, January 16, 2019

Unit 34 Task 1 - History of Animation


History of Animation



Development and Techniques in 2D Animation


The creation of the first machine that could capture images carved a path for people to explore different techniques to conveying their stories. This sparked interest in moving drawing that soon became animations that are so widely spread in this day. This is a short History of the people and inventions that lead people to discovering and perfecting the art of 2D animation.

The Pioneers of moving images.

Image result for phenakistoscopePeople through out history where fascinated by the things they did not understand, which lead for the pursuit of illusions that tricked an oblivious mind to believe that something is moving when its actually not. Its 1833, enter a guy called Joseph Plateau who thought it'd be a cool idea to create a sequence of images that varied only slightly from each other. If the images where presented in rapid succession a viewer would perceive the image as moving. Boom. Thats how a first gif was created. Then another guy called Simon Stampfer put these images on a disc and started spinning the disc in front of a mirror and so the 'Phenakisiscope' was created, to confuse people as to its pronunciation for decades. The word is derived from greek were 'Phenakizein' means 'cheat' and 'ops' means 'eye'.


Image result for zeotropeA year later a clever dude called William Horner worked on a variation of the 'spinny picture disc', as I like to call it, and made a way cooler name for it 'Zeotrope" its transliteration meaning 'The Wheel of Life". His variation honed in to isolating the images so only one is seen at a time.  To achieve this the image where placed inside a revolving drum were images could be seen through viewing slits.





1877. The images where hard to see so another cool guy Charles-Emile Reynaud, placed a series of mirrors inside the drum and thought this gave him the right to change the name of this device again. Great. Now this is the Praxinoscope...


But don't worry he had a greater contribution to animation then one may initially think. In 1888, created the first moving picture projection in the Theatre Optique. This idea was revolutionary although it seemed that the idea of projection for greater audiences was abandoned for a while. This was possible by hand drawing the images onto a transparent gelatin, by using a series if intricate spiny wheels and a LOT of mirrors he managed not only, to project the slides but also enlarge them placing them on a separately projected scene to save time and effort drawing more the one environment. And boom. The first animated feature was created.

Science behind moving pictures.
Image result for raynaud's theater optiqueThe projected plates were not continuous, in the ones Reynaud used were separated by cardboard that framed the plates and these had holes, these for-shadowed what was going to be later called the sprocket holes, perforations in the film to propel the individual plates forward. This created a margin between the images that is visible when still but invisible when projected. To explain this, smart guy, Peter Mark Roget coined the term 'persistence of vision' which in basic terms means 'if you see the black space between an image and in less then 1/5 of a second your brain wont see it. Magic.

Motion Captures

Image result for first picturesWhile, Plateau and Reynaud were playing around trying to get drawing to move, other great inventions were being made, other equally innovative people where figuring out how to capture real life on a piece of paper. They succeeded in creating a thin material coated in light sensitive emulsion then when exposed to light captured its surroundings and displayed them in varying shades of grey. The one on the left is the earliest survivor 1826/7. Thanks Joseph Nicephore Nepce.



But, we're not here for photographs, we are here for 2D animation. Turns out for a long it was basically the same thing... except photographs.. of drawings.

Happy Little Accidents 

1872. 'The rich people have money to make silly bets' or something similar was going through the mind of Edward Muybridge when Governor Lealand Stanford asked him to take a series of 12 picture to prove that in some part of a horse race a horse lifts all its legs of a ground. He won that bet.

So Muybridge did and received the same effect as the moving pictures its predecessor the Phenakisiscope. Boom the first film.

As you may expect, a lot of people worked hard to get faster shutter speed and better emulsions for faster light processing. Yada yada yada.. the Kinetoscope

Image result for kinetoscopeAs everyone knows science cant really proceed without funding and without bringing results. Enter heartless Business man, Thomas Edison who patented the Kinetograph used for recording stop-motion pictures and the Kinetoscope used to display these movies.
Now large audiences could cue up and pay 25 cents to watch a short film. Boom. Profit. The guy who actually developed the Kinetoscope was called William Dickson he worked for Edison.



Image result for LUMIERE BROTHERS TRAIN gif
The Lumiere brothers then worked on a simpler model of the kinetoscope called the Cinematographe which allowed them to project these images on screen. Their design for the Cinematographe was vastly improved upon from the way Edison recorded. It enabled the brothers to shoot in the out-doors, which meant they could also capture real life events rather than rehearsed sketches in a dark parlour as Edison did. One of the most famous films they prepared was called The Arrival of the Train, which (to now ones surprise) portrayed the arrival of a train at a platform. This was screened to rich people who could afford this.

Image result for HUMOROUS PHASES OF FUNNY FACES gif


These extraordinary inventions lead the way to the first animated picture in 1906, when a man named James S. Blackton thought that to record and project drawings you don't actually have to draw on gelatin plates. Instead, he drew on a black board with chalk, taking pictures of the process with a stop-motion camera at 20 frames p/s. This resulted in the creation of the first animated picture called Humorous Phases of Funny Faces. This lead for the creation




Of course these are only the predecessors of the first ever motion picture that proved animation was not only a silly way to waste time and film.

1920s-1970s
During this time, when people where figuring how to send man in space, our dedicated fathers of 2D animation where syncing sound to their drawing and adding techicolour to the previously black and white drawings.

The first acclaimed feature was produces by Walt Disney himself... and like ... 750 different artists. This was Snow White 1937.


Image result for snow white gifthe production of the film was much more advanced than what I have discussed previously. Initially, talented artist would make a moving picture using only sketches of the characters drawn from start to finish. After reviewing the movie, the sketches would be passed on to ant worked that would use in to paint the characters onto celluloid transparent paper. These would later be painted again, with colour that would be recognized by the technicolour camera. The back ground would be painted separately in water colour on normal paper. The final stage included photographing the celluloid sheets chronologically, while moving the background behind them. After the silent movie is produced the voice actors, special effect and the orchestra would record and sync their timing to the movement of the drawing.

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To create the idea of depth of field, animators at Disney also developed a layered technique. They achieved this by painting trees and other assets on to glass and layered them in a MultiPlane Camera. these allowed the animators to move within a certain scene. The furthermost drawings would be kept still while allowing the ones in front to move around. This meant you could achieve a simulation similar to how we perceive things in the real world, creating a more accurate and immersive experience.




These technological advancement lead the way for many creative minds to create their own stuff;

Image result for the smear warner bros
Warner Bros- Unlike Disney, the Warner Bros gave a lot of liberty to their artists as to their drawing styles. Their purpose was to break away from the 'Disney' look and they achieved this through making the art more abstract using anthropomorphic characters. Their unique was also acquired by an new animation technique called 'The Smear'. This means that instead drawing cartoons frame by frame their would draw a blur of motion in one frame. This achieved a robust and quick movement that also added humour and became a Warner Bros trademark. The first example of 'The Smear' is used in the 1942 cartoon called The Dover Boys at Pimento University.


Image result for hanna barbera





Related image Hannah Babera- Key Figure in all European childhoods as Boomerang was exclusively all Babera and you'd be watching Wacky Races everyday after school. The technique that was necessary for creating a lot of content, prepared for weekly release. A useful tool is limited animation, where actions are resued to suit different parts of the animated episode or reused in different episodes. This low production value animation was cost- efficient but ultimately it compromised the quality of the feature. This is why, most of the animations were focused on unrealistic and abstract characters to cover the fixer-upper animation.

Related image
















As seen above the wacky races car and their movement are exactly the same although they are in different environment.


Artists

Image result for mclaren the neighborsAs with every form of media ever, you will find some people that instead of showing funny up lifting content, want to convey important stuff and thought provoking ideas, because they are Artists. They also create content that is up to interpretation and experiment with a lot of media. Fortunately for all university students of cinematography, a bloke named Norman McLaren made some interesting stuff that they can discuss in their classes.  He developed a way to super impose delayed images onto one another using an optical printer. He then photographed a pair of dancers and the image showed the progression of movement in one image. This was called 'Pas de Deux' in 1968 and looked really psychotropic. Apart from that, he also created a short motion picture called 'The Neighbours' in 1952 fighting over a flower also the subject of may critical essays and discussions at Uni. Still, the stop motion technique is well worth the recognition as each move must be carefully planned at achieve a flowing picture without natural movement.  His contribution to animation was creating the illusion of depth by presenting blue dots on red paper but trully abstract art is not easy to comprehend and so although revolutionary for his time the 1940s 'dots' are just an example of how animation can become abstract art.
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Contemporary Work

Monty Python - Terry Gilliam, the main animator for Monty Python also added a twist into the traditional stop motion animation. He used cut outs from magazines and Christmas etc. in the 1970s
and arranged them taking pictures and creating movement. This however has its own limitations. Achieving smooth movement was impossible so the limitation became a strength. The animations were therfore violent and slightly explicit, developing a sort of slap stick humour and created a iconic look for Monty Python. As the compilations of images were usually forced the look became very avand garde resebmling something between something between Steve Bell and Hieronymus Bosch

Image result for terry gilliam monty python animationsImage result for terry gilliam animations gif



Techniques

Traditional 2D animation -
Image result for flip book gif
Flick book - Remember when that smart chap made a zoetrope .. yeah.. so now in 1868 when a guy
named John Barnes Linnett put images in a linear form rather then circular, the world discovered the possibility of making flip books or.. flick book.. or filoscope, coz people always love to change perfectly good names.





Image result for celluloid animationCell Animation - Cell short for celluloid, which is a transparent paper that I explained during the discussion of Disney's animation. The images are drawn on transparent sheets and later placed on previously drawn environment which saves time drawing environments anew. The images are then photographed in sequence and when the film is played back the images seem to move.
The cartoons may also be layered. this means the characters can be draw in separately and only later compiled into a single image.






Rotoscoping -  Used in movies such as Waking Life and A Scanner Darkly, Rotoscoping is a technique most vital to producing nice smooth flowing animation. It consists of having an actor preforming an action from which later an artist will draw the action. Disney is a king of Rotoscoping as he reused a lot of previously made material in a lot of movies.
Image result for snow white dance rotoscope

Real Life Rotoscoping














Image result for snow white and fox from robin hood dancing
Secondary Rotoscoping











Image result for a scanner darkly meme












 Later on when technology deveoped a bit further the word 'tracing' really became worthy of its title as the movies mentioned previously where deveoped by first filming the whole movie and later digitally painting the characters frame by frame using the original real life movie as a template.



Image result for drawn on film animation


Drawn on film - As the name suggests this form of animation, was simply drawn on film. It didn't require taking pictures of anything as the image would be made be either exposing the film to light partially or by sketching or painting on a already developed film strip. This however, did not reach popular media as the technique is very limited because its hard to draw on small film frames, which limits the quality and content of the artist.
Image result for photographic stills animation




Photographic Stills - More commonly known as stop-motion, is a form of animation in which a picture has to be taken and later the environment altered ever so slightly fo rthe next frame of  the picture. This is very time consuming and hard yet very effective and still used today in the form of digitally drawn 2D animation.




Digital Techniques for 2D-




Image result for old castlevania2D Bitmap Graphics - Bitmap images also known as Raster images are made of pixels on a grid. The tiny colour specs are then seen as an image when zoomed out. The resolution of these images depend on the DPI (dots per inch). This means that they're quality is compromised when they're re-sized as the amount of pixels stays the same while image increases in size. This leads to a person being able to see the singular pixels instead of the full image. This is not a problem in pixel animations such as are used for old Mario games or Castlevania.







Image result for Animations made by with vector images2D Vector Graphics - In contrast to Bitmap graphics, Vector graphics are controlled not by pixels, but by vectors. These consist of paths that are defined by a start and end point. These paths can be anything from a line to a series of lines that create a shape like a square or a circle. Despite the simplistic nature of a vector’s building block, paths can be used to create extremely complex diagrams. Each path object carries its own mathematical statement that defines how the object should be displayed. This makes the computer account for the change in size and will adjust the amount of coloured pixels in the image not compromising the quality. You are able to animate using vectors in programes such as Adobe illustrator.




Application Software

After Effects - After you have your original concept of a character you may use a programe to animate it. In Affter effects you can rig your character very simple and then place him in key frames. The programe will register the key frames and in its self work out mathematical movement that is needed to clearly illustrate the motion.

Image result for animating in after effects rigging

































Wednesday, December 12, 2018

Unit 78 Task 3
Graphic design on Computer

Illustrator- 
for more inofmation please head to the first photoshop post the keys are baisically the same.

To save the file with all the layers accessible you had to save it as a *AI which will not compress the file and allow you to alter it in the future.

Using the Pen tool in illustrator you can create a line that you can curve by holding down your left mouse key. When you complete a circuit in the line the circuit will become a isolate
d <Guide> underneith the layer you are drawing on, enabling you to have constant access to every circuit you created individually.
This will help in colouring in later.





 Its easy to get lost in the amount of drawing you do, so you have to make sure that every part of your character has its own layer and sublayers that allow you to finds the part you want to colour in easily.

The layer are then colour coded for you to identify what you need.


The colours that you use can be roughly chosen the colour menu below which in turn can be altered by another more detaied menu.
This is the finished product on illustraor as for now their may be slight modifications later.





















 

Monday, December 10, 2018

Unit 1 Task 2

Unit 1 Task 2 - 
<Making a Game>

  1. Procedure:
  2. Identify finance available- If you're a NEET then none. But usually in a one-man team you need something to sustain your basic bodily functions and pay for necessary software this may be achieved by working part time or getting funding from a sponsor. You may achieve this by posting your work or what we call blank sheet that summarises your game concept and style to companies that produce games and they will fund your project. Or you may set up a patreon or goFundme.  
  3. identify personnel needed- Usually only yourself or a couple of friends.
  4. identify personnel available;
  5.  identify resources needed;
  6.  identify resources available; 
  7. prepare budget; 
  8. contract personnel;
  9.  book resources; 
  10. prepare schedules;
  11. identify health and safety implications;
  12.  identify legal implications; 
  13. identify risks to project 


  14.   Documentation: production documentation, eg scripts, storyboards, mood boards, thumbnails, properties, contact lists, location recces; production schedules; budget; clearances; plans, eg location plans, studio plans; health and safety assessments; risk assessments; contingency plans

Wednesday, December 5, 2018

UNIT: 78 : TASK 3 CHARACTER generating ideas



UNIT: 78 : TASK 2
CHARACTER 
generating ideas

Character reference and mood boards. As my character was supposed to be plant inspired creature I researched other artists work that involves a florean theme. Mood Board-











Initially I was sure that i wanted to create a plant like human, but I didn't know what type of plant will be the inspiration for my character.
Trying to imitate an alien I liked the appearence off, I created the image on the Left  making a short story explaining my choices in a word document.




I created the mushroom inspired man seen on the left as a side kick to my protagonist however, I decided I liked his design much more then the my initial concept so I continued developing this project instead.

I tried to base the design on a fungus called Armillria Ostoyae which is the largest living organism on earth spreading its roots over 2,200 acres of land. I found that interesting so I decided to base my characters quirks based on knowledge and communication to imitate the wide span of the more commonly know "Honey Mushroom"

I preferred the roundness of this (image on the right) variation of the Honey Mushroom as it could infer fertility,
so I decided to make my character chubby (image below).



I did however experiment with different body types, changing the posture to make the belly stick out more to make her/him (didn't decide) look more clumsy and endearing.

I also looked making it look more feminine and masculine by adjusting the width of the shoulders and hips, but I remained wit my original concept for the time being.















Clothing

My idea by themsleves wher every plain and based of casual attire. And so by carefully looking at the charcter concepts from my mood board I created new ideas. Trying
to achieve a friendly look that appeals to both feminnie masculine preference, I decided that i'll keep the character androgenous keeping the design natural. I emphesises the cute aspects to make the character endearing to all players. 

In the image on the left I was experimenting with ink to create more eastern looking clothing. I took inspiration from the eastern cultures of India and Pakistan to reflect a
"dress-like tunic called Dhoti (harem Pants), worn as a traditional men’s garment in the eastern world." This integration of cultural fashion would be appealing to western audiences by being in their eyes "exotic" while also attracting eastern audiences by allowing them to relate to their character. These also impose a certain aesthetic into the game. Initially, I was very unsure about how to stylise it so I tried to merge the Dhoti with they stylistic choices of Bridget Riley.


On the right, I tried thinking of designs for the mushroom hat she would wear but sometimes less is more so I gave that up









After experimenting with ink, water colour and felt-tip, I came to conclusion that the character would look best in purely natural clothing so, considering that my character should be relatively small in a real world, I clothed it in sown up leaves for a skirt, inspiration from tinker-bell. Personally, I always appreciated dichotomous characters I wanted to contrast its seemingly innocent and cute appeal with wooden armour that and a claw like leaf hand. These became its gimmick and main weapon, which made it seem like a rebel. The hair was an addition I considered but ultimately I left it out.













ASSETS

1POINT & 2POINT PERPECTIVE AND SOME ASSETS






























Test animation

Squash and stretch test- Sneeze Rotoscoping -   Lonk Victory Dance Pose to Pose - Hand clench Follow ...