I redrew the Hero and Villain from assignment 6. I decided that I should redraw them for this portfolio in higher quality. They might be better or worse, who knows:
I added a background to this one. It has a sunrise, it kind of makes the character seem more like a character than just an empty shell.
Here is the villain. I've messed up the hands. I wabted to make it look like he was holding them in a similar fashion to Mr Burns from the Simpsons.
My post for assignment says what I though of this assignemnt.
Adding Chance to Chess
This assignment was based off the idea that chance can be added to even the most skilled based games. Chess being about complete skill of the player.
I came up with most of my chance mechanics using dice, spinners or coin flips. Generally, these are the most popular forms of chance that can be added to a game. Where a player would make a choice, such as which piece to move, chance can be added instead, such as using a dice to choose.
Although, in the first draft of this assignment there wasn't enough analysis, too many rules and mechanics, a few of which may have actually broke the game. In the redraft I removed some of the new mechanics and analysed the ones left further.
I came up with most of my chance mechanics using dice, spinners or coin flips. Generally, these are the most popular forms of chance that can be added to a game. Where a player would make a choice, such as which piece to move, chance can be added instead, such as using a dice to choose.
Although, in the first draft of this assignment there wasn't enough analysis, too many rules and mechanics, a few of which may have actually broke the game. In the redraft I removed some of the new mechanics and analysed the ones left further.
Creating a casual board game using pattern
Casual games based on pattern are very popular today. This is because they can be mobile and can be accessed quickly for short bursts of play, anywhere, anytime the player is bored. I had to come up with a game based on pattern to appeal to a casual audience.
I came up with a card game which uses colours and chance cards. Players must guess sequences of cards the other player creates. Points are gained based on if a player gueses the right cards and gain bonus points for guessing in the right order.
The chance cards add more chance to the game, where each player has a possbility of adding some kind of effect to the game. One example is the reverse engineering card which makes all players lose points for that round of play instead of gaining any.
This was a good assignment as casual games are very appealing. They can be played quickly and don't require much space to play. I think I might try to refine this game more in future.
I came up with a card game which uses colours and chance cards. Players must guess sequences of cards the other player creates. Points are gained based on if a player gueses the right cards and gain bonus points for guessing in the right order.
The chance cards add more chance to the game, where each player has a possbility of adding some kind of effect to the game. One example is the reverse engineering card which makes all players lose points for that round of play instead of gaining any.
This was a good assignment as casual games are very appealing. They can be played quickly and don't require much space to play. I think I might try to refine this game more in future.
Finished Assignments
As I've completed the assignments for this year, I might as well the turnarounds for them here. The images will be in order of when the assignment was set.
This was the first assignment, after learning the basics of 3DS MAX we were tasked with modelling a simple object. Some examples were a treasure chest, a old western wagon and a throne. I picked the throne as I felt it gave the best options for creativity. A chest usually keeps flat or rounded, nothing special and a wagon must look like it will function. the above throne looks like it would be very heavy and somehow strikes fear as it looks like a bird spreading it's wings, as to make it look huge and dangerous.
the first attempt at this model was a little broken, so I remodelled it. Many areas had multiple vertices in the same place. The UV Map was messy too. Now the model is much cleaner and so is the UV Map.
This was the part of the second assignment. I didn't model this demon, I'm not really good enough to yet. Hopefully soon I will be. Anyway, I created the texture for the model. I'll admit, It's not too great. That's likely due to my paining skills being quite bad. Overall though it looks okay, could be better though. I tried to highlight muscles to add a little bit of shading.
This is the last assignment for this year. Everyone had to model a current generation FPS weapon. Many people picked assault rifles or old style pistols. There were a lot of interesting designs. I picked to create what can be simply described as a ShotgunHammerSaw. It literately is a combination of a Shotgun, Hammer and Saw. The gun is a shotgun, the central black area is shaped like a hammer and the magazine doubles as a crude saw. I'm not really sure what inspired this design. Maybe it was the opportunity to create a modern FPS weapon with no real limits.
I also created the UV map and texture for the model and I went for a metal for most of the gun, but also wood for the stock, handle and pump. The normal maps and specular maps took a long time to create. I kept getting a text based error when trying to create a projection. Eventually it worked and then I had both. Look at the last post under Introduction to 3D modelling to see both maps.
I used Xoulil Shader 2 as a realtime shader for the weapon. The lighting is a little funny, but I hope to work on lighting and stuff. I had a problem where one side of the weapon would be completely white. After messing around alot this problem was reduced.
Overall, I'm pleased with progress made this year, but I know that I can improve and will try to improve my skills with my free time.
Creating a Timeline of Social Board Games: Trivial Pursuit
| The pieces. Arguably the most recognizable aspect of the game. |
The famous game of trivia. Another highly famous part of the game is the pieces that are used. The iconic coloured Pie Slices can be recognized almost instantly by many people across the world.the coloured pieces represent the question categories that the players must know trivia in. Answering questions gives the corresponding piece which slots into the yellow cylinder base piece. The first player to fill the base piece with all of the colours and moves to the centre of the board wins.
The board has spaces the same colours as the pieces and landing on one whil mean that aquestion of that catagory will be asked to the player. Players move by rolling dice. There is also a 7th colour, Grey, which results the player rolling again when landed upon.
Here is the board, the palyers must complete their Base Piece with all 6 colours before they can travel to the centre and win.
Board Image Source:
http://www.canadiandesignresource.ca/officialgallery/wp-content/uploads/2006/05/trivialpursuitimage1.jpg
Pieces Image Source: http://upload.wikimedia.org/wikipedia/commons/thumb/7/77/Trivialpursuit_Token.jpg/220px-Trivialpursuit_Token.jpg
Creating a Timeline of Social Board Games: Ticket to Ride
| Here is the board from a British version of the game |
Interestingly, i heard about this game from Xbox Live Arcade. I didn't know it was a board game until it was shown during a lecture in introduction to games design. the game is basically a game about creating train routes. It's surprisingly fun due to the colourful visuals and inclusion of real world locations.
Players must collect coloured cards which can be used to create routes. Cards are drawn at random so players don't know what colours they get. Players gets points based on the length of railways and if the player can complete the destination tickets they get by connecting to very distant cities.
During a turn the player can either draw train cards (the coloured cards needed to create a route), create a route or draw more destination tickets.
This game is social more between friends who have an interest in trains. Arguments may arise as one player may seem lucky and get all of one colour cards, meaning they can easily build the longest routes.
Here is a link to where I got information from: http://www.daysofwonder.com/tickettoride/en/content/overview/?game=us
Image: http://users.ecs.soton.ac.uk/dem/personal/t2r/tunnelsbridges/tnb-entireukmap.jpg
Creating a Timeline of Social Board Games: Pictionary
Pictionary is like charades, a classic game where players must act out words for other people to guess. Usually based on pop culture. The difference with Pictionary is that players must draw the object and show it instead. Players have a minute to draw the object. The player who is drawing draws a card from a deck to receive the object they must draw. Other players must guess the object for the player to be successful in drawing. Friends have fun trying to guess what drawings are. Arguments and discussions arise from whether the cat someone drew looks more like a horse and other fun topics. Friends can talk long after the game as it shows peoples true drawing skill. It influenced the game Draw Something, found on smartphones. the game is essentially the same but is played over the internet and has no board. It lacks most of the social aspect as you have no real contact with the people you play with. They are in your facebook friends list, but you can't actually see them through the game. There is also a board game. It's not that different to Pictionary, also made by Zynga. A company known for not really coming up with new or unique ideas.
| Source: http://miad.utrechtblog.com/wp-content/blogs.dir/43/files//2011/09/pictionary-13640.jpg |
Creating a Timeline of Social Board Games: Primordial Soup
Primordial Soup is an interesting game from 1997. It is based off of the Primordial Soup theory that all life on earth formed from a single source or a 'soup' of carbon which was influenced by various chemicals to create life. Each player gets coloured pieces and the main goal of the game to evolve the player's starting amoeba Players take phases to turns. The first is to feed the amoeba by moving it in the direction with the current direction card, by the number of spaces printed on the amoeba. After moving the eats one of the coloured cubes not of the same colour as the player then must add two cubes of the players colour as excretion. over turns, players evolve by creating new genes or creating mutating old ones. The goal of the players is to be the longest to survive.
Here is a review of the game: http://www.rpg.net/reviews/archive/11/11109.phtml I got images from there too.
Creating a Timeline of Social Board Games: Carcassonne
This is a game I played during time at university. It is a fun game played by up to 5 players. Each player gets a different set of coloured pieces that are shaped like people. The goal of the game is to gain points and travel furthest on the board. The players move based on points gained by placing tiles on the table and creating places like roads, castles, forts and farms. Players can take these places when they build them by placing one of their pieces on that place. The piece can be removed when the area object has been completed. For example, if the players create a fully complete castle, the players involved in it's creation gain the points for the castle. A new player can contribute to building and gain a share of the points for completing the building. At the end, the player who has built the most and gained the most points wins. The larger a building, the more points that are gained.
Players will usually act friendly to try and get large structures as others help build, making them as large as possible. Or they could be cold and get angry if any other person tries to take any points from their structures.
Here is what the finished game could look like.The brown areas are castles and the white areas are roads. Players would place pieces on places they own until they are finished.
Players will usually act friendly to try and get large structures as others help build, making them as large as possible. Or they could be cold and get angry if any other person tries to take any points from their structures.
Here is what the finished game could look like.The brown areas are castles and the white areas are roads. Players would place pieces on places they own until they are finished.
| Source: http://norvig.com/carcassonne.jpg |
Creating a Timeline of Social board Games: Yahtzee
Yahtzee is a popular game from 1956. A game that uses 5 dice, a cup and a complicated scoring system. It can be played alone but like many games is better with friends. I never really understood how scoring worked in Yahtzee so I would play a metagame where rolling higher numbers than your friends mean you won, or rolling a Yahtzee (all 5 dice are the same) would create an uproar of excitement due to how rare it was. It was also exciting to get multiples of the same number. This was similar in style to a minigame in New Super Mario Bros. on the DS. There was a card game which put the player against Luigi. Whoever had the better hand won. Often it was down to had the most cards of the same type. A full house would be like a Yahtzee where all of the cards in the hand would be the same.
I still don't really understand the rules, but someone has tried to explain it here: http://grail.sourceforge.net/demo/yahtzee/rules.html
| Source: http://ecx.images-amazon.com/images/I/51O89reUcuL._SY300_.jpg |
| Source: http://gamingmemoirs.co.uk/wp-content/uploads/2012/07/Poker-Luigi-New-Super-Mario-Bros.png |
Creating a Timeline of Social Board Games: KerPlunk
Name: Kerplunk
Rules:
This game has players taking turns to pull sticks out from the central column. The player that makes the marbles resting on the sticks fall by removing an ill placed stick. This game is very skill based.
Social Aspects:
Kerplunk encourages talk between players as often arguments will arise as to which sticks will cause the marbles to fall. One player may believe that a stick will be safe to remove but another player will smile knowing that they will in fact fall. Then an argument as to who is right will ensue.
Rules:
This game has players taking turns to pull sticks out from the central column. The player that makes the marbles resting on the sticks fall by removing an ill placed stick. This game is very skill based.
Social Aspects:
Kerplunk encourages talk between players as often arguments will arise as to which sticks will cause the marbles to fall. One player may believe that a stick will be safe to remove but another player will smile knowing that they will in fact fall. Then an argument as to who is right will ensue.
| Source: http://smythstoys.static.s3-website-eu-west-1.amazonaws.com/product_images/100152_L.jpg |
Final Project - Group Game Design Document and Pitch
For this years final assignment I've been placed in a group with two others in my group to create a game design document, using everything we have learned this year based on a theme based on the lecturer's choice. The them for my group was Assassins and Ninjas.
I've been assigned in creating the game world, some of the mechanics, choosing an engine and deciding on the main gameplay functions. So far, I've started to look into multiple engines that could be used. The three engines I looked at are Cryengine 3, Unity 3D and Unreal Engine 3/4. These three engines are free to use, but do cost money to sell a game made in that engine. I've also gone into some pros and cons for each.
In terms of the game world, I've created a very basic map (in paint). Its landscape is based off of a mixture of Japanese mountainous towns, Middle Eastern deserts to western cities. The world will be open to explore, similar to skyrim where mountains can be scaled and cities can be visited.
I still have work to do for mechanics and main gameplay ideas. So far the main gameplay idea is a mixture of Skyrim, Assassins creed and Ninja gaiden. There are a few gameplay mechanics such as trading for items instead of buying them with currency and followers who you must constantly help otherwise they will not help you back in return.
I've updated this post after completing a presentation to the lecturer, pitching the game. Overall, presentation went well and I enjoyed the experience. I do need to work on my presentation skills, likely I'll need to work on saying things in as few words as possible as at the end very little time was left to talk about game engine choice.
I've been assigned in creating the game world, some of the mechanics, choosing an engine and deciding on the main gameplay functions. So far, I've started to look into multiple engines that could be used. The three engines I looked at are Cryengine 3, Unity 3D and Unreal Engine 3/4. These three engines are free to use, but do cost money to sell a game made in that engine. I've also gone into some pros and cons for each.
In terms of the game world, I've created a very basic map (in paint). Its landscape is based off of a mixture of Japanese mountainous towns, Middle Eastern deserts to western cities. The world will be open to explore, similar to skyrim where mountains can be scaled and cities can be visited.
I still have work to do for mechanics and main gameplay ideas. So far the main gameplay idea is a mixture of Skyrim, Assassins creed and Ninja gaiden. There are a few gameplay mechanics such as trading for items instead of buying them with currency and followers who you must constantly help otherwise they will not help you back in return.
I've updated this post after completing a presentation to the lecturer, pitching the game. Overall, presentation went well and I enjoyed the experience. I do need to work on my presentation skills, likely I'll need to work on saying things in as few words as possible as at the end very little time was left to talk about game engine choice.
Normal and Specular Mapping a Current Gen FPS Weapon
After a lot of trouble with cages and text based errors when trying to create projections of my high poly model to create a normal map for my low poly gun, I've finally got one which works.
A normal model is necessary to add extra detail to a 3D model without adding extra polys, which would require more resources to render. Normal maps are good when creating objects in 3D which need to have a lot of detail, but because of the limitations of current generation consoles and PC games can not have as many high detailed objects in view at one time. Normal maps allow this extra detail without losing resources.
Here is my normal map:
A normal model is necessary to add extra detail to a 3D model without adding extra polys, which would require more resources to render. Normal maps are good when creating objects in 3D which need to have a lot of detail, but because of the limitations of current generation consoles and PC games can not have as many high detailed objects in view at one time. Normal maps allow this extra detail without losing resources.
Here is my normal map:
A specular map defines where a model is shiny or glossy. For example, metal will be shinier than wood. The closer to white an area of a specular map is the shinier that particular area will be.
Here is my specular map:
Timeline of Social Board Games: General Presentation
I've been Talking with Nigel and the overall presentation will be a poster. The design of the poster will be like some kind of bard game, similar in style to the game of life in design. Every so often on the board there will be a year and a physical game created in that year. Background information will be on separate sheets to discuss. For digital games there will be off shoots on the board with plug sockets. These are connected to TVs which house the digital game name and Years.
I might make a power point with images of the games, to display more information while saving space on the actual poster presentation. I'll see what Nigel thinks about that.
I might make a power point with images of the games, to display more information while saving space on the actual poster presentation. I'll see what Nigel thinks about that.
Social Board Games: Scrabble
Name: Scrabble
Year of original Release: 1948
Rules:
This is a word based game where points are given to players who create words on the board. There are special areas where if a word crosses it in some way the player will gain points bonuses. Points are given based on the point values of each letter used in a word. The more common a letter is, the fewer points that letter gains. For example, E gains very few points whereas Q gains a lot more. words can also only be placed if it uses at least one letter from another word already on the board (except the first word).
What makes it social:
What isn't social about a game about words? Often arguments or discussions will arise as to whether a word is real or not and the player who made it should get points for using a load of rare letters. Scrabble also helps improve the vocabulary of the people playing as it encourage usage of less common words with less common characters. Talking between players help improve this aspect. People who play for the first time tend to not gain as many points.
Year of original Release: 1948
Rules:
This is a word based game where points are given to players who create words on the board. There are special areas where if a word crosses it in some way the player will gain points bonuses. Points are given based on the point values of each letter used in a word. The more common a letter is, the fewer points that letter gains. For example, E gains very few points whereas Q gains a lot more. words can also only be placed if it uses at least one letter from another word already on the board (except the first word).
What makes it social:
What isn't social about a game about words? Often arguments or discussions will arise as to whether a word is real or not and the player who made it should get points for using a load of rare letters. Scrabble also helps improve the vocabulary of the people playing as it encourage usage of less common words with less common characters. Talking between players help improve this aspect. People who play for the first time tend to not gain as many points.
Mixing Styles Part 3
This week a lot of progress has been made in imitating the Styles of Ashley Wood and Marek Okon. These concepts I'm drawing in these styles should be finished by next week.
Here they are:
This is in the style of Marek Okon. It has a lot work that needs to be done to make it look photorealistic like this style. It's unlikely it will look photosrealistic when finished, but I'll work on it.
This is my approach to Ashley Wood's style of painting. I didn't use any lines, which shows why it is so rough. The background colours were taken from the general colour scheme Wood tends to use. There is a giant mushroom in the background, not sure why. Might make it a theme. This picture should be finished soon.
Edit:
The finished images look largely the same. It was interesting to try and imitate another persons style of drawing. The assignemnt wasn't really seeing how well we copy the style, but how well we can cope trying to draw in a different way to we regularily do. I liked drawing in Sean Galloway's style as it is a cartoony style and I am much more interested in this art style. Marek Okon's style of drawing wasn't really that interesting, it was just trying to imitate real life. It seems to lack a little creativity, leaving aside the actual characters within the drawings, just trying to make images look realistic seems a little boring. As for Ashley Wood's style of painting, I found this quite interesting. I decided to not use any lines within my painting and used a similar pallet. It was good as it was so different than what I'm used to drawing.
Here they are:

This is my approach to Ashley Wood's style of painting. I didn't use any lines, which shows why it is so rough. The background colours were taken from the general colour scheme Wood tends to use. There is a giant mushroom in the background, not sure why. Might make it a theme. This picture should be finished soon.
Edit:
The finished images look largely the same. It was interesting to try and imitate another persons style of drawing. The assignemnt wasn't really seeing how well we copy the style, but how well we can cope trying to draw in a different way to we regularily do. I liked drawing in Sean Galloway's style as it is a cartoony style and I am much more interested in this art style. Marek Okon's style of drawing wasn't really that interesting, it was just trying to imitate real life. It seems to lack a little creativity, leaving aside the actual characters within the drawings, just trying to make images look realistic seems a little boring. As for Ashley Wood's style of painting, I found this quite interesting. I decided to not use any lines within my painting and used a similar pallet. It was good as it was so different than what I'm used to drawing.
Social Games: Logo Board Game
Name: Logo Board Game
Year of Release: 2011
Rules: Players gain points by answering questions correctly relating to the business behind the logos. Questions answered right allow the players to move around the board to centre winners circle.
It's enjoyable to see when a friend doesn't recognise a major business logo, creating excitement as players try to guess franticly as they don't want to seem stupid.
Inspired: Many smartphone apps are a game similar to this, where players gain points fro guesing logos correctly. They also lose points if they guess incorrectly.

Year of Release: 2011
Rules: Players gain points by answering questions correctly relating to the business behind the logos. Questions answered right allow the players to move around the board to centre winners circle.
It's enjoyable to see when a friend doesn't recognise a major business logo, creating excitement as players try to guess franticly as they don't want to seem stupid.
Inspired: Many smartphone apps are a game similar to this, where players gain points fro guesing logos correctly. They also lose points if they guess incorrectly.
| The board |
Social Games: Jenga
Name: Jenga
Year of Release: 1983
Rules: First a tower is built in layers made of 3 block put side by side, rotating the direction the blocks face each layer.
The players must pull out one of the blocks on their turn from the tower. The piece taken must be placed on the top of the tower in a similar fashion to how they are placed at the beginning. The player that makes the tower fall loses.
Defining Features:
This game was unique at the time as it was about balance in a 3D space. Players must be cunning and try to lure the other players into a trap where the tower will collapse on their turn, allowing the craftiest player to win. A good understadning of balance also helps.
Information gathered from http://boardgamegeek.com/boardgame/2452/jenga
Year of Release: 1983
Rules: First a tower is built in layers made of 3 block put side by side, rotating the direction the blocks face each layer.
The players must pull out one of the blocks on their turn from the tower. The piece taken must be placed on the top of the tower in a similar fashion to how they are placed at the beginning. The player that makes the tower fall loses.
Defining Features:
This game was unique at the time as it was about balance in a 3D space. Players must be cunning and try to lure the other players into a trap where the tower will collapse on their turn, allowing the craftiest player to win. A good understadning of balance also helps.
Information gathered from http://boardgamegeek.com/boardgame/2452/jenga
Social Board Games: Mouse Trap
Game Name: Mouse Trap
Original Year of Release: 1963
Game Information:
Mouse trap wowed the world with it's Rube Goldberg machine way of capturing mice. The players take the role of mice who must get cheese and escape the board. Set up time for the game was quite long (for me anyway) but the game incites social interaction as excitement occurs between players as they notice the ball start to roll, causing the trap to slowly fall. This excitement causes heated talk between players.
Original Year of Release: 1963
Game Information:
Mouse trap wowed the world with it's Rube Goldberg machine way of capturing mice. The players take the role of mice who must get cheese and escape the board. Set up time for the game was quite long (for me anyway) but the game incites social interaction as excitement occurs between players as they notice the ball start to roll, causing the trap to slowly fall. This excitement causes heated talk between players.
Mixing Styles Part 2
This week I've mostly finished the work in the style of Sean Galloway. Just needs a bit of finishing. For the next piece of art based on Ashley Wood I've started, but there is still a lot of work to do.
Here is the piece baced on Sean Galloway:
Here is the piece baced on Sean Galloway:
Here is the Ashley Wood Piece so far, It has a lot of work left to do:
I'll post more progress next week.
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