Sunday, 25 October 2020

NEXT-GEN Nescot Year 4 HND - Climate change: Flowchart

Recently, we were tasked with a group project, requiring a team to plan, manage and distribute a collabrative project on a defined theme. In my groups case, climate change.

During this project, we were tasked with creating a flowchart detailing the roles and processes that each individual team member will do, as well as detailing an understanding of roles and responsibilities associated to each team member.

Therefore, I decided to create a flowchart detailing the assigned roles within our team and the processes we had decided upon so far. 

At that moment, we believed we would be creating a small, climate change based video game, to teach people about what causes climate change, what we can do about it, and what the effects of climate change are.

This was soon subject to change, though at that moment, the first flowchart was limited to the pre-production phase of development, as we had not decided on what target audience or format our final product would be produced as.

(white is representing all team members doing a task)

I believe I did well on this initial flowchart because, while complicated, it clearly shows the flow of tasks and who has what task to do.

Some of the roles in the Media, Video-game and VFX industry include:

Camera-man/Filmers - this role consists of (often on sight) people who are responsible for the filming/shooting of different scenes and shots while also working with other roles such as the Producers or Layout TDs. 

Editors - this role is responsible for editing together the final edit of a project, often working as or working with compositors, this role is mostly attributed to the VFX and Film industries.

Modelers / 3D Artists – this role creates 3D models such as environments, animals and characters. The modeler/ 3D Artist role mostly works with the Texture artist, animator, compositor, Layout 'Technical Director' (TD) and motion graphics artist.

VFX Artist – this role is responsible for creating CGI effects such as water particles, explosions, destruction of objects.

Programmers – creates code for a video-game production, making the physics, movement and other functions within the game.

Texture Artists – creates textures for models and adds them to the scene, often these must be photo realistic. Texture Artists also must be able to UV map models and characters for the textures to work.

Animators – uses the rigged character models to create their animations, often makes a pre-visualisation, so they can accurately create the full animation using correct camera angles.

Compositors – have multiple processes in their role. They add composites of objects and people to a scene and they put multiple layers of scenes on top of each other, including animated ones, into one scene. Therefore, compositors are tasked with creating the final image of a frame, sequence or shot; this is often done through taking digital elements and adding them to a scene such as animations or backgrounds, while adding special effects (SFX) to make a believable image/video.

Motion Graphics Artists/ Graphic design artists – uses visual design or video to communicate concepts or some form of story. This role normally has people who have higher digital skills and are proficient with interactive media software including 3D animation and graphical design e.g. 2D animation and drawing. They also create posters, trailers, commercials and title sequences etc. etc. alongside other roles like the animators and concept artists for marketing purposes.

Matte Painters – one of the first VFX techniques used regularly in movie making. Originally the technique was used in photography, however, it evolved from painted glass panels shown over a camera lens into being 2D plains/panels of entire 3D digital environments. A matte painting is often a plane or panel used to show a large landscape or set piece that can be a render of a 3D model/area.

Rigging TDs – creates Riggs for 3D modeled animals and characters. This is so that they can be re-positioned, animated and moved using the character’s skeleton.

Lighting TDs – creates lighting for the environments and scenes. Often goes to places and areas to examine the lighting in the area and any added lighting that is used.

Roto Artists – often works with the compositor, rotoscopes objects and characters from different scenes so that they can fit into a scene without having their backgrounds show. This is normally done with a green screen background, however, it can also be done with a blue screen.

Pipeline TDs – works with creating a pipeline of events and tasks for the different roles and processes. This role also ensures a smooth rendition of workflows and sometimes provides technical support to other roles in the industry.

CG Supervisors/ Supervisors – are involved in the production of the computer-generated imagery in either animation or VFX . They are practically always interlinked with the modelling role, animation role, rigging role and texturing role. Most CG supervisors have specialized skills in certain areas, for example; management, art or even programming.

VFX Producers/ Producers/ Directors – manages all aspects of the project and is sometimes regarded as the “heart of a production”. This role typically involves planning and scheduling resources, monitoring work during the production processes and managing the VFX teams.

MatchMovers – integrates CGI/VFX into live action footage and normally is linked with the Roto TD and compositor roles. MatchMoving is often referred to as motion tracking and is mostly used in the film industry using tracking suits and green screens.

Concept Artists – creates the initial ideas and images of characters, environments, animals and in film and animation, scenes including camera angels and story direction.

And Layout TDs – determines the layout and position of the camera/ virtual camera and determines the positions of the characters. This role mostly works with the concept artist and modeler. However, Layout TDs normally have a large assortment of skills alongside their role leading to them often working as other roles.

For our project, we decided to create a video detailing the effects and causes of climate change, with what can be done to help slow or stop climate change.

In this project, our tasks included:

Toby Roberts - Editor/Announcer

Being an Editor, I am responsible for editing together the final footage of a project and adding any extra effects or graphics that had been made during the project. On top of this, I also volunteered to do a voice over, if we decide to have someone talk over the footage being shown as an Announcer.

Ryan De-ritis - Director/

Acting as the Director, Ryan is responsible for managing the project, being responsible for planning and scheduling resources and monitoring work during the production processes while also contributing to other roles periodicaly.

Scott Thomas - Researcher/Camera-Man (Filmer)

As a Researcher, Scott was tasked with creating a primary research survey using secondary research that himself and the rest of us gathered, leading to us receiving the feedback we needed to Establish a target audience. 

Also, due to Scott being part of the Media class, Scott has more experience with cameras than the rest of the group, therefore, we decided that if we require filming Scott will be responsible for handling the camera and filming the different shots we need, making Scott also have the role of Camera-man.

Frank Samuels - Graphic Designer/Designing the Brief

As a Graphic Designer, Frank is responsible for the visual design of the project, such as the title sequence or graphic elements such as pie-charts and information graphs. As well as this, Frank also was tasked with designing the group brief and is therefore most responsible for the project's group designed brief.

Adam Johnston - Editor/

Once again being an Editor, Adam is also responsible for editing together the final footage of a project and adding effects.

This can be seen in the updated preproduction flowchart:


Overall I believe I did well on the second flowchart because, while again complicated, it clearly shows the flow of tasks and who has what task to do, while also explaining what each colour represents.

NEXT-GEN Nescot Year 4 HND - KeyFraming and Effects (Premiere Pro and After Effects)

During this small project, we were tasked with creating some VFX shots using both tracked and hand made keyframing, built in visual effects and stock footage that was given to us. Firstly, we needed to use the liquify tool to alter the appearance of a stock footage boy. I also chose to use the boy stock footage for the hand made keyframing.

 
In order to do this, I inserted the liquify effect into the scene and placed it in-between the boy's eyes. 
I then used the liquify tools to edit and re-shape the boy's face. I began keyframing the position of the liquify effect so that it would remain consistently on the boy's face. I did this by moving forward a few frames and moving the center piece for the effect in-between the boy's eyes each time. Unfortunately, this could have gone better due to the fact that the liquify effect appears to bounce around and doesn't track as effectively. If I could improve this part of the project I would used the built in tracking systems in After Effects.
 

Next, using the other stock footage of a bridge, I used the built in keyframing system to track a sign's position and scale to the side of the bridge. This was done by taking the image and adding a two point tracker so that it would track to the bridge's railings. This went well, however, if I could improve this part of the project I would change the tracking to a three point tracking so that it would change the tracked image's rotation along with the position and size.

Overall, I believe this project went well, despite the small number of problems that were caused by using hand made keyframing, with the final footage mostly looked good throughout.

Wednesday, 21 October 2020

NEXT-GEN Nescot Year 4 HND - Nuke Graffiti Roto

During this short project, we were tasked with creating a VFX effect using NukeX to add graffiti onto part of a video of our choice. For my scene I chose a piece of stock footage walking backwards through an alleyway and I chose a piece of graffiti created by 'Banksy'.


Firstly, I took the footage and added it into a NukeX project. Then, I created a rotoscope planar-tracker. I also used a CornerPin absolute alongside the roto, as I then tracked the roto to the side wall so it would remain in its position, changing rotation and size to fit the area more effectively.


Next, I created a rotoscope around the image of graffiti to remove it's background and make it fit into the video more effectively and blur into the background better as well.


After creating the roto, I added the image back into the video and checked how it blended into the background before deciding to improve the graffiti's Alpha matt.


In order to improve the graffiti's ability to blend into the background, I used a keyer node to remove more of the lighter colours from the image's Alpha, making it bend much more into the background, removing the more cartoonish appearance of the image for a more realistic blend of the image and background.


Overall, I believe I did well on this project because the graffiti image blends well into the final video as it appears realistic and blurs into the wall behind it. However, if I could improve this project I would further improve the blend and blur of the image into the background so that no difference in texture could be seen without specifically looking for it.

NEXT-GEN Nescot Year 4 HND - Board Game Retro Advert (Part 2 StoryBoarding)

After brainstorming ideas for the scene composition and possible additions to the advert, as well as creating the scripts for directions and the announcer's voice, I started work on creating storyboards for each of the different scripts, before finally deciding on my final iteration.

(Previous post: https://tobymroberts.blogspot.com/2020/10/next-gen-nescot-year-4-hnd-board-game.html)

Possible Storyboard idea 1 (Using Stock Images):

For my first storyboard, I used the first script as a reference and used Google images in order to collect a selection of stock images, before then compiling them into the storyboard. I placed these images in similar correlation to the first script, to give a general idea as to how the scenes would look.

I think this went well because it clearly shows the different ideas I had in the development of my scripts and it shows a multitude of different possible angles and shots.


Possible Storyboard idea 2 (Using Stock Images):

For my second storyboard, I once again collected an assortment of stock images to use and put them together in relation to my second storyboard.

This one went well because the storyboard shows the different shots clearly. However, I don't believe there is enough variety in the shots shown in the storyboard, simply because the script focuses more on the game being played then it being an advert.


Possible Storyboard idea 3 (Using Stock Images):

For my third storyboard, I again used stock images to create the storyboard. This storyboard went well because it shows the different shots and effects that could be used in this version, as well as showing the series of events in a clear manner.


Final Storyboard idea:



For my final storyboard(s), I chose to use the first script because the other scripts and storyboards either would not fit the advert aesthetic and length or would be too hard to film due to actor requirements.

This storyboard I decided to create myself rather than using stock images. I did this by using photoshop to draw a series of boxes with writing from the script to explain what is happening in each frame. I then drew each of the images in the boxes as a visual aid for camera positions and actions taken in each frame.

I believe this storyboard went well because it shows the series of events clearly and has an array of different camera angles and ideas. If I could improve this Storyboard, I would improve the appearance of the people and possibly add backgrounds to each image.

Next Post:  https://tobymroberts.blogspot.com/2020/11/next-gen-nescot-year-4-hnd-board-game.html

Wednesday, 7 October 2020

NEXT-GEN Nescot Year 4 HND - Board Game Retro Advert (Part 1 Research, brainstorming ideas and scripts)

For this project, we have been tasked with creating a retro board game advert with the style timescale of between the 1970s and 1990s. For my project I chose "Risk" as my board game of choice for my retro advert. This is because there are multiple examples of old adverts relating to the board game, it has a clear theme and a plethora of possible effects that could be added.

Before starting on a script or storyboard, I researched into older adverts for board games such as: Risk, Monopoly, Guess Who and other board game commercials from around the early 1980s to late 1990s. This was to gain an idea of how the commercials at that time were like.

Some examples of these advert videos include:

https://www.youtube.com/watch?v=w8nSSoQQKfo&t=33s

https://www.youtube.com/watch?v=uPRw3CaKXns

https://www.youtube.com/watch?v=wtDIvWBS11M

https://www.youtube.com/watch?v=cf4penVTNlE

https://www.youtube.com/watch?v=tNFmC4V-B3Q

https://www.youtube.com/watch?v=290GJCtrtXI

https://www.youtube.com/watch?v=J1nCcrlCgc4

https://www.youtube.com/watch?v=WDr5vsc9ibY

After watching these videos, I got a general idea of how these adverts would play out. Overall, these adverts would normally feature announcers, often with theme songs and hand drawn or clay visual effects intermixed with real live actors.

As a result, this allowed me to create a plan for how I would create my advert. Firstly, I decided that I would need an announcer to sell the idea of the advert being created in the 1980s/1990s. Announcers in old board game adverts were the most common reoccurring feature.

I then began brainstorming different scripts and storyboards for the video. Thinking of different effects, themes and things that the announcer could say.

However, I first began by creating scripts for actions the characters could take and the direction in the cinematography:


Script Idea 1 (Actions):

"Voice over talks over a group of 4 players playing a game of Risk.

Background becoming progressively more active with silhouetted footage of renaissance war as the video progresses. 

Close ups of the board and dice rolling.

First show wide shot of 4 players playing.

Zoom in on faces and dice rolls.

One player moves their forces into another’s territory as the sound effect “Cavalry Charge” plays.

The other player rolls again and does the same.

Player puts more soldiers on their land.

Two other players shake hands, making an alliance.

One of the players attacks the player they aligned with.

Cavalry runs towards camera as the logo on the box fades in and envelops the screen."


Script Idea 2 (Actions):

"Wide shot of 4 players as one of the players is eliminated.

Zooms in on two of the players fortifying their borders.

They start competing on how fortified their borders are.

Eventually they put excessive amounts of troops on their borders.

The 3rd player then attacks the two other players as they turn in surprise before shaking hands making an alliance.

The two other players then turn to the 3rd

The two players move most of their troops to the border of the 3rd

Then one of the players attacks the other, giving a cheeky shrug when the other player looks at them. Risk logo then fades into view."


Script Idea 3 (Actions):

"Shows wide shot of 4 players waring different uniforms (examples: British red coat, French Napoleonic outfit)

Each player moves troops forward like on a war map with dice rolls.

Cavalry charge is shown faded over the top as the players argue, threatening to invade each other.

the players get progressively louder.

A man walks in and tells the commanders to stop shouting and that dinner is ready.

Players all look at each other as the man walks away

Cuts to players now looking like children as they slowly get up to go to dinner."


Next, I made scripts for the announcer relating to what they would say:


Script idea 1 (Announcer):

“Risk! The classic game of World Domination!”

“Invade your enemies!”

“Counter your enemy’s moves,”

“Fortify your lands!”

“Make alliances,”

“Enact betrayals!”

“Conquer everything in your path!”

“The world of RISK awaits!”


Script idea 2 (Announcer):

“Risk! The classic game of World Domination!”

“Fortify your lands!”

“Counter your enemy’s moves,”

“Invade your enemies!”

“But always remember to watch your flank!”

“Make alliances,”

“And conquer everything in your path!”

“The world of RISK awaits!”


Script idea 3 (Announcer):

“Risk! The classic game of World Domination!”

“Invade your enemies!”

“Enact diplomacy!”

“Fortify your lands!”

“Make alliances,”

“Break alliances!”

“Conquer everything in your path!”

“The world of RISK awaits!”


After finishing these scripts, I would then go on to create a series of storyboards for each script before finally settling on my choice.

Next post: https://tobymroberts.blogspot.com/2020/10/next-gen-nescot-year-4-hnd-board-game_21.html

NEXT-GEN Nescot Year 4 HND - Premiere Pro Bridge Video (Audio and context)

During this quick assignment, we were tasked with editing together multiple clips given to us as stock footage and editing them to have music, context and a different colour appearance. 

The stock footage we were given consisted of a series of shots that included a woman and a man on a bridge. The woman would walk up and give the man a letter (there were a series of different letters that could be used) and the man had many different shots of separate reactions (happy, sad, worried etc...).


For the colour, I decided to change the blue darker look into a brighter golden appearance, similar to many 1980s films. I did this by changing different adjustments in the Colour menu. For example, I increased the Sharpen value to 26, I lowered the Vibrance and increased the Saturation. I also added a small amount of faded film to reinforce the 1980s look.


Music:

Clear Waters by Kevin MacLeod

Link: https://incompetech.filmmusic.io/song/3516-clear-waters

License: http://creativecommons.org/licenses/by/4.0/


Sovereign by Kevin MacLeod

Link: https://incompetech.filmmusic.io/song/4397-sovereign

License: http://creativecommons.org/licenses/by/4.0/


Overall, I believe I did well on this project because I think the final video plays fluidly, the colour correction looks good and the music melds well with the final video. However, if I could improve on this video, I would add more time at the final shot, and possibly try to fit the music better with the actions in the video.

Sunday, 4 October 2020

NEXT-GEN Nescot Year 4 HND - Basic: Button Scene Swapping (Unity)

For this short project, we were tasked with creating a game in the Unity Engine with a button that would swap between two separate scenes.


Firstly, I created the two scenes with similar names to show what scenes will swap between each other.


The first scene was created with an urban background while the second scene was created with a rural background in order to distinguish the two scenes from each other.


Once the scenes were created, I made a scene loader script that would allow me to change the value (name) of the script I wanted to swap into. This was done by creating a public string value which could be altered in the attributes menu of the object it is attached to.


Once this was done, I added the two scenes to the "Build Settings" by dragging and dropping them into the window. This is to allow the two scenes to swap between each other without causing errors.


After this, I created a button in both the first and second scene. This allowed me to add the SceneLoader script to the button and set the scene script value (the scene it will swap to) to the opposite scene of the currently loaded scene. And I set the button to active this effect once pressed.


Overall, I think this short project went well, the buttons worked effectively and the scenes changed easily. If I could improve this project, I would try to create a character with obstacles to play around with, to make the project more interesting.

NEXT-GEN Nescot Year 4 HND - 2D Unity Project Test

During this small project we were tasked with using the Unity Engine and Unity Playground asset pack to create a 2D basic spaceship game. For my spaceship game, I first used the Unity Playground pack to add multiple preset assets for the spaceship, background and meteors.


Next, I used the preset particle effects to add flames to the bottom of the space ship, in order to give it a cartoonish appearance and give the impression of movement.


Then, I used the preset code to add the ability to take damage from hitting an asteroid, have the ability to shoot, get score from destroying asteroids and the ability to move, tilt and shoot.


The movement and tilting scripts were both pre-made scripts within the Unity Playground and only required a small change in button presses (changed move forward from Space to W).


For the shooting and score, I again used a preset script, however, I created a prefab laser to be used as a projectile, and I added the pre-set UI and interaction values to destroy and gain score from the asteroids.


I also added the health and damage pre-set scripts to allow the player to take damage from hitting the asteroids and to eventually die after taking too much damage.


Over all, this short project went well, however due to the Unity Playground asset pack, there wasn't much work needed to be done myself, as most if not all elements used were from the pack itself. This made things significantly more easy but much more simplistic. If I could improve on this project I would make asteroids fly around the screen at different sizes and speeds to give the player a challenge to hit as many asteroids as possible without dying.

NEXT-GEN Nescot Year 4 HND - Going Indie (Final game, itch.io Link)

For the final part of my Game Development project (Topdown Shooter), I was required to upload my finished game to Itch.io, allowing my game ...