Monday, 12 November 2012

Crit Week Review

Crit week has come and gone, and I think it went about as well as my pitch did, which is to say not bad, save for a bit of nervousness causing me to waffle and explain things in a weird way. Having to stop and ask for water half way because of an insanely dry throat certainly didn't help that. Generally the feedback was positive, but not without areas of concern. I tried to be honest about the fact that I'm still struggling with getting the momentum going with self-directed study, and that being Ill the last couple weeks hindered my motivation quite a bit. But I am confident I can break out of this slump when I start to get really into my project.

I also mentioned how I had let this blog slide for a little while now, but with this post I am taking action towards making more regular updates. This post will be a bit longer as I need to explain the new aspects of my project as well as the feedback recieved.

My latest iteration of the project aim is "Investigating how light within scenes can be used to influence environmental storytelling in an interactive 3D environment." I also wrote my objectives, and tried to make them as clear as possible:
- Conduct case studies of films and games, compare the use of realistic and stylised lighting approaches
- Critically analyse the works of other artists, identify and evaluate their use of lighting techniques
- Develop lighting tests to determine the effect of colour to influence player mood
- Create an interactive environment to demonstrate environmental storytelling through the use of lighting.
In terms of the idea development, I think something I did not fully understand during my pitch presentation, was Frasers intentions for the architectural style. We met up soon afterwards to discuss our project, and it became clear to me that he does not intend to pick one or two styles to use, but instead to study a variety, and the feelings and thoughts evoked by key elements of these, to then incorporate them into our design.
The overall environment idea is still generally the same, using light to guide a player through a level. The feedback was pretty positive for this part, everyone thought my objectives seemed fine at the moment.

As for the time setting of my artifact, I'm still unsure exactly when we want it to be set, but as Fraser wants to incorporate elements of Art Nouveau, I think late 1800's sounds like a reasonable estimate. This means electric lighting is out the picture but candle-light and gas-lamps should make for interesting atmospheres.

The main area of concern for me is that unfortunately I think I've spent too much of my time researching, and kind of left the concepting and pre-production stage till late. I plan to be meeting up with Fraser on a much more regular basis so we can discuss the actual content of our project, and what we want to make. Concepts will begin as soon as we decide more clearly on these aspects. The same goes for the pre-production, however I have attempted a few media tests, but with little success, I sort of forgot about the god-ray test, and when i found it again I still couldn't get it to work, but i did get some nice effects using global illumination in maya. The model is just a quick tower room with archer holes I threw together.


Another test Iv been working on is subsurface scattering










Though my attempts to apply it to a simple curtain model have so far been uneventful. I think this is another one I may need to bring into UDK to attempt properly.

Ryan gave an approving nod when i said that I no longer planned to take part in the Epic Games UDK Competition, as it was going to take far too much time out of Honours. For now our team has decided to focus only on the Samsung Developer Challenge and Honours, though theres rumblings in the group suggesting we may drop out of the competition to complete our game independently at a later date. I'm a bit torn as to which I would prefer, as I would like to continue it, but Honours is a big undertaking and I want to create the best environment piece I can.


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