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.

Building Virtual Worlds Round 1

Final presentations for our Round 1 projects have ended, and boy what a first round.  The theme this round was that the guest should be helping one character who is afraid of another character, and the platform that my team got assigned was HMD (Head Mounted Display).

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

This is the first time I’ve made a game like this, and have been “the” 3D modeler;  It was quite an experience.

The team decided to tell a feel good story about a boy in elementary school trying to get the courage to approach that “special” girl on the playground.  The context is Valentine’s day, and the guest interacts as the boy’s imaginary friend.

I played it extremely safe this round in terms of aesthetic style, but even so the game turned out really well.  John – the texture artist – and I agreed to do a very simple, crayon/stick-figure art style, which no only fit very well with our story but also kept the work load from getting out of hand for this first round of the semester.

I was really happy with this decision as it gave me a lot more opportunity to first mess with basic shapes for most objects as well as leaving only one set of non-basic objects to work on (the hands); moreover, with the saved time I had time to mess around more with animation and getting our characters to emote in subtle ways since they don’t ever actually talk.  If you pay attention, the boy and girl’s feet always point outwards when they are happy and inwards when they are sad/shy.  I really enjoyed making little animations like those; I think I am developing a sense that when animating a character, every part of the body should participate even if it is minor and subtle.

The team I worked with was great, too.  Our programmer developed an amazing gesture system to work around the fact that someone using the HMD is “tethered” and can’t actually move around or move their fingers.  Our texture artist is great with props and made us themed “imaginary friend” gloves for the final presentation (on Vimeo).  Our sound designer composed all the music himself and you can hear it change in complexity as the game progresses, with more layers being added.