Mixing Styles

For this assignment I must create three drawings in 3 different styles fro m3 different artists. These artists are Sean Galloway, Ashley Wood and Marek Okon. These artists have very different draing styles.

Sean Galloway is more of a cartoon artist, specialising in squarish fingers, cell shading and bright colours. I like Galloways work as it suits the style of art I like to draw, Being more of a fan of cartoons than realism.

The second artist, Ashley Wood is the most interesting looking as it is all done in oil paints. Big clear strokes of the brush can be seen and few colours are used, dark ones at that to emphasize Ashley's theme of World War 2 times and robots.

The final artist I need to imitate, Marek Okon, specialises in photorealistic art. Honestly I'm not looking forward to drawing my character in his style as I tend to avoid realism as it requires a lot of detail. This is something I don't really add to pictures.

My character has no name but so far is a Bee Girl. I've started doing the design work in Galloway's style as this is what I feel I'd be comfortable doing and have had the most fun doing.

Here is the picture so far:



As can be seen, it's a cartoony character. I'll work it more into Galloways style then I'll start to recreate it in both Ashley Wood and Marek Okon's styles.

I'll report the progress on this next week.

Modelling a modern FPS gun: High Poly

So far I've modelled the high poly model of the gun assigned for this task.
It is made of roughly 50,000 polys and will be used to make a low poly gun that is less than 6,000 tris (about 3,000 polys) by deleting unnecesary edge loops.
Here is an image of the high poly model:

Creating a UI (User Interface)

For this assignment we were tasked with creating a UI for a digital version of the social game, Twister.
We had to draw sketches and describe how the UI would work as well as an analysis on how important feedback is for a UI. I spoke a bit about haptic feedback, where the player feels like they are in direct control and see realtime change, such as health going down as soon as the player is hit.

The general idea of the UI is based off what someone would expect from small arcade games on Xbox Live Arcade where the layout is simple, not to confuse more casual players. The UI consists mainly of bright colours, loud sounds and large text that clearly indicates how many points each player has.

Finally we had to conceptualise the control scheme for the game. With this it was also required that a justification of why this control scheme would be a good idea to use. I thought of using MaKeyMaKey. This interesting control scheme uses specialised script and wires which turn any object into a controller. As an example, here is a Banana Piano. The different bananas, when touched produce different notes within the software that comes with MaKeyMaKey.


Here's some information on the MaKeyMaKey: http://www.makeymakey.com/