With agreements put aside we have confirmed in what roles we are all playing for the creation of the game trailer. Myself I have a important role to play as I am making one of the key characters and locations vital to the narrative. On this post I will cover what I am creating and what the rest of the team are planning to do.
Character: As I have thought about a potential chaarcter I came across the idea for a game with the use of the horror genre and I thought what was the most horrific thing I have seen and felt. For a while I thought that the most underused pure form of terror and horror was the haunting expression of a child. A direct influence I looked at was the game FEAR who the main antagonist was a character called Alma, she was a child who had shown signs of psychic potential and so she became a subject and was tested so on and so forth he test failed and she became twisted and very absent minded. Now the influence from Alma is that she sends psychic projections to the main character and you can see Alma as a young girl. My perception of the Alma (child) was superb as that the expression and demeanor truly showed horror and the atmosphere suddenly became grim and solemn. That feeling is what I want to portray in my character. Now my character who I call Mercy is the fifth iteration in a long going experiment as her predecessors failed. To derive from the character description and I will move on to the program details for a moment.
The program itself developed by a secret military was to create a weapon to be used against their enemies or to be used as an intimidation tactic, the progrmas origin was fortified when an expedetion funded and done by the military itself found an Aztec temple in an isolated forest not seen by the eyes of men for the past few centuries. I know what your thinking a temple in a forest let me remind you this is a game trialer and it doesn't have to make sense. Anyway within this pyramid is what they were looking for an ancient demonic entity that has been dormant for many centuries. The purpose fo the pyramid was to keep the demon entombedand the aztecs made blood sacrafices to keep the demon calm, but with the spanish colonization of the americas it stopped. Now the demon is slowly waking. Back to the program, the purpose was to create a weapon as I sadi and the demon is the genetic source of the weapon. Scientists acquired some the demons essence or DNA and applied to a zygote. With further genetic engineering by the scientists the zygote grew into a fetus and then soon to a child. A reaction happened every time with the application of the demons esscence the prescence of said essence dominated the zygote and unique traits were formed such as the child was always female, the potential shown by the demons essence and also the genetic engineering by the scientists made the subjetcs powerful. The potential showed in each subject was too advanced for the child to contain and when the child reached the age of twelve the "connection" was implemented. This part of the experiment was when the demon tried to connect with the child and unlock latent abilities in the childs potential. The downside was that each instalment in the program series was under developed and not trained to an acceptable degree for them to survive the connection.
This is where my character comes in, she is subject five the process was done. The application to the zygote the nine month conception, birth and then growth. Theres a difference between this subject as she has developed too well she has progressed training to maxium levels and has shown an extreme tolerance to the demons presence. When the connection happened she survived as her skills, abilities and resolve have grown too well. Since the connection failed her abilities have unlocked and she now has more power at her command but of course this power originated from this demon, there is a side effect of survival the demons presence is stronger and has become physically shown. Subject five with her potential unlimited overpowered the connection and the presences strength is now hers and with power she has become corrupted and that has become visible in her appearance. After the connection she has recognised her purpose, she is a weapon and her resolve has become twisted as she wants to have more power and to do that she has to break free from the demons presence and attention and to do that she has decided to kill her farther.
Wednesday, 1 December 2010
Thursday, 25 November 2010
Fog Effect
In the latest tutorial I was taught how to add atmospheric effects more specifacally a fog effect, I started with making a Pyramid with some spires at each corner.
As you can see the first image is without the fog effect but th eone inderneath shows the fog effect, with specific controls I am able to add layers of fogs on top of each other. Since this is in a desert I went with a brown fog which is supposed to look like dust in the wind.

Also I have added a lighting effect to the scene whilst also tinting the sky to a night scene.

And just below I have applied a lighting effect as it looks like the sky is practically been torn apart.




As you can see the first image is without the fog effect but th eone inderneath shows the fog effect, with specific controls I am able to add layers of fogs on top of each other. Since this is in a desert I went with a brown fog which is supposed to look like dust in the wind.

Also I have added a lighting effect to the scene whilst also tinting the sky to a night scene.
And just below I have applied a lighting effect as it looks like the sky is practically been torn apart.



Wednesday, 10 November 2010
Environment Moodboard
Here I have done a moodboard dedicated to the environment of the Final Major Project:
The inspiration derive from multiple sources:

Since the game trailer is based in a forest I have looked at the game Alan Wake for inspiration as this has the perfect setting. As the game has elements of phschological situations. I would like to portray this in the trailer as it has factors of fear inside it. For the image on the bottom left it has depictions of an abandoned building when actually it is the X-Mens mansion as this picture was taken from the second-coming storyline, the point why I chose this picture was that it shows the building abandoned and surviving through the seasons this is inspirational as I could set the environment in a winter setting. For the image at the top the source is from the manga Claymore what I like about this is that the source is varied and I am looking at different alternatives for inspiration and also the image itself is nothing but trees as this can be a direct reference.
The inspiration derive from multiple sources:

Since the game trailer is based in a forest I have looked at the game Alan Wake for inspiration as this has the perfect setting. As the game has elements of phschological situations. I would like to portray this in the trailer as it has factors of fear inside it. For the image on the bottom left it has depictions of an abandoned building when actually it is the X-Mens mansion as this picture was taken from the second-coming storyline, the point why I chose this picture was that it shows the building abandoned and surviving through the seasons this is inspirational as I could set the environment in a winter setting. For the image at the top the source is from the manga Claymore what I like about this is that the source is varied and I am looking at different alternatives for inspiration and also the image itself is nothing but trees as this can be a direct reference.
Outside Sketches
I have for some time done some sketches at home which I draw in my spare time, I really like the manga style of illustrations and hopefully in the future I will be able to draw much better than I can do now.
Team logo final descison and why.
Out of all the logos the team have we have finally decided on the team logo:
1. Dom's logo - Chosen logo.

1. Dom's logo - Chosen logo.

What I like about this logo is the design of it as it is very impartial for what I have forseen as a suitable team logo. The name really does suit this design well as there is the evidence of a flare as there is a colourful smoke as the effect looks very realistic. The logo is very visual as the font has effects such as glowing and the font of the words really do stand out. Overall this is what I call a proffesional industry standard logo.
UPDATE:
Dom's logo was voted (by the class) as the final team logo. Out of all the team members he recieved ten votes as he had the most, the final logo has been decided.
Monday, 8 November 2010
Environment Designs
For the environment I have chosen a suitable theme that goes well with the game trailer. For my official design I have gone for a simplistic view of a forest. I have left the image as a line drawing as I have applied extra solidarity with a fineliner to help make lines look extra bold. Also I have added extra shading to help ut the emphasis on scale as the trees closer to the front of the image are more vivid with texture and shading contrast. For the refrence image I have taking that from the Claymore Manga, another reason I kept that image in black and white as it is an acknowledgement to the source. Since I will make this in 3D this environmetn is very possible as the image is in constant contrast with scale, textures and lighting. This is a perfect image to look upon for inspiration
This is the refrence image:

This is my official environemt for the game trailer:

But I have explored further development with a different design with a different creative approach. I have gone for an abandoned building in the midst of winter. Gain for a genreal impact I have gone for a fineline effect and also to show a different visual effect I have used four different art techniques. I divided the image into four parts with each section dedicated to different styles. For the top left I have used pencil crayons to help display what creation could appeal. The colours contrast well as the tree has a rugged texture which helps it looke more realistic. Also felt tip pens feature in the practice image which helps add contrast to the image but overall it is quite appaling with the colour scheme on the other hand it is bold and has a lot of clarity. For the bottom right of the image I have used pastels since snow dominated this section I experimented with different shades to help it make look vivid and detailed, the use of pastel helped the image look a bit more 3D as the blood splatter looks realistic and the blue tint in the snow piled up against the wall looks far superior to any other detial in the image. What I liked about the pastel that it is very easy to apply to an image and also simple to manipulate with the technique of shading and texturing. If I decide to use snow in the game trailer I will definitley look at this for an idea. For the bottom left I have left it as a pencil drawing as I didn't want to cause more damage to the image. Overall, I am happy with what I have done for the experimental design.
This is the refrence image:

This is my official environemt for the game trailer:
But I have explored further development with a different design with a different creative approach. I have gone for an abandoned building in the midst of winter. Gain for a genreal impact I have gone for a fineline effect and also to show a different visual effect I have used four different art techniques. I divided the image into four parts with each section dedicated to different styles. For the top left I have used pencil crayons to help display what creation could appeal. The colours contrast well as the tree has a rugged texture which helps it looke more realistic. Also felt tip pens feature in the practice image which helps add contrast to the image but overall it is quite appaling with the colour scheme on the other hand it is bold and has a lot of clarity. For the bottom right of the image I have used pastels since snow dominated this section I experimented with different shades to help it make look vivid and detailed, the use of pastel helped the image look a bit more 3D as the blood splatter looks realistic and the blue tint in the snow piled up against the wall looks far superior to any other detial in the image. What I liked about the pastel that it is very easy to apply to an image and also simple to manipulate with the technique of shading and texturing. If I decide to use snow in the game trailer I will definitley look at this for an idea. For the bottom left I have left it as a pencil drawing as I didn't want to cause more damage to the image. Overall, I am happy with what I have done for the experimental design.
Thursday, 21 October 2010
Moodboard for Game Trailer
We all have agreed to make a horror game for our game trailer. We have a narrative in mind that involves a sinister and supernatural atmosphere to it. So we created a mood board to put emphasis on our influences. Since our plot had children as the villains I thought on how I can expand on that and how that idea can come across as a serious concept. In our plot the children are poseesed by a demon and so for any physical traits such as ragged clothes, pale complexions. What I would like to do myself I would like to show the taint of the demons possession with one of the ultimate concepts. Glowing eyes can show a lot corruption or moral allingment.
For my inspiration I have looked at games such as FEAR and Alan Wake. Since the narrative takes place in a forest setting I have looked at Alan Wake as this is a perfect example evil lurking in the dark. For FEAR the mian antagonist is a person called Alma who is a psychic who has been manipulated and engineered. She goes on a rampage etc. the influence from her is that she has a child form which has an apperance in what I am looking for.

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