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Showing posts from January, 2019
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29/01/2019 Block Out Continued Adding further elements to the block out model of the house, mood boards were created to look at outside porches for the house, to align the design to the architecture of the 19th century and also creating a mood board looking at chimney breasts and their location in terms of Victorian and Georgian property construction and design. Fig 32- Chimneys.   https://www.pinterest.co.uk/stewartmarr/house-chimneys/ Fig 33- Outside Porches.   https://www.pinterest.co.uk/stewartmarr/house-outside-porches/ The reasoning behind creating further mood boards for elements such as outside porches an chimneys is to look closer to designs of the period to keep the house authentic to the time period the game is being set in the 19th Century.   After referencing the relevant images as part of historical research on Victorian and Georgian architecture, the block out model was adapted accordingly, as can be seen in figure 34 and 35.   Fig 34 -
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28/01/2019 Block Out Continued Today's session saw further work on the block out of the mansion with some slight changes to the design to fit the architecture of the 19th Century, notably the bay windows.   Fig 22- Block out. Fig 23- Block out. To aide the development of the house, a mood board on Pinterest was assembled to look at architecture features of the 19th century for this type of house, in particular looking at bay windows. Fig 24 - Bay Windows Mood board  https://www.pinterest.co.uk/stewartmarr/house-bay-windows/ As a result of looking into the architectural designs from the 19th century the house block out model was changed accordingly to make the architectural style of the period.   Fig 25 - Bay Windows Mood board  https://www.pinterest.co.uk/stewartmarr/house-bay-windows/ Fig 26 - Bay Windows Mood board  https://www.pinterest.co.uk/stewartmarr/house-bay-windows/ In both figures 25 & 26, it can be seen with the bay window
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27/01/2019 Scale As part of the continuation with finalising elements to the block out stages for the level, it was highlighted by Tony Wright through a group chat that the size and scale of the house did not appear to be to the correct scale in line with the dimensions of the characters created by  Patryk Kuligowski. Fig 14 - Group Communication. Fig 15- Group Communication. Fig 16 - Group Communication. Fig 17 - Group Communication. Fig 18 - Group Communication. Initially as stated it was thought the house at this stage was too small for the character dimensions or it was not to scale. The exterior and interior of the house had been created to scale using a model mannequin which is 180 cm, the average human height.   Fig 19 - Model scaling.   Fig 20 - Model scaling. Once the blocks and mannequin were compared it was realised the house was in scale, however it was felt by some members of the group that the interior of the house wa
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21/01/2019 Development Progress Continuing progress on the mansion house development, a OBJ file was sent to Connor Burdett with the mansion and a FBX file of a scaled mannequin to compare size and shape to Connor's interior of the house, as can be seen in Figure 7. Fig 7- Email. After Connor received the email, Connor scaled the interior scene to the correct size and emailed a OBJ file  for the interior to be matched up to the exterior. Fig 8 - Email.   Fig 9- Scaled houses.    Fig 10 - Scaled houses. Fig 11- Exterior & Interior Scaling. From the OBJ files Connor had sent, the exterior block out was scaled down accordingly to match and fit the interior, as can be seen in Figure 11. Once the interior and exterior were scaled correctly, a discussion between the group on whether to crate bay windows for the house was taken as part of keeping the model authentic to the architecture design for the time period.   Fig 12- Bay Windows. After the
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20/1/2019 Block out As per group discussion, block outs of the environment and house have been created to assess on size and shape for group agreement.   Fig 3- Front elevation.   Fig 4 - Rear Elevation.   Fig 5- Side Elevation.   Fig 6- Side Elevation. This was aided by following the linked tutorials for ideas on design,   https://www.youtube.com/watch?v=eoCMZol-Kxk , (CG School, 2018) &  https://www.youtube.com/watch?v=HxIATZwetH4 , (Hermes, 2016).  As stated, this is only a block out.  Once the group has agreed on size and shape of the house features, more detail will be added to reflect that of a house for Victorian period in 19th Century Britain.
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14/01/2019 Major Production:  The House Guest Introduction Carrying on from the Industry pitch module, in which the group formed a pitch proposal for a game idea to a panel of industry professionals for the concept of a horror science fiction game.  The major production module will continue the work on the game through its development stages of creation.  In particular focusing on the exterior creation of the games map in which creative process will focus on all assets involved for example, the mansion house, sheds, woodland, roads, mine shaft and a lake.   Block out As all research and other pre-production documentation was completed with the industry pitch module, the major production module will now focus on the production and creative processes used for the development of the exterior element of the map for the game.  To begin with, a basic block out of the exterior of the map was created to scale in order to get locations of essential elements in place.