Monday, 26 September 2011

Red Hawk Studio Members

Team Members - Skills - Weaknesses - Blog


Ivo Anusic - Team Leader / All Rounder - Quiet - http://ivolution93.blogspot.com


Lewis Corcoran - Co-Leader / 3D Skills - Talks too much - http://31corky92.blogspot.com


Robert Briggs - Leadership Skills - 3D and Animation - http://rgbsf.blogspot.com


Joe Connell - Concepts and Ideas - 3D and Arrogance - http://wolfsaiyan.blogspot.com


Alex Forbes-Wake - Photoshop - Quiet, Lack of Motivation and 3D - http://kellinn.blogspot.com


Adam Thompson - 3D Skills and Photoshop - Gets Distracted Easy - http://itzzaddyt01x.blogspot.com


Team Fill Chart

Wednesday, 21 September 2011

The Return, Changes and Project Groups

After 10 long weeks away from the saddle college finally started again, the first week was just a welcome back with a 3 hour presentation about changes and what will be the next steps for the returning students after this academic year. We was given information about the new changes, introduction to our new learning coach and given UCAS information for students interested in HE. In the afternoon we was given a brief from our course coordinator to do a research paper about the Saltaire village as this would be linked to the final major project. We was advised to do a site visit and to decide with caution on what direction we wanted to take this final project on as the group would be split into smaller groups in the near future.

The very next day me and two other students did a site visit to Saltaire and collected a large amount of evidence for the research paper. The paper was completed and updated on September the 12th, more updates may follow.

Week 2 was more of the same, we had the last ever Aimhigher event take please in Victoria Hall which give pretty much the same information about UCAS and access to HE. We was given our IDs (my second of the week), introduced to recover our gmail accounts (did work before this week and now doesn't) and given small tasks to complete before the 3rd week. 
In addition to this I had a rather interesting Thursday of that week; experiencing the pointless placement of being in the study centre with slow computers when a course like this require high end machines. The slot is usually 3 hours but due to my duties at the college that was reduced to 2 as I was asked to make a stall for the Freshers Fair. The stall was set up to promote the student voice at Shipley, ask opinions of the students, advertise the council & the proposed union and give out information about NUS extra cards. The event went well and I'm extremely pleased about it.

The afternoon wasn't so brilliant though, level 3 students were asked to meet in Victoria Hall to select what qualification they individually wanted to study to get what they need to progress in education or employment after college. The options were GCSE Maths of English, Functional Skills Maths or English or Functional project for the year. I'd submitted my decision last year and in the first week this year. My details wasn't put on the GCSE list and I had to wait an 1 hour to sign you for GCSE Maths. Hopefully this will get sorted in due course.

Week 3; The week started by the dreaded group selection, I say dreaded due to past year groups complaining by the selections made but to be honest I'm satisfied with the selection. I like my group and I'm sure all students in their specific groups our happy with the selection process. Each group member were given reasons for their selection and reasons for positions in their groups. I'm happy and comfortable with the selection, positioning and thought the reasoning behind it was well thought threw.

After the selections we was given our first group task of coming up with our group name for the academic year. We all had to come up with 3 names minimum and then design 5 different and unique logos for the chosen name. My names were; Lazy Gamers, Horsing About, Reckless Makers and What is Physics!
After everyone voted I was asked to design logos for the name Reckless Makers. The vote process was done by tally chart throughout the process. My 5 designs had different meanings to them and I'll list them below.
1st design. Abstract text, it's less design but it can work some times, hence Sucker Punch and Blizzard who both use abstract text for their logos.

2nd design. The initials over lapping each other. the R resting in front of M with the name sitting underneath the initials.

3rd design. Initials again but having the M with pointing ends and having the left end stabbing through the R.

4th design. Same as the 3rd but having something in place representing something reckless. Having the initials breakthrough a wall with bricks sitting on the floor and on the initials as well with the text at the base like graffiti on a wall.

5th design. Train push cart, tag line "correct vehicle, wrong parts". The push cart has 3 train wheels and one car wheel plus instead of the levers to move the push cart it has a seesaw.
Again a vote decided the outcome and after the vote I was asked to develop idea 5 further. I was given advice on how to improve it by adding the initials on the seesaw at either end and keeping the colour selection of the initials (R being red and M being black).

I began to develop the push cart after the vote, printing and sourcing reference images to support my design. After a more detailed hand drawn sketch was made and opened up Photoshop to start work on a digital copy. I set the print size to A6, made it landscape and set the dpi to 300. I used basic shapes and lines to get the cart looking just right then I merged sections of the cart for additional modifications. During the process of adding colour I had some issues due to me adding strokes to the lines, the strokes helped me see the formation of the parts. The fix was simple as I used the magic eraser to deleted the added colour in the strokes. Once all the mistakes were fixed I used the magic wand tool to highlight set individual parts to add gradients, mixing grays to add a metal look to most of the components. I also included drop shadows for additional detail. Slight modifications were made towards the end with nuts added in replacement of standard circles, the nuts connected the wheels with the new industrial style axel.

Original Hand Drawn Image
Final Design
Source Images
The final vote happened once all of our individual logos were complete, the winning design came from team member Joe Connell and we was advised to mix the logo Joe did with my style. 

Joe Connell's Red Hawk Studio Design
I followed the same process as my own logo; A6, landscape and 300dpi. I used a grid this time to get the opposite sides symmetrical, again lines were used with added weight to stop patches appearing between the lines. Then I added a gradient onto the hawk with two tones of red, purest red with a darker red which went across the hawk. The text was done the same way with lines and I added a more metallic gradient with tones of gray. In addition I was shadows on both the hawk and text to give them more definition. I wasn't 100% pleased with the final product so I also added bevel and emboss to both of them which improved the text by no end.

This is the final product.
Other team images.

Music Studio Introduction & Rules

In this academic year we'll be creating a game trailer, game trailers wouldn't work all that well with just the content being shown on screen. Music adds the depth to a silence image and more often than not can define that content forever.

With the game trailer we'll create we will have to create an accompanying music track or theme to give the trailer another dimension. This task could be quite interesting if done with care and quality.

Before we was given the full introduction we was given ground rules on what shouldn't happen or what we shouldn't do in the music studio.


1st. No food or drink is aloud in the music studio.


2nd. Don't abuse your ears, use then with care. Don't listen to something too aloud.


3rd. Use correct carrying techniques when carrying heavy equipment like large speaker.

4th. Use the correct cabling technique when using wires, tape wires to the floor to stop people tripping over and use the "pull and twist" motion to cable up wires properly.

After the rules were given to us we was shown some of the equipment we'll be using in the next 8 months. It wasn't a big tour of the studio but rather a small tour to get us to know the basics. The first task was to learn the "pull and twist" to understand that using the correct cabling technique will make the equipment last longer and less prone to failure.


The next piece of equipment we was shown was the microphones, two models were shown but they were very similar, one used for instruments and the other for vocalists. The vocalist mic had a metal sphere on it whereas the instrumental mic didn't. You can pop off the metal sphere on the vocal mic and it's pretty Identical to the instrumental mic.


The tutor then shown us the mixing desk, with this piece of equipment you can do a load of different things to modify the sound coming out of the speaker. He stated that channel 1 on the mixing desk was no different to the other channels and had nothing special over the other channels. He then told us what each dial did on the mixing desk, I will list the functionally of the dials below;


Gain - The gain dial is simply a volume controller, it controls the volume coming out of the speaker.


Equalizer - This section has 3 dials that can modify high, medium and low sound pitches, you can play with these settings and cancel out specific pitches you may not want when recording something.


Digital Effects - This dial will modify the sound in different and strange ways. It's also links to other dials on the top right of the device that can add additional effects to the sounds coming out.


Pan - This simply gives the user the ability of panning the audio from side to side or keeping it level for balanced sound. For example, one can use the dial to pan completely right and only the right speaker will put out audio or visa versa.


Then we was given the opportunity play with the microphones, group by group we walked forward to connect the mics to the mixing desk. We was allowed to play with the dials and to understand how they worked with the mics. Most if not all tested the functions and spoke to here the sounds change with the modifiers.

This pretty much concluded the first tour of the music studio, we looked at smaller mixing devices that were connected to the computers in the room and a larger desk connected to the recording room. We all did the "pull and twist" to cable up the wires and finished the tour at that point.

Tuesday, 28 June 2011

Unit 13 LO1 - Types of Jobs (Salaries)

This is an expansion to my previous work on types of jobs in the games industry, please visit my main blog post for more information here regarding LO1 (Slide 15-17).
 
The three jobs I looked at offer different salaries, all three positions are also important rolls in the work force; level design can drive the story when done well, hence Half-life or Zelda. Sound designers in recent years have transformed the way we listen to games, prime example would be Red Dead Redemption. Texture artists can add high detail to pieces of work plus realism to the product that can make the experience more believable and enjoyable.

Several links I'll provide will show how each working job in the games industry has different salary levels and the difference in wages in different countries.

This link is rather old but does show have different jobs have different salary levels, it also includes differences in salaries between the USA and the U.K.

Granted the link is 3 years out of date but when this was posted it shows the U.K. had a much higher wage salary for top developers than the USA but the U.K. has much lower wage salary for new developers in all sectors too. The USA seems to have a more averaged out wage packet for developers although if you was a top earner you'd idea like to be working in the U.K. according to these figures.


Another link provided here shows salaries again from different sectors, the highest paid jobs according to this link are; Directors, Executive Producers, Programmers and Musicians. On average these ain't always the best paid jobs but according to this source the information they collected showed the highest paid developers were in these jobs and they were paid much higher than other developers in different sectors in the games industry.


To finish off this segment I'd like you to look at this link regarding the average paid developers' salary in the U.K. According to this link, U.K. developers are slightly richer than the previous year, this link is 1 year old so salaries could of improved even more so over the last year as well. Figures have improved by £1.500 in the last year, looking in to it further though it has become clear that it isn't £32,000 on average per developer but rounded off by region and job role so some jobs will be paid higher with others paid lower.

Friday, 17 June 2011

Unit 67 LO4 - Full Presentation



The video embedded in the presentation won't work but links should be provided with the video. Please visit my other blog post for the direct link to the video here.

Thursday, 16 June 2011

Unit 67 LO3 - Animation



First ever attempted at 3D animation using CAD software (3D Studio Max).

Unit 67 LO2 - Full Presentation




The video embedded in the presentation won't work but links should be provided with the video.

Tuesday, 14 June 2011

Unit 33 LO4 - Full Presentation




The video embedded in the presentation won't work but links should be provided with the video. Please visit my other blog post for the direct link to the video here.

Sunday, 12 June 2011

Unit 33 LO3 - Animation



Some frame rate issues and had trouble finding a software package that would convert file types. Watermark in the middle is due to a trail software license. Overall I'm satisfied with the animation and the full advert.

Unit 65 LO4 - Full Presentation