FMP Concept Art For Game

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Pitch

Treatment

 

Inspiration: Overwatch, World Of Warcraft, League Of Legends, Undertale, Ori and the Blind Forest, Elder Scrolls Online, Borderlands 2, Off (MortisGhost), Hollow Knight, The Last Night.

Overwatch:

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Overwatch is a team based multiplayer shooter game. The game was developed by Blizzard Entertainment which is formally known for making World Of Warcraft which was one of the most popularized MMO/RPG (Massive Multiplayer Online/ Role Play Game)/ The game was release on PC, Playstation 4 and Xbox One.

Concept:

The game takes inpiration from games like Team Fortress and various other games like Destiny and World Of Warcraft. There are a total of 27 playable characters in game but more to come. The characters are based off the comics and lore of the story.

Since then it has gained a big attraction from audiances who cosplay as characters from the game at events such as Blizzcon.

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These are many of the maps that Blizzard took inspiration from to create their final product. They used real locations around the world to make more of a diverse surronding while playing.

Characters:

The characters in the game are very unique in every way possible. They have a class system setup (DPS, RANGED, TANKS, SUPPORT). This allows the player to choose which role they want to play when working with their team to win. Each character has their own special abilities which allows for a smooth and fun experince for the player.

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Story/Lore

In the world of Overwatch, humanity was graced with a golden age of technology, peace and exploration. On the exploration front, humans built the Horizon Lunar Colony. Their focus on the exploration of space, but also an active research facility. It was manned by a league of scientists and genetically engineered gorillas were there to test the effects of prolonged habitation in space.

One of the biggest breakthroughs in the world was the development of omnics, robots with advanced artificial intelligence. Omnics were a leading force in bolstering global manufacturing efforts and key in creating economic equality around the world. The robots driven by these AIs became ubiquitous. The world built large facilities called omniums in every major cultural center to churn them out.

Disaster came when the Horizon Lunar Base and its population of hyper intelligent gorillas revolted. The gorillas killed all the scientists on the base and all but one of the gorillas maintained their hostility. Around the same time, something happened to the world’s omnium facilities, putting the world into crisis.

The Omnic Crisis and the formation of Overwatch

The Omnic Crisis was an event that threatened the stability of the entire world. While Blizzard hasn’t revealed the actual cause of the crisis, we know that that the world’s omniums began producing hostile omnics. All at once, each omnium independently started producing violent robots, many of them being Bastion units. Omniums created Bastion units specifically for combat and were the main force of the Omnic Crisis.

All around the world, omnics that once helped us become a stable society turned and attacked mankind. To respond to this threat, the United Nations formed Overwatch, a task force of soldiers and scientists. In its early days, Overwatch was led by Gabriel Reyes and Jack Morrison, with Reyes initially at the helm. But Morrison’s proficiency on the battlefield helped him take control of the group from Reyes soon after. No longer in command of Overwatch, Reyes took control of Blackwatch, its covert operations unit.

The Omnic Crisis exposed many other capable individuals. Among them were climate scientist Mei-Ling Zhou, former gang member and expert marksman Jesse McCree and German juggernaut Reinhardt Wilhelm.

After the end of the Omnic Crisis, Overwatch maintained order and peace. It was an era of heroism that lasted for a few decades. Their influence on society was so strong that anyone born during their golden age was called “The Overwatch Generation.”

The Fall of Overwatch

While Overwatch’s era of peace and heroism lasted for decades, their fall came suddenly and ended with a bang. Infighting between Reyes and Morrison ran parallel with accusations of uncharacteristically corrupt behavior. In the midst of a United Nations investigation, fighting broke out at Overwatch’s headquarters, destroying the facility and presumably taking Reyes and Morrison with it.

These events, including the signing of the Petras Act, a document stating that any Overwatch related activity was illegal, finally forced Overwatch to disband.

 

 

Elder Scrolls Online:

Elder Scrolls Online is a MMO/RPG game which originated from the Elder Scrolls Series which was published by Bethesda Studios. This is the first multiplayer instalment for the game which has the fanbase going crazy. As The Elder Scrolls V had many game awards which only means they will smash the concept of the online version. I decided to choose this game as the skills and weapon designs is very unique and pure to its franchise.

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Concept:

The concept art for this game is stunning due to the fact Zenimax (Produce of The ESO) is rolling updates and characters as well as skills to game which allows for a new diverse experience everytime you log in.

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The game is truly to entail to those who enjoy the elder scrolls series and want to be  playing with friends in a big elder srcolls world. The concept of this idea was around 2009 when Elder Scrolls V came out people wanted to play with eachother only late 2017 is when a fanbase came together to make a multiplayer mod for the pc. But the developers went through a another route to bring out a full game witrh expansions being added every so often.

 

Characters:

The game being made by Bethesda and Zenimax they stay true when it comes to character development and progress. You are allowed to customise your character any way you see fit. It breaks down from Alliance(Aldermiri Dominion, Daggerfall Covenant, Ebonhart Pact). Then they have races; each race gives a bonus attribute to your skill tree which will alow you to have more benfits than  other races.

Such as if I wanted to a magician I would choose High Elf due to the fact they bring a bigger magika pool than any other race. It would not make sense if I went as a RedGuard to be a magic character because RedGuards are stamina based, so instead they would make for good swordplay.

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Design:

The design of the game closley follows the same design as the orginal franchise. The skill tree breaks down into the class you choose to play. For example the character in the screen shot is a NightBlade which is a class where you rely on your stealth and damage.

Each class has a breakdown of three trees which you level up as your progress through the game to choose which skills you want to use.

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With the PC verision of the game the UI design is completely customizable.

 

Story/Lore:

The game is set on Tamriel in 2E 582 during the Interregnum, a period of time between the assassination of the Last Potentate, Savirien-Chorak, and the rise of Tiber Septim, where there was chaos, bloodshed, and no Emperor on the Ruby Throne.

Several years prior, the Cyrodil Emperor Varen Aquilarios desired to become Dragonborn in order to light the Dragonfires in the Imperial City, thus legitimizing his claim to the Ruby Throne. The sorcerer Mannimarco was able to convince him that he knew a ritual that could accomplish this, but that it required the Amulet of Kings. Along with the leader of the Dragonguard Sai Sahan, the half-giant Lyris Titanborn and the High Chancellor of the Elder Council, Abnur Tharn, they became the Five Companions. They were able to retrieve the Amulet of Kings and begin the ritual in 2E 578. At that moment when the ritual began, Mannimarco used his dark magic to immobilize the others and reveal his true intentions: he was an agent of Molag Bal, and the ritual in fact destroyed the barriers between Nirn and Oblivion in an event known as the Soulburst. This event allowed Molag Bal to initiate the Planemeld, a forceful merging of worlds. Once the ritual was completed, aftershocks were swept across every corner of Nirn. Mages died or went mad, Red Mountain trembled in Morrowind, earthquakes shook Skyrim, and heavy storms devastated the coastlines of Elsweyr and Valenwood. The constellation of the Serpent grew so large that it seemed to threaten every star sign at once.

The Tharn family, rulers of Cyrodiil through Empress Regent Clivia Tharn, made a pact with Mannimarco, the King of Worms, who agreed to supplement the Imperial’s forces by resurrecting their soldiers, except for Clivia’s father Abnur, who opposes Mannimarco. Molag Bal is harvesting the souls of mortals for more power. The hero, known as the Vestige, is an adventurer whose soul has been taken, which allows them to constantly return to life. The player is killed by Mannimarco in a sacrificial ritual and they are brought to Coldharbour, where they awaken to find a mysterious man known as the Prophet, who, with the help of Lyris Titanborn, helps the Vestige escape Coldharbour, freeing the Prophet, but also imprisoning Lyris within Coldharbour. Once the Vestige escapes Coldharbour, they awaken in Tamriel and are let loose upon the dangerous world.

Undertale:

Undertale is a role-playing game that utilizes many of the traditional mechanics normally seen in role-playing games but with a number of differences.

undertale-carrot-screen-03-ps4-us-13June2017.jpgThe battle system in Undertale is turn-based and seems to be heavily inspired by bullet-hell games – in particular, the Touhou series – where the protagonist’s SOUL, represented by a red heart, must avoid attacks unleashed by the opponent. As the game progresses, new elements are introduced, such as colored obstacles which require the soul to stay still or move through them, and some battles (including all the Boss battles) which change the way the heart is controlled. During the player’s turn, they have the opportunity to fight the opponent (involving quick-time input), perform actions that can change the opponent’s mood, use items, and show mercy by sparing the enemy, which ends the combat if the correct actions have been used. Killing an enemy will reward EXP and LV, but neither is given if they are successfully spared; GOLD is earned in both cases. The game has a large emphasis on the morality of killing and sparing the Monsters encountered, as the player’s actions determine what ending they will receive. Unlike traditional RPGs, it is possible to complete the game without ever killing a single monster.

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The player, represented by the red heart icon, evading enemy attacks

The overworld mostly consists of puzzles that the player must solve to progress. Monster battles can also be seen as puzzles, requiring the right set of actions to resolve the fight peacefully. However, should the player decide to commit to murdering every monster they encounter, almost all the puzzles are disabled, and the player is required to grind to progress the game. Unlike traditional RPGs, grinding (under a neutral setting) and backtracking are not mandatory, and no side quests exist within the game.

The game is also known for its dialogue that is witty and humorous as well as having drastic alterations based on the player’s actions, and occasional breaking of the fourth wall. While killing/sparing results in notable dialogue changes, the most prominent alteration involves the manipulation of the game’s SAVE feature, particularly quitting or resetting the game.

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Borderlands 2:

 

Concept

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Characters

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Story

The main antagonist has taken over the Hyperion Corporation, declared himself Dictator of Pandora and taken all of the credit for finding the Vault going so far as to claim responsibility for killing the Destroyer. Jack has also blotted out much of the light on the planet by having a giant orbiting H-shaped base set in front of Pandora’s stationary moon, creating a ‘big brother’ atmosphere throughout the planet. The new group of Vault Hunters in Borderlands  are tasked with killing Jack and returning peace to Pandora.

Borderlans 2 sets you off on a train to an unspecified location to begin the search for the vault. The train turns out to be a trap set by Handsome Jack, to kill all who search for the Vault. The Vault Hunters defend themselves long enough to reach a train car filled with explosives and a ‘dummy’ Handsome Jack look-a-like. The detonation causes the train to crash in the Arctic Wasteland, with our new team strewn across the wreckage. The game picks up with the Vault Hunters waking up to Claptrap digging through the remains. The mysterious Guardian Angel then contacts them and explains that Handsome Jack must be killed, directing players to rescue the four original Vault hunters from Hyperion’s clutches to accomplish this.

Design:

 

The Last Night:

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Humans first knew the era of survival. Then they knew the era of work. Now they live in the era of leisure. Machines have surpassed human labour not only in strength, but in precision, intellect, and creativity. The fight for survival doesn’t mean food and water, but a purpose for living. People now define themselves by what they consume, not what they create.

The Last Night immerses you in the everyday life of Charlie, a second-class citizen living in a city brimming with augmentation and citizens living a gamified existence — none of which Charlie can experience himself due to a childhood accident. Apathetic and disheartened by the seemingly pointless world around him, Charlie is presented with an opportunity to take matters into his own hands. But at what risk?

Features & Highlights

Explore a breathtaking post-cyberpunk world
Roam freely across four varied and vibrant districts in a unique blend of 2D and 3D. Travel between areas with futuristic transportation and wind your way through dense crowds, drones, and unique characters — as long as you have the right to be there.

Immersive, revolutionary visuals
Experience a city of gorgeous pixel art, drawn and animated by hand combined with state-of-the-art compositing techniques and camera work. The result is an immersive aesthetic, modernizing the cinematic platformer genre.

Contextual stealth & gunplay
Each encounter in The Last Night is handcrafted to ensure variety and narrative progression. Use your acquired knowledge of the city to hide from drones, skirt around police, and escape dangerous situations – or people.

Real-time action dialogues
Draw your gun to intimidate or simply walk away while in the middle of dialogue. NPCs will stroll and chat alongside you rather than just stand around. They’ll even remember what you’ve said, night after night. Make sure to watch your mouth as much as your back.

A rich, personal narrative
Experience an unfiltered, futuristic society through the personal lens of Charlie, an ordinary low-class citizen – from the daily routine to extraordinary events. Live the stories of the city and its inhabitants in a world that may have you questioning modern life.

Dynamic, original soundtrack
Showing you a side of the city that the camera can’t, the soundtrack and audio design places you directly into the heart of the world. From the music playing in shops as you stroll by to hover-cars blasting above you and the stories overheard through open windows, everything has been crafted to enhance the visuals and fully immerse you in this living, breathing environment.

Due to the game heavily focusing on a futuristic concept music and character development play a big part in telling the story in a game like this. So with that in mind, I tried to use many of the concepts to create something unique and personal to the future of gaming concepts.

How I will be using my research to develop my concept art for a game?

 

 

Art Style: Simplified playable character models, complex and detailed character portraits during dialogue scenes.

Review resources: Photoshop, After Effects, Illustrator, Blender, Premier Pro, Paint Tool Sai, Unity.

How I will review my FMP once its done

Research

Concept

Story

Concept 1)

Genre: Modern Fantasy RPG/Platformer

Name: Divination

An alternate universe in which children possess magic that can be harnessed into adulthood given the proper education, but who’s middle and lower class citizens have been, through strict and unfair laws, denied the opportunity to develop it, causing it to eventually fade away. This causes an even bigger power imbalance between your usual and under-privileged citizens, and the elite, denying them any and all chances of over-throwing their corrupt leaders.

And then enters Katie, a young woman who has been practicing magic illegally all her life, currently living in a poor neighbourhood helping others as best as she can without being caught.

One night, during her usual patrols around town, making sure every house and apartment stays warm and dry for the upcoming winter, she bumps into the wrong crowd. Enforcers, designated officials tasked with regulating the illegal use of magic.

They catch her on the edges of town, hands still tingling with newly cast spells and wards, and all she can think of doing is run, as fast and as far as her legs can take her. The chase leads to an allyway, and once Katie realizes she has no way out, she pulls a desperate and dangerous stunt: summoning a demon.

While the enforcers hesitate among the smoke and ashes, the demon turns to Katie and annouces its terms: she must allow it to stay on this realm as long as possible.

Katie isn’t stupid, she knows maintaining a spell as strong as this one for long will result in her inevitable death, but she’s made her decison. So once the dust settles and the attackers have been gruesomely dealt with, she readies herself to try and make as many changes in the world as she can in the week she has left to live.

Sounds like a tall ask, but it’s not like she’s doing it alone anymore.

 

Genre- Sci-Fi, Futuristic, Cyberpunk, Platformer, SideScroller

Concept 2)Run Fight or Die

Set in the year 3035 in future cyberpunk; where the government controls the people. People made of half mech and human. A virus made by the government has been used to gain access to their citizens. It is used to corrupt the city and turn everyone against each other. It’s a war zone 24/7.

You are placed in the city of Tokyo; you play the non-corrupted half human/mech character Kio. He has been around since the year 2505 he has not aged due to him being half mechanical. Kio has learned how to improve himself so the mechanical parts of his body are more powerful than the other mechs. He has gained these skills through an underground organization “Kira”. This is the group you will work alongside to stop the enemy of this city and get the anti-virus out to free the citizens.

Although it’s not going to be that easy, there are people looking for this organization and Kio himself due to a high bounty on their head. He has to blend in with his surrounding by either salvaging armor from the mechs or searching the city dumps for scrap parts to improve himself. This allowed him to be unseen by the Government some of the mechs owned by them have special armor which enables them to become invisible and conceal every part of their body. There are a variety of mechs that the government has Technologically Engineered. Some are currently unknown as they have not been yet assigned to a job, but Kio and his team have gained access to some databases so they are one step ahead.

Concept 3 Side Story: Epidemic- A fatal virus takes over this city , a free runner kid who has been trying to survive eventually gets his hand on a cure. He has to dispurse the cure on top of the highest building in his city for everything to be reverted to normal. He uses the rest of the cure which is given to other runners to do the same as him in there city in which hope is brought back.

 

Game Mechanics:

Combat System –

Turned based combat with HP, mainly magic and any magic based weapons such as staffs or wands.

System:

Heart-Based 3 hearts = 20HP (Health Points)

Individual Characters May Have Different HP.

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Demon-30HP

Health can be picked up at different checkpoints and be found on the map as you traverse and wipe enemies. The 3 Hearts display your life you have right now the more damage you take the more the heart will deplete and disappear.

Development:

Spider Diagrams

Book Work

 

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I had drawn a variety of character concepts and scaps to see which character best fitted what I had in mind. Once I found it I had uploaded it to photoshop so I could trace over my line work and then finalize and perfect it.

Weapon Design-

Colour Development-

I will be using very Bright/Futaristic colours such as Purples, Reds, and Yellows. The colour’s show a visual representation of magic and futaristic dystopian world filled with magicians.

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These colours really help and resemble futuristic style that I am trying to approach.

 

Finals Book Work-

Final Pieces:

Main Character-

Enemy

Poster:

This is a half done poster that Im testing wether I should change the art style specifically for the poster or how many variations I can come up with.

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Maybe Small Design ScreenShots

3D Animation Design

 

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Adobe Muse Introduction

Adobe muse is a application design program that can help the development of apps,

I have created a small test with a few screens as introduction of app design.  We made three screens with a home page, 2nd and a 3rd page. They all had an individual variable so you can differentiate each screen. I hyperlinked each screen to do a specific action.

For example the home screen button would take you to the first page and the second would take you to the third. Whole Design.PNGHyperlink Tool.PNGHypo.PNG

Introduction To Maya Rocket Ship

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This is my rocket ship made with some simple shapes.

 

Just like many other programmes maya has its shortcuts which simplify editing and how effective you can achieve creating models. Its allows artist to be quick and efficient without having to sift through drop-downs.

c Snap to curves
x Snap to grids
v Snap to points
j Move, Rotate, Scale Tool snapping
Shft+J Move, Rotate, Scale Tool relative snapping

These are the most commonly used ones to scale and move objects which allows very little use of the mouse.

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This is the basic maya interface which you will see when you are modelling, the viewports is one of the most important utilities in maya.

 

 

 

 

 

A polygon mesh is used in 3d modeling compute graphics which is a collection of vertices, edges and faces that make up a specific model of a polyhedral object

Maya Robot

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This is Arnold.

Arnold is a advanced ray tracing renderer made for high end animation and visual effects in movies.

I started of by postioning Arnold into a place where suitable to be able to edit.

Then I had to create the lighting in the scene as is this is one of the most important tools in animation as it creates a sense of atmosphere and light in a specific scene and how it affects an object or chacacter. Without it scenes would appear dark and bland and will have no charestics that people will be able to notice when viewing the animation.

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Arnold has its own category in maya so this made it simple when doing the lighting for the robot. We used area light which was placed around the robot as that was our main focus.

 

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Then I had to increase the exposure which can be done by changing the attributes in the Area Light settings.

 

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Maya Moving Object

When moving an object in maya its much like any other programme that is used for editing and as long as it has a timeline add on moving an object is achievable.

 

Screen Shot 2017-11-15 at 09.16.09.pngSo we start of by creating some basic shapes and lining them up against each other so they form a line. We are using basic shapes as when it comes to animating something more complex it requires a lot more than moving it across an axis (x, y and z.)

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Once selected the object you want to move you want to make sure that you that you key the selected frame while having the first frame selected. This is very important otherwise your animation will begin on the frame that is currently selected.Screen Shot 2017-11-15 at 09.26.18.png

Once you have selected the frame you want the animation on, you need the keyframe in the movements especially from where the object starts from.

Screen Shot 2017-11-15 at 09.29.37.png You want to make sure you the workspace set to Animation as this will allow you to animate and move objects with easy as tools are more convenient for animators. Screen Shot 2017-11-15 at 09.29.18.pngAfter all of that you will get to a page a drop down box that looks like this, which will allow you to change the attributes of an object from an (x,y and z) stand point.  So as we are only wanting to move the object from point A to B we will only be changing the translate. So we stay with one but you can move any of the the translate axis to wherever you want your object to start from.

I started with 0 for ease. With the 1 selected on the time line we will want to right click on the (Translate X) axis and click Key All Keyable. So where ever the object is now it will remain there on one frame when we watch a play back.

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Then we want to select the frame where you want the animation to finish so I selected frame 100. Just like the last time we moved our X axis but you can move any to fill your needs. After moving we click Key All Keyable and click play.

Animating done.

App Design Brief

 

History Of Software and UI Development (Introduction)

What is a mobile application? A mobile application (app) is a software developed and designed to run on a smart device, such as computers, TV’s, phones and tablets.

The history of the mobile app began with the first mobile phone which needed some basic software to make and receive calls. Maybe it’s not as modern as our up to date applications but it was the beginning.

The world’s first mobile phone call was made on April 3, 1973, when Martin Cooper, a senior engineer at Motorola, called a rival telecommunications company and informed them he was speaking via a mobile phone. The phone Cooper used if you could call it that, weighed a staggering 1.1kg and measured in at 228.6x127x44.4mm. With this prototype device, you got 30 minutes of talk-time and it took around 10 hours to charge.

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The first recognizable apps came with Psion’s range of handheld computers – mostly PDAs – that used the EPOC operating system. First released in the early 90s the sixteen-bit machines (SIBO) which ran EPOC allowed users programmes such as a word processor, database, spreadsheet, and dairy. Later models in the range, running a 32-bit OS, would come with up to 2MB RAM and allow users to add additional apps via software packs (or via download if you were lucky enough to own a modem).

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As we progress on into the 20th century in 2007 Apple created the iPhone since then it has been the most iconic piece of technology in our time.

 

iOS 1

The granddaddy of them all, iOS 1 was an instant game changer. Though not a new technology, the original iPhone introduced multitouch to the masses and forever changed the way we interact with electronic devices.

As you can tell from the photo above, the basics of the iOS UI hasn’t changed much at all. There’s still a grid system of icons, with a dock of frequently used icons populating the bottom of the display. While it perhaps seems crazy today, note that two of the original iOS icons weren’t Apple apps, but gateways to Google. Of course, I’m talking about YouTube and Google Maps.

 

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iOS 2

When Apple released iOS 2 with the iPhone 3G back in July of 2008, mobile apps would never be the same. With iOS 2, Apple introduced its brand new App Store, a digital storefront that allowed anyone with a computer, an idea, and coding skills to put together an app and sell it for a price point of their choosing. While it all seems like common sense now, remember that the quality of mobile apps back in 2008 was abysmal, with no room for small-time developers to even participate.

Today, the App Store has grown beyond anyone’s wildest imagination, currently boasting more than 1.5 million apps and generating billions in profits for both Apple and developers. As of January 2016, the App Store has generated approximately $40 billion for developers. Apple has also said that the creation of the App Store is responsible for creating more than 1.9 million jobs in the U.S. alone. If we factor in Europe and China, Apple claims that the total number of App Store related jobs rises to about 4.5 million.

 

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iOS 3

With iOS 3, Apple finally introduced a number of software features that were conspicuously missing from previous versions, namely support for cut, copy, and paste. iOS 3 also introduced support for MMS, tethering, spotlight search functionality, and support for in-app purchases. It’s also worth noting that the home screen with iOS 3 was slightly altered and came with two new home screen apps, a “Voice Memos” app and a “Compass” app. Additionally, Apple’s iOS 3 finally changed the name of its “SMS” app to Messages and added the “Find My iPhone” feature.

 

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iOS 4

iOS 4 marked huge step forward for Apple’s mobile OS. The update, which was released in June of 2010, was chock full of compelling and exciting new features. Of course, one of the flagship features of iOS 4 – and the iPhone 4 – was support for FaceTime video chatting.

iOS 4 also saw the introduction of system-wide multitasking support, the ability to put apps into folders, the rollout of iBooks and GameCenter, enhanced search functionality, and last but not least, the ability to zoom in when taking photos. Note that the dock design in iOS 4 was slightly altered as well.

multitasking, custom wallpapers, unified inbox, ability to search messages. AirPlay was in subsequent upgrades to iOS 4.

iOS 5

By the time iOS 5 was released in 2011, it was abundantly clear that Apple was facing some stiff competition from any number of ambitious handset manufacturers. With that in mind, it didn’t come as much of a surprise that iOS 5 was an incredibly ambitious release that packed in more than 200 new features.

In addition to a new notification center, iOS 5 saw the birth of iMessage, effectively enabling iPhone users to text via data as opposed to running up needlessly exorbitant texting bills. iOS 5 also saw the arrival of two new iOS stock apps, Reminders and Newsstand. Other notable iOS 5 features included Twitter integration, wireless syncing capabilities, and at long last, the ability to access the camera from the lock screen.

Over and above that, the flagship feature of iOS 5 was Siri, Apple’s take on an intelligent virtual assistant. Much like Apple Maps, the first incarnation of Siri was intriguing but ultimately left a lot to be desired.

 

 

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iOS 6

With iOS 6, Apple officially kicked Google Maps to the curb and replaced it with Apple Maps. Famously, the rollout of Apple Maps was marked by frustrating bugs, erroneous directions, Salvador Dali inspired satellite photos and even misplaced landmarks.

Still, the release of Apple Maps marked the first time that iOS users could take advantage of turn by turn directions as the iOS version of Google Maps frustratingly did not include that feature.

Another notable addition to iOS 6 was a new app called Passbook. Later renamed to Wallet, Passbook was, not too surprisingly, a virtual wallet that let users store airline tickets, coupons, movie tickets, and a few other items.

Other notable iOS 6 features included a redesigned App Store, the ability to reply to a call with a text message, a dedicated Podcasts app, panoramic photos, the ability to FaceTime over a cellular connection, and much improved Siri functionality. And seeing as how iOS 6 was released alongside the larger iPhone 6, the number of icons per row was increased from four to five.

Looking at the iOS 6 home screen, you might also have noticed the conspicuous absence of the YouTube app.

 

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iOS 7

iOS 7. Where does one even begin? iOS 7 represented a sea change not only for iOS, but also for Apple’s executive lineup. If you recall, Scott Forstall, the man responsible for every iteration of iOS up until iOS 6, was unceremoniously dismissed from the company in October of 2012 for refusing to take ownership of Apple’s Mapping problems. In his place, Tim Cook put Jony Ive in charge of the look and feel of Apple’s mobile OS.

iOS 7 came with an entirely new look and feel, forgoing Forstall’s affinity for skeuomorphic design with a flatter aesthetic. The green felt and leather stitchings that seemed to dominate some of Apple’s stock apps were completely redesigned.

But a new look and feel weren’t all Apple had to offer. iOS 7 introduced us to the Control Center, a convenient way to quickly toggle a number of commonly used settings. Other new features introduced with iOS 7 included a revamped multitasking pane, the rollout of iTunes Radio, AirDrop, photo filters, burst photo mode, and new camera modes for fast switching between video and various photo modes.

 

iOS 8

By the time iOS, 8 came along, most people had gotten used to iOS’ new design aesthetic championed by Jony Ive. As a result, Apple iOS 8 was able to focus on adding a plethora of new features instead of spending time working on a UI redesign.

iOS 8 may not have had any killer features, so to speak, but it did add a number of small and nifty enhancements, including predictive keyboard typing with QuickType, the ability to send audio and video messages within iMessage, more advanced notifications, and more photo editing tools. iOS 8 also saw the introduction of both iCloud Drive and HealthKit.

Other notable features included time-lapse video, the ability to check battery usage by app, a camera timer, and more enhanced Spotlight functionality,

 

 

iOS 9

Apple came to iOS 9 with an entirely different strategy. Instead of lopping in as many features as possible, Apple’s iOS team worked on a smaller number of features and instead devoted more resources than usual towards improving the overall stability of the mobile OS.

Some of the more notable iOS 9 features included transit directions in Maps, a completely revamped Notes app, a nifty low-power mode for longer battery life, and always-on Siri functionality thanks to the iPhone 6s’ M9 motion coprocessor. iOS 9 also saw the introduction of a new system-wide font, San Francisco.

Also noteworthy is that the Passbook app was renamed to the wallet and given a new icon, an appropriate change has given the arrival of Apple Pay, Other new, albeit minor changes to the iOS home screen included a new Music app and a brand new News app.

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Applications (Task 1)

1St App

Landing Screen

Wireframe

Usability

User Experience

Availability

Target Audience

 

 why have CD-Roms and DVD players become obsolete?

Logo-

The principle of logo design; there are a variety of things that make a good logo.

1)Simple.

A logo has to be simple otherwise it could cause complication when distributing a product or trying to relate it to a user.

A simple logo allows for people to recognize it as well as being memorable and versatile at what it is promoting without being overcrowded.

tip16.jpgThe Twitter logo as one of the most iconic logo’s in our time, it resembles a lot; in terms of what the app does and the name. They both correlate the bird known as the songbird which essentially what Twitter is about. People use it to tweet about there life which then you can follow them.

The Definition of Twitter (of a bird) gives a call consisting of repeated light tremulous sounds.

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The logo also has a cool blue colour, this denotes the feeling of freedom and peace. There could also be a hidden meaning such as the sky is blue and birds fly free. Much like Twitter, it is a place for people to express the mind with no repercussions.

Yet the simplicity of the logo can withhold such information, this is what a simplistic an good logo should be able to do.

 

 

2) Memorable

Much like having a simple logo you also need a memorable one otherwise, people will not be able to relate to your product or will forget the whole point of what you do.

A logo that majority of countries will remember is the Apple logo. It has revolutionized the way technology is in our time. By creating one of the first computers and going into creating music players. Apple has been around for a long time and many people have grown up with Apple products. The original logo was based on Issac Newton when the apple fell on his head and he came up with newtons law. Shortly after the logo had gone through some changes. The colours symbolize time the 1970’s was full of colourful events and a lot of retro designs. In 1995 technology was on the advance and Apple wanted to get futuristic colours to resemble their products. They messed around with this for a couple of years and in 2015 they decided to go back to the Monochrome logo for simplistic and design purposes. applelogo-700x268.png

The bite is very significant to the logo as when people have an apple; the first thing they normally do is take a bite of it. Since then many people can memorize the apple logo and recreate it from memory.

 

3)Timeless

Some logos also have to age with time but still, hold the original meaning that it was intended for while being effective. The Coca-Cola logo does this very well the logo has not changed since it was made in 1886.

The history of the logo belongs to the creator John S Pemberton and Frank M Robinson who decided that “The two C’s will look good in advertising”.  The font they used was Spencerian script which was a popular font in there time. The logo had only changed once as a test for a year but other than that the logo has not changed since the creation of coke-cola and is one of the most timeless logos’s the still retains its history and purpose to this day. coke-logo.jpg

Compared to Coca-Cola other being Pepsi their logo has changed significantly from the day it was created. Coca-Cola has barely changed its design due to timeless creativity and empowerment that the brand name has gathered through the years.

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4) Versatile

 

A logo should be versatile and effective and able to work across a multitude of platforms and mediums while retaining its main function. The logo should be able to work and horizontal and vertical faces and still be recognized by audiences. The Nike logo nails the design for this.

 

The women who designed it was Carolyn Davidson who got paid $35 to create a logo for Nike. In 1969, she met Phil Knight, then assisted the professor at PSU who would go on to found Blue Ribbon Sports, and, in turn, became Nike. Kight came up with the idea to kick off his own athletic brand and asked Davidson if she could create him a logo on the side of a shoe. She then designed the Nike Swoosh which rembles forward fluidity, which also indicates movement and speed. The logo kicked off from there.

It has had a major impact on the athletic people as well as clothing brands in our time due to its simplistic logo design it appeals to a lot of people of different ages and backgrounds. With the hidden meaning of moving forward. The logo can be placed in reverse, upside down, vertical and horizontal and people will still recognize it due its simplistic design and name that Nike has gathered over time. Not many logos can do this as they sometimes have writing or are too similar to other companies, Nike is one of many.

 

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5) Appropriate

Lastly, a logo has to be appropriate and fit the context of what the company is trying to promote. For example, the Monster Logo is appropriate in context to what it sells. Which is an energy drink; it uses a Bright green with a logo of claw markings on the front this logo wouldn’t really work for a law firm.

It is also important that the logo tries to not show what it actually sells but is rather used for identification. So when I see the monster logo it can show a beast, energy, and sports. monster-energy-logo-on-white.png

Monster also supports many of the sports and e-sports activities. Which is appropriate to the logo design itself which resembles a beast. “You will have the energy of a beast of drinking this”

The shape of the Monster Energy Logo:

The Monster Energy drink logo imitates the claws of a monster that scratched a large ‘M’.

Colour of the Monster Energy Logo:

The neon green colour of the large ‘M’ against the black background demonstrates the kick people get after consuming a can of Monster energy drink.

Font of the Monster Energy Logo:

The custom-designed font of the Monster Energy logo provides an instant boost to the consumers and compels millions of people to indulge in its taste.

 

 

Logos need to work together to achieve all of this in one to be a great logo. But sometimes there are bad logos which are ineffective.

 

Bad Logos

Some bad logos are sometimes small things or small-time companies such as a local shop or a small time app. Such as these two they are promoting a satellite dish and dance classes but when you first see the logo it can be seen it shows something else. This is what a bad logo look like due to the fact it looks similar to the human anatomy which these companies are not about.

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The Importance of having a logo is to be able to appeal to a wide audience so people will know what it means when they see it. Such as the logo can hold a lot of information about your company. In some cases, it can also be the selling point such as Nike or Addidas the Swoosh or Three Lines.  A good logo can bring identity to a certain company and gain a lot of fame just from design for instance when we see the FedEx Logo I think of postage due to the hidden arrow when can see indicating post or forward movement which is good for the company as they deliver and post.fedex2.gif

 

 

Good Applications-

Pinterest

Pinterest is like an online pinboard—mostly for collecting visual pieces of multimedia (mostly images) But before you jump on board with everyone else, you should first understand what Pinterest is all about.

You can create as many boards for your pins as you want, which is great for organization. For example, if you like collecting pictures of zoo animals, you can create a board and label it “Animals.” On the other hand, if you also like collecting recipes, you can create another board and label it “Recipes.”

Pinterest users interact with each other through liking, commenting, and repinning each other’s stuff.

unnamed.pngThis is the Pinterest Logo. It was designed with a typeface. The logo was supposed to entail retro design and creativity while being unique and having your own flow. The logo is really well done and the colours compliment each other while being very simple but noticeable and rememberable.

 

 

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This is what you are prompted with after signing up to Pinterest which allows you to sign in with google or facebook. You will be asked to select some topics that interest you. By selecting topics it allows the app to recommend artist you will most likely love. This is also changed by your recently searched and followed. All of the art will appear on your home screen of the app which then allows you to swift through artwork and then you can add them to a pin.

I personally think they nailed the design of the app itself due to simplistic colours they used and how much white space there is. It helps to navigate around and look at what you like. It also resembles creativity due it being simple; as often the greatest pieces of art are simple.

I will use some of these designs when creating my app such as the logo due to my app being based on Pinterest it will closely follow the way it runs, in terms of the user journey.

 

 

Instagram

Instagram is a social networking app made for sharing photos and videos from a smartphone.

Similar to Facebook or Twitter, everyone who creates an Instagram account has a profile and a news feed. When you post a photo or video on Instagram, it will be displayed on your profile. Other users who follow you will see your posts in their own feed. Likewise, you’ll see posts from other users whom you choose to follow.

Pretty straightforward, right? It’s like a simplified version of Facebook, with an emphasis on mobile use and visual sharing. Just like other social networks, you can interact with other users on Instagram by following them, being followed by them, commenting, liking, tagging and private messaging. You can even save the photos you see on Instagram.

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This is the Instagram logo has changed with time due to it being such a popular app amongst social media fanatics. It used to be a place for photographers when it started kicking off; hence why the logo is a Polaroid camera. As we move on into the future they slightly bring it up to a modern-day camera. Only recently the had decided to dramatically move away from the old logo due to the fact the logo did not resemble the app in its current form.  The app is currently heavily focused on filters which change the colour of photo to make it look better. This is why the app is now colourful.

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The Instagram app is used for a lot of things such as photo editing now and much more for the future generations and celebrities. As they normally like to upload and edit their photos show their life to many people who follow there Instagram

 

 

 

 

Giphy

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Behance

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Bad Applications-

Finstagram

 

Afterschool App

 

Reddit

 

Logo Development

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Maya Extrusion and Buildings

Maya is an animation and modeling program used to create three-dimensional ( 3-D ), full-motion effects. Maya incorporates the natural laws of physics to control the behaviour of virtual objects in computer animation.

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You can add polygons to an existing mesh using the Extrude feature (Edit Mesh > Extrude). You can extrude polygon faces, edges, or vertices. For example, when you extrude a face on a polygon mesh the existing face telescopes inwards or outwards as it creates new connecting faces on the sides of the extrusion.

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Retro Game Development

Game Research-

Street Fighter II: The World Warrior is a 1991 fighting game produced by Capcom originally released as an arcade game. A sequel to Street Fighter, Street Fighter II improved upon the many concepts introduced in the first game, including the use of command-based special moves and a six-button configuration, while offering players a selection of multiple playable characters, each with their own unique fighting style and special moves.

Street Fighter II is the main starting of the fighting game boom during the 1990s. Its success not only led to the production of several updated versions, each offering additional features and characters over previous versions, as well as many home versions, but the game itself also became the major trendsetter of fighting games. Some of the home versions of the Street Fighter II games have sold millions of copies, with the SNES port of the first Street Fighter II being Capcom’s best-selling consumer game of all-time as of 2008.

Street Fighter II comparison

Street Fighter II follows several other pre-released games to follow up on the story. The player engages opponents in one-on-one close quarter combat in a series of best-two-out-of-three matches. The objective of each round is to deplete the opponent’s vitality before the timer runs out. If both opponents knock each other out at the same time or the timer runs out with both fighters having an equal amount of vitality left, a double KO or draw game is declared and additional rounds will be played until sudden death.

Controller Logic

Like in the original, the game’s controls use a configuration of an eight-directional joystick and six attack buttons. The player uses the joystick to jump, crouch and move the character towards or away from the opponent, as well as to guard the character against an opponent’s attacks. There are three punch buttons and three kick buttons of differing strength and speed (Light, Medium, and Heavy). The player can perform a variety of basic moves in any position, including grabbing/throwing attacks, which were not featured in the original Street Fighter. Like in the original, the player can perform special moves by inputting a combination of directional and button-based commands.

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Characters

Street Fighter II differs from the original due to the selection of multiple playable characters, each with their distinct fighting styles and special moves. Additionally, the player can also “cancel” during animation by performing another move, allowing for a combination of several basic and special moves. Both of these features would be expanded upon in subsequent installments.

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The original character select screen. Often hailed as the most memorable select screen in the series.

The original version of Street Fighter II featured a roster of eight playable characters that could be selected by the player. Ryu and Ken, the main characters from the original Street Fighter, appeared along with six new characters from different nationalities:

  • E. Honda, a sumo wrestler from Japan, who wants to prove his fighting style.
  • Blanka, a beast-like man from Brazil, who, after a horrible discoloration, longs for a happier life.
  • Guile, a former special forces operative from the United States of America, seeking to avenge his best friend.
  • Chun-Li, a female martial artist and ICPO agent from China, who seeks to avenge her father.
  • Zangief, a pro wrestler and national hero from the USSR (present-day Russia).
  • Dhalsim, a wise Yogi from India, who seeks to help his village home.

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The bosses in the game are:

  • Balrog (M. Bison in the Japanese version), an African-American boxer who was banned from formal tournaments.
  • Vega (Balrog in Japan), a vain and self-conceived Spanish claw-welding, ninja-like matador and top assassin.
  • Sagat, a one-eyed Muay Thai master from Thailand, and the former champion from the original Street Fighter.
  • M. Bison (Vega in Japan), a mysterious military commander and leader of a secret drug cartel and criminal organization.

Super Street Fighter II introduced four new characters

  • T. Hawk, an indigenous warrior from Mexico, whose ancestral homeland was taken from him by M. Bison, and seeks to reunite his people.
  • Cammy, a young member of the Secret Intelligence Service, known as Delta Red, from England with a mysterious past tied to M. Bison.
  • Fei-Long, a martial arts movie star from Hong Kong, who seeks to follow his own path of real-life martial arts.
  • Dee Jay, a kickboxing musician, and dancer from Jamaica, who is searching for inspiration for his new song.

The new characters were designed by Capcom’s internal artists in Japan, except for Dee Jay, whose original design was contributed to the game by American designer James Goddard. The character roster was now increased to sixteen, although the player still faced only twelve opponents, including the original four bosses, in the single-player tournament.

Super Street Fighter II Turbo featured another new character whom the player faced (upon meeting the required conditions) in the game’s final match instead of M. Bison. This character, who was unnamed within the actual game, was officially referred to as Gouki in Japan and as Akuma in the English version; the different names stuck in their respective territories. Akuma becomes selectable only by entering a special cheat code in the character selection screen.

Ultra Street Fighter II features two additional characters, both of whom first appeared in games released after Super Street Fighter II Turbo:

  • Evil Ryu, The malicious form Ryu takes on whenever he succumbs to the Satsui no Hado, previously seen in the Street Fighter Alpha series and the Street Fighter IV series.
  • Violent Ken, Ken under the control of M. Bison’s Psycho Power, previously seen in the crossover game, SNK vs. Capcom: SVC Chaos.

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Mario N64

Super Mario 64  is the first three-dimensional platformer starring Mario and was released on the Nintendo 64 in 1997.At the time, it received widespread critical acclaim and has been often said to have defined its genre by being one of the first well-made games of its type. The game has since received a remake on the Nintendo DS in the form of Super Mario 64 DS. There was also going to be a sequel made, called Super Mario 64 2, but was canceled.

Story

Stage 1- Princess Toadstool sends Mario to come to her castle to have a cake. When Mario arrives, he meets the Lakitu Bros, who are filming Mario. They go inside the castle and hear a familiar voice telling him to get out of the castle. Toad informs him that Bowser has kidnapped the princess again and is holding everyone hostage inside the castle walls.

Stage 2- He has also stolen the Power Stars and given them to his minions who are hiding in paintings spread all over the castle. Mario hops in the magical paintings and retrieves the Power Stars in order to defeat Bowser and save the Princess.

Stage 3-During the journey, Mario makes his way to more areas of the castle. When he finds out he has enough stars, he goes into Bowser’s final level. Once he makes his way through the long course, Mario sees Bowser and the two battle. When Mario defeats Bowser, he gives up and hands him a Giant Power Star, before he explodes. Mario grabs the star, and has been given the Wing Cap and flies away back to the castle.

Gameplay

The aim of the game is to collect enough Power Stars to progress to new, previously inaccessible areas of the castle. The primary goal is to collect enough to reach the final battle and save Princess Peach from Bowser. Each level, or “course”, holds six stars, plus one for collecting one hundred coins, which are obtained by completing a certain mission. The only clue to what this may be is in the star’s title, which is often cryptic. Aspects of each course vary with each star; beyond this, the player is given free reign in exploring each world.

 

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Super Mario 64 has a variety of abilities to the series, allowing Mario to crawl, Ground Pound, punch and kick, backflip, side flip, wall-kick, long-jump, and slide, amongst others. These moves give the player a greater freedom than in past games as regards ways that Mario can be controlled, introducing the idea of there being a number of alternative routes to arrive at any one place. These are additionally used to perform actions such as pressing down switches as well as harming enemies or reaching high or distant places. The game allows the player to move Mario at different speeds. This allows Mario to walk slowly, which, as opposed to running, does not awaken sleeping enemies.

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Caps are another aspect introduced to the gameplay in Super Mario 64, giving Mario the ability to fly, walk underwater or walk through certain barriers. They are turned on in short bursts and made available when activated with the switch associated with each one.

Game UI

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UNDERTALE

Gameplay

Undertale is a role-playing game that utilizes many of the traditional mechanics normally seen in role-playing games but with a number of differences.

undertale-carrot-screen-03-ps4-us-13June2017.jpgThe battle system in Undertale is turn-based and seems to be heavily inspired by bullet-hell games – in particular, the Touhou series – where the protagonist’s SOUL, represented by a red heart, must avoid attacks unleashed by the opponent. As the game progresses, new elements are introduced, such as colored obstacles which require the soul to stay still or move through them, and some battles (including all the Boss battles) which change the way the heart is controlled. During the player’s turn, they have the opportunity to fight the opponent (involving quick-time input), perform actions that can change the opponent’s mood, use items, and show mercy by sparing the enemy, which ends the combat if the correct actions have been used. Killing an enemy will reward EXP and LV, but neither is given if they are successfully spared; GOLD is earned in both cases. The game has a large emphasis on the morality of killing and sparing the Monsters encountered, as the player’s actions determine what ending they will receive. Unlike traditional RPGs, it is possible to complete the game without ever killing a single monster.

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The player, represented by the red heart icon, evading enemy attacks

The overworld mostly consists of puzzles that the player must solve to progress. Monster battles can also be seen as puzzles, requiring the right set of actions to resolve the fight peacefully. However, should the player decide to commit to murdering every monster they encounter, almost all the puzzles are disabled, and the player is required to grind to progress the game. Unlike traditional RPGs, grinding (under a neutral setting) and backtracking are not mandatory, and no side quests exist within the game.

The game is also known for its dialogue that is witty and humorous as well as having drastic alterations based on the player’s actions, and occasional breaking of the fourth wall. While killing/sparing results in notable dialogue changes, the most prominent alteration involves the manipulation of the game’s SAVE feature, particularly quitting or resetting the game.

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Final Fantasy Series

Final Fantasy is a franchise of games that focuses on turned based combat and strategy

Game Name: Retro Punk

Game Synopsis-

Genre- Sci-Fi, Futuristic, Cyberpunk, Platformer, SideScroller

Run Fight or Die

Set in the year 3035 in future cyberpunk; where the government controls the people. People made of half mech and human. A virus made by the government has been used to gain access to their citizens. It is used to corrupt the city and turn everyone against each other. It’s a war zone 24/7.

You are placed in the city of Tokyo; you play the non-corrupted half human/mech character Kio. He has been around since the year 2505 he has not aged due to him being half mechanical. Kio has learned how to improve himself so the mechanical parts of his body are more powerful than the other mechs. He has gained these skills through an underground organization “Kira”. This is the group you will work alongside to stop the enemy of this city and get the anti-virus out to free the citizens.

Although it’s not going to be that easy, there are people looking for this organization and Kio himself due to a high bounty on their head. He has to blend in with his surrounding by either salvaging armor from the mechs or searching the city dumps for scrap parts to improve himself. This allowed him to be unseen by the Government some of the mechs owned by them have special armor which enables them to become invisible and conceal every part of their body. There are a variety of mechs that the government has Technologically Engineered. Some are currently unknown as they have not been yet assigned to a job, but Kio and his team have gained access to some databases so they are one step ahead.

References-

My game will follow a certain point in time from an Animation named Ghost In A Shell, as well as it following the principle and design of (The Last Night) http://oddtales.net/

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Humans first knew the era of survival. Then they knew the era of work. Now they live in the era of leisure. Machines have surpassed human labour not only in strength, but in precision, intellect, and creativity. The fight for survival doesn’t mean food and water, but a purpose for living. People now define themselves by what they consume, not what they create.

The Last Night immerses you in the everyday life of Charlie, a second-class citizen living in a city brimming with augmentation and citizens living a gamified existence — none of which Charlie can experience himself due to a childhood accident. Apathetic and disheartened by the seemingly pointless world around him, Charlie is presented with an opportunity to take matters into his own hands. But at what risk?

Features & Highlights

Explore a breathtaking post-cyberpunk world
Roam freely across four varied and vibrant districts in a unique blend of 2D and 3D. Travel between areas with futuristic transportation and wind your way through dense crowds, drones, and unique characters — as long as you have the right to be there.

Immersive, revolutionary visuals
Experience a city of gorgeous pixel art, drawn and animated by hand combined with state-of-the-art compositing techniques and camera work. The result is an immersive aesthetic, modernizing the cinematic platformer genre.

Contextual stealth & gunplay
Each encounter in The Last Night is handcrafted to ensure variety and narrative progression. Use your acquired knowledge of the city to hide from drones, skirt around police, and escape dangerous situations – or people.

Real-time action dialogues
Draw your gun to intimidate or simply walk away while in the middle of dialogue. NPCs will stroll and chat alongside you rather than just stand around. They’ll even remember what you’ve said, night after night. Make sure to watch your mouth as much as your back.

A rich, personal narrative
Experience an unfiltered, futuristic society through the personal lens of Charlie, an ordinary low-class citizen – from the daily routine to extraordinary events. Live the stories of the city and its inhabitants in a world that may have you questioning modern life.

Dynamic, original soundtrack
Showing you a side of the city that the camera can’t, the soundtrack and audio design places you directly into the heart of the world. From the music playing in shops as you stroll by to hover-cars blasting above you and the stories overheard through open windows, everything has been crafted to enhance the visuals and fully immerse you in this living, breathing environment.

Due to the game heavily focusing on a futuristic concept music and character development play a big part in telling the story in a game like this. So with that in mind, I tried to use many of the concepts to create something unique and personal to the future of gaming.

I loosely follow the combat system of Undertale

Based Design-

City- Tokyo

Why Tokyo? Tokyo is a central point for the creation of cyberpunk. The city itself is very bright and luminous which relates and complies with my colour scheme. Japan is also technologically advanced compared to other first world countries due to there superior sight in innovation and development.

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Art Style-

I heavily focused on the style when coming up with the game as it had to be perfect to what I wanted it to be.

I looked and created a lot of cyberpunk/ futuristic characters with that in mind I had developed these sketches and concepts to then further create my characters in illustrator or Photoshop.

I decided to change due to the fact pixel art games are very unique in comparison to making a normal sprite character it felt too forward and modern; at the same time the game is based in the future but I wanted it to portray an old-time vibe.

I shortly realized after trying I wanted to make a pixel art styled game so I did some extensive research on character development and styles.

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These are many of the designs I have created within Photoshop. I worked in a 500×500 workspace when making my characters and illustrations

Character Reference

These are some of the Character References I used which are used in personal developed games and designs.

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Colour-

I will be using very Neon colours such as Purples, Reds, and Yellows. The colour’s show a visual representation of futuristic and Sci-Fi.

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These colours really help and resemble futuristic style that I am trying to approach. When I think of the future I normally connotate and denotate very vibrant colours and neon spectrum.

Combat System –

Turned based combat with HP, mainly martial arts and simple weaponry such as blades, swords, and katana. Each weapon has variants and deals different damage based on character stats as well as the weapon.

System

Heart-Based 3 hearts = 20HP (Health Points)

Individual Characters May Have Different HP.

All Of Kira Organisation

Kio-20HP

Synths-15HP

 

Health can be picked up at different checkpoints and be found on the map as you traverse and wipe enemies. The 3 Hearts display your life you have right now the more damage you take the more the heart will deplete and disappear.

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These are some of the scenes from Final Fantasy combat system which I follow to develop my combat style.

-Government Name -NC

-Good Organisation (Kira)

Main Character-

Kio- He has the ability to hack into the majority of systems and upgrade parts of his body to adapt to certain situations. He has a great understanding of martial arts and has learned the art of free running which enables him to escape in certain situations if needed.

Powers- Can collect orbs around the map to unleash an ultimate that creates an EMP that will stun mechs for 10 seconds.

Armour- His legs and arms are mechanical so movement and strength are greatly improved. He has an onboard computer and AI to help him with survival. This is accessed through the Pixel he wears on his face.

Objective- Defeat the NC and upload the anti-virus to the mainframe.

Weaknesses- He can be stunned with high voltage which many of the Synths can do

Strengths- Has greatly improved strength and agility.

Stats- 20HP (20 Health Points)

 

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Enemy (NC) Synths

Synths- They go by the name synths. They are mechanically engineered robots to take and overrule the city by force.

Powers- Very limited to hand to hand combat but have guns as a backup to ensure survival.

Armour- The Synths whole body is mechanical so every aspect of there senses has been greatly improved. Due them being created in a lab they are being improved every time a battle goes on. To ensure NC always wins the fight.

Objective- Take over and rule cities. To have power and make everyone bend the knee.

Weaknesses- Can be stunned and has slow movement compared to other people.

Strengths- Has insane thinking speed, great strength and can jump high.

Stats- 15 HP

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Weapon Design-

I follow a lot of melee based weapon combat and hand to hand.

Many of the weapons can do additional damage with various attributes and do different damage.

The colours can indicate it has a special attribute such as green with particles means it has poison effects which can deal additional damage over time to an enemy when hit.

 

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Character Sprite Sheets-

 

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Stat Designs

Environmental Design

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Set 2

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Treatment-

 

StopMotion Animation

1st

Stop-Motion animation is an animation that is uses and idolises life objects as a form of motion video. It is used by taking pictures in increments and moving a certain object that you are focusing on. You move the object bit by bit as you take pictures every time you move it; therefore it seems as if it is moving by itself.

Some forms of stop motion (Claymation, Flipbook, Pixilation Animation, Object Animation)

Variation Of Stop Motion

Stereoscopic stop motion

Go motion

 

Claymation-

Some famous claymation’s may be Wallace and gromit and Pingu.

Claymation goes as far back to the 1900s, but it was trademarked by Will Vinton in 1978. It is a form of animation, using clay or plasticine to create a scene, which can include the characters, backgrounds, props, etc. It takes a lot of time and effort, and requires patience. Claymation can be used in various motion productions.

 

3rd

FlipBook-

Flip Book animation is one of my favourite types of stop motion. I think it is very unique as you have to create a sequence of animation via drawing. I believe it takes a real finesse to be able to create a good flip motion. Not many cooperate film animators have made a feature length flip book animation as it would take to long. Although there are a variety of people who create flip books dedicated to iconic people or movies.

For Example- Michael Jackson

Flip Book animation is also very creative within itself as there are terms called mechanical, alternative and photograph flip books which display a variety of animation through the style of flip book.

Alternative flip book style is anything aside from using a book to display the animation. These artist used t-shirts.

 

I believe the overall style of of flipbook animation can be very creative if you want it to be. From drawing on a book to it happening in real life. It then becomes a surreal production.

 

Pixilation

Sketches/Skits

Drawings

For my stop motion animation I got the later ‘P’. So I then decided to look at objects and animals that start with the letter ‘P’.

Pizza, Phoenix, Pineapple, Potato

 

 

This was my final Stop-Motion production.

Car Development HUD

Plan-

Week One: Forza franchise/Need For Speed Research

Week Two- Logo/Colours Development

Week Three-More Research

Week Four- Development on digital platform and some final design in sketch

Week Five- Final development on digital platform

 

Race Track-

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Console Car Games, such as Xbox and PS4 have a variety of race games, I will be trying to concentrate on Forza and Need For Speed. As these two game are focused and are played by all race fans. They have the most unique HUD’s and UI in game therefore I will analyse and incorporate some styles into my own creation.Colours of teams/ names. Games like Mario Cart will have teams but through out racing games there are not normally teams as you are playing each other to compete for the win.

Car dashboard. There are a variety of ways that immersive simulator race games present the HUD. But through out race games they all have similar UI.

Teams/Colour- Reds(Viper) Blue(Widow) Yellow(Plague)

Back-Up- Logo Styles———

They all contain Lap, Place, Minimap, Times, Speedo, Times.

 

I decided to then have some logo development and creation so here are some of drawings then my final digital pieces. Creating a logo allows the team to stand out and be unique across to the other players and it can also be used to differentiate teams from one another.

I also wanted the colour to resemble the Logo for the teams so it made sense…

Need For Speed Rivals- There are two teams Cops and Racers. So there is two different styled UI to represent both teams.

Racers HUD (Need For Speed Rivals 2013)-

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This  is the Heat and Speed Points which is indicted at the top of the screen. As need for speed is a street race game; they decided to incorporate cops into the game. So while being a racer you will earn heat while doing race or speeding or breaking the law… The (SP) is speed points you gain them by doing races and winning or out running the cops or drifting or stuff like close misses. Speed points are used to upgrade your car/purchase cars in game. Not many games are like this as they heavily focus on track racing, and this is why  I decided to use Need For Speed as an example.

 

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This is the mini map which is located in the bottom left of the screen. A mini-map is used in a variety of games as it gives the player valued information which can enhance the gameplay. It can also be turned off for a more immersive experience. But it carries out a main value to players as in a race game it can often indicate where there is a new race; also display a limited amount of the track as the player moves as well as an alternative route.

 

 

 

 

speedo

This is the speedometer which on the right hand side of the screen. A speedo is valued asset to the overall HUD design in race games as it displays how fast the car/bike can go as well as top speed/ gear change/ boost/ energy in some games. But in Need For Speed it displays a acceleration counter and a mph speed, Turbo and a damage indicator. In Need For Speed during races the more drifts you do or close misses you gain more N20(Turbo) and when you pass through a gas station you repair you car. As during a race you would normally have the cops pursuit you and if they damage you enough the car will breakdown and you will loose the race but also SP.

 

 

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This is your objectives and position as well as lap time which is on top right of screen. In race games it is expected to have a lap time so players know how quick they are driving  also displayed is the position so players can know if they are first or last. In Need For Speed it displays some objectives for you to complete this will give you extra points as well. Some times it will display previous lap times so you can see how quick your going compared to your last time its normally indicated by (+3.40) or (-2.68) .

 

 

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Now as there is another side on Need For Speed- Rivals which is being cops the HUD slightly changes to fit the COPS it also indicates your special abilities such as your spikes and other weapons to disarm the racers. The only thing that really changes from a cop and a racer is the style so people can tell the difference between the two; also for a more immersive gameplay experience.

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Information Set- Is a particular system such as an algorithm that is built into a game. It recognises every movement of the player and decides what to do. Also information set is also a set of decision nodes that belong to the individual player; and any other player can not change that.

 

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This is a mood-board I created so that I could have a visual representation of car dashboards; there are 2 car views from in game. 1 from need for speed and 1 from Forza so I could compare the style and placements to what I would want my style to be.

There is 3 futuristic styles in the mood-board as the game style I am aiming to achieve is futuristic.

 

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This is one of the futuristic styles a lot of the colours they use is a light neon blue. I personally believe they use this colour in futuristic design as it looks most appealing and very sci-fi. When people think sci-fi they think future and aliens most of the time.

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This is a first person view from Forza which presents the McLaren P1 which is a futuristic styled car. I like the layout of the first person view but compared to what I want to go for; I don’t believe it would look anything like this.

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This is the 3rd person view of the HUD I put this into my mood board to give me an Idea of placement colour and style of how it would be viewed on screen.

 

There are a variety of ways the car dashboards can be displayed, here are some of my drawings.

 

 

Legal and Ethical

Some legal issues when developing a game is age rating. Pegi is the company who regulates what restrictions certain games should have. (http://www.pegi.info/en/index/id/33/) This is PEGI’s index where they show you what is allowed in games.

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This is a very serious matter when developing a product in this case we are re-creating car dashboards. So I will have to take some things into consideration when finalising and creating my car dashboards to make sure it is not similar to any games or does not have a licensed car logo e.g BMW other wise it would be considered as plagiarism and I do not have the rights to use there logo in my game.

 

For instance there are positive and negative implication to a certain case. Such as if you get assaulted in public the implication for you are positive; decided wether you call the police or press charges against the attacker. They are positive because you are not loosing anything and everything is in your favour as long as you can provide the proof.

The implication would be negative if I stole a car logo such as BMW and placed it into my own game with permission I would be committing a crime. There for the implications would be negative because it is working against my favour.

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Branding Company and Intellectual Property-

Sponsorships and Branding in video games. Many racers and cars have various branding to promote them selves. In track racing such as Nascar or Formula 1 the cars will have decals as well as that they will be provided by a company (Ferrari), and not to forget the tyres.

Decals-

 

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There are a variety of car sponsorships in racing here I have taken 1 F1, Nascar and GT race. Sponsorships are also placed into games such as Forza and Assetto Corsa and various other race games where they place branding.

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The reason they use a lot of branding within video games is; it allows the developers to have a wider target base, and therefore creating more revenue for them as well as the company sponsoring them. Such as if a new Need For Speed Game comes out promoting Fanta on the car decals, people buying Fanta with (NFS) on the bottle some of the money will go towards (NFS). Overall its also helps there name get out there in real racing, although some times there can be false advertising which looks bad on both the driver and sponsorship. But overall in race games there tends to be a lot of promotion of games and products.

I will try to see if there is any available companies that I could apply for a sponsorship that I could incorporate into my game/design.

Team Sponsorship- 

Formula 1 games have a lot of team sponsorship such as UPS or Michelin tyers. They have team sponsorships so they can be more widley promoted to other age groups and audinces.

 

 

 

http://www.iracing.com/bsrtc-pro-series-accepting-video-game-team-sponsors-among-others/

http://www.race-dezert.com/forum/threads/video-game-sponsorships.70268/

http://gamerhub.tv/article/1420/virtual-racers-getting-real-sponsors-in-iracing-nascar

 

 

 

 

 

Style Format/ Layout With Sketches-

While trying to come up with my own design I decided to try and focus on a specific style as apposed to the everyday casual racers. I decided to go for a futuristic style HUD/UI such a Tron style.

So I had to consider colours the Art style of cars the animation of everything in game. So I looked at some games that displayed a futuristic UI or HUD in various games. This would allow me to help with colour choice style and much more.

 

 

 

Final HUD

Evaluation

I looked at a lot of car hud’s when creating my final piece so I could make it as realistic and futuristic as I could.

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