Next year we are taking AGAD and I am very excited for what we will be doing group oriented work and bigger projects. All the skills we have learned over the years, with 3D software, digital editing, and coding all come really come together this year. Even despite the quarantine, virtual communication will be how we manage and check up on each other (if we check up on each other since we're still not in school). Along with the fact we have made video game concepts during the past school year. We are all set to make our very own games, for real this time. I feel that we can all come together because of how close we are, we were selected from the only people that bothered to continue with this CTE pathway. We're all doing what we usually do in therms of teamwork, we just have to put more in as we finally help each other out and communicate in a big group project. This year's group focus is what will be our strength for succeeding for this year, as we are close friends and are willing to work together. AGAD will be full of a bunch of like minded people that aspire for game design
Here's to Another Year “Digital Arts Classes.” MR. BOURGEOIS - DIGITAL ARTS: GAME DESIGN, DSA, mrbourgeois.weebly.com/digital-arts-classes.html.
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In the past week I have learned that the various ideas and concepts I've made don't seem right after a while, and that they need a new makeover. The previous game concept I've made seemed a bit overbearing to make in completely 2D, so what's the best thing to do? Draw inspiration to make a similar and more grounded (literally) system. After doing a lot of research, putting off work and playing video games, the one change that speaks to me is making the game into a beat em up. Mostly inspired by River City Ransom and it's spinoffs, an open ended metroidvania beat em up seems the most logical, since it keeps the fighting elements and distinct characters, along with making a simple ground combo based system to keep the game entertaining. Even changing the design can have a big impact, which is helped by feedback from close friends (who have the same interest so they know what they are talking about). Many types of media go through different phases, from books to movies and especially video games. Many of them are made to simplify a system, appeal to different people, or just because what the team saw in their product just seemed better off being different, changes are what can make it much better. It sounds like a weird Frankenstein monster but that's what all games and art styles go through to become interesting. If you don't think whatever you've made feels right, change it!
In progress Redesign Nishiyama, Christine. “Artistic Style Isn't Static-It's Evolving.” Might Could Studios, 24 Apr. 2020, might-could.com/essays/your-artistic-style-should-be-evolving/.
ChristopherKerry. “4 Steps to Your Own Signature Art Style.” Copic Marker Tutorials, 7 Jan. 2017, copicmarkertutorials.com/how-to-find-your-own-personal-drawing-style/. Sketching and planning are very important skills that were learning after a while. This is so because Whenever I draw something, I usually just draw a circle, hair, then draw some bean shapes then put some details on it. Nowadays, I have to sketch a light circle, some lines to direct where it will look, then plan out the body's shape and position before any real work, then I hard line every aspect of it. This takes a lot more work and time (ewww work) but it does make much more good looking people, along with carrying the small characters within it. I always used to draw tiny chibi characters because I was too hard headed to really get into formal drawing, now that I can do both, it allows so much different characteristics that are much less limited than stubby leotard girls. Sketching as helps, as laying down everything in a general aspect before any solid lines makes it much easier to visualize as you go, and less of a pain when changing one part on the whole image. But, they do then to look like really stylized characters, so that's a step in the interesting direction I'm basically just doing what I was taught how to do it throughout high school, sounds a bit like a self problem but it still relates to what I've worked on over the last month. Cheers to that. If you don't plan out what you're drawing, you'll get lost in what idea you were drawing
Character Sketch Staff, Creative Bloq. “20 Sketching Tips to Help You Make Your Mark.” Creative Bloq, Creative Bloq, 24 June 2020, www.creativebloq.com/illustration/sketching-tips-beginners-81516497.
“5 Essential Sketching Tips for Beginner Artists.” Erika Lancaster-Artist, Content Creator & Online Art Tutor, www.erikalancaster.com/art-blog/5-essential-sketching-tips-for-beginner-artists. GAD year three has many differences with previous year, since it focuses on actual game design instead of learning how to use digital design tools in 3D and 2D. This will make it much more based on our own skills from those two years, along with what new tools in game design we learn. Making the already fast paced and individual activities we already had, and put it on and even faster schedule, along with more diverse projects that each of us would have. Expectations will be harder, but the difference between this year and each other one is how we could potentially use the new information we got, since it's more direct in game development, it should be much more fun compared to our little projects in the first two years. The fact we can actually do more game related projects and assignments is the best thing to look forward to, since it's what most people, including myself, signed up for in the pathway. The projects from previous years are meant to gear us towards game oriented assignments. But, with the experience and expectations from previous years, since the drop off of freshmen and sophomores has happened, we (hopefully) aren't in over our heads. So, what did we learn from previous years?
Recent Piece Made
How would you make a piece of art more interesting that the art's own content? One way is play around with the way the image is presented, which can be done in many different ways. This frame could represent an object, a lot like an actual frame for a fancy painting, only in a regular image, since it tells an image's story in a new light, and gives a bit more flare to the subject. A nice example is the recent Polaroid image recently made, the "frame" is in a single photograph, but it narrows down possibilities of many important details. Since it's a photograph, it shows a demographic of who took it, the circumstances/ story behind it, and a specific time frame. To put it simply, it shows a classic late 20th century summer break story, all in one small frame change. The tilt and handwriting (yes, I did that on purpose) also gives a personal touch to the image. What also helps with the composition, how close certain subjects are, how much they are compared to the background, and many other principles I have made a power-point about. Regular pictures taken are usually not taken with every single composition being as well thought out as possible, which gives then their own charm, and makes the easily recognized photo drive the point home. The fact both subjects are cut off slightly, and are abnormally distant show that it was a made-on-the-spot image, making it much more natural. So, what new subject have we learned?
Sources Laura Morelli. “The History of Picture Frames.” Laura Morelli: Art History, Art Historical Fiction, Authentic Travel, Laura Morelli, 31 Jan. 2019, lauramorelli.com/history-of-picture-frames/. (A short article detailing frames' and paintings' importance of each other, along with the frame's own importance by itself) The photograph shows specific details by only existing, like time period and what type of people are in the image
The first topic, what summer blog posts focus on, is to talk about that's new is how to diversify characters. A very important fundamental of visually and physically making a character actually express traits, instead of outright saying any sort of characteristic.
There are many, many different ways to translate traits and intentions. But it all starts from an identification of self. Literally, who they are and what they are telling. Explaining this starts with telling either a good or bad inclination, which can be much more than either "I'm Approachable" or "Don't Come Near Me." Then making something out of simple shapes, which is to not only help me mentally organize what they are meant to be, but also make an instant recognition for whoever sees it. This is seen more clearly with a character being either rounded or sharp, particularly in hair, but there are many subtle ways to do this. Seen in mouth and eye markings. Next is to put it all together, it's good to have one or two defining characteristics, but more would devalue each "piece" and make it a kinda mess, it's not horrible but it's a bit much. Clothes are another big part if you plan on actually finishing a sketch, unless you feel lazy and only do the face. Whatever is being worn is what puts the influence on a character, can is the more fun parts of making a character, trying to make outfits, especially adding depth to a character with multiple outfits. Colors also matter, but I was never good with quickly making deep color choices or making good gradients, so I rarely consider them. But it's never a bad thing to consider if you know what you are doing. What did we learn from this summer blog post?
Sources Justine Musk. “13 Ways to Create Compelling Characters.” Justine Musk, 29 May 2013, justinemusk.com/2010/02/01/13-ways-to-create-compelling-characters/. Langley, Rebecca, et al. “How To Make Sure Your Characters Don't Speak In The Same Voice.” Standout Books, 11 Apr. 2018, www.standoutbooks.com/character-voice-different/. |
JamesHe aspires to be a game designer, let's just hope he gets there. He also happens to goes to DSA. Categories
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