Wednesday 9 January 2013

Looking at two gaming roles

Creative director:
A creative director is the key person during the game development process who is responsible for the overall look and feel of the game as ensuring the quality and style of the game play. normally the creative director is the creator of the game and character and acts as a visionary.
the creative director also has to promote the game to executives who are not directly involved in the production such as the sale and marketing departments as well as handling the media outlets such as game magazines, television and websites. On the other hand they have to handle long hours with high levels of stress particularly during the final stages of the production making sure the game fulfills the initial goal. But in small or independent companies a creative director is not needed as they don't have enough money to afford plus they can make up numbers by doing two or three jobs.
Unlike other jobs creative directors don't stay in one place for very long as they mine not be well suited for the next game so they switch companies very often. an example o this is Alex Hutchinson who was the creative director on assassin creed 3 as well as being creative director, artist etc on these games:
'Duke Nukem Advance (2002), Take-two
'The Urbz: Sims in the City' (2004) Electronic Arts.inc
'Pitfall: The Lost Expedition' (2004), Activision
'The Sims 2' (2005), Electronic Arts.inc

Alex Hutchinson also demonstrates his ability to handle the media by doing interviews about Assassin creed 3 : http://www.computerandvideogames.com/363428/assassins-creed-iii-interview-alex-hutchinson/#

Animator for games:
the animator is responsible for the portrayal of movement and behavior of characters, creatures, elements, objects, scenery, elements, vegetation and environmental effects. Which also involves being responsible for the technical process of rigging and skinning of the characters. Animators work for development studios, publishes-owned and independent and specialist companies with their usually being permanent while other jobs like Creative directors work is on project-by-project basis.

Tuesday 8 January 2013

The 12 principles of animation number 12#: Solid drawing

By having an understanding of drawing construction, perspective, form, anatomy and line control a solid drawing which then can be animated. With this knowledge anything can be drawn and is its normally recommended that an animator knows how to draw before thinking about animating.  

The 12 principles of animation number 11#:straight ahead pose-to-pose

Straight ahead action is when the action is drawn start to the end of the scene which the problem with this is that size, volume and proportions but on the other hand it allows more spontaneous action. this method is normal used to do wild and fast action scenes.
While pose-to-pose animation is when you only create/draw the key points and then fill in the rest of the animation which allows size, volume and proportions are controlled better and so are the actions.

The 12 principles of animation number 10#: timing

there are three types of timing :
physical timing: is used to make objects and characters believeable by creating weight, gravity and mass.

theatrical timing: is used for both comical and dramatic effect by the character having a personality it can alter how fast or slow they do actions like walking and running.

musical timing: this isn't exactly connected to the animation but it can help with creating the mood of the character. a good example is Lego Harry Potter 5-7 on DS; as the player gets closer to a enemy the music changes into a more battle-mode that excites the player as they get ready to attack.   

The 12 principles of animation number 9#: follow through and overlapping

When a character stops the whole character doesn't come to a stand still some parts have to catch up like clothing, hair, arms this is called follow thorough this can be seen in many games like fable 3 where the hair bounces in the air while running. on the other hand is overlapping is when a character changes direction so the clothes and hair have to catch up this can be seen in assassin creed 3 when the characters clothing has to catch up with the player while running and jumping.

The 12 principles of animation number 8#: secondary action

a secondary action is an action which is caused by the first action for example jumping into the sea being the first action and the secondary action being the water bubbles going upwards through the water. an example is when princess peach in super smash bros brawl jumps her skirt becomes bigger to give a realistic action.

The 12 principles of animation number 7#: staging

staging is used to present an idea or scene to the audience which is clear to understand and may even direct the audience attention to whats most important. A good example of this is tomb raider as the environment is open and vast that the player is allowed to explore as the main objective of the game.

Sunday 6 January 2013

The 12 principles of animation number 6#: slow-in slow-out

when a action starts begins then starts to mold into the next action then the next action starts if that makes sense. the animator can then use slow-in and slow-out can then be used to soften the action allowing it to be a smooth and realistic action but it can also be used to create and dramatic or comical scene.

Thursday 3 January 2013

Character design: what I found out #1

Lajos Egri wrote a book called "The art of dramatic writing" which covers the basis of the bone structure for a character by following his check list it will influence their behavior.
check list:

  • Physiology-sex,age, height, weight, appearance, district and physique
  • Sociology- occupation, education, family life, friends, enemies and hobbies
  • psychology- moral standards, goals, temperament, obsessions and intelligence
by using this the character become realistic when behaving towards events and towards characters.

  

Wednesday 2 January 2013

The 12 principles of animation number 5#: Exaggeration

Exaggeration in animation can have two very different effects on the character or action. the first is the comical effect which is caused by distorting real life drawings a good example of this is "raving rabbids" Wii party game as the player can customize their rabbid by screwing their heads or blowing up their ears to exaggerate their look. On the other hand it can also give other the personality of the character more clearly as well as their mood which can be more interesting than real-life; an example of this is "The Sims" games as the Sims exaggerate their feelings to make their stories more interesting