Friday 15 January 2016



Organisational Structure
Departments
Job Roles
Level of responsibility
Working Pattern
Type of company
Press/Media/Marketing
3D Modeller-this is the role where people would create the environments, buildings and characters in a game,E.G= rocks, houses, player model and more.
Intern-low level of responsibility, likely to be in a low area in the company to learn
Freelance-you are paid for a roaming rate for short amount of time you can lose out on pay with no contract.
Independent-An independent business is a business that is free from outside control. It usually means a privately owned establishment, as opposed to a publicly limited company, which is owned by investment shares traded in the stock market. In many cases, independent businesses are sole proprietorship companies.
Programming- programming, sometimes called coding is a process that leads from an original formulation of a computing problem to executable computer programs. Programming involves activities such as analysis, developing understanding, generating algorithms, verification of requirements of algorithms including their correctness and resources consumption, and implementation of algorithms in a target programming language. Source code is written in one or more programming languages
Animator-the animator brings things to life taking the models and making have a life like feel and movement, making a character look like a real person in ways.
Apprentice- theses people require a slightly higher responsibility level compared to the intern because this one had been chosen for a role to be trained in.
Salaried-this one is like the freelance except its slightly lower played but the pay is more set in stone to be given with a contract involved.
Large national- an large national company is a large county based company where the owners have multiple areas of business around the country.
Production-the production is the process of creating and producing the games and sometimes the creation of consoles.
Artist-the artist creates the final art collected from the concept artists.
Junior
Fixed Term- this is someone with a fixed amount of contracted time and pay making sure the worker gets payed for their work.
Large International- large international is like a large national but this has the company spread around the world in multiple country.
QA (Quality Assurance)-quality assurance is the area that well assures quality along set guidelines,this assurance is tested once the games are taking into testing by beta testers and alpha testers.
Game Testing-these people are the ones who deliver the quality control on the games in process and then report back the the developers with improvements and advice also opinions.
Team Leader-high-this one is in charge of many people in each team of workers and designers, meaning one person’s mistake are yours too.
Contract-this is a worker who will always be working on a set wage and amount of hours.
Studio- this a single building for a small company or large this can be based in one or in some cases more countries.
Publishing-publishing is the creation of the games, this is used to get the games news out faster than it would without this process.

Supervisor- High-this one like the team leader is in charge of many people in each workers and designers, meaning one person’s mistake are yours too.

Local-local is a business that is based in a town,city or village.
Planning-
Level Designer-this person will create the level in a basic form and then send it off the the editors for completion.
Manager the manager oversees all reporting to the director and ceo only making this a very high role of responsibility

Franchise- this is a large company, in games design franchises are games like gears of war and halo.
Finance & Legal-areas that come into this are copyright, budgets and more, showing what exactly a team of developers are working with and against.
Level Editors-the level editors edit the game landscape and finalise it to create a more well done enviroment for characters and the player.
Director-extremely high in responsibility, this is the man and or woman who is incharge of everyone making sore everyone has a role to do and gets their job done at the end of the day.


Advertising-this is the process of spreading word about products from the publishers.
Concept Artist-this is the person who will create the first sketches and drawings of the characters environments and more the games.
CEO the ceo is the leader of the leaders making their role the mores responsible roles because if anything happens it's this person's fault weather they know about a instant or not.
Expectations + Conditions


Programmer-the programmer's create the physics and the movement in the games with no programmers nothing would happen in the game.

Sick Pay

Design-this is the process of building the ideas for games or other thing, this time is used to link and make sure thing work.


Working Patterns

HR (Human Resources)- HR is the area that makes sure all workers are happily working in their environment and can be checked on easly or other workers can discuss problems.
Story Developer-the story developers create and brainstorm the story for the games and then send this idea off the the dev team to create each game’s idea.







Wednesday 13 January 2016

art and animation stuff.



Concept art


Video games, just like any other creative media format need to start from somewhere. Designers will need to express what’s going on inside their head and there is nothing better to do that with than using concept art. Concept art is probably the most valuable and inspirational aspect for any games creation.


Concept art is used for the design and creation of games, the art is part of the base elements of the creation of a game giving the basic layout of character’s, locations and scenes.


For example armour, this is drawn and drawn again till the picture matches the designers vision this is then sent to the models to create it into a object to be textured and added to the game, a example of this is the concept art used for daedric armour in the elder scrolls Skyrim.





Above is a picture of the end design and concept art for the daedric armour this would have taken days or weeks starting from a basic design and the creating more and more to add and improve it to create this fine example so armour, the armours colouring of a glowing demonic red and mat black show you the pure ‘evil’ that emits from the armour itself, in style it's drawn in a rather rough and hellish form clearly created on a digital software.





Room for improvement: It takes artists months to create a final piece of drawing because every little aspect needs to be perfect and match the characters description. Creating drafts is the first thing an artist does because it helps them to add or even delete some ideas from the piece. Creating master pieces take ages to create and takes a lot of time, no artist will create a first drawing straight away because it’s difficult to draw from the top of your head. It is easier to draw an image from many drafts and put them together to create a final drawing, and that's when artist start creating a master piece.


Various types of concept art: There are many types of different art work such as futuristic to modern art work. Creating various art work makes art a better subject because people use their imagination and passion to create wonderful pieces of work. Creating modern art work, you would expect artist to be drawing buildings, animals, scenery and people like they are now but if someone one drawing futuristic art then you would expect imagination beyond belief with long funny shaped buildings and flying cars etc. People take inspiration from sci movies and books to help them create piece of art they want to create.


One of the most important things in concept art is having the passion for it, there is no use trying to draw with no passion for what you’re doing or drawing because without the passion you won’t get the master piece you’re after.


Concept Art’s purpose is undeniably the most important step of design concerning visuals, and with the visuals being of highest priority within a video games overall development the job of a concept artist will be continuously sort after and yearned for. It will continue to fuel designs for everything from kettles to rockets and even fifty foot dragons. As this fundamental step, being the most creative and artistic, is in-fact the building blocks of success (hopefully) when appealing to a games audience.





other examples for concept art in games are:





here with SWTOR





this image is of a space battle occurring , this art gives you the feel of the world , like how it's in a time of war and how devastating all weapons used are you can see by the colours used, with the mixture of orange red and black for explosions and the oranging of the star destroyer as it falls into the atmosphere, the image is styled in a cartoon and realistic way to make the images combat more nice to look at and to give it the feel it's happening.








this image shows the true leader of havoc squad after the battle of alderaan, his armour torn up and face scorched by a thermal detonator, the dark shade over the image shows the sadness it implies and the amount of deaths in this great battle, this is also shown by each body laying on the floor in the background, the realistic and cartoony feel i believe still stays here manly cartoon like with the armour and the characters themselves have the realism.





and glitch in the system.








This concept image is on one of the enemy units called snarq, its look was designed to string a little fear into the player and have then feel they can't out run this flying machanical beast with its agile looks and menacing height in comparison to you. This would strike fear and a little laughter.










the brief.


A game that has 3 areas which are interconnected. Two of the rooms are to explore and the 3rd room contains the zombies (bots).






The first area is the largest and is set in an outside environment with landscaping and grass and some water features.






The Second room is a cave (or house / hut) in the landscaped environment. This is a fairly large area the player needs to explore and maybe find stuff.






The third room is access via a door in this cave or house and has zombies in their which will will attack the player on sight.





Plan what you think you need for this type of game.

Students will be marked for individual work, NOT for final product. So an excellent game does NOT mean a good grade.






my brief.


my brief was to create a game with water, zombies, a weapon, a charterer and create a environment ,this led to my plan.






my first play was create a area of a land in a curator this then developed into a mountion range then to my final plan of a canyon with a bridge to a tunnel or cave, then on charecter i started with a normal person curiouse i got bored of this idea quickly and created my more funny idea of a cosplay guy finding all this hell to wait for him.





mood.









animation.

is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion as in motion pictures in general is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation.

creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, such as paper cut-outs, puppets and clay figures. Images are displayed in a rapid succession, normaly at 24, 25, 30, or 60 frames per second.







no legal matters were needed to be considered with the concept art being made by me in free hand and not copyed or traced off any other artists work, if any would be considered it would be copyright but in the area i was creating all this i got nothing from other artists.




when looking into art i looked into it was all simply used for inspiration but not for accrual use in the look itself the art was simply used to help me get in the mindset to draw and create my concepts.

theme and audience.

the audience is anyone between the age of 14+ and any gender, the theame is to be set in a abandon cavern with a old shack leading to a dark realisation of the world just being you and zombies.




art.