Wednesday, 19 November 2014

Model Sheet

Model sheet's are used to depict the character is a full body view, in front ways, side ways, and back ways, some model sheet's remove the arm on the side ways viewpoint because the design features may be hidden due to the arm. looking at my character sheet and other model sheets, i got the idea of how to create, i mainly used my examples for measurement of the body height, because i don''t want one side being taller than the other. this one i managed to get done fairly quicker going back every now and then to add bits here and there, and now the finished result.

here are a few examples of model sheets used.








Character Sheet

Now i got round to the character sheet, at first i designed a full character design in a way to lead up to the final character piece, after that, i started making facial expressions to show my character's reactions, in one of the drawings i came up with the idea of the lower her health is in the game the more withered her face becomes and her skin and muscles start disappearing to reveal the skull. i also added some movement in there, i wish i could have done more movements, if it did go to an animator, they'd have more to work with.

some character sheet references i looked at while creating this.







Iterations research and work!!!

Though through my silhouettes, i had my character design, i needed to do more iterations to my designs before i could produce a final image, and so my research began:

Facial structure: for facial structure, seeing as my character was going to be cut up and disappearing i decided do give in a unique face, in a group crit somebody suggested that i make half the face old and whither, i decided to do just that, and that stayed with me throughout the rest of the designs, these designs where just to give an idea into different faces, most of these came from random thoughts, while other's came from pictures.
Hairstyles: for these i looked at the type of hairstyle's that kimono women have, i got a mixture of pics, afterwards i began to draw out and then added value studies to my design, overall i think i spent about a day on this piece, even though i knew i had to stick to the edo period, i was hoping a little to do no.3 as one of my hairstyles, but i don't regret making my end choice, my personal favourite's are number's 3, 5, 7, and 8.

i used the face and head structure to do my facial design.


Moving on from that i went on to do the kimono dress and it's pattern's, it was difficult as first to get the flow of the kimono right, however after a few tries i got a pose i liked, then started to add value and colours to it as well as coming up with patterns to create, they where probably the hardest out of all of them. 


Female Figure Proportions
before I created these images, I had to learn about getting proportions right, where the light and shadows hit the body and the clothes, so it looks like the body is moving.  This helped a lot in the overall result because it gave me a good chance to see how my kimono would look with some value added to it.

Arrow's follow where the light and shadow hits the body.

first attempt at clothes.




Next Stage Silhouettes

Once i'd gotten a good idea of how I wanted my with to look like, i started to develop the silhouettes into the next stage, this meant using the chosen silhouettes and taking them to the next stage, i took a grey colour and create a shape out of the blobs in my previous work, i tried to give them a more ghost look than yurei, i kept referencing the book i rented from the library to get the poses right, the end result was this.

Once i was finished with those i choose my three favourites out of these to take to the next stage by adding some values and highlights here and there.  At this point i'd gotten used to the graphics tablet by now, so it didn't take me as long to finish them, after looking at a lot of youtube tutorials on how to draw silhouettes well i was able to get an end result. 


Moving on to the next stage of the silhouette making, i decided that instead of trying to create a new character silhouette from the one's i had made, i combined the three of them into one major silhouette, i then started thinking of how her character came to be like this, e.g. the soldier cut her up and now she wanders the forest slowly fading away. It was difficult to find a value colour for the staff to show that the main source of light was hitting that, but of course the main iterations come a bit later.

Yurei Pics

Plenty of yurei pics for references!!!!! :)

        


     


  

Contextual Studies

'Play'

Roger Caillois (1923-1978) is the author of the book 'Man, Play and Games", in this book he talks about the sociology of play and games. He also provides categories in which he thought all games belonged to they are agōn, alea, mimicry and ilinx.


Agōn: a category of competitive games.
Alea: games of chance.
Mimicry: games of imitation (avatar games)
Ilinx: (vertigo) voluptous panic, bike games, skiing.

He also created a scale on how game playing should be based.

Paedia: meaning no rules, playful structuce
Ludus: playing by rules, limiting your options

I was asked to choose 5 games and decide which category they fell into.

Grand Theft Auto V: is the latest of the Grand Theft Auto gaming franchise. Its main category I would say would be Mimicry, as it follows our three protagonists, (Michael, a retired criminal trying to escape his past… by committing more crimes. Franklin, an up and coming street hustler, who drops more N bombs than Django Unchained. Trevor, the first character who’s personality matches the way the average gamer plays GTA). Their missions are to pull off extreme elaborate heist’s, but only after you spend hours planning every single detail. The games secondary category will have to be Agon for the incredibly huge amount of mini-games that you could spend playing for days of end; such as tennis, golf, yoga, darts, swimming, diving etc. Its final category I believe is Ilinx because throughout the game, wherever you are on the map, you get a choice of different races to do such as dirt bike, street racing, swim racing etc. But not forgetting the most memorable part of the GTA saga, the violent murder spree, car chases that mostly end with your brutal death… then walk out of a hospital five minutes later with no repercussions.

Pokémon: is one of the longest running game franchises out there, which spawned five generations of sequels, five TV series, one trading card game, seventeen movies, AND A GOD. The main category of the games are Mimicry, as you step into the shoes of a Pokémon trainer, an immortal child who never eats, sleeps, or talks. Your objective is to become a Pokémon master, by catching wild Pokémon with poke balls, and force them to battle other Pokémon for money. In the games you get to do all sorts of things a ten year old should never do like, wander alone through the woods, talk to strangers, gamble in a casino, hang out in a cemetery, beat up other kids pets for money, and single handily try to take down the mafia, other than that the games are amazingly enjoyable. (Praise Helix). The trading card game is completely Alea in my opinion because of the chance of drawing the right card at the right time, (I have lost a number of times because I was unable to draw the right card). The game also features Agon a lot due to the massively popular online battle mode where you can battle with anyone from around the world online.

Elder Scrolls: Skyrim: is a game developed by Bethesda Game Studios, the game itself is mainly in the Mimicry category, it’s a first or third person world game. Your character is called a dragonborn, a hero who speaks the language of dragons, uses the ancient magic of dragons, and has the soul of a dragon… but spends most of the time killing said dragons. At the beginning you choose which play style you want your character to be; A Warrior, who swings their sword while running around like a crazy person. A Mage who unlocks dozens of spells, which they’ll only end up using once. Or a thief whose sneak skills upgrade the gaming play time to be 100 hours longer than it should be. The game company has released some great DLC’s to go with it, which make the game that much better, especially the DLC which lets you ride a dragon, (defiantly worth that extra £5). There are some traces of Agon in this game due to the vast amount of side missions which all have their own puzzles to complete, which can also lead you to complete hundreds of other challenges. I also like the fact that you can go back to where you first picked what class you were and change it at any time if you what to. However the part I hate most about this game is that Played Out Meme you here every time you go to Whiterun.

Assassins Creed IV: Black Flag: is my personal favourite out of all the Assassins Creed games. It’s main category is Mimicry as you step into the shoes of Edward Kenway; a man who can pull off aerial takedowns, parkour roof jumping, and ridiculous blade skills, (despite having no actual training as an assassin). There are traces of Ilinx in the game as most of the time the main character is always getting wasted, tipsy, sloshed, and hammered in every cut scene, which sometimes leads to the level starting out very tipsy and swaying about a lot. Some levels contain you playing as a first person player through the abstergo game industries as you hack into their system’s to find out about their plans for world domination, making them the second most evil game company ever (you know the first one). The game’s final category I believe is Agon, as well as playing the main storyline, you can explore and find the mini games such as base capturing, assassinating people, looting cargo ships, taking on the Man-O-War ships, (they are crazy tough), treasure hunting, and fulfilling your secret desire to put sea beasts on the endangered species list.

Super Smash Bros Brawl 3DS: is a game that was recently released by Nintendo. It follows the basic rules of the previous smash bros games in which you fight in an arena as a popular character from the Nintendo gaming franchise against other popular characters, e.g. Mario from Super Mario vs. Link from Legend of Zelda. The game features traces of Agon as its mini games allow you to experience new challenges and unlock different trophies. Some of its features can be categorised into Alea, such as the home run challenge, where you have to hit the sandbag at the right moment for more points. There is one section of the game that follows a storyline, so I’m counting that as Mimicry. Finally the overall battles that you during the game can be categorised as Ilinx because of the whole items and battle changes which can turn the battle around in any way depending on the right item.




Essay Research


L.A. Noire

When and where is the game made?
L.A. Noire was developed by Team Bondi in Sydney, Australia, and published by Rockstar games in New York, America. It is a neo-noir detective videogame, and was released on 17 May 2011 for the PlayStation 3 and Xbox 360, later becoming available on PC on 8 November. It was the first game to be shown at the Tribeca film Festival, the game received positive reviews for its advances in storytelling and facial animation technology.


How did the cultural background of the game influence it?
The game draws heavily from both the plot and aesthetic elements of film noir, this gives the game more of a cinematic view, using the technology known as MotionScan, it helps to pick up realistic facial expressions and movements to give the game more of a cinematic experience helping a push the gaming industry into the new age.


What happens in game?
The game is set in Los Angeles in 1947, and follows detective Cole Phelps, unlike most video games developed by rockstar, you don’t play as a criminal running wild, randomly killing, stealing, and causing destruction. You play was a cop who has to restore order to the violent streets of Los Angeles unlike previous rockstar games this game is a slow paced, meditative experience, the main focus of the game is to determine how good you are reading a suspects face


Is play meaningful? How does the players interaction effect the rest of the game?
It is difficult to say whether this game has meaningful play or not, in my opinion it’s half and half, it is still an open world game like the last ones, you’re free to deviate from a case and explore 1947 Los Angeles, and take on side missions, however you can’t run around freely doing whatever you want liking grand theft auto, because you place a cop you have to follow the law. In some parts of the game it works well, when the threats from multiple cases leads to a darker ringleader. But most of the time it’s always doing the same repetitive process but changed a slightly differently.


Does the game offer player opportunities for transformative play?
No, the game focuses entirely on Phelps like with previous games.


Where does the game fit on Caillois ‘scale of ‘Paidia’ to ‘Ludus’?
On Caillois’s scale I would put it in the middle of the Ludus side, even though you’re free to explore you have to follow the story and once one mission ends, another automatically begins.


Yurei



I later decided that through looking into Japanese mythology, i should look into ghosts and monsters, this particular ghost caught my attention because i felt this might work with what i had planned for my character.

Yurei
There are many different types of yūrei, and they differ in many ways depending on the circumstances on their death. In most cases, though, yūrei appear much like they did in their human life, retaining the features and the clothing they wore when they died or were buried. As such, yūrei are often seen wearing white burial kimonos or the uniforms of fallen warriors. Occasionally they have bloody wounds indicative of the way they died. Their hair is usually long and disheveled, often obstructing their face and adding to their disturbing appearance. Their hands hang limply from their wrists. They are translucent and only very faintly visible, and in most cases they are so faint that they appear to have no feet.
Yūrei interact with the living world in a wide range of ways, from creating phantom lights and sounds, to invoke powerful curses. They do not roam about, but they haunt one particular place or person. In the case of a place it is often where they died or are buried. In the case of a person it is often their killer, or sometimes their loved ones. Yūrei exist only to haunt, and they remain “stuck” in this world until they can be put to rest. This might require bringing their killers to justice, finding their lost body, or something as simple as passing on a message to a loved one. Some yūrei are so reluctant to accept their deaths that they haunt their living family, bringing misfortune and unhappiness for the rest of their family members’ lives.

Each haunting is as unique as the person it originated from. Only when its purpose for existing is fulfilled, or it is exorcised by a priest, is a yūrei able to pass on and be reunited with its ancestors – but the possibility that salvation exists is a glimmer of hope for those who are affected by a haunting.


According to traditional Japanese beliefs, when a person dies his soul lives on as a separate entity, passing on to a heavenly afterlife. This transition is accomplished through a number of funeral and post-funeral rites and prayers performed by their loved ones over many years. Through these rites, the soul is reunited with its ancestors and becomes a family guardian spirit. These ancestors are enshrined in the house and continue to be honored as members of the family, particularly during the summer holiday of Obon, when they are said to return to the material world to be with their families.

Those who do not receive the proper funeral rites cannot pass on, and remain stuck in a purgatory that is part physical world and part ethereal. Others who die suddenly, tragically, violently, or with grudge and malice in their hearts are sometimes unable to pass on even with the proper prayers and rites. These “lost” souls are the ones that transform into ghosts.



Source:http://yokai.com/yuurei/