Wednesday, 17 October 2012

Matt Buxton Tutorial 16th Oct

Here are the Actions which I noted down from our tutorial with Matt;

As much detail as possible in your document about all aspects of the game. Perhaps add into each section which areas would require greater expansion and explanation in a separate accompanying document to show your understanding of how much needs to be considered in a game of our size. For example the whole plot and narrative is not needed, only a brief overview of key points or events in the narrative and a shown understanding of the correct historical context of our proposed game.

Make sure to include a summary section for each part of the Document. Also remember to keep an eye on the whole of the document and keep it balanced between each section. Don't allow there to be ropey weak spots.

Don't leave unanswered questions. How to do this? Ask people to read the document and give you feedback on how much they understand/ find confusing. This way you can adjust your work to be the best it can be at its purpose.

Think about and debate the headings for each section and what is necessary what isn't what is clear what isn't etc.

Get your team members to keep annotating the document and keep track of these annotations by putting them in separate colours. This way you can see how the document has evolved.

Make sure that the combat side of your game is synonymous with the narrative. It should all fit together and make sense.

The three main characters bios and imagery need to be highly detailed as they are the selling point of the game. They all need to have believable stories and emotive characters so that the player will want to play as them.

Mood pieces can be smaller and more rough in style as long as the characters concepts are detailed.

Use your own photos to create collages and paint overs if possible using images from google is lazy.

Use first hand research eg. Ask people that were there. This is excellent for research.

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Robin Silcock

I am a Second Year Games Art and Design student at Norwich University of the Arts. After exploration of a number of roles in my first year, I am now looking to graduate as a 3D Artist with applicable skills in Maya, Mudbox, ZBrush and Photoshop. I understand that my skills in this field are not there yet - but I aim to achieve this goal through consistently working through the programs in my University and Personal Projects. I love to be busy - I have always had a lot of things on my plate since the age of 7 where I successfully balanced school with Ballet, Tap, Horse-Riding, French, Piano and Singing Lessons! In the same fashion, my university schedule is just as hectic and varied; I am a Peer Mentor to first year students, Student Rep for Second Year, and President of the Enterprise Society. Like I said, I love to be busy! I am a Games Hippie - so to speak - I believe that Games if designed and harnessed in the right way, will be able to help solve many of the global issues we have today - even if it starts off in a small way. Just look at the positive effects that Facebook and Twitter have already had... When navigating my blog;
  • Works in Progress - This section is a constantly running account of all my current projects - personal and for university. It will contain reference images and website links and sometimes less than coherent posts, so be prepared!
  • Finished Pieces - This is where you will find my more polished artwork. Looking for help with Maya? Check out the posts tagged "Maya How-To's"