Amanda Blatch week 6
So for my diary this week. To be honest with you my memory is a little bit shoddy, especially when the cold weather hit and my body seems to have started shutting down into a weird state between wanting to hibernate, and needing to stay functional. However despite needing to do that, in the few minutes it took me to write that opening paragraph in my morning-daze, I have been sipping at my coffee and recollecting my thoughts of the past week.
I do remember finishing off some work from the previous week of a couple of characters who just needed to be cut out, rigged and imported in game. Luckily I was able to finish that lot in an hour or so before moving onto daunting and important piece for the game; The Splash Screen. As most of you know, the splash screen is a pretty bit of artwork that advertises the game and is one of the first points of call for the player when they load their freshly download game from the app store. So to me that is pretty important task as an artist and I, admittedly, often judge a game based on its opening. To me it shows that if developers are putting that much care and attention into an opening sequence and/or image for a game, then the rest of the game would surely receive that sort of treatment as well. So daunting. But I got to work and got a lot of input from everyone in the studio to find that ‘perfect’ medium that would make the majority happy. It took a little while to get right, but we got there in the end and were able to create a splash that seemed to sit well with everyone. And that was pretty much my week! It got rounded off nicely with another bit of character work for our tutorial guide which I managed to get all done in about half a day (whooo setting new records for myself!) to our designer’s standards. But that is about it, so enough of this writing thing for now and back to the work!
Craig Moore
Student Diary
Week 49
Not a great deal has changed since last week; it’s been a heavy week of work and a weekend of T2G coursework, to come, for me.
We had a big push in regards to presentation of the game this week, title screen has gone in and work on the font has happened. I have also begun adding music and sound which helps to make the game more fleshed out and actually feel like a *thing*. The biggest hurdle now is really improving the players experience within the game.
As it currently stands things are a little choppy, there are some key elements missing that enable the player to know what they are doing, where to go, what to do etc.. And these all need going in and making clear and incredibly approachable. The biggest hurdle is making sure everything is represented, and with mobile devices it all needs to be done with little real estate.
Getting this done is a major hurdle for me, I’m really pushing myself to do everything that’s being asked of me and it is incredibly stressful, I don’t want to let anyone down and failing is my worst fear. I just have to try my best not to let it get the best of me and fight through the pressure.
Never Give up
Craig
Ezekiel Morris – Developers Diary
Well this week I’ve been animating again, all of my character animations are complete so
at this point I wasn’t sure if there was any work for me. I have finished my tasks for the week and I thought there was no more animation left to do but that’s a lie because there is more animation and animation always takes time, you can’t rush it.
When you start to see what’s needed it looks simple at first but it’s not, I find it annoying when I’m working on these animations for hours and hours and it looks the perfect in your eyes but you get told that the animation is good but it’s too short so add a bit more or it’s getting there keep working on it, so I pause and do this in my mind Ahhhhhhhhhhhhhhhhh!!! Rage quit.com. I can’t wait to finish the game particularly can’t wait to relax and chill but hold on I can’t chill I’m working late again yayyy!!!
Finally I found something that will make my life easier and that’s iclone5, it’s a real-time animation program. I want my workflow to be efficient and simple no worries, no stress and doing it in iclone5 is the real deal I don’t use iclone5 at D R Studios and it wouldn’t work for this project, animating it manually is a skill to learn.
Matty WS week 47
Week47 went by very fast, got a lot of work in, and stayed late a few times again. The weeks are merging together now and time flies by, its winter time now essentially! That would make it my second winter here, so I’ve been here a long time now. I think I’ve been exposed to a lot of hard work and late nights and I’ve so far gained a massive insight in to what it’s like to work in the games industry. Even now every single thing I’ve done has been a learning curve, I’ve used many programs that I’ve not used before and I’ve done a lot more 2D work here than I have done in my entire life, albeit that isn’t much. 😛 Either way though I’ve also learned that it’s not an easy job. I also haven’t only worked on games since I’ve been here, there has been a few other projects that weren’t to do with games at all!
Since I started in September last year it’s been a great experience that I hope will continue for a lot longer. I could never go back to working in retail or any other boring/manual labour job after working here, I can only see myself going forward and getting better with every game asset or document I produce, slowly but surely working my way up the ladder of what seems to be my choice of career, chosen when I was still in school. I’d like to think I’ve done rather well considering I haven’t gone to uni and even dropped out of college, and it’s just proof that you can do what you want regardless of official education, it’ll just be harder to get there.
Anyways, I’m gunna go home and play some games. Till next week!
Matty WS