ETC West Coast Trip 2012

The Entertainment Technology Center took the incoming class on the annual “West Coast Trip” this past week and a half.  Everyone flies out to LA and then San Francisco to visit big name companies in film, games, and location-based entertainment as well as to meet ETC alumni in these cities.

It was quite the tiring experience to be visiting a company every morning and another one every afternoon with occasional evening alumni events.  However, quite informative as well.  Being in a space and feeling the atmosphere and the vibe that it gives you is quite different than reading about it or even watching a video of it.

There were different buses going to different companies everyday.  The companies I visited were:

  • Dreamworks (LA)
  • Sony Imageworks
  • Disney Animation
  • Rhythm & Hues
  • Digital Domain
  • Dreamworks PDI (SF)
  • Autodesk
  • Electronic Arts
  • Lucasfilm
  • Playdom
  • Silvertree Media

Also, on Saturday, January 7 – my birthday -, we got to go to Disneyland and California Adventures… to appreciate the entertainment technology, of course!

BVW Fall 2011 Show

An awesome BVW Show has just ended.  DVDs are not expected out until some time this spring, but until then, here is a Youtube playlist of the show:

http://www.youtube.com/playlist?list=PLACF9EF638815731C

And a semi-good quality stream:

mms://wetc-tv.etc.cmu.edu/stream/2011_semester_3/class/bvw/bvw-pgh_2011-fall-show.wmv

I had a lot of fun; two of my worlds made it into the show:  “Hello, Good Buy!” and “Soul of Movement.”

I also made it into the show as the hand that pops out of the “Hello, Good Buy!” mystery box holding 3 dollars.

Visual Story Assignment 5

Final presentations for our fifth and final assignment have ended.  This assignment was about creating a music video given a color, object, and theme.

You can see the film that my team produced in my portfolio under “Film: Visual Story.”

Our team’s theme was daring yellows, a necklace, and romance.  The process was extremely rough and difficult at times, but this was a really, really fun assignment.

You can see right away that despite what seems to be a really, really simple set of guidelines, our team did something very ambitious.  This is due to my influence:  I had wanted to do a “fight” scene in Visual Story since the start of the semester.  The brainstorming process was still difficult though because we had to figure out how to integrate fight with romance.   Originally, we had thought about having two guys fight over a girl while both dancing with her at the same time.  While this idea was actually pretty cool, the amount of practice and choreography that would have been required was beyond us so we scaled back to just a girl and a guy.  The fight/romance was still difficult to resolve and our pitch went over rather sour, especially with Anthony Daniels as a visiting professor that day.

Eventually, with a bit of focus, we boiled our story and our goals down to the essence of what we wanted, which was this playful fight between the girl and guy.  We got really lucky with Jing as our actress since not only did we not have to outsource to the drama department but she is really great.

I had fun acting as well, and the choreography was also fun and fresh:  I helped come up with some of the gags and pacing, but a lot of it was improvised on the spot depending on what Jing and I did that seemed fun or funny.

I hope you enjoy this video; for me it really is the culmination of a great and fun semester of film-making for non-film-makers.

Building Virtual Worlds Round 5

Final presentations for our Round 5 projects have ended.  The theme this round was to make something for the BVW Show.

You can see the game that my team produced in my portfolio under “Games: Building Virtual Worlds.”

My team from Round 1 got back together again for this round, looking to capture some of our previous magic.  This time, we made an ambitious choice to combine multi-player strategy gaming with a show element, and struggled through quite a few iterations of the game but the final product is pretty solid.

Luckily we decided to approach this round with a “lightening round” idea and polish it as much as possible; unfortunately, though, our choice in mechanic slowed us down a lot.  Coming up with a compelling strategy game takes a lot of balancing between control, random elements, and interest curve.  Moreover, multiplayer meant that there was a lot more implementation that would have to be done.  In fact, we changed our idea a multitude of times between interims and didn’t have our final design until after the last interim before finals today.  We went through ideas such as a silent auction to see-saws to scales and pulleys before settling on a simple tug-of-war style mechanic.  In regards to implementation, we started with Unity Phone, which still wasn’t ideal for having a lot of players connected reliably so over the course of the first few weeks, Zero spent most of his time with the help of Emmanuel developing a new web-browser based interface that people could use through their smartphones.  Turns out that this worked much more reliably than using the phone servers.

As to my contribution; I really did get a lot of opportunity to polish this project the way that I wanted to.  At the beginning while we were still finalizing the mechanic and aesthetic style, I took the initiative to model a whole multitude of low-poly prizes (cars, blenders, TVs, sofas, etc.).  Though these did not end up taking a main role as I had hoped, I did get to include them in the background of the final build.  The final tug-of-war mechanic did allow me to have a lot of fun animating our little characters, and they have a variety of different animations for each emotion.  What I am most proud about though is the subtle fact that they wave and acknowledge the guest when they receive a new command.  As to the overall environment, most every subtle detail that I wanted are there:  There are cameramen around the set that just rotate slowly and even a lighting grid on top of the ceiling  where little simulated spotlights are hanging from.

I had a lot of fun polishing this project, and the team was great.

EDIT:  This world made it into the Final Show!

Visual Story Assignment 4

Final presentations for our fourth assignment have ended.  This time our team had to produce a game trailer based off of the pre-production that another team did.

You can see the film that my team produced in my portfolio under “Film: Visual Story.”

We got the “Mario Paint” pre-production that Ninja Babies did, and did pre-production for “Windows 3D Pinball” ourselves.  This was a strange assignment and I think we did the best with what we had to work with.

The pre-production took a bit of brainstorming as usual.  I forwarded the idea of doing Windows 3D Pinball because we had watched the CollegeHumor Minesweeper trailer and thought it’d be funny to do something with a classic Windows operating system game.

As to production, the Ninja Babies pre-production for Mario Paint wasn’t that complex and we basically followed it exactly, adding some slight creative flair with the background as well as Dicky’s exaggerative acting.  Also, the voice-over came together towards the end as well, and I think it filled a palpable gap in the whole aesthetic.

Building Virtual Worlds Round 4

Final presentations for our Round 4 projects have ended.  This round we had to make a game that “told a story,” and my team decided to use Kinect as the platform.

You can see the game that my team produced in my portfolio under “Games: Building Virtual Worlds.”

My team decided to address a more serious topic with our game this round I think the result turned out well.

The brainstorm process was a bit slow again, but this time because we had too much to work with.  Daniel Aum had a great idea for a complex and very cinematic story but we didn’t have the resources to execute the whole thing.  Many thanks to Chris Klug who helped us streamline the story down to what it is now.  We ended up capturing the essence of the story we wanted to tell, and Daniel did a great job too in choosing a subject that was well-known enough that we didn’t have to waste time in-game setting up any of the back-story.

I really pushed myself this round, and I really enjoyed it.  This was the first time that I had modeled and rigged humans, and they turned out really well.   I even had a go at putting bones in the faces and animating the mouths and eyelids.  The buildings were really ambitious, too.  I didn’t have CityEngine or any other procedural city-generating software so I just made 3 different types of floors, 3 different types of roofs, and a generic door, and mixed and matched building heights, orientations and texture colors.  The amount of scene work I had to do gave me a lot more exposure to Unity3D than any previous round as well.

I have to thank and apologize to my texture artist, Dan-Ah.  I made so many models that she became back-logged I had to UVW unwrap most of them for her especially since she had to spend so much time texturing our two human characters.  This was an enlightening experience though and I found that certain ways of modeling are not as UVW unwrap friendly.  I think 3D modelers and texture artist should coordinate to understand the difficulty of each other’s roles and pipeline better between themselves.  Something that I know some other teams in the class have had difficulty with.

Visual Story Assignment 3

Final presentations for our third assignment have ended.

This assignment was about analyzing one of a set of pre-selected movie clips and be able to plan and recreate it shot-for-shot. You can see the film that my team produced in my portfolio under “Film: Visual Story”.

My team chose a clip from Tenacious D. This was a rather simple assignment and I had a lot of fun working on details. Our team didn’t know how much creative freedoms we would have (turns out a lot as a bunch of other teams “reinterpreted” scenes) so we played it safe and tried to match the clip as exactly as possible.

I had a lot of fun with this because this is the first time we had shot inside of someone’s house (Eric) and we really had complete control over the set. I had a lot of fun throwing stuff around on the floor and rearranging things to make our room look just as unkempt as the one in the Tenacious D clip. Moreover, we actually shot different shots in different parts of the house to get the effect of a whole “solid” room. The couch and TV were moved appropriately, and I myself am really impressed with the illusion we created. Also, this was the first and only time my team used a boom mic  and I had a lot of fun positioning it and finding out which directions around our actors the sound carried the best.

Building Virtual Worlds Round 3

Final presentations for our Round 3 projects have ended. This round was a one week lightning round, where the theme was to make something “fun to do.” My team picked Kinect as the platform this time around.

You can see the game that my team produced in my portfolio under “Games: Building Virtual Worlds”.

This was a fun concept and we put together a scalable game rather quickly. Brainstorming was rather slow at first but I think most of the team latched on to the “ball pit” idea I had when we were able to prototype it quickly. Emmanuel added the “match three” mechanic and we had a game.

Brian did an amazing job creating a unified aesthetic this round; this was the first round where I had sketches from the texture artist of what the characters should look like and that I didn’t have to design them myself.

What most of the time was spent on was supporting our programmer Xing and getting our slightly more complicated than expected “match three” mechanic to work. Many thanks to Emmanuel in that area as well; he is a programmer, too, but had the role of sound designer for BVW, and really had an opportunity to shine this round.

Building Virtual Worlds Round 2

Final presentations for our Round 2 projects have ended.  The theme this time was to design a game that even a naive guest could understand and use, and the platform my team got assigned was Kinect.

You can see the game that my team produced in my portfolio under “Games: Building Virtual Worlds.”

This was a very difficult round in terms of finalizing our game concept, but I really liked the result in the end.

Our group ran through multiple iterations of this game.  At first we made a music-creation game with pentatonic scale notes at various Kinect arm angles, and though it worked, we discovered quickly that it was still very hard to create a compelling piece of music unless one was a composer.  We also tried to have the various positions and gestures control random sounds on top of a base soundtrack, but we found that to be even more chaotic and dissonant at times.  All during this time, we were also trying to get random light and particle effects to occur with each of the different positions and gestures and this was just as difficult to read.

AT this point, we came away with a few key realizations:  We needed more game-like elements rather than simply “toy”-like effects; secondly, we needed to take the music out of the player’s control (being a musician is much harder than Guitar Hero had us believe); thirdly, we needed to unify the aesthetic/theme and scale back on all the excess nonsense.

What we finally settled on turned out particularly elegant.  You can see from the demo that it’s simply a “keep-it-up” game that encourages movement with “dance” and music as the background aesthetic.  In fact, the Kinect code tracks joint rotations without discriminating between dancing or spastic twitching.  It’s clean, it’s simple, and it works.

As to my contributions as 3D modeler. I had the dancer silhouette done very early.  I really liked the subtle personality that the disco-clothes flares gave our avatar.  The band members in the back did not come to be until we finally settled on our third and last iteration of the game.  We already had the abstract texture bars but realized that we needed a little more to give the player some emotional attachment to keeping the bars up and I decided that band members might just help.  I really had a lot of fun giving them different and crazier animations as the levels went up and I think everyone else who watches the game enjoys them as well.

All-in-all, one of the best games all semester.  Arnold Blinn from Microsoft’s Kinect Fun Labs liked it a lot when he stopped by as well.  Great work, team!

Visual Story Assignment 2

Final presentations for our second assignments have ended, and I’m rather pleased with our first film for the semester. The assignment was to make a 60 second film with 10 second logo to advertise our visual story team.

You can see the film that my team produced in my portfolio under “Film: Visual Story.”

My team had a very, very long brainstorming session before we finally settled on the idea of having a promo that introduced each of us as having a unique super power. My super power was actually a rather serious and accurate representation of myself as it was the beginning of the video and we wanted the more ridiculous things to happen later, but, otherwise, yes, I am the “boyscout-type” (never actually was a boyscout) who always has a multi-tool on them as well as a backpack full of nonsense where-ever he goes.