Showing posts with label Research Proposal. Show all posts
Showing posts with label Research Proposal. Show all posts

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.


Sunday, 23 September 2012

The Steep Incline Up The Honours Mountain

After some thought on the matter, I have decided the sci-fi idea is the one to go for. It provides me a lot of creative freedom, both artistically and for the research question - I believe I can make it fit whichever path my research goes down, whereas the other ideas I had seemed to always be putting limitations in front of me (at least in my eyes). It's also a chance for me to expand my breadth of artistic styles, as I've never really gone down the futuristic route, and would really like to try it out. That is possibly a risky approach to take for my final year, but I seem to like my risky projects.

I had wanted to use this weekend to come up with a few concepts for the sci-fi idea, but almost immediately I stepped right into some artist's block, and my mind was drawing a blank on anything I tried. So instead it became a search for inspiration. After reading through some of my friends blogs it seems a good number of them are in a similar situation as myself, which is kind of reassuring.

I began a list of all the sci-fi work I love and that inspires me, which should be useful for the literature review I will need to undertake. But in the short term I hope re-visiting some of these will give me inspiration for concepts.

I began by watching the series of Firefly and its follow up film, Serenity, which has an interesting mix of a futuristic style with old western and Asian influences. In Serenity I made an interesting observation about the use of back-lighting, and how it can cause entirely different effects based on certain variables. In a previous project of mine, within the horror genre, I read into the use of back-lighting to create an unsettling mood, however in serenity, the same technique is used to provide an almost angelic aura around one character in a particular scene. I think some of the aspects which would alter this effect are the intensity of the light (affecting the general lighting in the rest of the scene), and the subject matter being silhouetted. For example, a flock of sheep back lit by the sun would be far less intimidating than a graveyard back-lit by moonlight. I plan to research further into back-lighting and silhouettes.

Lighting definitely seems to be of great interest to me, however I feel like I could incorporate the environmental storytelling idea into it somehow(The different styles idea, not so much). Still finding it difficult to put these ideas into suitable question form...
How can light be used in a 3D game environment to influence the players actions?
How does lighting affect the mood of a 3D game environment, and how can this impact on the story of the surroundings?





Thursday, 20 September 2012

Let The Honours.... BEGIN!

Well this is it, I'm onto the final year of my university course - Honours Year!

 So, for those who don't know, 3D environments is what I aspire to do for a living, it's my bread and butter, so it comes as no surprise that I would choose to do this for my Honours Project. However it's a very broad subject area, and narrowing down what I want to do is the first of many problems I must surpass in the coming year.

I've had a few weeks to think about this since my first meeting with Lynn to discuss honours, and in that time I've managed to identify a number of areas that interest me (and thought of projects to suit the research). So here are my current ideas of what to focus my research on:

Environmental Lighting
-Currently my main idea as it's the one I have had longest. It is something I have identified as one of my weaknesses when it comes to environment creation, purely for the reason I've rarely put enough time and effort into this part. But at the same time it is one of my favourite aspects in my 2D work and the work of others.
I have had 3 ideas for this so far:

1. A re-visiting of an old concept of mine, with a temple situated in some mountains, in the center of which is a garden illuminated by the sky outside.
This particular aspect I didn't get a chance to model, as I had nowhere close to the skill needed at the time, which is why i would like to re-visit it. Organic modelling is crucial to the concept, another facet of environments I have yet to delve into, which i would like to explore as part of this year. With the light interacting with the plants i feel there is more than sufficient technical challenge as well as a lot to explore and talk about in terms of lighting, such as sub-surface scattering, and animated shadows

2. A house in the south of France, specifically the house built by my grandfather which unfortunately no longer exists.

I am very keen on this idea, as it holds a place close to my heart, which I feel is something i can use to ensure that I put maximum effort into my project. It was a beautiful house, with much of my grandfathers ceramic artwork incorporated into the design. The drawback to this idea is that I'm not sure it would provide enough for aspects of the coursework such as concept development. Would painting various angles of the house from photographs count as development?

3. A sci-fi landscape. This is a genre I love, yet have never really explored. The idea came to mind when I was told to look toward the artists that inspire me for ideas. Coming at the very front of the list is Sparth (Nicolas Bouvier), a concept artist who does (among other things) stunning sci-fi paintings. All of which I find have amazing lighting.

I would love to create something along these lines but in 3D, and I feel this idea has the most potential for lighting and overall creative freedom.

Photo-Realism Vs Stylisation
This is my most recent idea, suggested by Brian after I told him I was torn between which to choose for my project. My thoughts are that perhaps I could create a group of similar environments, each with varying degrees of stylisation, going from photo-realistic, to something like toon-shaded (definitely not set in stone that part). I think a minimum of 3 styles would be nice, and I could talk about the merits of each, and the history behind the evolution of artistic styles.
This would probably be a great project for my showreel, as it shows a breadth of artistic styles, and if I can get the photo-realism good, that is apparently looked on extremely favourably by employers.

Environmental Storytelling (for games)
This is something I have always been interested in, and try to incorporate to some extent into all my models. I love to think about the stories behind environments, and specifically how they guide the player through the world you've created. This is probably my most interactive idea, as I would want to actually have a player navigating my environment. Doing what, or discovering what, is where my mind has so far drawn a blank, but perhaps some of the ideas above would be perfect for it

Of course most of these ideas could be altered to fit into whichever area I decide to focus on, which is great, and quite possibly could be called for.

So that's it for the introduction to my honours ideas, my next task is to do some concepts for these ideas, and try to find more potential areas of interest.