Wednesday, 22 May 2013

Uni Progress



 University is an experience In itself, you would think its sole purpose is to give people an opportunity to have a better education and possibly a job. I don’t know statistics but I think the percentage of people that graduate and don’t end up doing a job that is related to their course is higher than people that do. Why is this? Do people come to uni because they have been pushed into it? Do they think it’s just the next step in higher education or do they just want the joys of learning something new and meeting new people and new experiences?




I look at university in a very black and white way, I want to learn and I want a job at the end. I’m here because I want a better job in an industry I want to be involved with and to do that I need this degree. I can’t just walk into an interview with nothing to show but a smile so I’m here to produce a decent portfolio that I can show to potential employers. I can already say that end of the second year I have learnt so much in a quick space of time, when I compare myself to last year I can really see the improvement which I think is important. If you can’t see it yourself then what is the point in being here. However I do think the rate of learning at uni in comparison to the rate of learning within a job in the industry is very different. I feel like working for a company there is a lot of help available as well as being a lot more motivated as you’re being paid and granted I don’t exactly do as many hours as I should be whilst at university.

 Ultimately I want a decent job after the 3 years at university, but that all depends on how much effort I put in. It worries me I haven’t found a specific route I want to pursue as in what kind of artists do I want to be? Environmental artists? A weapons artists? Hopefully this will come to me soon because we are starting to create portfolios for interviews and I think it’s important to have a bundle of work specific to what you want to do. This shows that you have something in mind you want to do and your good at it. I guess this will be the last time we have the freedom to do what projects we want and experiment with different styles as that freedom will be gone as soon as you work for a company, you will have to do exactly how they want it.


I hope to progress more and more and I can already see my improvements, hopefully this will continue and I can go on to make better work to make my portfolio stand out. I am ambitious I will be constantly trying to improve myself and learn from my own mistakes.

Tuesday, 19 February 2013

Initial Ideas/concepts (Queens Project)


 So far we have decided on a theme for the queen project 'An abandoned school' we wanted to give the horror interior a freaky vibe by including kids toys such as teddy bears and tricycles. I think we will use natural lighting as the building is abandoned so there will be no electricity, light from the windows and the huge opening in the wall (from helicopter/bus crash) will create more atmosphere withing the building. This is a paint-over of one of the classrooms in the Queens building i did....




  
  I wanted to create a eriee atmosphere with the tables being knocked over and the lighting, however i know i have painted a light in but this is only a initial concept. I thought about giving a hidden message on the blackboard for the player to look at, this could be a clue on how to progress withing the level, such as a map to the location of a key? 

 We have all now been assigned particular rooms from the Queens building, i have chosen the playground and a classroom. Based on this i have made myself an initial asset list to give me a few ideas of what to put into the final concepts. 


Playground (Indoor)
Classroom


Climbing Frame
Black Board
Ropes
Desks
Hoola Hoops
Lights
Trampoline
Paper
Crash Mat
Teddy Bear
Basket Ball Nets
Posters
Rings
Chairs
Ladders
Books
Climbing wall
Windows
Mats
Rubbish
Teddy Bears
Bin
Vault Horse
Draws

















The next task is to design a final concept for one of my chosen rooms so i can show the rest of team and discuss weather the mood, atmosphere and design will fit in with our theme.

Thursday, 14 February 2013

Intro To Game Industry






 Considered by some as a curiosity in the mid 1970’s the video game industry has grown from focused markets to mainstream and leading to the employment of millions.

 Articles from ‘Game Industry International’ as you can see here http://www.gamesindustry.biz/articles/2013-02-13-australian-game-industry-sees-USD1-16-billion-in-sales-in-2012.... suggest the recent growth in the mobile gaming is phenomenal. Telsyt (An Australian technology analyst) expects consumers to spend over $730 million on mobile games in 2013, up 18% from the $620 million total in 2012.

 Although mobile gaming is rapidly increasing in popularity, will it take over mobile gaming? A recent blog from ‘Original Gamer’ disagrees and so do I. With tablet and smart phone sales increasing and ‘Angrybirds’ becoming one of the most downloaded games ever, it would seem that it is taking over! However I do not believe the hype. See the following link….http://www.original-gamer.com/article/4204-Mobile-gaming-taking-over-Dont-believe-the-hype it




‘Oringinal Gamer’ quotes:

                ‘What is happening is that MORE people are buying mobile devises and using them to play games for a few minutes when they’re bored, and there are a lot more of them than there are console gamers.’


TIGA a representative of the games industry states that the UK employs 9,000 highly skilled development staff, 85% of whom are employed outside of London. 80% of the work force in game studios such as Blitz, Climax, Exient and Jagex are all qualified to a degree level or higher. Reading the following link gives me the confidence that I’m on the right path to landing a job in the industry.



 ‘’TIGA successfully campaigned for changes to the R&D tax credit system.  In 2012, TIGA successfully convinced the Coalition Government to introduce a tax break for games production. This is expected to come into effect in 2013 and is estimated by Games Investor Consulting to be worth £96 million for the games industry over five years.’’

The above statement from TIGA shows the game industry should have a lot more to spend in 2013, which hopefully means game companies will be willing to employ more staff in the coming years such as 3D artists, Concept artists, VFX artists and environmental artists. I am currently working towards being an environmental artist as this is my preferred field.




Researching jobs in the UK, I realise how important my portfolio/show reel is. This is ultimately my CV. I haven’t started putting a CV together yet but I think this is the time I should be making a decent presentation of my work. Although its still early I can still put the best work I have done so far together and hopefully I will be getting better as the year progresses so I can always replace work with future work.  I think landing a job in the industry depends on 70% portfolio and 30% interview, also talking to a lot of third years made me believe a lot of companies will employ you on a like-ability factor, how you talk about your work and how well they think you will fit into their work force. 

Thursday, 31 January 2013

Interaction Design


‘Shaping our everyday life through digital artefacts for work for play and for entertainment’

  This is a quote from Gullian Crampton Smith the author of Designing Interactions. The book talks about Bill Moggridge (founder of the first laptop computer) and his stories from an industry insider’s viewpoint, tracing the evolution of ideas from inspiration to outcome. Interviewees discuss why personal computers have windows desktop, what turns a game into a hobby and why Google is the search engine of choice. This book proves and explains how the needs and desires of people can inspire innovative designs.

 See more at http://www.designinginteractions.com/interviews/GillianCramptonSmith

 

I also found Gullian Crampton Smith introduced the 5 dimensions of Interaction Design in the introduction of her book.

 

·         1D – Words – words are the interaction that users use to interact with.

·         2D – Visual Representation – things that the user will interact with on the interface in the following video Alan Blackwell gives a brief introduction on Visual Representation and how it links with the modern technology we use today.

·         3D – Objects or Space – the space in which the user interacts is the third dimension of interaction design. It defines the space or objects.

·         4D – Time – the time with which the user interacts with the interface.

·         5D – This defines the user’s actions or reactions to the interface and how they respond to it.

 
  These 5 points made me think about how specific consoles are designed with the user in mind, the visual interface and where or when will the advancement stop? A good example to show the technological and design advancements would be pc/console controllers. For example the Nintendo NES controller released in 1986 is similar looking to a brick sliced in half with four buttons in comparison to the curvy X-Box 360 controller released in 2005 supporting 15 buttons!




  The overall concept and purpose of the controllers is the same, they want the user to interact as much as possible with the game however improvements in technology has allowed this interaction to become easier for example over 20 years consoles have become a household item, they’re affordable, visual content has become more realistic and a bigger variety of games are available along with free downloads.

  This interesting review http://www.youtube.com/watch?v=7xqPbDPiqzE
from Classic Game Room talks about both consoles and their advantages but doesn’t really cover the disadvantages. Personally I think they are both great consoles in their own era. Just the fact the Nintendo NES still works perfectly 20 years from its release proves it was a solid and successful build but can the same be said about the x-box?

Recent forums on Yahoo show that the common ‘Ring of Death’ otherwise known as the red ring surrounding the ON button says otherwise, leaving many customers with an unfixable console.

 See this at http://answers.yahoo.com/question/index?qid=20100316204717AAokxlc

 




  I have yet to face a problem with my X-box 360 and see the hardware as a successful entertainment system however I was surprised at how good the graphics had improved in comparison to my previous PS3. I’m sure I will once again be shocked at how the future console will compare to my present one.


Sunday, 20 January 2013

Sound for Games


 Video game music refers to the soundtrack or background music in games. This type of sound has adopted the same complexity associated with TV and film soundtracks. Video game music has grown a lot in recent years and now even includes full orchestra pieces for example London Philharmonic Orchestra did pieces for Halo and Battlefield. Another well-known Italian composer named Michael Giacchino composed music for both Film and Video games such as The Incredibles, Cloverfield, UP, Medal of Honour and Call of Duty.

 


 Video games generate sound or alter their soundtrack in accordance with what the player’s current action or situation is for example an intense action scene would incorporate loud up-beat and dramatic sounds, compared to a stealthy creeping scene would use low tones with a small rpm. This technique hasn't changed entirely in the past 15 years but the music and soundtracks used definitely have. Originally limited to simple melodies and synthesiser technology the industry now use licensed musicians and orchestras.

 Some of the key composers currently working in games include Christopher Lennertz. Much like Michael Giacchino he started composing for films such as Meet the Spartans, Dr. Dolittle, Horrible Bosses and decided to compose for games as well. He successfully won several awards for his soundtrack on Medal of Honour series and also worked on Mass Effect 2&3, The Godfather 2 and Quantum on Solace. A very influential German composer and music producer named Hans Zimmer, famous for his pieces in The Lion King, Inception, and The Dark Knight has also recently been working on video games like Call of Duty and collaborated with Borislav Slavov to create the score for Crysis 2.

 

 One of my personal favourite soundtracks belongs to Devil May Cry 3. The hash and slash beat’em up game has provided me with hours of entertainment with an amazing soundtrack produced by Tetsuya Shibata. He worked on the whole DMC series but number 3 is unforgettable because he decided to change electronic music with vocal sounds which meant various battle and ending scenes became more memorable and recognisable. He talk about his scores on DMC 3 and new innovations for DMC 4 in this interview : http://www.squareenixmusic.com/features/interviews/tetsuyashibata.shtml
My favourite song would have to be ‘Out of Darkness’ sung by one of the main characters the power and vocals of the song fit so well into the core of the game and its story.

  The Chic, regarded themselves as a rock band for this disco movement, formed in 1976 by guitarist Nile Rodgers and Bassist Benard Edwards. They were successfully known for their commercial disco songs such as Everybody Dance, Le Freak and Good Times. In 1979 the group released the album Risqué and the lead track ‘Good times’ in which I agree with publications such as the Guardian upon this being one of the most influential songs of that era. The song was sampled many times including being the basis for ‘Rappers Delight’ by The Sugarhill Gang, this helped initiate the Hip Hop music format we know today. I think the band revolutionised the late seventies disco music and without this there would be no Destiny’s Child.

Friday, 18 January 2013

Game Engine


 I am going to discuss what are the advantages and disadvantages of the most popular and current game engines used? I’m very keen to start using UDK (Unreal Development Kit) for the first time as I can finally see my assets in a playable level.
What is a game engine?


This is a system designed for the creation and development of video games. The purpose of a game engine is to provide a suit of visual development tools essential for progressing in completion of a level with such things as sound, scripting, animation and 3d graphics for example.

The most popular game engines currently used are UDK, developing games such as

·         Borderlands

·         Devil May cry

·         Bioshock

And Cryengine, which have been successful in releasing

·         Crysis

·         DRIVE

·         Enemy Front

Unfortunately I have not had a chance to use Cryengine, so from doing research from users I have found the following pros and cons..

 
Game Engines
                               
                                   Pros
 
                   Cons
 
 
 
   UDK
 
Similar interface to 3ds Max
Widely used for easy access
Variety of rendering
Physics engine
Great interior detail
 
Limited lighting effects
Exteriors seem to be less effective
Outdoor scenes lack detail
 
 
 
  Cryengine
 
Free to use
Cheaper licence if making a game
Fastest high end render
Sandbox gives full control of creations
Edit everything in time
 
Relies on custom export tools in 3ds and Maya
 
No custom shaders in material editor

 



UDK – Developed by Epic Games in 1998 this is the most used game engine in the current industry. Although primarily developed for first person shooters it has been successful in a variety of game genres including stealth and RPG’s.  UE3 (Unreal Engine 3) has also seen adoption from other non-
gaming projects for example the popular children’s TV show ‘Lazy Town’.  Personally I think UDK is user friendly with a comfortable interface to navigate around, moving assests is very simple as is assigning textures. I give a positive opinion but I must take into consideration I haven’t used any competing software, once I have successfully used both programs I can then review them again.
 
Cryengine – A game engine designed by Crytek in 2006, there is now Cryengine 1,2 and 3 successfully developing Far Cry and Crisis. Not as widely used as UDK but the rendering scenes I have seen from playing such games as Crysis seem super realistic in comparison. The Sandbox (level editor) has emphasis on large terrains which means that it uses an algorithmic form of painting textures and objects onto the landscape.
I will be using UDK a lot more this year essentially with the group projects so I will have a better understanding of the software however I definitely refuse to rule out even trying to use Cryengine. From the footage I have seen, especially within environments I must at least try developing something of my own using it. Once I have tried both I will make a personal decision on what engine I think would suit me best.


Friday, 30 November 2012

Documentation


Slums Environment

I aim to produce a realistic slums environment level set in Kenya on a PS3 platform.
 
 
Personal Aim – To become an environment artist and demonstrate my capability of designing weapons.

Objective – Design and create a successful playable FPS level and further my technical knowledge within the game engine (UDK).

Genre – FPS, SHMUP.

Audience – 15+

Software – I will use 3ds Max and UDK as the game engine.

Technical Specifications for:

·         Lead Character

Poly Budget – 7000 Tri’s demonstrating clean and solid topology.

Textures – 1xDiffuse, 1xNormal and 1xspecularity map with a budget of 1024x1024

Style – Mercenary with armour

·         An NPC

Poly Budget – 4000 Tri’s

Textures – 1xDiffuse, 1xNormal and 1xspecularity map with a budget of 1024x1024

Style – Kenyan rebel

·         A Vehicle

Poly Budget – 3000 Tri’s  

Textures – 1xDiffuse, 1xNormal and 1xspecularity map with a budget of 1024x1024

One abandoned vehicle used for parts and on bricks

·         The Environment

Poly Budget – 20,000 Tri’s

Textures – 10xDiffuse, 10xNormal and 10xspecularity map with a budget of 1024x1024 on each

I will use a mixture of unique texturing and tillable texturing for the slums as well as reference images.

·         Weapons

Poly Budget – 2,500 Tri’s per weapon (14 weapons) 

Textures – 1xDiffuse, 1xNormal and 1xspecularity map with a budget of 1024x1024
Realistic weapons will be hidden in one shack ready for the lead character to collect for example this Scar-L assault rifle.

Friday, 23 November 2012

Level Design



  I don’t know much about level design to be honest so I have been looking through a few websites gathering some information from tutorials and articles. It’s quite clear how much planning and preparation is put into the design before it started. I will go through a process I think is a general guideline I think everyone seems to stick to when creating an environment. The majority of artists I have looked at have planned and executed a whole map in just 3weeks. I’m guessing this must be industry standard but I think time management is vital when doing so.

 This is the basic work flow I have come across with most artists but i have been looking at one in particular named Alex A.Galuzin

Ideas – Initial vision of the level, what it consists of. This will mainly be images of things that trigger your imagination, put them all down on a mood board and write a list of the things you want to include, don’t set a technical limit yet. Get some cool ideas to work from for inspiration then you can move on.

Reference – Collect reference images, get a feel for the atmosphere you want to create, this gives you a better image in your head of what you want to achieve in the end.

Visualization – this puts you into the mindset, it’s very important to see your final product before it is done. If this doesn’t happen you will be doing it by trial and error which will equal bad planning and a lot of frustration.
 
 
Planning and Execution – Sketch out a few visually pleasing guidelines of what you think the map will look like for example a top down view of how it will play out and where you would want the player to explore. After this you can jump in to the editor and starts blocking in big shapes in your map, no details just get the basics down roughly.
 
 
Atmosphere - Set the scene outside the environment to create the feel you wanted. Add the sky and terrain to see how the space will look, again not much detail the basic lights.

Playable Map – Test the map, run around in it, see if you like how the map is planned out. Having no details on the map at this stage will help you really concentrate on the layout itself.

Textures – Start blocking in your textures and getting rid of the checked patterns!

Adding Objects – Any objects you wanted to include can now be modelled and textured it’s like a phase one of putting in the detail. Still at this stage add the big details then go to the small and don’t just concentrate one area of the map.

Adding Objects Phase 2 – Strat detailing specific details of the map, polish up individual areas.

Lights – Add the light you think will create the best atmosphere you want to achieve

Gameplay – As well as you ask other to play the map, they will probably find flaws that you won’t!
 
  Following these artists has given me such a better idea of what level design is all about and how to develop my own ideas. I will do more research like this when it comes to group projects!!

Monday, 5 November 2012

Visual Composition


 I think it is vital for anyone trying to develop their skills in art to understand exactly what meaning of visual composition is. The term composition means ‘putting together’ this is basically elements put together by conscious thought, it can also be thought of as the organisation of the elements of art according to the principles of art. Understanding this principle and being able to develop it in my work is a professional skill I need to acquire. When looking at successful piece of work you can see how and why that person has placed the elements in a particular order, for either realism or for the image to have impact and make the audience feel a certain way. For example if a  photograph was taken at a man’s level this would treat him as an equal, if one was taken from below it could result in an impression of dominance.
 
 I have recently tried to incorporate good composition into my 3d work, I haven’t had much feedback from the design yet but I’m hoping the way I have laid out specific objects creates and impression of realism, which was the brief to create a realistic grouping of trash as seen outside on the streets. Admitting the background of my final render needed a bit of tweaking as the colours didn’t really fit well within the scene and the lighting I used didn’t compliment the brick wall. I spent quite a while arranging the different objects and making duplicates of assets to make it more interesting, I think it’s easier to apply good composition to something you can already move around, this is why so much planning and concepting is important before attempting to start a final piece.
 
 A few principles of organisation which can affect the composition are shape and proportion, negative space, colour, contrast, geometry, lines, lighting, repetition and perspective. This is important to remember when developing any work, another technique visual artists use is the Rule of Thirds.

 The rule of thirds is a guideline followed by some visual artists. The objective is to stop the subject(s) and areas of interest (such as the horizon) from bisecting the image, by placing them near one of the lines that would divide the image into three equal columns and rows, ideally near the intersection of those lines.

 I struggle to understand and put this into practise myself with my images but I am going to start using these guidelines and see if my work improves, if so my work should be aesthetically pleasing which means the elements must be arranged in a composition ally balanced way. Overall practising these techniques can only improve my work and then eventually I can develop the understanding of where specific elements within UDK should be placed. The sooner I learn this the better, better knowledge of this will help create decent level design and help me with our group project in the future.

 

Friday, 2 November 2012

Planning & Concepting



 This blog is still about elements of game design but I will be talking about the planning and concepting that goes into producing a successful product. The games industry relies heavily on the good solid initial planning, similar to writing a brief before you start modelling on 3ds and basically any design work in general. All artists require a base to work from, ideas need to be visually explored before they are processed and developed. I remember watching the ‘Black Hawk Down in the making’ documentary and thinking how amazing it was that this whole idea and art direction had come from small thumb nail concept art, a lot like a comic book. I found this interesting because it’s easy to assume that films/games are made from just random activities churned together in a sequence to look visually pleasing.

 Concept artists will be given an idea or a brief on the project, the artists will then take this idea and sketch from ten to a hundred thumbnails exploring the possibilities and designs. Then out of all these only a handful will be picked for further development. If this process is not carried out the likelihood of the project being a success is already at a low.

 I have recently taken a great interest in the game soon to be released called ‘the last of us’ unfortunately only on the ps3 platform and i believe to be inspired by the film 'I am Legend'. Visually the game looks stunning with such high intensity detail and game play, very similar to ‘Uncharted’ made by naughty dog. I have found that the artists James Paick from the USA actually contributed towards both of these games, designing brilliant concepts for both environments, below are a few concepts he put together for the last of us.
 

  I know these pictures don’t show the development of the concepts and only the final product, but they just so brilliant and detailed you could actually spend a long time looking at them. You can automatically tell how much work has gone into one of these images, the colour and atmosphere creates such an great image for the audience, and let’s be honest if you can accomplish this people will want to play your game. Concepts art like this makes the games so appealing for example Uncharted was so popular because the environments were so realistic and stunning due to the planning that gamers were quite happy just to walk around the level. I believe the to bring this kind detail into the game the 3d modellers have to work very closely with the 2d team trying to being the concept to life. The concept provided is never an absolute but its more than a guideline, obviously there are technical challenges to overcome so you have to allow change with assets etc. I hope to achieve this level of organisation and one day develop something as stunning as this.

Friday, 19 October 2012

Reflection & Ambition


Now I have finally made it into the second year I can start to see how much I have progressed through the first year, not just with 3ds max but with drawing, Photoshop and adopting a way of learning that suits me. Having these fundamental skills gives me the ability to concentrate less on the finals and how I’m actually going to do them and more on the ideas, concepts and planning of any projects.
For me, a stressful first year was all about learning the foundations for example, learning new software, presenting work effectively and how the course runs. I know the second year will be a lot harder and probably even more stressful (I hear in the group projects) but I have already found in this first project that I’m not worrying about as many things. Projects this year will be a lot more interesting as I have found already. This time last year I would have been panicking about weather I would have finished the work in time for the deadline, now I have finished the work with plenty of time left to so anything I don’t think is right again and I can think about the best way to present my work professionally, I have even been looking into how to make a quick video of the project. Having developed the skills and knowledge in first year allows me to think about the projects in advanced way.

arnold schwarzenegger quote



‘For me. Life is continuously being hungry’ this is part of a quote from Arnold Schwarzenegger in his body building documentary I watch a while ago ‘Pumping Iron’. In this documentary Arnold is constantly eating he needs to fuel his body with high protein, high carb meals as a body builders diet is essential to succeed in any competition. Although I am interested in sports and often go to the gym, this doesn’t have much relevance to what I am studying but I found myself always using it to motivate myself. I talk about this because it’s exactly how I feel about the second year, I find with the right motivation and dedication I can succeed this year. I’m excited about the new projects and also the thought of possibly finding myself work experience through the summer!

My ambition for the second year is to leave with more than 60%, I hope to achieve this through all 3 modules but am yet to find an area I wish to pursue. A lot of people on the course know which direction they are headed for example, they want to be a character artists or environmental artists. Hopefully as I progress through the year I can think about it more and decide on which area I would succeed in. I have recently taken an interest in weapons but I’m not sure if that’s because I have been playing Borderlands 2 who won the award for the most amount of weapons in a game! Look how good these are!!
 
 

Thursday, 4 October 2012

Year 2!

 





  Year 2!!!##


Well here i am in the 2nd year! Right now the emotions are high, i already have the the first few projects to complete and have had so long off will take me a few days to get back into everything! i decided to go travelling for the summer which seemed like a good idea at the time but now I'm struggling to remember anything on 3ds! Anyway i had an amazing summer in sunny Europe topping up the tan and taking plenty of photo's! I actually stumbled across some amazing architecture in Croatia as literately none of the houses are the same, everyone is unique which is far from what we have in the UK. I had so many ideas for environments for levels, the use of colour in Europe is used so much more.



So our first Game Production project is to model and texture a trash box with rubbish, i have been doing some research and taking photos around town and finding random things people would throw away. I think i will try and add a PG tips box, cereal box and a banana skin into mine as they seem like the fairly generic thing to see in trash. The brief sets a fairly realistic scene so i think ill stick to what i see out in public and add a few personal touches. General modelling of the project shouldn't be a problem, although the texture of the bin bags does look like it could be a little tricky. I think spec maps and lighting will be vital in making this look aesthetically pleasing and realistic!


 
 
This picture gives you the general idea but a bit too much for what I'm modelling. Mine will be about 4 bin bags a few box's and some cardboard. I think i should include a brick background and pavement to make it look a bit more real to life. I have 3 weeks to complete this project so hopefully it will be looking like a good bit of trash!!
 
I'm exited starting the second year and looking forward to the group projects! I will be working alot harder this year as it all counts from now on! I also attended an interesting demo given by mike about a few characters from games and how they were put together. A very useful talk gives a good understanding of how to be the most efficient you can be and how useful all the maps are because they produce such a good finish to the final!



















 

Monday, 23 April 2012

Final Post


Through out the 1st year on this course I find I have been constantly struggling to find out how I can specifically improve on different areas. Although I know we feedback sheets, which are barely readable, but they do provide us with information to help with our development, however I would love to suggest an increase in the amount of time we actually get with a lecturer. I feel that even though I have been here a year I haven’t spoke to any of the teachers for longer than a minute, obviously I understand that there are 60 students which all cry attention or maybe I’m being stupid and I’m used to the usual college teachers that nag on at you to get on with work. 

 Looking at the current state of the industry and game development I can only agree with the structure of the course no matter how intense it is I think its only preparing you for what’s actually expected at industry standard. The drawing, writing and 3d work is only increasing your chances of landing a job at the end. In a way I wish I could just learn the beast of 3ds max and solely find a job in doing so but I believe everything is just as important, developing drawing skills will make your models look realistic and believable. I do love working on 3ds Max and sometimes annoying as it is, when I can see the finish line I find it quite therapeutic.

  Looking at my own feedback sheets I am struggling with visual design, I have not passed one formative assessment yet and I am worried that what I have done won’t be enough. Practice is the only thing that helps in this course but you should always be able to see yourself improving, which I think I can.






A very important issue, which I know a lot of people, feel the same about is the labs not being open later. At the beginning of year this was a real issue for me as my unfortunately my laptop wasn’t powerful enough to run a lot of the programmes we needed to use. Now this would mean I could only use the lab computers but there not open on weekends so realistically I only have 2 days to use them. I know everyone would much appreciate the labs being open later especially 3rd years. 

 Not sure if this will be a useful suggestion but I have wanted to look at a very successful piece of 3rd years work in detail. I would like to see how they actually got to this idea and the process they went through to develop the work into a decent project. I think more of this would give 1st years a better insight of how to approach their work and develop their own ideas. I know there is pictures of work posted up around but none of the initial ideas are, just a thought.