Friday, November 25, 2011
Saturday, November 12, 2011
Personal review of the first year
Looking back on year one, I realize that it wasn’t so much of a struggle as I thought it would be, especially in comparison to this year so far. It might be that I’m saying that because it has already passed and over with, but it’s difficulties were still somewhat easier to handle than several of the changes so far this year.
The biggest issues I faced during the first year were getting used to the course, and its programs, such as 3Ds Max, which I had never used beforehand. As well, being a foreign student required a lot of adjustment. Personally, I feel I’ve matured to some extend since the first year, and I am able to better realize the weight that I have to carry on my shoulders. Still, there is much I have to get used to.
In hindsight, I realize there are many things that I could have done better, one of which was my time management. This is an issue I’ve tried to get better at for years, with little progress. Essentially, I get everything done at the last moment, perhaps because of the fear of failing or not reaching the deadlines makes me go into work-overdrive, at which point I get everything done in one go. This year, however, I’m starting projects near the beginning, and working on them little by little until completion. Still, I tend to complete a large part of the work near the end. Overall, I think I did well during the first year – not great, of course – but I intend to improve. From my experience, I found that the time and effort I thought I put into a project simply wasn’t enough sometimes.
As of now, I can’t really describe what my expectations are for this year, as I’m uncertain of what is to come. However, there are several things I’d like to achieve. First, I’d like to show some improvement in my art. Secondly, my 3Ds Max skills could stand to improve, though I’m really not looking forward to it. I plan to spend as much extra time as I can with drawing, and developing myself as an artist. So far, I can say I’ve travelled a long road since my beginnings, and I plan to continue down that road to improvement. Sometimes the goal of getting there drives me mad, especially when looking at the art of those better than me; still, I strive to get better, and eventually surpass them. It’s a long and difficult road, but I take it in stride; I may want to take the easier paths, but something inside me urges me to take the rougher path.
Having seen what our current projects are, I’m quite confident that I can do them. Now, though, we’re a little bit more stressed out about our work, as we’ve got to put forth our best effort in order to pass on to year three. At point I find it quite difficult to manage the workload, and I have to try and balance that with developing my drawing skills. Another issue I’ve been facing that is having an effect on my work is my eyes. I’ve had medical issues with them for years; mainly, they’re photosensitive. After staring at a screen for some time, they hurt quite a bit for the rest of the day. Managing this requires taking breaks every now and then, where I just have to stop looking at anything in order to let them recover.
Overall, year one wasn’t quite as difficult as I expected it to be. This year however, I know I have to put forth a greater effort, and balance my own issues at the same time, in order to succeed.
The biggest issues I faced during the first year were getting used to the course, and its programs, such as 3Ds Max, which I had never used beforehand. As well, being a foreign student required a lot of adjustment. Personally, I feel I’ve matured to some extend since the first year, and I am able to better realize the weight that I have to carry on my shoulders. Still, there is much I have to get used to.
In hindsight, I realize there are many things that I could have done better, one of which was my time management. This is an issue I’ve tried to get better at for years, with little progress. Essentially, I get everything done at the last moment, perhaps because of the fear of failing or not reaching the deadlines makes me go into work-overdrive, at which point I get everything done in one go. This year, however, I’m starting projects near the beginning, and working on them little by little until completion. Still, I tend to complete a large part of the work near the end. Overall, I think I did well during the first year – not great, of course – but I intend to improve. From my experience, I found that the time and effort I thought I put into a project simply wasn’t enough sometimes.
As of now, I can’t really describe what my expectations are for this year, as I’m uncertain of what is to come. However, there are several things I’d like to achieve. First, I’d like to show some improvement in my art. Secondly, my 3Ds Max skills could stand to improve, though I’m really not looking forward to it. I plan to spend as much extra time as I can with drawing, and developing myself as an artist. So far, I can say I’ve travelled a long road since my beginnings, and I plan to continue down that road to improvement. Sometimes the goal of getting there drives me mad, especially when looking at the art of those better than me; still, I strive to get better, and eventually surpass them. It’s a long and difficult road, but I take it in stride; I may want to take the easier paths, but something inside me urges me to take the rougher path.
Having seen what our current projects are, I’m quite confident that I can do them. Now, though, we’re a little bit more stressed out about our work, as we’ve got to put forth our best effort in order to pass on to year three. At point I find it quite difficult to manage the workload, and I have to try and balance that with developing my drawing skills. Another issue I’ve been facing that is having an effect on my work is my eyes. I’ve had medical issues with them for years; mainly, they’re photosensitive. After staring at a screen for some time, they hurt quite a bit for the rest of the day. Managing this requires taking breaks every now and then, where I just have to stop looking at anything in order to let them recover.
Overall, year one wasn’t quite as difficult as I expected it to be. This year however, I know I have to put forth a greater effort, and balance my own issues at the same time, in order to succeed.
Friday, May 13, 2011
Monday, May 9, 2011
Personal review of the first year
The year I spent in university had a big impact on my life. The things I learned and parts of life I understood made me more mature and responsible in the end. The fact that I was thousands of miles away from home helped me to grow more independently as a person. The university taught me that the best education is self education, although some help form time to time is appreciated. I learned a great deal from my many lessons and lectures, and I feel they are the roots for something bigger to grow in the future.
Even before I arrived in Leicester and at university, I was imagining what it was going to belike; fun, though hard, or ridiculous, but not knowing it would be all of them. Being so far away from home, from my family and friends, certainly changed me. The fact that it was my first time flying to a distant country all alone, and not knowing anybody did make me panic a little bit in the beginning. But all I could do is man up and deal with it.
When the studies in the university started, I imagined it was going to be really fun and easy, though I was certainly wrong about that. At the beginning, yes, it was quite easy, as we began with fairly simple work, and thus had a lot of free time. But after a while the real work set in. The very first steps I took in the 3D area were both difficult and painful. But little by little I got the hang of it, though my progress was slow at first, but everything takes time. Overall, I think I improved a great deal in 3D modeling for the time I had, even though I knew nothing of it beforehand.
The visual design parts of the studies were quite enjoyable. Having an artistic background, it was quite easy for me to catch up on drawings, although I’m more of the type produce less work with higher quality, than a plethora of low quality work. Most enjoyable were the life drawing we had, although sometimes it was quite awkward having 48 guys in one small, hot room drawing a naked dude…but all in the days work I guess.
I enjoyed the lectures we had which dealt with discussing and brainstorming the basics of a movie or video game, how it was composed and created. Knowing the very basics of them, getting inside the art of the creation of a game or a movie, is a very important consideration for an artist. The movie lectures in which we just gathered around and watch some good movies were also quite interesting. The essay writing part wasn’t the best for me, English not being my mother language, and the fact that I’m not very good at their structure is kind of a bummer.
I had no idea what I was in for when I decided to study far away from home. I knew it was going to be hard, but at moments I wasn’t prepared for the problems I had. Dealing with them, projects for the university, balancing with money, and several other things were quite a burden from time to time. Maybe they were one of the reasons I couldn’t concentrate on my projects at some points, but the work I gave every time I was quite happy with. It wasn’t the best, but I tried to the best I could. Knowing that I could do more, I have the urge to improve myself in everything I do, it’s in my blood. But the lazy factor is in my blood too…kind of an oxymoron.
Overall, the year spent at the university had a big impact on my life, in that it forced me to grow more mature as an individual, and take more responsibilities. The work I produced was hard but at the end enjoyable. I have no idea what’s going to come in the year to follow, whether it will be more difficult or somewhat easier, but I guess I’ll just have to deal with it as it comes.
Even before I arrived in Leicester and at university, I was imagining what it was going to belike; fun, though hard, or ridiculous, but not knowing it would be all of them. Being so far away from home, from my family and friends, certainly changed me. The fact that it was my first time flying to a distant country all alone, and not knowing anybody did make me panic a little bit in the beginning. But all I could do is man up and deal with it.
When the studies in the university started, I imagined it was going to be really fun and easy, though I was certainly wrong about that. At the beginning, yes, it was quite easy, as we began with fairly simple work, and thus had a lot of free time. But after a while the real work set in. The very first steps I took in the 3D area were both difficult and painful. But little by little I got the hang of it, though my progress was slow at first, but everything takes time. Overall, I think I improved a great deal in 3D modeling for the time I had, even though I knew nothing of it beforehand.
The visual design parts of the studies were quite enjoyable. Having an artistic background, it was quite easy for me to catch up on drawings, although I’m more of the type produce less work with higher quality, than a plethora of low quality work. Most enjoyable were the life drawing we had, although sometimes it was quite awkward having 48 guys in one small, hot room drawing a naked dude…but all in the days work I guess.
I enjoyed the lectures we had which dealt with discussing and brainstorming the basics of a movie or video game, how it was composed and created. Knowing the very basics of them, getting inside the art of the creation of a game or a movie, is a very important consideration for an artist. The movie lectures in which we just gathered around and watch some good movies were also quite interesting. The essay writing part wasn’t the best for me, English not being my mother language, and the fact that I’m not very good at their structure is kind of a bummer.
I had no idea what I was in for when I decided to study far away from home. I knew it was going to be hard, but at moments I wasn’t prepared for the problems I had. Dealing with them, projects for the university, balancing with money, and several other things were quite a burden from time to time. Maybe they were one of the reasons I couldn’t concentrate on my projects at some points, but the work I gave every time I was quite happy with. It wasn’t the best, but I tried to the best I could. Knowing that I could do more, I have the urge to improve myself in everything I do, it’s in my blood. But the lazy factor is in my blood too…kind of an oxymoron.
Overall, the year spent at the university had a big impact on my life, in that it forced me to grow more mature as an individual, and take more responsibilities. The work I produced was hard but at the end enjoyable. I have no idea what’s going to come in the year to follow, whether it will be more difficult or somewhat easier, but I guess I’ll just have to deal with it as it comes.
Sunday, March 27, 2011
Elements of game design, part four: environment
The element that brings everything else together, story and character, and makes them truly come alive, is the environment. It is the one factor that brings out the full mood of the game entirely.
Let’s further discuss environments, and not only in games, but also in books and movies. Environments can be absolutely anything, and look like anything the person puts their mind to, with any number of variations. So long as there is imagination, the environment can only grow. It is one of the elements that put the main character in place. The environment can be simple, and contrast the character, or reflect the current mood of the character.
Early on, the environment in games was no more than very simple, textured shapes and corridors meant only to guide the player in a path through the world, while providing minimal setting. But, as technology progressed, the environment became one of the most important and integral parts of any game, and serves several purposes. Again, the most basic use of the environment is to guide the player, to make it obvious where and where not to travel. A simplistic example of this is found in DOOM 3, and Halo: CE. DOOM 3 consisted mostly of small, rooms and corridors, leaving no freedom on where to travel, and generally guiding you to the final but. But, it served its purpose extremely well. The level of detail in the environment allowed it to work. The tight corridors make you feel claustrophobic, and because of its detailed design, could allow a demon to attack you from almost anywhere.
In Halo, the environment was beautifully sculpted and detail, and gave the illusion that the level was vast and open, when it was merely guiding you in the same manner as DOOM. The lovely backgrounds and sky-boxes, of forest and mountains, gave the environment the feeling of being completely open. This is one example where the scale of the environment affects the gameplay. It may be a linear game, but you have much more space to maneuver and strategize.
A game that broke these boundaries in a good way was Stalker: Shadow of Chernobyl. This massive sandbox-style game presented the player with the opportunity to go almost anywhere they wanted, in any order, and complete missions as they desired, while being able to use the environment to their advantage. The setting was huge, and portrayed the post-apocalyptic feel almost perfectly, and captured the Chernobyl meltdown quite well.
Environments are there to set up the mood and atmosphere for the game. They can bring out emotions of power, feebleness, fear, or happiness. For instance, in Dead Space, the environments in most of the game worked against the player, to keep them on edge, feeling uncomfortable, and scared. The amazing sound and lighting effects bring out the mood even more. Walking down a corridor with the lights flickering, going out, and then suddenly coming back to life with a monstrous growl makes the player ready their weapon to defend themselves. In the end, though, it turns out to merely be the environment playing mind games with the player, to keep them constantly alert.
As stated before, environments aren’t only important in games. They’re an even bigger factor in movies. And so, let’s discuss some of my favorite environments. As a big fan of old western movies, I love the way in which Sergio Leone captured the Wild West, something classic, but not new or fantastic. However, the overall feeling it creates is incredible. George Lucas’ Star Wars (4, 5, and 6) captured so many different environments wonderfully, that your eyes were always pleased with the result. As you watch, you don’t realize it, but everything in the environment, the character, the lighting, and the mood, are all connected in a great way.
Color is a major key to movies and games, specifically with the emotions they evoke. For instance, black and red are commonly signs of evil, but they can also represent passion and love. White and blue are signs of goodness and freedom, but they can also be cold, and represent a sterile environment, such as a hospital. A good director that captures these elements is Ridley Scott. In his famous Alien, the environment is mainly white corridors, almost like a hospital. The level of sterility gives you an uncomfortable feeling in your gut. In Blade Runner - by far one of my favorite settings – Syd Mead creates an epic city that captures both old and new with a lovely dark, noire feeling to it. The overall decay and darkness enhances the mood of the story.
As an artist myself, I love capturing a combination of old and new elements when I design an environment. Looking at the past, I see that everything that I need to make a future design is already being influenced by the older designs, and all I need to do is reach out and grab it.
Let’s further discuss environments, and not only in games, but also in books and movies. Environments can be absolutely anything, and look like anything the person puts their mind to, with any number of variations. So long as there is imagination, the environment can only grow. It is one of the elements that put the main character in place. The environment can be simple, and contrast the character, or reflect the current mood of the character.
Early on, the environment in games was no more than very simple, textured shapes and corridors meant only to guide the player in a path through the world, while providing minimal setting. But, as technology progressed, the environment became one of the most important and integral parts of any game, and serves several purposes. Again, the most basic use of the environment is to guide the player, to make it obvious where and where not to travel. A simplistic example of this is found in DOOM 3, and Halo: CE. DOOM 3 consisted mostly of small, rooms and corridors, leaving no freedom on where to travel, and generally guiding you to the final but. But, it served its purpose extremely well. The level of detail in the environment allowed it to work. The tight corridors make you feel claustrophobic, and because of its detailed design, could allow a demon to attack you from almost anywhere.
In Halo, the environment was beautifully sculpted and detail, and gave the illusion that the level was vast and open, when it was merely guiding you in the same manner as DOOM. The lovely backgrounds and sky-boxes, of forest and mountains, gave the environment the feeling of being completely open. This is one example where the scale of the environment affects the gameplay. It may be a linear game, but you have much more space to maneuver and strategize.
A game that broke these boundaries in a good way was Stalker: Shadow of Chernobyl. This massive sandbox-style game presented the player with the opportunity to go almost anywhere they wanted, in any order, and complete missions as they desired, while being able to use the environment to their advantage. The setting was huge, and portrayed the post-apocalyptic feel almost perfectly, and captured the Chernobyl meltdown quite well.
Environments are there to set up the mood and atmosphere for the game. They can bring out emotions of power, feebleness, fear, or happiness. For instance, in Dead Space, the environments in most of the game worked against the player, to keep them on edge, feeling uncomfortable, and scared. The amazing sound and lighting effects bring out the mood even more. Walking down a corridor with the lights flickering, going out, and then suddenly coming back to life with a monstrous growl makes the player ready their weapon to defend themselves. In the end, though, it turns out to merely be the environment playing mind games with the player, to keep them constantly alert.
As stated before, environments aren’t only important in games. They’re an even bigger factor in movies. And so, let’s discuss some of my favorite environments. As a big fan of old western movies, I love the way in which Sergio Leone captured the Wild West, something classic, but not new or fantastic. However, the overall feeling it creates is incredible. George Lucas’ Star Wars (4, 5, and 6) captured so many different environments wonderfully, that your eyes were always pleased with the result. As you watch, you don’t realize it, but everything in the environment, the character, the lighting, and the mood, are all connected in a great way.
Color is a major key to movies and games, specifically with the emotions they evoke. For instance, black and red are commonly signs of evil, but they can also represent passion and love. White and blue are signs of goodness and freedom, but they can also be cold, and represent a sterile environment, such as a hospital. A good director that captures these elements is Ridley Scott. In his famous Alien, the environment is mainly white corridors, almost like a hospital. The level of sterility gives you an uncomfortable feeling in your gut. In Blade Runner - by far one of my favorite settings – Syd Mead creates an epic city that captures both old and new with a lovely dark, noire feeling to it. The overall decay and darkness enhances the mood of the story.
As an artist myself, I love capturing a combination of old and new elements when I design an environment. Looking at the past, I see that everything that I need to make a future design is already being influenced by the older designs, and all I need to do is reach out and grab it.
Sunday, March 20, 2011
Wednesday, March 16, 2011
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