When making this poster I grabbed a screen shoot of one of the lamps that is the game, I then edited out the unnecessary background that wasn't needed, I then filled in the background to be black.
After that I started to add effects to objects, The lamp I gave an outer glow so when I added the flame it would look like light is radiating off of it, the Flame I used a leaf brush that was on Photoshop and changed the opacity and color to yellow. I then added a inner shadow and outer glow so there was more detail added onto it.
With the fog I got a brush that was a bunch of leaves gathered together I then changed the opacity to 43 % and made the color grey so when it was being applied it gave a fog like texture.
For the text I want onto dafont and used the font Plane walker which is based of The Elders Scrolls Skyrim font, on the strap line I added an outer glow so it could be seen more clearer.
The reason I chose the strap line to be 'Let the light guide you' is because the lamp in the demo is next to almost every significant item that will help you understand what is happening, also with the bigger game I hope for the lamp to play a big part where the player is carrying it around with them with it held in front of them, so in a way they are following it.
Wednesday, 6 December 2017
Friday, 1 December 2017
Evaluation for project 1 Demo
For this project I worked in a pair with Mitchel Brindley. Both of us worked and a spatial storytelling project in a Isolated 3D environment that we created together, We told the story in a log cabin which was filled with crates, a bed, Oil lamps, a board game, a Gramophone, and Other assets. Our game is a demo of what we want to create in the second half of the year. The demo foreshadows what will happen in the main game dropping hints in objects that are seen around the cabin, and with audio that can be heard in the game when using the Gramophone. My role in the Game was to make the 3D assets and some textures for the objects I created, Mitchel's Job was to make the layout of the game and all the blueprints which made the game function and the interactivity of the game.
The blueprint that was used to make the record work in the game e.g when you interact with it and it goes to the Gramophone and plays music.
When it came to time management I think we did well we did not really have any problems, We where both able to stick to the schedule a little bit, and we got the assets built and reused old assets from previous projects to use in the game, Mitchel was able to get all the blueprints built and working so the game was functional and you could interact with objects around the room, the only thing that did not get done was the coding for the dragons and ladder game that would of been a separate level in the game.
When it came to communicating with people we used survey monkey to get other peoples opinions on the game, I would go over to Mitchel whenever either one of us wanted something doing, or wanting to confirm ideas and stuff we where going to add to the game. If one of was away at any point we would message each other getting updates on how it was all going, or if something needed to be made and added to the game. We also had client meetings with Jez the 'client' for the game where we talked about what was happening in the game what the progress was like and how the functions for certain items would work.
Diagram and discussion on how the gramophone would look and function
When it came to problem solving there where times where I would make models and they would not look right or when moving certain parts other parts would suddenly appear that where not meant to be there, for example when making the pumpkin and putting the indents that would make it look more like a pumpkin then just a sphere, I would that at some points when getting to the halfway point of indenting the pumpkin certain parts would start to extrude and cause really weird spiky deformations. I solve this problem by looking over everything seeing if I had accidentally selected a section that shouldn't be selected and then tried again which it then worked. Also another problem that happened just before I even started writing this evaluation was that all the game assets got removed from unreal so everything visual was gone luckily all the blueprints and triggers where still there but we had to remake the entire layout of the game again, we also have learned so that we do not have this problem again to backup the file two or three times.
The way I researched was by asking people what they thought was necessary for the environment of the game and what the expected the game to be like I did this in two ways, one was I asked people around the class in person, and the other was I created a survey monkey and gathered the results from that to see what could be added or removed from the environment.
For the next project that will continue from the demo we will be doing a lot more work, assets will be reused from previous games and the demo but there will be new assets and textures that will be added and will more difficult in design, for example making a cave full of treasure and a dragon that will be in the cave.
I can improve in my area of the work by watching tutorials that will show me how to make more detailed assets and textures like environmental objects like bushes, flowers and other wild life.
Overall beside from the big mess up at the end where we had to rebuild all the visual assets of the world. I think the we both did a good job on making a visual storytelling game that has foreshadowing in for the big game that will be done as the second project. We didn't really need to remove anything that we planned to put in, I made a few extra assets that we didn't use but they where just there if we needed space to be filled, we might be able to use them in the bigger version of the game or they just might never be used.
edit 923 words
https://www.youtube.com/watch?v=oWzpAR6LecU
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When it came to time management I think we did well we did not really have any problems, We where both able to stick to the schedule a little bit, and we got the assets built and reused old assets from previous projects to use in the game, Mitchel was able to get all the blueprints built and working so the game was functional and you could interact with objects around the room, the only thing that did not get done was the coding for the dragons and ladder game that would of been a separate level in the game.
When it came to communicating with people we used survey monkey to get other peoples opinions on the game, I would go over to Mitchel whenever either one of us wanted something doing, or wanting to confirm ideas and stuff we where going to add to the game. If one of was away at any point we would message each other getting updates on how it was all going, or if something needed to be made and added to the game. We also had client meetings with Jez the 'client' for the game where we talked about what was happening in the game what the progress was like and how the functions for certain items would work.
Client meeting with all the Unreal people
Diagram and discussion on how the gramophone would look and function
When it came to problem solving there where times where I would make models and they would not look right or when moving certain parts other parts would suddenly appear that where not meant to be there, for example when making the pumpkin and putting the indents that would make it look more like a pumpkin then just a sphere, I would that at some points when getting to the halfway point of indenting the pumpkin certain parts would start to extrude and cause really weird spiky deformations. I solve this problem by looking over everything seeing if I had accidentally selected a section that shouldn't be selected and then tried again which it then worked. Also another problem that happened just before I even started writing this evaluation was that all the game assets got removed from unreal so everything visual was gone luckily all the blueprints and triggers where still there but we had to remake the entire layout of the game again, we also have learned so that we do not have this problem again to backup the file two or three times.
The way I researched was by asking people what they thought was necessary for the environment of the game and what the expected the game to be like I did this in two ways, one was I asked people around the class in person, and the other was I created a survey monkey and gathered the results from that to see what could be added or removed from the environment.
| One of the survey answers from the survey monkey I did. |
The other methods of research I did was looking at images for reference and watching tutorials for objects I found difficult to make.
![]() |
Reference Image for the clay furnace |
| The dismantled clay furnace |
| The assembled Clay furnace |
For the next project that will continue from the demo we will be doing a lot more work, assets will be reused from previous games and the demo but there will be new assets and textures that will be added and will more difficult in design, for example making a cave full of treasure and a dragon that will be in the cave.
I can improve in my area of the work by watching tutorials that will show me how to make more detailed assets and textures like environmental objects like bushes, flowers and other wild life.
Overall beside from the big mess up at the end where we had to rebuild all the visual assets of the world. I think the we both did a good job on making a visual storytelling game that has foreshadowing in for the big game that will be done as the second project. We didn't really need to remove anything that we planned to put in, I made a few extra assets that we didn't use but they where just there if we needed space to be filled, we might be able to use them in the bigger version of the game or they just might never be used.
edit 923 words
https://www.youtube.com/watch?v=oWzpAR6LecU
Friday, 24 November 2017
What the products look like in the game
I sent all the models to Mitchel and we worked together on where we wanted objects to be placed and what we wanted on them like physics on certain objects so if you knock or interact with them they move or do a animation to show you did something.
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| The window looking outward from the cabin to the area outside. |
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| Crates and side table with lamps. |
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| Side table, Bed and Window |
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| Chair with box on top, Doorway, and Gramophone. |
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| Lamp, Counters, and Dragons (Snakes) and ladders |
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| Table, chair and crates. |
Labels:
Jez's work,
Production,
Project 1,
Unit 4,
Unit 5,
Unit 72
new pumpkin
With help from Jez I was able to improve on my pumpkin that I made instead of it having the weird steam that looked like it could be a tap he showed me how to make a stem using the line and circle tool in the shapes spline section, he showed me how to make the circle not be perfect and make it look like something that could be found naturally if in nature, he then showed me how to use the line tool and curved it so it had more shape we then put loft on them an then selected get shape, which formed a shape around the splines, We then went onto deformations and then adjusted the scale, twist, teeter, and fit options to make it look more natural and realistic to a pumpkin stalk.
I then placed it on the pumpkin making it as central as possible
I then Turbo smoothed it to see what it would look like.
I then asked Mitchel which one he preferred out of the two he said he liked the turbo smoothed one the most. I sent both models to our shared Google drive so if he changed his mind he had both.
I then Turbo smoothed it to see what it would look like.
I then asked Mitchel which one he preferred out of the two he said he liked the turbo smoothed one the most. I sent both models to our shared Google drive so if he changed his mind he had both.
Labels:
Jez's work,
Production,
Project 1,
Unit 4,
Unit 5,
Unit 72
Friday, 17 November 2017
Vinyl
In today's lesson I made three different models One was a sleeve with a record in it, another was a sleeve with no record in and the last one was and the record itself. I also made to bitmaps Which was a sleeve with a vinyl in and the other one was the same sleeve but with the record removed and replace with a random plain part of the vinyl sleeve put into the center.
I also made 2 other vinyl covers. I made the 3 center pieces where the label is and the sleeves with and without the label in.
I searched for specific vinyl types. I searched for vinyls that where old and only had paper sleeves and not the cardboard and paper sleeves.
I made these by taking 3 different vinyl sleeves and putting them into Photoshop I then made three different saves for each image one would be just the image, another one would be just the sleeve with no vinyl label so it was an empty sleeve of which where the record was one it left the Photoshop background document so I grabbed a section of the sleeve which was the same color of the center piece and then put it in the back I then added the effect drop shadow so it gave it some depth and had shadowing. The last thing I did was just get the center piece which was the vinyl label, I grabbed this and filled any gaps that needed to be filled or the sections that didn't blend well I blended.
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| Empty sleeve bitmap |
| Vinyl sleeves. |
![]() |
| Filled sleeve bitmap. |
| vinyl record model |
I also made 2 other vinyl covers. I made the 3 center pieces where the label is and the sleeves with and without the label in.
I searched for specific vinyl types. I searched for vinyls that where old and only had paper sleeves and not the cardboard and paper sleeves.
Labels:
Jez's work,
Production,
Project 1,
Unit 4,
Unit 5,
Unit 72
Friday, 3 November 2017
Pumpkin and trees
In today's lesson i made a tree which was made out of a cylinder and 3 cones which I edited the side and height segments so it would be more squared off the smooth and round, I adjusted the height segments from 5 to 3 and the side segments from 24 to 7, this gave it the effect I wanted and reduced the poly count from 2,160 to 448.
I also made a pumpkin Which I made two different versions one normal pumpkin and one with a face in it. I made this using a sphere which I squished a little bit so it wasn't a perfect sphere and then I put it into edit mesh and beveled it so it would have indents in it. I then put a small sphere inside it so it would be hollow. I then added a stalk which was made out of two cylinder and a sphere which gave it a curve so it didn't look to straight and perfect.
I then made shapes and used Boolean to make the carvings in the pumpkin. (might not be able to see it very well)
| Rough tree |
| detailed tree |
| Plain pumpkin |
| carving 1 |
Labels:
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Thursday, 2 November 2017
Board game part 2
I changed the color of the boarder because Mitch didn't like how it looked, he said to change it to a black but you couldn't see the effects that where put on to it so it looked plain instead I changed it to a grayish color.
I then scanned the drawing of the board game so I could have the dragons to put onto the board in Photoshop. I put the scanned image into Photoshop and cut around the dragons so they where the only things left on the document. I then gave them color so they weren't to plain, I made it so the top side was green the frills on there backs where black and the eyes where red, everything else like the horns and belly stayed white. I then put each individual dragon on its own layer, and put them onto the board game.
I then added the crown at the end which represents the treasure that you should find in the dragons layer in the full game.
Labels:
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Friday, 20 October 2017
Fireplace
In today's lesson I made a clay fireplace which I made inspired by the image bellow.
I made the fireplace using Spheres and cylinders. I started off by making the sphere I then got a cylinder which I cut in half at the width I then adjusted the size to make it the right shape to make a hole in the sphere that goes all the way through except for a little bit at the back so it leaves with the back on, I then used Boolean and cut the half cylinder out of the sphere. After that I made another sphere which a bit smaller then the original and used Boolean on that while it was inside the other sphere to hollow it out completely.
The chimney is just to different sized cylinders put on top of each other which had another a cylinder put inside which then had Boolean used on it so that it would be hollow all the way through until you could see the bottom of the hollow sphere, On the bigger of the two cylinders I added edit mesh do it then selected vertex where I highlighted the entire midsection of the cylinder and the adjusted the size so it would go in on itself and create a curve effect to it.
For the legs and the section that they attached to I used a torus (doughnut shape) and cylinders which I just made really small so the proportions would look right on the rest of the model.
The chimney is just to different sized cylinders put on top of each other which had another a cylinder put inside which then had Boolean used on it so that it would be hollow all the way through until you could see the bottom of the hollow sphere, On the bigger of the two cylinders I added edit mesh do it then selected vertex where I highlighted the entire midsection of the cylinder and the adjusted the size so it would go in on itself and create a curve effect to it.
For the legs and the section that they attached to I used a torus (doughnut shape) and cylinders which I just made really small so the proportions would look right on the rest of the model.
Labels:
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Board Game
When making the board game everything had it's own document which was then put onto one document. I created a folder called Board game a saved each individual asset into it, There is a document for a red square and a separate document for the blue block both blocks where made in a document that was measured at 256 x 256 pixels.The board it self was measured at 2560 x 2560 pixels.With the singular blocks I beveled and embossed them so it with give it more of a 3D effect instead of looking plain and flat.
To make everything line up and fit I used Ctrl + K which took me to the preference window where I went to the Guide, Grids, and Slices section where I made the grid line on the main board 256 with a subdivision of 1.After that I had a black background which had 100 squares all of which where 256 x 256 pixels in size, I filled in 64 of these with the colored squares I made 32 Red and 32 Blue, The rest where the border which was purple and had also been beveled after they where all set out together.
To make everything line up and fit I used Ctrl + K which took me to the preference window where I went to the Guide, Grids, and Slices section where I made the grid line on the main board 256 with a subdivision of 1.After that I had a black background which had 100 squares all of which where 256 x 256 pixels in size, I filled in 64 of these with the colored squares I made 32 Red and 32 Blue, The rest where the border which was purple and had also been beveled after they where all set out together.
The complete board layout (minus ladders and dragons)
For the ladder I used the 256 x 256 pixel measurement for making the ladder I selected the color I wanted to use which was a brown (Which looks like silver if put into a jpeg) I then used the grid which had a subdivision of four I then held shift and drew the ladder, after that I beveled and embossed it to give the 3D effect and so it would look a bit more realistic for a ladder in a snakes and ladder game.
I then put a texture I found online behind the bored and changed the opacity so it would put a nice effect on the tiles.
I added the numbers on with the size of 72pt and used the font Rosewood std which has like a circus font look.
After this I added the ladders randomly on the board so they connected certain numbers to other numbers. I also put the effect of drop shadow so it sticks out more and looks like a ladder that leaves a shadow when leaning against something.
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Friday, 13 October 2017
Night Stand
In the lesson I decide to make the Night stand of which the oil lamp will probably be placed at the beginning of the game.(It will also be used to hide an Easter egg in it.)
I used this image to reference the measurements for the model.
I used this image to reference the measurements for the model.
Labels:
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Production,
Project 1,
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