Sunday, 11 December 2011

artist research

Nick Park



Nick park is a film maker for stop motion animation, best known for the making of wallace and grommit, shaun the sheep. 'A grand day out' was the first of the wallace and grommit films, where wallace builds a rocket in his garage and flys to the moon. With 'A gtand day out' in post production, he made 'creature comforts' as his contribution to a series of shorts called 'lip synch'. Creature comforts matched animated zoo animals with a soundtrack of people talking about there homes.The two films were for a host of awards.


Two more wallace and grommit films were later produced, 'The Wrong Trousers' and 'A Close Shave' both of these winning oscar's. He then made his first feature length film, 'Chicken Run', 2000. He also supervised a new series of 'creature comforts' for television in 2003.


His second feature length film was 'wallace and Grommit, curse of the were-rabbit', which was released 5 october 2005. Later won best animated feature Oscar at the 78th academy awards in 2006.


Screenshot of creature comforts

Saturday, 10 December 2011

experimentation and tutorials

Importing sound

 First off you got to create a layer for your sound to go on, then drag your sound file into your library.
Once dragged in select the layer you want it to go into and create a blank keyframe where you want it to go (f7) then drag it into your document from the library and it wil be in place. You can move it around the timeline by highlighting it and moving it.

Experimentation with onion skinning


What I found out by experimenting at home with onion skinning is that, if you place the heads of your stick men on a seperate layer to their bodies it becomes much easier. Also it keeps everythign the right size and isnt too difficult. So as you can see with the screenshot above I've got my background layer as the layer one, then above I've got the bodys layer, then above that I've got my heads layer.

Tuesday, 11 October 2011

Ideas generation

I have decided to go with stick men for my short story because i didn't want to go into too much detail which would make the project a lot harder and longer.

1.)
Stick man is walking down a street, shopping for food and things for him at home. A man runs out of an ally way and points a gun at his head, asking for all the money he has etc. 1st stick man knocks the gun out of his hand and they have a small battle. Then the one with the gun grabs his bag and runs off down an ally way, the other stick man follows. They then meet head on in another ally way and have like a cowboy stand off, just without guns. The man who stole the bag gets scared and drops the bag and runs away. The owner of the bag then picks the bag up and says 'wimp' and carrys on as if nothing happend.

2.) Stick man is walking down a tunnel/ the underground/ ally way, and is kidnapped by a small group of people. he then wakes up in a small room attached to a chair and then gets plugged into something which makes him fall asleep. (like the machine used in the 'Matrix' films) He then appears in a never ending room with a man a few feet  away from him who then starts to attack him. He is beaten then wakes up in his bed as if he was dreaming, or was he?

I think to involve interactivity into this, before the stick men meet, I could put in a button to ither make them fight or not. Or when they get up to eachother. But in general I could put a button in to determin what happens in the end result.


http://www.youtube.com/watch?v=yUjDVXIMGnI link  to a stick man vs the computer video.

Here is a storyboard of my rough idea. It has changed since my first idea. I'm now having a man walking down the street shopping and he gets attack and they have this face off. But they have some sort of powers. There is also buttons to alternate endings.
Sound Ideas

punch sounds,
thud sounds,
gun sounds,
liquid sounds,
glass smash sounds,
explosion sounds,
blood sounds,
dour sound,
hi, hello sounds.


Feedback for animation:

All the feedback I got for my animation was really to finish doing all the final touches and get everything working, because some of my buttons aren't working properly and I need to put several stops in because my animation just carry's on when its finished. But, no one had anything bad to say about it.

At the moment my buttons work, but they still dont really look like buttons. I think I need to put some bevel on them then they might start to look better.

Here I am trying to figure how to go about doing my buttons. As you can see I have got some sort of button in the centre but they dont really look like buttons.

Here I am creating a title for the buttons in photoshop. Using the text tool then deleting the background layer so there is nothing bhind it. Then dragging it itno flash.

Tuesday, 4 October 2011

Narrative structure

There are three types of narrative structures, beginning, middle, and end; or Act 1, Act 2, Act 3.

Act 1, also known as the beginning, this introduces 'The setting' or a place and time. You will see some of the characters or maybe all of them. The general storyline, the tone of the narrative, humorous, suspenseful.
Once the scene is set, something is needed to continue the act forward to act 2. Introduce a plot point - also called an inciting incident or catalyst.

Act 2, the middle of the story. This is where conflict arises from the storyline and forces the main character to solve the problem or issue. once each problem is solved it should then lead to a new set of problems which then keeps the action and the climax of the story. Act 2 is usually wrapped p by a plot point that will resolve the conflict that has been moving the main character forward.

Act 3, which is known as the end. In this section the meaning of the story will be revealed and the section will normally be shorter than the others. Here summarise the moral of the story or the lessons learned.
Tie up the loose ends as quickly as possible and suggest a story twist or a sequel can be introduced.

Assassin's Creed


All of the Assassin's Creed games take place in 2012, featuring the main character 'Desmond Miles' who does not yet know he is a descendent of a line of assassin's. He is then kidnapped by Abstergo Industries, the modern day face of the knights templar, and then forced to use the 'Animus' a device that allows him to experience his ancestral memories. Abstergo is seeking the location of several artifacts of great power to control mankind and change its fate. Desmond is later then rescued by a small group of modern day assassin's and then enter's the new animus 2.0 to help him locate the artifacts before abstergo. within the animus Desmond experiences the memories of Altair, and assassin during the crusades, and Ezio Auditore da Firenze, an assassin in Italy during the late 14th and early 15th century, both who have come into contact wih one of the artifacts, ' The piece of Eden' throughout these events, Desmond learns of allusions to the prophetic end of the world in 2012 from a former Animus subject, as well as from a holographic figure calling herself Minerva that speaks directly to Desmond through Ezio's experience. Menerva warns Desmond that only he can stop these events and prevent another catastrophe.

Though the game is presented through the protagonist Desmond Miles, the bulk of the game is played as Desmond experiences the memories of either Altair or Ezio through the Animus. This provides the means of a diegetic interface for the player, showing either Altair or Ezio's health, equipment, goals and other features. The animus is based on the player, as Desmond, controlling the assassin to maintain synchronization, effectively requiring the player to restart at a previous checkpoint. also the player cannot explore outside the areas that the assassin has not experienced yet.

While playing as the assassin characters, the games are generally presented as third person in an open world, focussing on stealth and parkour. The games use a mission structure to follow the main story, generally assigning the player to complete an assassination of public figureheads or a covert mission. At times the player is in direct control of desmond, who by nature of the animus use has learned assassin techniques through a bleeding effect. The games use of concept of 'active' versus 'passive' moves, with 'active' moves, such as running, climbing the sides of buildings, or jumping between rooftops, more likely to alert guards. When the become alerted, the player must either fight them or break their line of sight and locate a hiding place. The combat system allows for a number of unique weapons, armor, and move's, including the use of the hidden blade set in a band on the Assassin's arm, and which also can be used to quietly assassinate targets.


Crysis


The game is based in a future where a massive ancient Alien structure has been discovered buried inside a mountain on an island in the fictional lingshan islands, near the coast of the east Philippines. The single player campaign has the role of united states Delta Force operator Jake Dunn, referred to in-game by his call sign, Nomad. Nomad is armed wih a various futuristic weapons and equipment, most notably a 'Nano suit'.
The players weapons can be customized without pausing the flow of time, for example changing firing modes, changes scopes and adding silencers. The player can also access various modes in Nomad's military 'Nanosuit' which draw power from the suits energy. When the suits energy runs out no modes can be accessed; this makes the player more vulnerable to damage before the suit recharges. The modes you can access are: Armor, Cloak, Strength and speed. The suits integral facemask has its own HUD, displaying typical data including a tactical map, health, and current energy levels and weapons information. the view is electronic in nature, shown in game through things like booting readout and visual distortion during abnormal operation.

The player can engage enemies in a variety of ways; using stealth or aggression, bullets or non-lethal tranquilizers, ranged rifles or short range weaponry. AI soldiers will respond to noise caused by the player, if the player has not been detected in the area, enemies will exhibit relaxed behaviour, but if aware of the player they will draw weapons and become combative.

The game begins in 2020 when north korean forces take control of the Lingshan Islands. A team of american civilian archaeologists sent out a distress call indicating that they discovered something that could change the world. Thus raptor team was dispatched to the islands, with the core mission of evacuating them out and securing any valuable information that they have. As the team perform a high altitude jump onto one of the islands, an unknown flying entity disrupts the jump by smashing into Nomad, the team is seperated.

As the team regroups after the jump one of the group is killed by an unknown entity. When the team find him they discover that whatever killed him also killed and dismembered a nearby squad of KPA. The remaining members of the team continue with there mission and find the hostages boat frozen near the coast of the island. They also get there first look at the aliens who have been attacking there team, when a flying alien machine sneaks up on them and snatched someone from there team. Killing him later on. After Nomad regroups with the leader of there team, the leader is also suddenly snatched by an alien which fly's away with him. Shortly after Nomad is contacted over a radio asking if he wishes to abort the mission but he refuses.

Nomad makes his way to Dr. Rosenthal's research complex where he has found a rare fossilized artifact predating humanity by two million years. While one of the scientists is running a scan on the fossil it emits a powerful energy pulse that freezes the scientist solid. Nomad then notifies his superiors about this. The U.s. Military then begins a full-scale invasion of the island. The central mountain on the island begins to fall apart, revealing a huge alien structure inside which nomad then enters. While inside there is a loss of gravity and nomad is forced to use his thrusters. on his mission to try and get out of this cave he discovers that there is a massive army of these aliens and when he finds the way out of the mountain a powerful energy is released causing everywhere to freeze and creating a sphere around  the mountain. later when nomad finds his team leader alive they flee back to some navy ships and at this point the sphere has increased so the navy decide to nuke it. but the sphere uses energy to get its strength so this just makes everything worse and then the aliens decide to atack.



Bioshock

Set in an alternate 1960, the game puts the player in a role of a plane crash survivor named jack, who must ecplore the underwater city of rapture. Jack intends to fight his way through rapture using weapons and plasmids (genetic alterations). When exploring rapture the player collects money which can be spent on vending machines to buy ammo, health and equipment. All vending machines are able to hack, which will reduce the cost of everything. Also there other things that can be hacked around rapture such as, safes, turrets, bots.

At the start of the game jack is involved in a plane crash in the atlantic. jack, the only survivor makes his way to a nearby lighthouse  that houses a bathysphere terminal that takes him to rapture. Jack is then contacted via radio by Atlas. Atlas requests jacks help in stopping andrew ryan (creature of rapture) Atlas gets you to do several missons around rapture. eventually you reach ryans mansion where he is patiently waiting playing golf, also where you kill him.

In the end Atlas is the enemy and had you do all these missions on purpose including the death of ryan. Ryan explains to jack that he was taken away from atlas as a child and hidden on the surface of the earth away from atlas. But jack had been genetically modified t oaccept the term phrase of 'would you kindly'  all the way through the game atlas uses the phrase would you kindly to get jack to do whatever he wants. In the end atlas injects himself with a large amount of adam and becomes very strong and you have to defeat him. The game has 3 alternate endings, depending on how you treated the little sisters throughout the game. Little sisters are little girls that collect the adam out of corpses which can then be used for plasmids. In the game you can choose to kill them, or set them free.
BioShock is a first person shooter with role playing game customization and stealth elements. The player takes the role of Jack, who aims to fight his way through Rapture, using weapons and plasmids(genetic alterations), in order to complete objectives. At times, the player may opt to use stealth tactics to avoid detection by security cameras and automated turrets. While exploring Rapture, the player collects money, which can be used at various vending machines to gain ammunition, health, and additional equipment. The player also comes across spare parts that can be used at "U-Invent" machines to create new weapons or usable items. Cameras, turrets, safes, door locks, and vending machines can all be hacked to the player's advantage, providing benefits such as turning on the player's foes, revealing their contents to the player, allowing entry to locked areas, or allowing the player to purchase items at a discount. Hacking requires the player to complete a mini-game similar to pipe mania in a limited amount of time. The player is given a "research camera" early in the game, allowing Jack to take photographs of enemies to help analyze them, with better quality photographs providing more beneficial analysis. After performing enough analysis of an enemy, the player is granted increased damage, gene tonics, and other bonuses when facing that type of enemy in future battles. Glass-walled "Vita-Chambers" can also be found throughout the game, which the player does not use directly. Instead, should Jack die, his body is reconstituted at the nearest one, retaining all of his possessions, but only a portion of his full health. In a patch for the game, the player has the option to disable the use of these Vita-Chambers, such that if Jack dies, the player will need to restart from a saved game.
The player can collect and assign a number of plasmids and gene tonics which grant Jack the ability to unleash special attacks or confer passive benefits such as improved health or hacking skills. "Active" plasmids—those that are triggered by the player such as most offensive plasmids require an amount of the EVE serum to be used in a manner similar to magic points ; EVE can be replenished via syringes.These plasmids also alter the player's appearance to reflect "sacrificing one's humanity". "Tonics" are passive plasmids and require no EVE to gain their benefit; the player can only equip a limited number of plasmids and tonics at any time. Tonics can increase Jack's strength and resistance to damage or make hacking machines easier. The game encourages the use of creative combination of plasmids, weapons, and the use of the environment.
Plasmids can be collected at certain specific points around the city throughout the storyline, but most often are purchased by the player at "Gatherer's Gardens" using the ADAM mutagen they have collected from Little Sisters. In order to collect the ADAM, the player must first defeat the "big daddy" genetically enhanced humans grafted to an armored diving suit that accompanies and guards each Little Sister. After this, the player has a moral choice: either to kill the Little Sister to harvest a great deal of ADAM, or to save the Little Sister and gain a smaller amount, though for every three sisters spared a gift of a large amount of ADAM is given to the player. While both choices have their advantages, this element of conflicting morals has an impact on the storyline, and, among other things, on the difficulty of the game itself.




Task 1


This is some of the research im starting on Digital story telling. This digital story is a comic which uses interactivity to be able to read it, it says in the screenshot under 'instructions' how to read this comic, Dead on arrival. http://www.dead-on-arrival.co.uk/

One thing I thought was a really good idea in this story was the way you can click in the top right of the page and drag it across to turn a page, or click the option to do it automatically.


Here, to go to the next chapter you had to click on it. ( on screenshot above)

This part in the story was quite clever, with your mouse, you could move the screen left and right to look for ideas/ clues etc to click on then proceed with the story.

I think the story was told pretty well, It was based a bit like a crime investigation and you had to work out who had poisoned the main character. To do this you have to search for evidence and find out things, then you have to pick who you think did it. Turns out it was his wife, I didn't have a clue that it was.

I think the interactive parts get you involved in the story a lot more, and make you more interested in the story and what is going on because, some parts in this story you have to think for yourself to find the answers. Which is a good thing because it gets you involved.