Tuesday, 6 March 2012

3D Production Log

Today I made good progress on my environment I finished the basic shape as well as adding textures to the scene. As you can see there are still some details to add as well as model the vault style door I want to open and the end of my section of the trailer. Overall l'm quite pleased with my progress so far and hope to complete it soon. Other elements I wish to add to this scene include Door, 2nd Room, Animated Fans and other industrial elements.  


T-Shirt Final Design

Team Wolfpack together decided on Ollie's T-Shirt design for it's simplicity and professional look from removing the square border of our team logo. The design proudly displays out team name on the front of the shirt rather than the back which was prominent in every other team members design. This T-Shirt is also unique due to where the team logo is positioned on the torso giving it a slightly different look.    

Tuesday, 28 February 2012

Production Log



Monday:
Environment-
I am making progress on my 3D environment. I was having trouble at first as to how I was going to create curves in the shapes I intended to use. I have finished the basic shape of the corridor and added a symetry modifier to ensure everything is symmetrical. Now I have started to create objects for my environment such as Piping, Control Panels etc.  
Tuesday:
Sound Production-
In Chris's lesson we began planning for what audio we are going to include in our environment. My trailer will include lots of industrial sounds often heard in a factory. These sounds will be obtained using The Foley technique which involves recording real life sounds with a recorder and implementing them into the trailer.
Post Production-
In today's activity we had to arrange a series of clips into what we thought was the right order in Windows Movie Maker Live. We did this to make us think about how everyone's scene will fit together.                     


  

Tuesday, 21 February 2012

T-Shirt Design

Here is my attempt at a t-shirt design. Did not turn out as l had hoped because the image needed to be made into a vector in order to work effectively, our game graphic is quite complex so the colours don't come through very well either. In my final t-shirt design l need to add the team logo aswell as the game graphic. It would be a nice design choice to have the team logo on the sleve almost like a badge. Another idea could be to have everyones team role on the back of their shirt e.g Alex E/Alex J/ Whoever would have team leader on the back of their shirt and so on.           

Tuesday, 31 January 2012

Game Graphic

This is the game graphic I have designed for our trailer project l have used an image of a clock face on a background I created with a splatter effect brush. I was aiming to make it look like torn paper to go with the game name but I ended up with some kind of stylised stain effect. This works well since I wanted a very old fashioned looking logo to look historical since Saltaire is a world heritage site and should have some historical astheticsa included. I got the idea for using the clock face you find on most bell towers from looking at the local church in Saltaire. I thought about how it would do well to symbolise time in an image which links with what actually happens in the trailer with the time travel aspect.          











  
Joe Lee- I like Joe's logo because of how it includes the two main aspects of the trailer time travel and portals. He has used different shades of the same base colour to make the clock around the portal look stained and aged for a more realistic effect.
Alex J- I like how Alex has used Titus in this image since Titus himself might be the only character included in this trailer. He will be presented in a horror genre like Alex has done with this logo.
Alex E- I do not think this would be well suited as a logo its looks like more of a splash screen to me personally. Though l do like the weather effects because they are also related to the trailer as we plan to have thunder and lightning as a main atmospheric effect in our trailer.

Monday, 30 January 2012

Atmospheric Effects

For today's session we used an option called AEC Extended to search through some pre-modelled objects to add to our environments such as trees. Once we had a set up we liked we looked into adding atmosphere with the Atmospheric Apparatus option. I added fog to my dessert scene and tweaked the settings in the environment option to try and make it look like the wind was blowing up sand.
One of the key points Chris made was these nice effects build up the render time.
 

Tuesday, 24 January 2012

Group Discussion

We discussed different roles and finally settled on an idea we were happy with by combining different elements from multiple ideas.  

Isaac C- Lights Flickering, Power Failings, Elevator Crashes
Positives:
-Dark mood, Horror/Blood, Camera Pans,
-Characters Titus etc.
-Sound Effects Screeching etc.
-Environment Scratches, Blood Spatters other horror elements

Joe Lee- Portals, Government Group, Investigate, Threats, Private Military
Positives:
-Portal leads to Saltaire
-Turns out we are on another planet called Contra
Positives: Different planet twist, PMC, 
-Conspiracy 

Alex E- Ancient Gods, Ice Caps, Global Warming, Portals, Prophecy
Positives:
-Chris Stormhold must go through portals to retrieve artefacts
Positives:
-Adventuring, Fantasy elements

Alex J- Portals, Different Genres, Salts Building Is A Temple, Collections
Having Different Time Zones In Saltaire, And You Have To Collect Things To Go In The Temple.
Positives – Salts Temple, Portals, Artefacts.

Josh W- Portals, Time Travel, Different Genres/Aesthetics, Post Apocalyptic, Steampunk/Bioshock, Fantasy
Positives:
 -Shows Saltaire in different genres and time zones fantasy, sci-fi, post apocalyptic etc.
- Maintains a happy mood until the end with a climatic horror ending.
-Gives team free reign over a scene.


Beginning:
-Splash Screen, Age Rating, Copyright etc.
Everyone will contribute to the beginning scene in some way
 The scene starts with a 360 pan around the Salt building environmental. The camera moves inside the building and then we see the environment from the characters perspective. The lights will be flickering on and off as the character moves towards the fuse box to investigate. The character then flicks a switch which then triggers a portal. The character is pulled through this portal into another world.
 This will be the largest scene with the most detail and effects this is partially why we decided to have every team member to work on this scene to achieve the best result. As this scene makes up a significant portion of the trailer.
Middle:
This is where we decided every team member will have free reign over a set timeframe of the trailer. The team member is free to pick any location within Saltaire and use different aesthetics and themes to create variety within the trailer.  Every team member will get at least 30 seconds of screen time to pan around the environment they have created. For my scene l plan to use a steam punk style with lots of furnaces, cogs, and brass. Other team members will use different themes and locations which don’t necessarily have to link because of the idea of traveling through a distorted portal.  
     End:
      Isaac’s scene will be the climatic ending with the final scene being a post apocalyptic, desolate Saltaire that has been destroyed leaving only a barren wasteland. At this point all music will quiet down to hear the blowing of the wind to add more atmosphere. The ending will be sudden with Titus Salt suddenly attacking the character leaving a black screen. Then another splash screen will be displayed along with the team logo, game logo etc.                               



    

My scene is similar to my original backstory l made with the steampunk elements and different scenes per team memeber. 

Marketing items:
1.       Box art- Josh W
2.       Splash screen- Joe L
3.       A1/A3 poster & A5 flyers- Oliver S
4.       Splash screens to fit into trailer- Alex E & Isaac P
5.       Web Banner- Alex J
6.       Name Logo- everyone