The influences behind my field of study and the setting of Crescendo, are stemmed both from personal experience and tragedy. I have always been interested in Walking Sims and Non-Games, and have always wanted to produce one of my own to be proud of.
As for the Alzheimer's disease part of Crescendo, I am currently living at home with my Grandma who suffers from it. It is not a graceful disease and it is not a fair one. I really wanted this project to be personal to me, so I have based it upon actual happenings at home, using my grandparents as templates for the fictional story between an old woman suffering from Alzheimer's disease and her dead husband she cannot seem to find (My granda is still with us, and he takes really good care of her). The Game is littered with little winks tomy grandparents, such as a young picture of my Granda used as the husband's photo, and almost the entire living room based on furnature from out house.
Crescendo would hopefully bring more attention to the cause, and if/when I get back into building the game, and developing it further, it would be good to use it to helo raise money for it.
That's all I'm willing to say about it here, but I'm always open to talk about anything with anybody, so if you can travk me down, go nuts! (Don't really go nuts, please.)
(Macaroni and Haggis for tea tonight. YES MIXED UP, WHY?!)
Honour before Honours year!
Monday, 27 April 2015
OPERATION T.C R.
Some few months back, a small handful of us were contacted by an external client hoping to get some of us involved with their work. Thanks to a nondisclosure agreement (NDA), we are unable to say anything about it, other than say it is work for an external client, making minor assets for an upcoming AAA video game. We don't get paid for it, but we do recieve a glorious art credit, which would be awesome. It's just a darn shame I can't put any of the work I did into my portfolio until the game itself is released.
Super amazing vague blog post, I know, I really do. Will be great to finally be able to tell people all about it.
During my time working on the 3 assets I chose, I have learned some important lessons about presentation of work, file layout, the inclusion of Gloss maps alongside my speculars, correct topology in different scales, and even a little bit about Physically Based Lighting. Incredibe. Super.
(Galaxy Ripples are still the most amazing thing, afyer Macaroni of course.)
-Pete
Super amazing vague blog post, I know, I really do. Will be great to finally be able to tell people all about it.
During my time working on the 3 assets I chose, I have learned some important lessons about presentation of work, file layout, the inclusion of Gloss maps alongside my speculars, correct topology in different scales, and even a little bit about Physically Based Lighting. Incredibe. Super.
(Galaxy Ripples are still the most amazing thing, afyer Macaroni of course.)
-Pete
Friends, Robots, and Robotic Friends.
This is just an add-on to the personal skills development post, where over the course of some weeks (who even uses numbers anymore, am I ri- what? I'm not?! Well, I never), I and a handful of friends gathered to work through the day and evening every Saturday to model SOMETHING. The something would be predetermined through the week as we talked about it at Uni. Dubbed Mech Jam, as the first I attended was building a mech in 24 hours!
It's all good fun and games. I guess.
(I reject your reality, and I sustitute my own!)
-Pete
It's all good fun and games. I guess.
(I reject your reality, and I sustitute my own!)
-Pete
Personal Skills Development
Over the last year I delved in pushing my personal skills development by ctpreating a number of small assets and UDK prototypes in order to keep my digital art skills in check for when the time came to start building scene assets I wouldn't be too rusty. Most, if not all, were just small assets and only one was actually polished to a finished piece.
This is just a short post, but enjoy the images of all the fun bits and bobs I produced outside of coursework. I still plan to work on the Prosthetic Chicken Legs!
(If a net got torn, there would actually be less holes in it.)
-Pete
This is just a short post, but enjoy the images of all the fun bits and bobs I produced outside of coursework. I still plan to work on the Prosthetic Chicken Legs!
(If a net got torn, there would actually be less holes in it.)
-Pete
27-04-2015 SUBMISSION DAY
I was up until 6am last night throwing Crescendo together, with about 2.5 hours sleep as predicted. Im surprised by just how much I actually got done, with some things learning along the way. The Terrain tool was easily the Kraken of my problems, constantly dragging me down and generally being shit. It caused UDK to crash a number of times, and constantly bugged out. however it is done.
I had some good fun playing with getting some of the fundamental mechanics into the game, such as the scene desaturation in the Living room, hiding masses of books, and throwing in some pretty portals! I now have a firm understanding of how not only how the Terrain tool works, but also how the material editior's nodes work, Matinee, and file organisation in UDK. If only I had learned this sooner!
Anyway, to not keep going on with this, what with a submission to do TODAY and all that, I'll cut this a little short!
Still to throw my portfolio together and do a screen capture of the game running. Will wait until I am home until I do so though, so I can capture the game at its fullest potential and free of lag.
Cheerio for now!
(My god, I never knew a ham and mayo sandwich could taste so good. Maybe I'm just too tired.)
-Pete!
I had some good fun playing with getting some of the fundamental mechanics into the game, such as the scene desaturation in the Living room, hiding masses of books, and throwing in some pretty portals! I now have a firm understanding of how not only how the Terrain tool works, but also how the material editior's nodes work, Matinee, and file organisation in UDK. If only I had learned this sooner!
Anyway, to not keep going on with this, what with a submission to do TODAY and all that, I'll cut this a little short!
Still to throw my portfolio together and do a screen capture of the game running. Will wait until I am home until I do so though, so I can capture the game at its fullest potential and free of lag.
Cheerio for now!
(My god, I never knew a ham and mayo sandwich could taste so good. Maybe I'm just too tired.)
-Pete!
25-04-2015 Assets Lightmapped, Collisionified, and Exported!
Oh my dear sweet Jesus crispy goodness! Snag after snag, here we are less than 48 hours to the deadline and I've only JUST started going into UDK and poking around Kismet. The last 2 days have been entirely spent on prepping mldels for export and import from 3DS Max to UDK, and it has been tedious. But from here on I have all my assets packaged in a .upk with all materials set up and applied to the models.
Tomorrow is going to be a horrible rush, that much is obvious, and I'm surely not going to get much more than a couple hours of sleep before Monday. For the wasy part it'll just be drag and drip into the scene to create the levels, and the programming is already set up in the prototype, so duplicating it is not a big problem? What could go wrong... Harrumph.
Will at least be working on my Desktop computer with DirectX 11 and a GPU powerful enough to detonate the sun with the right input. All will be fine. Just need to keep a cool head and keep on smiling!
(God help me)
-Pete!
Tomorrow is going to be a horrible rush, that much is obvious, and I'm surely not going to get much more than a couple hours of sleep before Monday. For the wasy part it'll just be drag and drip into the scene to create the levels, and the programming is already set up in the prototype, so duplicating it is not a big problem? What could go wrong... Harrumph.
Will at least be working on my Desktop computer with DirectX 11 and a GPU powerful enough to detonate the sun with the right input. All will be fine. Just need to keep a cool head and keep on smiling!
(God help me)
-Pete!
23-04-2015 Setbacks and Tribulations
Rocks were a lot harder the create than I had initially thought. They can be as random as you want them to be, and they come in literally every shape, size and colour. There are no stines the same in the universe! So why is it so hard?!
Eventually I came up with a legit way of calculating where thelines and details should be on the rock in a similar way to how I did the wiggly lines on the driftwood.
Alongside the rocks are the bright and colourful flower patches! I'm really please how not only they came out with such an experimental voncept, but also everything else in this beach scene. I sincerely wish I had put more time and effort into this scene over the living room, but live and let learn; that's what I... Sometimes say.
Anyways, all the assets are done for this scene and I can go home to chill out for the last time until after the Monday submission.
So much to do, and 3 days to do it. Sounds like a party.
(Thought of the day: How many cows would it take to make enough cheese to make a 1:1 scale moon?)
-Pete
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