Categories
GDD710 - Module 1

Personal Case Study

Week 12.1 – 1st May. 2021

Personal Case Study Video

Transcript

Introduction

Welcome…

I’m Deb’s Norton, I am a student, studying a Masters Degree, for Indie Game Dev, with Falmouth University.

When I first began, my Initial intention was to focus on learning how too animate, so I could apply it to my character Ralphy, from my children’s books that I have written and illustrated.

By the end of the 2 years, I hope to have produced a prototype for an interactive story telling app or game. This would actually allow young children to create their own personal stories with a narrative of their own choice, taking them into a world of imagination and adventure.

Accomplishments For Module 710

In The Beginning Unity and Blender

I began the module by focusing on learning how to use sprites, bring assets, and backgrounds into Unity, I started placing Ralphy’s drawings I had of him into the game engine, and simply getting him to move. I also experimented placing Ralphy and different backgrounds into Blender, a 3D computer graphics software tool.

With a little help from one of my peers, this was created.

I was so pleased with the result…but this was only just the beginning of my journey into character animation.

12 weeks later – The Reflection…

Since then, I have achieved a lot more. I’ve had a brief over view with C sharp script with coding using Visual Studio, a coding editor, created a basic animatic using frame animation, and converted it into video layers both in Photoshop, and learnt about the drawing tools in Storyboard Pro and created a character.

I have also created a repository, placed game assets into it, and managed to check it worked ok. Plus tested out Trello, a board, to help with organisation and time management, and looked at applying different methodologies to my practice, such as Waterfall method, Scrum Agile Frame work, and most recently I have been practicing Kanban.

Lessons learnt from rapid Ideation Sessions

Rapid Ideation 1


This task was a massive learning curve for me, not only did I get to experiment with a new Prototyping tool, Storyboard Pro, but I managed to create a new character for a game concept I had in mind. 

I had watched a beginners tutorial, payed attention to the drawing controls, so I could remediate the original artefact to create something new.

I concentrated on designing a background, working out how to introduce Ickle in the game, created a story, and started off developing my concept for Ickles waking up process, using frame animation, added background theme tune  Sound.org that was gentle enough as you can hear, to wake up to. I wanted to add a humorous touch to the beginning of this game.

Looking back on my process, I think I was too focused on how to make something impressive, from a new tool, but I ended up using one I already knew about.

Rapid Ideation 2

Based on Patricio’s original concept,”a sea creature fighting human contamination. Our starting point, was using a fish animatic he never used.

This RI had many iteration stages. We focused on backgrounds, textures, and rubbish beneath the sea. I experimented with colour changes in Photoshop, and discovered the quickest way to apply blends to the sea creature, with a focus on making it look ill. 

We worked with a Trello board, to help organise our project.
We continued to analyse our progress of the game play concept, researched more into numerous documentary’s, tested the fish in the background and eating trash.
We incorporated real facts, from “our Plastic Ocean” documentary, helping to make children aware of the pollution in the ocean, and allowing them to make the incremental changes and learn about recycling, but without them being scared by the harsh facts that would pop up.

Conclusion

This result is what specifically encouraged me to experiment with Ickle again, (from RI- 1), using animate cc in the Easter holiday. (add as text on screen)

Looking back over the two game jams, I wish I had Just stuck to using adobes creative cloud, and not other computer animation software, and had read more about the technique behind animating,.

Key areas of research to develop throughout the 2 years

I want to be an animator, so I have watched a lot of video material of behind the scenes footage…like Pixar for instance, plus I have looked at academic peer reviews such as …The interactive animated e-book as a word learning device for kindergartners. It questions whether, static books – animated ebooks – Interactive animated ebooks, can help kindergarteners aged 4-5 to learn words and story comprehension, when storybooks include; Motion pictures, sounds, background music and interactive vocabulary actions.

Comic – based Digital Storytelling with Primary School Children, This 2nd case study looks at a digital tool, named Communics, can help primary school children create stories.

From this study we learned that digital storytelling seems to be a promising tool for reflecting on situations involving discrimination, although true benefits have to be further investigated.”

(Rutta, Schiavo, Zancanaro, and Rubegni 2019)

Children’s responses to the interactivity of storybook apps in family shared reading events involving the iPad

An ethnography report, about screen‐based interactivity, and children’s engagement with storybook apps. Interactive features and the children’s responses to them.
They discover that interactive elements make the child feel important as the storyteller.

SMART goals

All of my goals are underpinned from academic papers, case studies, articles and industry papers. So far I have engaged with life drawing, anatomy sketches, cartooning, animated gifts, and game art.

  • I want to become proficient in Adobe Character Animator, to learn about character rigging. I will measure this by crafting prototypes, following Adobes tutorials for 2 hours a day. It is achievable as I have already started practicing for this video. It’s relevant to my Interactive Storybook App or Game, and is vital for creating great animation!
  • I want to learn more about interactive features in app games, as this is part of keeping a child engaged. I will measure this by practicing with incorporating animated backgrounds to an animatic, achievable as I know how, for an hour a day and relevant to my final project.
  • Finally I want to develop my knowledge of Unity, and focus on getting Ralphy and other new characters to move in the game engine, up to 4 hours week, and will measure by short beginners tutorials on LinkedIn Learning. It is achievable, as I know some basics, and relevant to my final project.

I hope you have enjoyed seeing my development so far.

Thank you for watching…

Peer Review References

Aliagas, C. and Margallo, A.M., 2017. Children’s responses to the interactivity of storybook apps in family shared reading events involving the iPad. Literacy51(1), pp.44-52.

Rutta, C.B., Schiavo, G., Zancanaro, M. and Rubegni, E., 2019, June. Comic-based digital storytelling with primary school children. In Proceedings of the 18th ACM International Conference on Interaction Design and Children (pp. 508-513).

Smeets, D.J. and A.G. BUS. 2015. The interactive animated e-book as a word learning device for kindergartners. Applied Psycholinguistics36(4), p.899.

References

DRAY, Ethan. 2017. ‘Photoshop Animation Tutorial: Frame by Frame
Character Walk’. Available at : https://www.youtube.com/watch?v=Llr_KTNtdlk [accessed 24 Feb 2021]

LEOPOLD, Klaus and Siegfried KALTENCKER. 2015. Kanban Change
Leadership : Creating a Culture of Continuous Improvement.
John Wiley & Sons, Incorporated.

LIKER, Jeffrey K. 2004. The Toyota Way ; 14 Management Principles from the
Worlds Greatest Manufacturer. McGraw-Hill.

STORM, Olof. 2020. ‘2D Animated Walking Cycle’. Available at
: https://www.youtube.com/watch?v=KDCEvJvAX0w [accessed 25 Feb 2021]

Full List of Figures

Figure 1 : Norton 2021 Ralphy (Adobe Illustrator creation)
Figure 2 : Norton 2021 Ralphy in Blender
Figure 3 : Norton 2020 Pinksky background (Adobe Illustrator creation for
children’s book; ‘Ralphy and the Expanding White Fluffy Ball’)
Figure 4 : Norton 2021 Ralphy in Unity (background created in Adobe Illustrator)
Figure 5 : Norton 2021 Visual Studio/Ralphy/Blender (created in Adobe Photoshop)
Figure 6 : Norton 2021 Ickle (first creation in Storyboard Pro)
Figure 7 : Norton 2016 First Digital Illustration (background created in Adobe
Illustrator for London Art College – Digital Illustration Diploma Course
Figure 8 : Dixit (ND) Original Artefact
Figure 9 : Norton 2021 Ickles Waking Up Positions (created in Adobe Photoshop)

Figure 10 : Norton 2021 Scenery for Ickle (created in Adobe Photoshop)
Figure 11 : Land 2021 Sea Creature eating plastic
Figure 12 : Land 2021 Sea Creature no plastic
Figure 13 : Norton 2021 Game Art/ Trash/ Textures/ colours (created in Adobe Photoshop)
Figure 14 : Norton 2021 Tincan’s Story board (created in Adobe Photoshop)

Full List of Animatics

Norton, D. and P Land 2021. Ralphy in Unity
Norton, D. 2021. Ickle Adobe Photoshop Frame Animatic converted into Video Layers
Land, P. 2018. Fish Animatic – Created in Aseprite
Norton, D. 2021. Seaweed – Created in Adobe Animate CC
Norton, D. 2021. Ickle Easter Holiday V3 – Created in Adobe Animate CC
Norton. D. 2021. pre -designed character – from Character Animator new clothes done by me.

Full List of Tools

Adobe Animate CC. 2021.
Adobe Photoshop CC. 2021.
Adobe Illustrator CC. 2021.
Adobe Charcter Animator. 2021.
Adobe Premiere Pro. 2021.
Blender 3D Computer Graphic Software
Toon Boom – Storyboard Pro. 2021.
Trello Inc. 2021.
Unity Game Engine. 2021.

Game – Tincan – Out in the Ocean

Norton, D and P Land. 2021. Tincan Out in the Ocean – created using Adobe Illustrator,
Photoshop, animate and Unity’s Game Engine

Music

Soundimage.org Mellow – Puzzler 2 MP3 (opening piece)
Soundimage.org Monkey IsandBand MP3 (Ickles theme tune)
Soundimage.org Puzzle Game MP3 (Tincan’s theme tune)

Week 12.2 – 5th May. 2021

The masters for Indie Game Dev, has allowed me to grow as a researcher, and understand, how I can apply different methodology’s to my practice, and reflect on what I have learned so far, and where these skills could possibly lead in my future career, in animation.

“current findings show that electronic storybooks fulfil the promise that multimedia additions can enrich book reading experiences when used properly”

(Smeets and Bus 2015)

Interactive animated ebooks seem to be the best alternative; vocabulary is stimulated, which may help children to increase their understanding of the book they are reading, but the quality of animations is vital.

Categories
GDD710 - Module 1

Introduction to Real Works

Week 11.1 – 24th April. 2021

This week we are introduced to Real WORKS, the Falmouth University employability service, to help us plan for our career goals. It is discussed in this first term, to allow us to start thinking about any specific targets we may have, so we can get a better idea of what we need to put in practice or learn, as we go further down the line and closer to our end goals.

I understand this process as the preparation I need to apply to my new career that I aim to go into, or for others to develop the role they are currently in, and to research into the skills that we individually need, when we finish after the 2 years.

After watching the video about Real WORKS, and getting a better understanding of the tools the employability service can help with, I will register straight away, and the first thing I want to do is actually take one of there tests, to help get a clearer sense of my purpose and passions, just to see what kind of other job specifications may pop up.

Research

So far the masters, has opened many more doors for me, not in regards to job opportunities, but it has allowed me to build up my current skills and develop them. Plus I have learnt many new ones, which will all help towards my end goal. Not just for my final artefact that I aim to create, but skills that will help build my portfolio up, and show my development of animation, and show I have delved into all areas, and have the experience.

I have found my critical reflective journal to be a way of communicating to researchers and practitioners, and especially to share my recent projects, to different communities of practice. I am starting to gain more comments and followers and I am following new websites to, and trying to comment as well.

Defining Personal Brand

We are asked to look at our own personal brand, if we haven’t got one, if we have, how we feel about creating one, if we have reservations, if so what are they and why?

A personal brand is a way to present myself, and get your work, skills, and portfolio noticed, by doing so to the correct audience, this gives you more opportunities in this creative industry.

From the definition of Personalbrand.com they exercise the differences between a personal brand and personal branding.

A personal brand is a widely-recognized and largely-uniform perception or impression of an individual based on their experience, expertise, competencies, actions and/or achievements within a community, industry, or the marketplace at large.

(Personalbrand.com 2020)

How do I create my personal brand?

After comparing the 2 definitions, a personal brand is what I need to focus on, and to create one, and make it truly unique, I understand that to do so, I must think about what represents me as a researcher, practitioner, what I want to be known as. A personal brand is like creating my own symbol of what my work is about, and what I represent.

I will research more into this as I go deeper into Indie Game Dev, as I believe the person I am, that I will find many other interesting avenues, that I may want to explore.

Week 11.2 – 28th April. 2021

The Art of the Approach course

The second part of looking into Real Works, is to understand, The Art of the Approach curriculum, and to consider what steps I need to take to develop a portfolio that is perfect for future employers.

We are given a short programme to complete, which entails a combination of tasks and actions to help as achieve developing our personal brand.

The first part of the test, is about how confident you are;

  • When applying to a job
  • When at work
  • When being interviewed
  • Your CV skills
  • Manager skills
  • Leadership Skills
  • Self awareness skills
  • Job hunting skills

After taking this test, I found out that I need help with my CV writing, and how to write a compelling application.

This is my next step to look at redesigning my CV from scratch, ready to apply for part time work, work from home job roles whilst studying.

References

Introduction to Real WORKS. 2021. Available at : https://flex.falmouth.ac.uk/courses/911/pages/week-11-introduction?module_item_id=49219 [accessed 24/04/21]

Personalbrand.com. ‘Definition of a Personal Brand Vs. Personal Branding’. Available at: https://personalbrand.com/definition/ (Links to an external site.). [Accessed 24/04/21].

The Art of the Approach. 2021. Available at : Coursehttps://realworks.careercentre.me/resources/taskmanager/default.aspx?ProgrammeID=0CEjEGg1TYV2%20GCek1zfiQ== [accessed 28/04/21]

Categories
GDD710 - Module 1

Agile Practice

Week 10.1 – 14th April. 2021

This week we are asked to delve deeper into Agile Practice, and to get a better understanding of how important this method is, when applying it, especially to a large project and when working on commercial projects.

Project management skills, is what we have been asked to develop further, as this is what will be required in some of our up coming modules.

We are starting this week with a talk from Belinda Waldock who will show us, from looking at her professional experience as an Agile coach who supports SMEs, and helps them to adopt an Agile practice.  

She explains; “the Agile Method evolved, because the Linear approach to creating software was not working, due to time constraints, projects were taking to long to complete, and when a project was finally finished, the client would not be happy as to much time had past, and what they wanted had changed.

(Waldock, B. 2021)

She continues to explain, that from this action, it helped the new method of the Agile approach to be put into place. They adopted a new frame work which would work, with many iterative stages, they were as follows;

  • Discussion
  • Design
  • Construct

From putting this method into action the client is sent this “little bit of software,” which keeps them happy as they are being kept in the loop and by doing so, feed back is given for the incremental changes, which helps to keep the project on track. From this the software developers has a clarified concept of things that need to be included, what can be scrapped, and what can be developed.

Just to note; this means the software developers would not have used up all there resources, or budget, which means they have the time and money left incase anything changed last minute or went wrong, they would still not be out of profit, or resources which is valuable to projects like this.

Process

This is what I have been putting into practice when working on the Trello board. Having everything laid out clearly which shows, what’s being worked on, what needs to be done, and what has been completed. This part of the process is actually really helping to guide me through this term, and allow me to keep organised with staying on top of the workload.

I suppose if we were analysing the Agile approach, we would think about the end goal been the marathon and all the sprints thats are in-between, are what makes up the marathon, so by just focusing on one sprint, we are closer to reaching the end result.

Types of Agile

The methodology that I am incorporating into my thoughts and my process is Kanban. An agile approach, which allows you to focus on one thing at a time, and by doing so, tasks for me seem to be completed a lot quicker.

Although I do still struggle sometimes, with spending too long on one area for example; practical, which leaves less time for reading or research. But I am working hard to keep enforcing this method into my practice.

Week 10.2 – 16th April. 2021

Envisioning ( Product Planning)

After watching Alcwyn Parkers video on envisioning, I feel I have a clearer idea of understanding the importance of product planning. From looking at his research into Kenneth Rubins ‘Essential Scrum‘, I have taken a deeper look into the meaning of envisioning through the magazine article ‘Envisioning Desirements,’ by Robert R Hoffman and Michael J McCloskey.

The goal of the Envisioning Desirements Method (EDM) is to develop a list of “things we could make now that will not rupture the procurement plan or the budget” and “things we can make and add in the future but that we must allow for now in the present build so that the system can be easily upgraded.”

(Hoffman and McCloskey 2013)

My translation of this quote is more simply put as; to build small things now, that won’t put them out of pocket, and which can easily be manipulated in the future.

They explain the reason for the change in the name, this helps them to find a way, by the using results from different human-centered technologies.

Humancentred is an approach that is used to design interactive systems, that are accessible and useful with a close focus on the users requirements. They research into their needs and find out what they specifically want.

Activities Required to Complete the Envisioning Process;

Envision Activities (Product Planning)
INPUTSOUTPUTS
Initial Idea or Pivoted
Idea
Product Vision
(this needs to be explained in a single concise paragraph)
Planning HorizonProduct Backlog
Completion DateProduct Roadmap
Budget/ ResourceOther Artefacts
Confidence Threshold

Week 10.3 – 18th April. 2021

Estimation

From following on with the scrum agile framework, we are asked to research into scrum estimation, and to look at; how to apply estimation techniques, to either our individual practices or how to incorporate them into a team project.

Alcwyn Parker’s video reveals that there are a few different agile techniques, that can be applied to your practice, but the key is to work out how much time you have to practice the techniques.

The Three principles are;

  • How many features will be completed?
  • When will they be done?
  • How much will this cost?

My understanding of this process, is getting to know the skills and weaknesses of your team, and then re-evaluate the time it takes for them to complete a certain feature. Alcwyn quotes;

These techniques require practice but over time it is possible to hone your estimation skills to be more precise and accurate. In a team context, the more mature the team the easier it becomes to estimate how long units of development will take.

(Parker, A. 2021)

He continues to clarify the process; how to convert tasks from the backlog into story points?

This should have already been completed in the envisioning process.

But to go into more detail; Story points is a technique how to estimate, the time required for the task, from evaluating the PBI (product backlog item).

  • The amount of work needed to carry out the task?
  • How much risk and uncertainty are involved?
  • How complicated is the task?

How to Apply to my practice?

If I incorporated this scrum estimation technique into my own practice, I think it would be quite straight forward, but that still depends on the project involved..?

I would like to think if I had to draw assets, for a game, game art, find sound, work out a logo, or work on basic animatics, I should be able to have a really good estimate on the time needed to create these parts, and with knowing the applications I use quite well, and being aware of how quickly they run.

Risk

I wouldn’t have thought there would be any, although the biggest thing that could hold up time is if the application that I choose, needs an update?

But this should not pop up, as I am constantly aware what Adobe Creative Cloud is like, as I have used many of the applications now, especially throughout Indie Game Dev. For this reason, I have advanced a lot more with my current applications, there by I am a lot quicker, and can put the above into action in a small time frame.

Complications – This wouldn’t apply for the things above, because I know where to look if I get stuck. Plus I always allow extra time for a new skill.

If for instance that I wanted to learn more about character rigging, although I have learnt how to create animatics, and a better idea of time frames, I don’t yet know anything about character rigging, thereby I would allow at least 8hours( 1 full working day) when working on a two week RI project.

This will help me stay on board with my smart goals when studying a new skill for one hour at a time, then taking a break and put into practice. By using this method, I can acquire a more thorough way of learning, which should aid my development in this area.

References

Parker, Alcwyn 2021 Envisioning. Available at : https://flex.falmouth.ac.uk/courses/911/pages/week-10-envisioning?module_item_id=49213 [accessed 16/04/21]

PARKER, Alcwyn 2021 Estimation. Available at : https://flex.falmouth.ac.uk/courses/911/pages/week-10-estimation?module_item_id=49214 [accessed 18/04/21]

Rubin, KS. (2013) Essential Scrum. Upper Saddle River, Munich [u.a.]: Addison-Wesley.

Waldock, B. 2015 Being Agile in Business: Discover faster, smarter, leaner ways to work. FT Press.

Waldock, B. 2021 Belinda Waldock on the Agile Movement and Practice. Available at : https://flex.falmouth.ac.uk/courses/911/pages/week-10-belinda-waldock-on-the-agile-movement-and-practice?module_item_id=49212 [accessed 15/04/21]

HOFFMAN, Robert R. and Michael McCloskey. 2013. ‘Envisioning Desirements‘ 28(4).

Categories
GDD710 - Module 1

Communities of Practice

Week 9.1 – 8th April. 2021

This week we are asked to research into Communities of Practice, to get a better understanding of how important and vital these communities are, with helping us grow as researchers and practitioners.

Until now, I personally didn’t understand how important and helpful they were, as I never dreamed that I would be studying again, especially such a unique Masters as Indie Game Development, which could use help and advice on many occasions. I have though, started to engage more with my peers, that was part of the reason for wanting to be the Student Rep, as I would not only receive problems, or queries to find out and help that student, but also to build a relationship and learn more about that individuals skills, there by learning knowledge of their subject to.

Type of Networker

After watching Alcwyn’s presentation about the different communities out there, it has opened my eyes with helping me to look for one that would suit me, and my current skillset, plus one that I aspire to be in the future, and obviously to suit my personality.

Alcwyn explains that even if you are a beginner to networking, the 3 most important values that you must show is trust, empathy, and reciprocity, by acting in this way, you will build good strong relationships. You should be able to identify mentors and role models.

Although I know how I act around new people and when working in a group, I wanted to get a better understanding of what kind of networker, I would be if I was joining a community. I took a quiz on the Association for Talent Development website for what kind of networker are you, and this is my result below.

The Reactor
You are interested in making new connections but feel more comfortable when someone else takes the lead. You struggle to keep a conversation flowing. You are responsive to other people’s attempts to connect and follow up frequently to something specific. You take a subtle approach, though sometimes your comfort and confidence may get in your way. You are on the right track; stretch a little more and you will increase your comfort level. Set a weekly goal to initiate a conversation with someone and to reach out to a new contact. Don’t doubt they want to know you; you are not the type of person who comes on too strong, so don’t worry about feeling like a nuisance.

I think the result is quite accurate, but I want to look at networking a lot more before approaching any communities, as I am still learning new skills constantly from my peers, and with my personal research in my spare time.

Please see below a podcast which gave a clearer overview for “what kind of networker are you.”

https://hbr.org/podcast/2021/01/what-kind-of-networker-are-you

I found the podcast a lot more insightful then doing the quiz. Marissa King, is the professor at Yale School of Management, and explains about three kinds of networker, the convener, the broker and the expansionist model.

But continues on, to say that it is actually better, if you can engage naturally and be yourself, and if you are looking to learn about something in particular, you should be thinking about where you could be attending to learn such skill, for example; a webinar, to find you feet, and progress a little more from there.

Below are 3 examples of professional communities.

Professional Communities of Practice

  • British Computer Society – BCS They focus on the importance of using technology, for the good of the whole. They aim to support practitioners with continued professional development.
  • The Association of Computer Machinery – ACM Supports computing educators, researchers, professionals, and hosts events all around the world, each year.
  • Institute of Electrical and Electronics Engineers – IEEE This community focuses on career progression, and has a bulletin board with current jobs, with resources for your personal and professional development, for how to become more employable in the future.

Week 9.2 – 10th April. 2021

Some of the benefits when joining a community are;

  • Find solutions to problems
  • Search for general information
  • Share resources
  • Coordinate projects
  • Socialise and Network
  • Share / Document Ideas
  • Engage in general discussion

But the most important part is looking for ways to engage with new communities;

Skype, social network, custom platforms, open source projects, meet ups, and conferences.

Software Cornwall

One of the local communities is Software Cornwall. Belinda Waldock, (co-founder and director), discusses what it is to be part of a local community.

Belinda explains the nature of Software Cornwall, is “an organisation that supports its growing tech community.”

She advises if you are new to networking and want to join a community, then  www.meetup.com, is a good way to start.

She explains that once you have a few people together, it is easy to start building a community with people who enjoy the same thing. You just need to share, and look to join groups on, LinkedIn, Facebook, Twitter and many more.

Experience of joining a group

Although I have not starting networking as yet, I have joined some groups on LinkedIn, and joined 1 or 2 on Facebook. However my experience was not that good, I simply looked for the area I was interested in, clicked on join group, and then you wait to be added to the private group.

However the response time, put me off. I was waiting for a good week, just to find out that the event wasn’t really happening. That was another reason why I wanted to study again for this course, due to getting to work with people on projects that you enjoy, get a better understanding of more aspects of Indie Game Design, and build new relationships with other students, who have goals and are passionate about learning in general.

But as networking is a key part, to helping you become recognised, more employable, build and develop your skills, I will try looking into other avenues, such as meet up.com, as per the suggestion.

I will say on a positive note I have joined about 5 groups on LinkedIn, and those in particular, are building up, which means I do have more comments with my children’s books now, and have started to get a better response from others, within the group.

Week 9.3 – 12th April. 2021

HFOSS

Another community is the open source community. Heidi Ellis is the professor, for the Department of Computer Science and Information Technology at Western New England (WNE) University. She is one of the founding members for Humanitarian Free and Open Source Software (HFOSS), who helps students to get involved with projects that can improve the human condition.

She clarifies what open source, is, what encouraged her on this journey, and how she first began. She also reveals the success stories for some her students.

How to Join?

She advises how to join this community, as the open source community can be tricky, and she explains “if you are interested in open source projects, there are many ways that you can contribute;

  • help to promote
  • offer to make the community a logo
  • find out what Open Source Project they are working on
  • demonstrate what you know, and tell others

The way to join this community, is to firstly find out who they speak to, and how they communicate, and then listen for a week or so to get a better idea of what they are working on before you pose a question.”

(Ellis, H. 2021: 1)

Heidi continues to say that after listening, before you ask your question, you need to identify who the most appropriate person is to direct it to.

You should also make sure you have researched and double checked, that you cannot find your answer to your question anywhere else first, that way when you ask your question, and you tell them where you have looked for the answer, they can see you are serious about joining.

Plus if you do get round to making contribution, you need to be aware that if the community responds, by saying that “there is room for improvement,” not to be discouraged, as it means that what you are trying to create or work on is being taking seriously.

Communities of Interest …

I have started to research further into animation communities, and have began by signing up to their news letters, I am hoping this will give me a better and clearer idea of most areas they cover and understand the ways they like to connect with their community, before I actually approach.

Week 9.4 – 13th April. 2021

Ethnography report

My ethnography report, for this weeks activity will be focused on AWN, otherwise known as “Animation World Network,” which I am extremely keen to learn more about, especially as I am sure you all know now that’s what I aspire to be in the future, an animator.

The Animation World Network – AWN.com (Links to an external site.) is the largest site ever, with all the animation guidance and information under the sun, which can only be found on this particular website. 

They help with all animation – related publishing, it caters to over 151 countries, and displays a massive range of helpful and very interesting information, that’s relevant to all aspects of animation.

Audience

The audience they communicate to varies from animator profiles, independent film distribution, commercial studio activities, licensing, CGI and any other animation technology.

They help to advise a variety of groups such as; animation professionals, educators, broadcasters, students and enthusiasts. AWN have particularly categorised their website to allow their followers, to easily access  any area of animation possible, very quickly. Within this network, people from all around the world can access the information all from one single source.

Interaction

To interact with their community of fans, they allow you to subscribe to their newsletter, join in with events, participate in competitions, keep up to date with the animation calendar, and submit your own animations or cartoons to receive critical feed back, from anyone within the community, which can only happen once you are part of this network.

The content you can access on this website ranges from; http://www.awntv.com/ (Links to an external site.)Animation World Magazine, VFX Magazine, Animation Flash, AWN Spotlight, VFX Newswire, and Spotlight on AWNtv Newsletters.

How to Join the Community

This should be a straight forward process, as they are an online publishing group, there  are a numerous ways to join in, first by following on Facebook, Instagram, Flipboard and Twitter.

The first step I have taken to join this team of like minded practitioners, students and teachers, is simply sign up to an account with them, which then gives you the option to explore what areas you are specifically keen to learn about, and as you tick all the boxes you are interested in, this is what makes up your news letter.

Plus they have options for you to add your self to there job board, and get updates of new vacancies, which I have also done.

Language they use

From observing there language on many different articles posted on the website, I have a good enough sense to see that the tone they use is not only very engaging, persuasive and full of publicity, but they allow there readers a close incite of behind the scenes with everything that is going on in the animation world, which I personally feel helps show the viewer that even with all the big popular Pixar and Disney animations out there, that if you want to succeed in this area, you need to put your work out there, to start getting the feedback from the professionals, which also helps build a network of like minded practicing practitioners around you.

Patterns and Rules for this Community

The only rule I have observed is to sign up, then when you have confirmed your email, in the forums, they have a nice little added touch, which welcomes you to the community.

The forums are specifically titled in different categories;

  • The Animation Cafe – Place for questions and debates – (As far as I can see this is the forum with biggest amount of response).
  • AWN’s Show and Tell – for you to upload your work and post your link.
  • The Daily Sketch – to show your talent 
  • The Animation Co-op – A non – profit network for artists and animators for independent animation production.
  • The Animator’s Desktop – which focuses on making animatics move nicely.
  • The Business of Animation – Discussion for all, focused on recruiting, portfolios, jobs, and guidelines.
  • The Educators Forum – educational products, Ideal for professionals.
  • The Animation Flea Market – buy, sell or trade 
  • Toon Institute Animation Workshop – learning fundamentals of character animation
  • AWN Contests – submit your work for a chance to have it featured.
  • Issues, Bugs, Problems – designed for you to report any bugs with the system.

Events Held

They have any event from FMX which is virtual reality, aimed at the FMX community happening soon in May, Animafest Zagreb in June, world festival of animated film, retrospectives and presentations. Plus Siggraph, an online event conference, looking at where we are, and where we are going in the industry with computer graphics and interactive techniques in August, and last but not least, Ottawa International Animation Festival happening in September. 

I cannot wait for the Ottawa Festival, as this looks amazing, and I would love to attend, but unless I can“pop over” to Canada for a week, then unfortunately it won’t be happening this year.

References

Parker, Alcwyn. 2021. Researching Communities of Practice. Available at: https://flex.falmouth.ac.uk/courses/911/pages/week-9-researching-communities-of-practice?module_item_id=49202 [accessed 8/04/21]

T. Lederman, Michelle. 2019. Association for Talent Development. Quiz: What Type of Networker Are You? Available at: https://www.td.org/insights/quiz-what-type-of-networker-are-you [accessed 8/04/21]

KING, Marissa. 2021. Harvard Business Review. HBR IdeaCast / Episode 774. [online]. Available at: https://hbr.org/podcast/2021/01/what-kind-of-networker-are-you [accessed 8/04/21]

WALDOCK, Belinda. 2021. Belinda Waldock on the Agile Community. Available at: https://flex.falmouth.ac.uk/courses/911/pages/week-9-belinda-waldock-on-the-agile-community?module_item_id=49203 [accessed 10/04/21]

Ellis, Heidi. 2021. Heidi Ellis on Open Source Communities. Available at: https://flex.falmouth.ac.uk/courses/911/pages/week-9-heidi-ellis-on-open-source-communities?module_item_id=49205 [accessed 12/04/21]

DIAMOND, Ron. 2017. AWN Inc. Animation World Network. Available at: https://www.awn.com/specialevents/view-conference [accessed 13/04/21]

Full list of Figures

Categories
GDD710 - Module 1

Research

Week 8.1 – 18th March. 2021

Rapid Ideation session 2 continued…

This week I want to continue our rapid ideation project Tincan – Out in the Ocean, focusing on researching different ways to animate the seaweed, and other objects that are in our game.

How the seaweed looks currently

(Figure 1: Norton 2021 Under the Sea Design)

User and Audience response

Past Experience

This week, is one that I do have experience in, especially when talking about the audiences response. My degree was in Theatre and Performance, and one of the areas we focused on would be breaking the forth wall, to allow your audience in, to understand the feeling and emotion that was being portrayed, was key to keeping them engaged.

Especially, if we were due to do some undercover, Political Theatre, where the audience, (the public), would not be aware they were getting involved. You would have to tread carefully, by making a scene seem real, but paying attention to those that had started to get involved, that their reactions did not become too aggressive, panicked, upset or anything to the extreme.

After watching the user and audience research Introduction video, by Erik Geelhoe, I now have a clearer idea about how to conduct research, and what qualitative methods are, and how to put them into practice for our rapid ideation session two.

Erik demonstrates how to do the following correctly;

  • Individual Interviewing
  • Cognitive walk through/ thinking aloud – to sit down with the participant/with your app, and ask them to think aloud, you want to know what they think of the app, how easy it is to use, what they think will happen when they are about to press a certain button, and anything else.
  • Group Interview
  • Focus Group
  • Asking participants to keep a diary
  • Observations
  • Describing what, (and why) participants do something
  • Self reflections, (by you) the researcher

My Observation

My first approach to observation was for a theatre piece one time. You were asked to observe people more closely, and almost mimic there movements exactly. I had this one experience when observing at the train station, it was very weird, and I followed the timing and copied exactly what this passenger was doing whilst sat waiting for the train.

In doing so, It almost felt like we were one…the process happened for quite a while…

Obviously, when he went to look at me, I looked that way to, so he wasn’t yet conscious that I was mimicking him. This wasn’t harming anyone, or upsetting that passenger at all, which is what we were advised, stop immediately, if you think the observation is offending or making anyone feel uncomfortable. These were strict rules, which actually links to the next part of the blog below, about ethical implications.

Considering the ethical implications of your research.

Firstly, I start by saying that our research activity would be low risk

We have discussed our view of directing the game Tincan – Out in the Ocean, towards the 7/8 year olds, at the youngest, as some of the facts that pop up, may be upsetting for little ones.

We have focused on the development of our artefact, to be a learning /fact finding mission.

In this case no one will get hurt, the game is only playable on Windows and iMac so far, but if it was to be made into an app, then obviously we would have to go down the path of making sure that the age was highlighted for the recommendation, and that it was noted also during the game play facts will pop up which may upset/ disturb the player. That does mean it could only be downloaded by an adult, as they would have to enter the password for their account.

With reference to the above research of our artefact, to make it clear, this was intended to help Patricio and I practice our skills and put them to the test for the two weeks, working on the area that we each would like to use and for our personal development artefacts in the final term.

Different Scenario

However if we was to look at this from another point of view, and maybe set a different scenario, where this was a adult game, with an 18 years of age recommendation on the cover, one of the first things to do, would be to research more into, plat-former games, obviously if using facts, make sure they are true and have come from a reliable source.

We would need to look closer at our findings, and see if this game would be enjoyable, exciting and even moving with the environmental fact content, would there be a market for this kind of game, or would it be better, if we used this to just raise awareness of how bad the pollution is in certain oceans compared to others.

Also it would be important to get together with a focus group, for protecting the ocean and even a second focus group for gamers who like the 18 years of age, plat-former games, paying close attention to pollution, and recycling. Would they be interested in this kind of content?

I doubt this very much, and I do think its ideal for the younger ones who are still learning about the environment and how to care for it.

Medium Risk

Looking at this scenario from a researchers angle, It would still be a Low risk project, unless the content was changed, with Tincan, being redesigned to look really life like, and it had tendency to become more aggressive, and blood was spilled in a very violent way.

Basically if the whole game layout was changed, thats when we have to;

  • Identify any risks
  • Carry out an Ethics review
  • Complete an Initial ‘checklist‘ to confirm the the level of risk
  • Submit a full ‘Application for Ethics Approval’ to find out what it has been identified as Medium or High.

Week 8.2 – 19th March. 2021

Initial Intention

This is my chance to get some practice with different animation techniques. I have chose to search for seaweed animations, which have been created in animate cc, to look at some ocean movie scenes which shows the natural movement that happens under the sea, and to pay closer attention to the timing.

Plus I am also looking into documentaries about the Ocean and its sea creatures, to get a better understanding of other things that move very slightly, but still will help to keep the game more natural.

The game feel is very important, as this is not meant to be just a fish in the sea, searching for food, and finding a lot more rubbish, but to help you understand how the main character Tincan is feeling, and everything that is happening around him in real time.

One of the first animations I obviously checked out was “Finding Nemo”.

Here below shows a snippet of the seaweed movement in the animation.

Overview

From watching this part of the animation, you cannot only see all the other sea creatures movements and get a better understanding of the timing, but also I can compare the fish tank/ aquarium plants movements and timings, to the ones that are in the animated ocean.

Next step

Finding Nemo‘ is from someone else’s research, so next I will be looking at an ocean documentary, filmed live, which captures the real action thats happening at the bottom of the sea, and observe closely.

As we have a set time for this rapid ideation session 2, to make our game interactive, the next point of focus, is making brief notes of how the seaweed sways, what kind of direction, and the different kind of sea plants.

(Catch. 2018.)

Research

Catch is a documentary that reveals the species of sea creatures not found anywhere else, one of which is the Port Jackson Shark, which pumps sufficient water through their gills, whilst lying at the very bottom on the sea bed, waiting for its mate. When it gulps a large mouthful of sand, it is filtered through its gills also.

Most species of sharks have to keep swimming, to maintain the flow of water, to go over its gills to be able to breath, but they don’t.

This next creature however is very unusual. It movements and appearance, is just like a blade of sea grass. The Pike fish blends in with the sea grasses perfectly, when it moves, it can dart away very quickly!

This is a very simple shape, and one that I could add into animating, with my seaweed.?

One other that caught my attention in particular is the Pigmy Leatherjacket, this is the exact colour as the bright green sea leaf.

Now we travel from the coast of Southern Australia, to Egypt and the Red Sea.

(Real World. 2020.)

Bright colourful corals are packed beneath the Red Sea, and yet again it has some unique species that could be added into our game. This documentary purely focuses on the different kinds of fish, and some of the deadliest corals.

In comparison to the first one in my opinion, you have a better view of the sea bed, and movements that happen very rarely, but when they do, I noticed that bubbles pop up, very slowly.

Comparison to real life experience

I have been lucky enough to snorkel in the Indian Ocean, when staying in the Maldives. However the experience under the sea, was more amazing in the evening, then in the day time.

My partner and I got to see first hand what was happening to the coral, because of tourists over the years constantly touching it, a lot was dead, or dying. Don’t get me wrong we got to see some of the most scariest sea creatures, such as the Trigger Fish and the Moray Eel, and for me it was my first experience of snorkelling, so very excited and nervous at what we might find.

If we had more time this is something we could incorporate into the game, the feeling of what it is like to be under the ocean, swimming beside some of the most unusual, striking fish.

Here are some photos, which should also help with our ocean research for our game.

(Figure 2: Norton 2015 Maldives fish/ Anemone)

Week 8.3 – 20th March. 2021

I have began experimenting with Adobe animate CC, which I have been wanting to do for ages, and with my seaweed goal in place, this seems to be the perfect opportunity, to follow a beginners tutorial, this is what I followed below.

From this I learnt a few of the essentials.

Below is what I put into practice straight away, I have been so enthusiastic about this for such a long time, that I have been hesitating about starting to use this application.

Here is my second attempt on my sea weed shape. I only drew out a very rough drawing to see how I could transform these simple lines with adding movement to it.

Process

The first part of this tutorial was how to draw using this programme, what the brushes are like and how to add shadows with drawing behind and so on with many other buttons.

The second part demonstrated how to work on a layer, and add the asset warp tool to the shape, following some key frames and a classic tween, and because it was working with 24 frames per second, (the video was how to create a flickering flame) my sea weed looks like its taking off, trying to leave the ground. However this may look, I am so pleased…because it moved!!!

(Figure 3: Norton 2021 Seaweed Animate cc first attempt)

As you can see from the below, each piece of sea weed, looks like its having a good conversation with the other one. At least I have movement, now to focus on not moving the bottom part, and moving the seaweed more as one.

Result: Conversational Seaweed…

I will quickly mention, that I did find this video after wards, which shows the basics of creating a wave arc.

Seaweed Development

After reading, and following the method on Richard Williams, ‘The Animators Survival Kit’, I put into practice the approach of placing each piece of sea weed on alternate timing patterns, and incorporating the shapes outlined from the above video.

This was the result below, finally I was so pleased, as using Animate cc, started to become clearer, and these principles really worked, more to point we could use it in the game! I shall be reading this book a lot more, it was such an improvement from my original ‘conversational seaweed‘.

I was so determined to animate something for our game, and through the whole process I have began to speed up with all the apps I have been using, such as Photoshop, Animate, Trello, and even learning a little about creating a Repository.

Here is all the areas, we have been focusing on together, constantly collaborating, staying touch to share our ideation techniques, and work on what could be improved, and things that maybe wasn’t quite working.

(Figure 4: Trello 2021 Deb and Pat’s Rapid Ideation Process Continued)

Demo of Game – Tincan

Below is the Video of the first demo for Tincan Out in the Ocean.

Video – current gameplay – Left and Right swimming no eating.

Week 8.4 – 23rd March. 2021

Below is the game demo for Tincan Out in the Ocean, to show the final outcome, of our environmental artefact we have created. (This may open in another window.)

Evaluation

When Patricio and I decided to work to together to create a new artefact, that was intended from the start to be a game. I think we both assumed as he had a character of a fish as an animatic already, that the process would be long, but not too difficult.

Therefore, after the initial set up of deciding what I would start working on straight away, whilst he was testing Unity (which the game would be created in), alongside GitHub to check that the assets used was stored in the correct place, and the files wouldn’t get corrupted.

I went ahead to set up a Trello board for us, so we had something to follow, and knew what had to be done, what we were working on, and what had been completed.

This was a big support with helping us to organise ourselves, and know what each other was doing. It made you feel a little more at ease, due to being able to design the background of the Trello board, to suit the project you are currently working on.

Process

Patricio had collaborated with me about the fish he had already created, and his notion of a creature in the sea fighting human contamination, the moment he said this, my image was an alien, that would have a globe over his head, and had been sent down to earth, specifically to go into the sea and go to the bottom, and collect as much trash as possible from the seabed, which would lead to more points for certain items, and less points for others, that way we would be showing that the ocean needs some attention, making younger ones aware of the pollution in the sea, and because the main character was an alien…obviously the alien could be designed however, and wouldn’t upset anyone, as it wasn’t based on anyone.

But this is not what happened, the first priority was to get a background created.

I got to work paying close attention with crafting a new background, for the creature (Tincan). The layers I worked on was created In Illustrator, which were quite dark, especially the sand hills/ sea bed and rocks beneath, as I wanted to focus on the environment looking sad, dark, and murky, with that game feel in mind. From this starting point we began to look closer at ways to show how ill Tincan was getting, and after I experimented with some different blends, we both agreed that the key colour was sick green, and literally he just needed to turn back to normal, which would be sick green to orange.

Research to continue

We found more research needed to be done, about how much plastic was actually in the ocean?, what was the outcome for the fish, birds, and people? Whats the worst polluted country’s?

One of our peers suggested this documentary called The Plastic Ocean, which is actually what encouraged me to learn more about the different and unusual sea creatures, that are rare, and at this stage, may not be around that long.

This really helped us to focus on the key item of food for our main character Tincan, that being the Shrimp, as this was already suggested during out ideation stage, but discovering that this little fish when collecting plankton, which in many cases is actually micro plastics, (all kinds of plastics over time that has been ground down to tiny, winy particles), is actually the start of the food chain in the sea, and every slightly larger fish, that eats each other, would be getting this in its blood stream.

So I would next be focusing on creating some good sized rubbish pieces, and a good sized shrimp as the main food source for Tincan. Whilst Patricio, was coding Tincan ready for the first show and reveal week 7, with an aim for Tincan to move left and right, to move through the trash and between the rocks, seaweed, that we had so far added to the game, plus with a basic score counter, that he had been working on, with a focus on showing his health improving or deteriorating.

After this initial presentation, we could see what we wanted to improve for the second week, we knew what could be achieved, and one of my goals which I was very nervous about was creating some animated seaweed.

I set to work with creating more key trash items that I remembered I had seen in the documentary, and also I started working on the audio sound effects, which I had a lot of fun with, as each time I would record my self making blob noises, or munch sounds, ready to apply to our game. I hear the birds in the background, which we found very funny, I had to record them again, so it would sound more professional.

I suggested a ogg file on the website, sound image.org which Patricio recommended me for when I wanted sound for my first rapid ideation project. The piece I found for Tincan though, we both thought was perfect. But the next thing for me to do and complete….was animating some seaweed.!

Animating seaweed for the first time

Now to start this process was quite straight forward, I was extremely keen to start using Animate cc. As I had been putting into practice a few other sessions, of learning about the buttons, the screen, where the assets are kept, etc. However, when researching online I was sure I remembered seeing the word arc, and I kept searching for this, and each time of asking “how to create an arc for seaweed in animate cc” I was just getting random answers, thats why the first animate tutorial that you can view above is not relevant, as it focuses on a flicker flame. I only chose to use it as it said animate cc beginner. Though this is probably the reason why my first seaweed come out so fast, and was not grounded.

From this discovery in animation, it was still worth it in my eyes, as I still got to see the basics, of how she moved the flame, by the asset warp tool, and to understand about working on each layer. Which was a good starting point, but with little advise from Patricio, and a good old giggle, he recommended the next video tutorial for me, for how to create seaweed motion using a wave arc, he advised me to focus only on 3 parts of seaweed, and to keep it simple. That is what I done, and in doing so, created some animated seaweed that could be put into the game, which I was very proud of.

Re – testing the Final Demo – Tincan – Out in the Ocean

We both re – tested the next version of Tincan, you could hear the music, Tincan would eat the trash, his colour would turn green, back to orange, health and deterioration points would show on the score/points counter, and the facts I got from the environmental documentary, would pop up in my a natural looking bubble, and would float to the surface, making who ever was playing aware of what is happening to our oceans.

Very pleased with the out come, we both think its something we would like to develop even further, and are proud with how much we have achieved within the 2 weeks.

I

References

Barber, J. 2019. Animation Notes – Seaweed Motion (wave arc). Available at : https://www.youtube.com/watch?v=AvmGF8ndDzQ [accessed 22 March 2021]

COHEN, L., MANION, L. and MORRISON, K. (2018) Research Methods in Education (8th edn) London; New York: Routledge.

Catch. 2018. Secrets Of The Australian Ocean (Ocean Fish Documentary). Available at : https://www.youtube.com/watch?v=Z2GTEorghdc [accessed 18 March 2021]

GEELHOE, Erik. 1992. User and Audience Research: An Introduction. Available at : https://flex.falmouth.ac.uk/courses/911/pages/week-8-user-and-audience-research?module_item_id=49194 [accessed 22 March 2021]

Graph Desk, 2020. Adobe Animate CC tutorial for Beginners. Available at : https://www.youtube.com/watch?v=VYZoPkNzFXc [accessed 20 March 2021]

Mangosteen Kids. 2016.Finding Nemo – Video Summary. Available at : https://www.youtube.com/watch?v=OpgWbXthMlQ [accessed 18 March 2021]

PARKER, Alcwyn. 2021. Integrity, Ethics and Policy. Available at : https://flex.falmouth.ac.uk/courses/911/pages/week-8-integrity-ethics-and-policy?module_item_id=49195 [accessed 22 March 2021]

Real Wild. 2020. Red Sea Reefs: The World Beneath The Waves (Wildlife Documentary). Available at : https://www.youtube.com/watch?v=mx1ScqwVu04 [accessed 19 March]

Williams, R. 2001 ‘The Animator’s Survival Kit’ London; Faber and Faber Limited.

Full list of Figures

Figure 1: Norton 2021 Under the Sea Design

Figure 2: Norton 2015 Maldives fish/ Anemone

Figure 3: Norton 2021 Seaweed Animate cc first attempt

Figure 4: Trello 2021 Deb and Pat’s Rapid Ideation Process Continued

Categories
GDD710 - Module 1

Version Control

Week 7.1 – 11th March. 2021

Rapid Ideation Session Two

Patricio and I decided to work together for the rapid ideation event, due to having similar interests for what we wanted to create, with an overall goal in mind to make a game. That being said, we had one of his old handmade animated asset’s, as a starting point for the game already.

Theme

We agreed on working with the theme – environment, looking more closely at how much pollution is around, especially in the ocean, and getting a better understanding of what it is doing to our planet overall.

Concept

Fishy game level 1
(Figure 1: Land 2021 Sea Creature eating plastic)

(the game play of our artefact is based upon the adventures of a sea creature fighting human contamination)

Our initial aim is to show a way of recycling, and clearing waste, after it had been dumped into the ocean.

fishy game level 2
(Figure 2: Land 2021 Sea Creature no plastic)

However, this may sound quite straight forward, but we have reservations about the sea creature and if it will display this with just swimming around, searching for food, only finding rubbish instead.

Background ideas

(Figure 3: Norton 2021 Ideas for rock texture/ Alien globe)

Above – looking more into the Style of illustrationshape within shape, whether the creature may have a globe over his head, or is just a normal fish…? The orange fish below, is what we went with…but we was thinking about an alien to begin with.

Blends for the rocks, or sand hills under the sea, something that may show texture.

Example below.

(Figure 4: Norton 2021 Ideas for colour and texture of sand)

This is the texture we liked the look of above, and by using one of my old cloud designs, I had made for one of my children’s books, this helped with the atmosphere of the game, to create a dark, unhappy life under the sea.

Week 7.2 – 12th March. 2021

We set up a Trello board straight away to keep track of our development.

Trello This is the most useful product ever for organisation!

Screenshot 2021-03-13 at 17.49.11.png
(Figure 5: Trello Board 2021 Deb and Pat’s Rapid Ideation Development Process)

As I mentioned in my last post, when learning about retrospective,

I choose my Start item as;

  • Writing a weekly plan to help structure the work **

As for writing a weekly plan to organise the week ahead this has been working to, mostly because of Trello, one of the most useful things ever designed.
A board to write down all the things you need to do, what’s been done, and what your working on, whilst sharing with your team mates, choosing a perfect photo as a background, which helps to ground your focus to. Fantastic!!

Questions to address…

How do we clearly convey, with a sea creature searching for food, that we are looking to find ways of recycling to help the environment?

We wanted to look at the correct approach, and kept worrying about the sea creature which we had now chosen to be a Piranha, and how it would be able to show this through swimming in the ocean. I had an idea, of it changing different colours when it ate certain things.

We wanted to show how ill the Piranha was getting, from all the rubbish in the ocean.

Ideation start process for the Piranha – the change of different colours, on the approach, whilst eating, and afterwards

(Figure 6: Land/Norton 2021 Original Fish by Patricio/Colour Designs By Debbie)

Conclusion

From the above coloured fish versions…the Orange is the natural colour from Patricio’s original design, but I was determined to show the fish with a different colour, bright blend, as I was thinking along the lines of slime, and when things react to certain products in the sea.

I had an preconception that the fish may be glowing from when it approaches some kind of trash in the sea, and from that, its stomach is turning inside, and the way of showing that to the gamer without the fish being sick, would be through colour to show how its feeling.

From this small part of the process, we decided the bright slime green, in Patricio’s words…

Sick green, which I would be applying to all the fish that would;

  • a) approaching the trash – swimming
  • b) whilst eating – eating
  • c) spinning after eating – turning

Problem

When applying colour to the fish, first time around the process took ages, and Patricio did recommend we don’t use a blend, but I felt the sick green really worked, and was so invested at showing him this could be done quickly, and could still look just as effective as the first one I did.

Solution

With this in mind I began rechecking out ways on Photoshop, to get this look quickly and apply to all the fish versions, we had discussed.

First attempt – taking the fish, adding a layer, drawing over the top(tracking the fish), then selecting and colouring. this is what took forever.

Second attempt – Taking the fish, adding the layer, selecting the fish from the first layer, using quick selection tool, and then colouring.

Third and final attempt the best and quickest:

Taking the fish, creating a new layer, selecting fish from new layer, go back to new layer and fill shape selected with paint bucket, which then would allow you to fill on top with a blend.

I personal thought if we didn’t change the fish colour, the whole meaning behind the fish game would be pointless. From my perspective, if I was playing the game, all I would see would be the fish eating rubbish, and thats it!

You wouldn’t get to view, his colour, showing how sick he feels when just approaching trash, let alone eating it. For me the colour of this fish was vital for helping younger ones to understand, how poorly our sea creatures are getting from all the pollution that is constantly being dumped in our oceans.

Week 7.3 – 15th March. 2021

The underwater scene

Here is how the game art is looking so far, together with our newly named fish ‘Tincan’ and the trash in the ocean. When thinking up names, when Patricio was at work, I was relating the kind of fish with the teeth, the eyes, the moment, and his surroundings. Tincan seemed a perfect choice. The game now had a title, main character with two colours, base colour and sick colour, a back ground, and some trash items.

Below is my layered background, created in Adobe Illustrator.

(Figure 7: Norton 2021 Design for undersbackground)

I incorporated Tincan as the bright sick green, to get an idea if he would clash with the scenery. Patricio had recommended that we check first, some colour ideas against the backing, as the original character is orange, so I experimented with the bright green as that colour was one that I thought was crucial to show his sickness, on approach to food, after and whilst eating.

From this, we could see the sick green worked, but we did need one more colour version created, which yet I hadn’t done. Base colour mixed with sick green, this was how it looked.

(Figure 8: Land/Norton 2021 Original fish by Patricio/ Colour Designs By Debbie)

Further research required

I realised from our process so far, that we were stepping the right direction with our game concept, however we are not really aware of any facts a such. I started to take a much more in-depth look at Ocean pollution, and Ocean sea creatures.

Ocean Research

When speaking to our peers, about the aim of our project, and the kind of outcome we were focusing on, one of them recommended this; MarineBio Conservation. After watching and making very in-depth notes about the state our Ocean is in, and crying throughout. I have come up with some very interesting theories, of how we could implicate this terrible situation into out game.

Below is the video link to A Plastic Ocean”.

How to make more people aware?

From the documentary, I have been thinking about numerous ways in which our game could benefit the younger generation, and generally make more people aware of all the different kinds of plastics that first start effecting everything from a tiny shrimp, collecting plankton, not realising that its actually ingesting micro plastics.

Which is the start of the food chain in the ocean, leading to all the other fish, swallowing smaller fish and so on, which allows the toxins of the plastics, to circulate into the blood stream, there by all the marine life, has a shorter lifespan. Then it increases to get worse, through the seabirds, feeding its young, to people eating the fish, especially in parts of; Sri Lanka, and Manilla in the Philippines.

How to incorporate the research into our game?

  • Shrimp could be the main source of food – that Tincan is always looking for?
  • We could make Tincan – score points for every Shrimp he finds.
  • A real life fact could pop up – to make the younger generation more aware of recycling.

These were a few ideas, that I preposed to Patricio, while t he was working on the mechanic of making Tincan move from on side of the ocean, to the other. But making sure he focused on Tincan direction, that he would almost go between the some rocks and trash items.

Game Feel

I wanted to look more into the Game Feel, this youtube channel was recommended, and it certainly does help you get a better perspective of the importance of creating the right feel for your game, and helps you to understand how small objects, actions, gestures etc, can make a big difference to the gamer, and the players experience.

He looks at the notion of;

‘If you were to strip out all the elements in the game altogether, and are literally left with just the character moving, does it still feel fun..?’

Do you still want to engage with the character?

In Mario 64, the feeling of the game would still be engaging, because of all the new moves he can do, you would still have fun just with the character alone.

So if we tested this theory out …would our character be fun?

First Demo of our Game – Tincan – Out in the Ocean

This is a demo that shows the movement so far, what the fish looks like in his surroundings, you can move with left and right arrows for use with an Apple Imac keyboard, and A (to go left) and D (to go right) for Windows.

http://www.patricioland.com/Unity/Tincanweb_V1/index.html

Analysis of Demo

From the demo you can clearly see how the fish, goes straight in between the rocks and trash items, you also can view the added effects of the bubble, rising from the bean can for example, and the plastic bottle floating on top of the surface, a bubble of air, that has created a slight wave in the sea, and the constant motion of Tincan when not in use facing the front with his mouth opening and closing to breath.

While this was being created in Unity, we did have reservations about using this application.

But as the demo shows the development, all the elements we have used in it, and where we currently are, we can now start adding the extra content, and start working to focus on other ares of interest, such as creating more trash items, and working on the mechanics of Tincan eating the trash.

Week 7.4 – 17th March. 2021

Version Control – Why is it needed?

My understanding of version control, is ideally for coding, and for any kind of software development. By having original files safely stored, is one thing, however being able to update them within a click of button, is another. By creating a repository, you are able to upload your files, and make sure they stay up to date, which is just what you need when coding as its quite easy to make typos.

I cannot say I have experience in coding, but when talking to my peers I now have a clearer idea, of what a relief it is to have a repository. Its like a safety net, all the files you need, are backed up.

The only experience I had of creating c sharp script, in Unity was very difficult, and from that small experience, I can’t imagine what it would be like to loose pages of script, let alone an amount of just a single paragraph.

The solution that is used most often is Git.

Version Control – systems

Git is the version control system that allows us to keep many versions of the same project.

There are a few other Git Version Control systems such as; GitKraken, TortoiseGit, and GitHub Desktop.

Below are the Git system details, that I am about to put into practice, this is another new experience for me

Git System details

  • Set up a repository – the collection of files of your project that will be tracked by the system. In set-up, it is created online and ready to be populated.
  • Clone a repository – copy all the files in the repository to a location in your machine. From now on, changes to the files in your machine will be tracked by the Git client.
  • Commit changes to branch – to finalise any change onto your local repository and to give it a summary describing those changes.
  • Push and pull changes – once a commit has been made, it is possible to ‘push’ it onto the online repository, making it available to everyone with access to it, which will now be able to ‘pull’ your commit.
  • Create and merge branches – creating a branch makes an entirely different and independent copy of the project in the repository that can be worked on. This is useful to experiment on or even just implement a feature that has a risk of breaking the whole project. It is also good practice, in case of teams with multiple members, to never work on the same branch as other team members, in order to minimise conflicts. Once work on a branch is complete, the Git client can be used to merge it with other branches or with the master branch; the software does its best to help you manage conflicts.
  • Revert to commit – once the inevitable project-breaking mistake is made, reverting to previous working commits is as easy as a click in your Git client.

There are many Git version control servicesGitHub is the most commonly used one.

These platforms, while easily accessible online, can also be used through Git client software.

GitHub – We have been recommended GitHub, because of the features. It guides you about different tools, platforms and pipelines.

Version Control Repository

First experience – Patricio has already set up our repository to share our rapid ideation artefact progress, however I am keen to set one up, to have a better understanding of the process.

I am creating one, for the game art. (I am literally only putting a few thing in there to check it works).

https://github.com/dknindiegamedev/hello-world

please also see the link I followed below:

https://guides.github.com/activities/hello-world/

References

A Plastic Ocean (2016).Available at: https://marinebio.org/conservation/ocean-dumping/ [accessed 16 March 2021]

Game Juice (2015). Available at: https://www.youtube.com/watch?v=216_5nu4aVQ [accessed 15 March 2021]

Git Version Control (2021). Available at: https://flex.falmouth.ac.uk/courses/911/pages/week-7-git-version-control?module_item_id=49187 [accessed 16 March 2021]

SWINK, Steve. 2009. Game Feel ; Game Designer’s Guide to Virtual Sensation. Morgan Kaufmann Publishers.

Full List of figures

Figure 1: Patricio Land 2021 Sea Creature eating plastic

Figure 2: Patricio Land 2021 Sea Creature no plastic

Figure 3: Norton 2021 Ideas for rock texture/ Alien globe

Figure 4: Norton 2021 Ideas for colour and texture of sand

Figure 5: Trello Board 2021 Deb and Pat’s Rapid Ideation Development Process

Figure 6: Land/Norton 2021 Original Fish by Patricio/Colour Designs By Debbie

Figure 7: Norton 2021 Design for under the sea

Figure 8: Land/Norton 2021 Original fish by Patricio/ Colour Designs By Debbie

Categories
GDD710 - Module 1

The Big Reading Week.

Week 6.1 – 10th March. 2021

The Retrospective

After looking at the article heartbeat retrospective, and closely at the common pitfalls, I understand this to be a workshop of reflection, structured with the steps as shown below;

  • Regular meetings with your team to simply debrief.
  • Everyone should feel comfortable to speak, just highlight a few areas, speak the facts only.
  • Discuss the relevant areas that are currently affecting the iteration process.
  • Have a couple solutions to work with, to keep simple.

Their are three main areas, that are considered throughout the retrospective;

  • What should be started?
  • What should be stopped?
  • What should be continued?

My Start item will be: (marked with two stars **)

  • Reading one journal article a week to inform your practice
  • Writing a progress summary in your journal before you attend the webinar
  • Writing a weekly plan to help structure the work **

My Stop item will be:(marked with two stars**)

  • Burning the candle at both ends **
  • Working in a silo and not seeking advice and support from peers
  • Leaving it until the last minute to write in the journal

My Continue item will be: (marked with two stars**)

  • Posting in the forums on a regular basis
  • Follow tutorials as part of the self-directed practice**
  • Attending the webinars

Both the start and stop items are used automatically when my SMART goals were noted, as they seem to follow through what I have put in place.

Retrospective is key to reflect on what happened, any iterative processes put in place which didn’t work, analyse why and devise a plan to avoid happening next time around. But keep simple.

Session 1 Rapid Ideation – Reflection

Looking back on the development of rapid ideation session one, I know for sure that there was room for improvement. I wish I had, had my SMART goals in place, and only learnt a little about 2D animation for example, and not to of tried using so many new applications, which just holted my progress altogether, and made me question, if I was even capable of learning a new technical skill this quickly.

Pages and Posts

That doesn’t even include, the fact of which I was struggling with writing a post on here, and realising I had my entries as pages, not posts. This was a big turning point for me, after working this out, I was able to add tags, and categories, to make my site more accessible. This is where I started to understand the need for an organised, well structured website.

Week 6.2 – 11th March. 2021

SMART – Ready – SET – GO !!

To reiterate, in this coming webinar, when we get out next rapid ideation tool to experiment with, I am going to do things differently.

I have my goals in place to help with organising my time:

  • To do an equal amount of research; including reading, writing, watching, linkedIn learning, and practical.
  • Make sure to stick with my idea, not to get distracted by all other possibilities.
  • To learn new technical skills for an hour at a time, break, and try out what I have just learnt, rather than jumping to far ahead!

Since making my self SMART goals, I have started to continue reading ‘Level up’, to understand more about the process of creating a game from scratch. This is where I put my organised schedule into action.


In Chapter 4 ( level 4 ) titled; ‘You Can Design a Game, but Can You Do the Paperwork?’
Scott Rogers states;

“It’s no crime to be a perfectionist, but many design issues can be thought out and designed on paper first before a single pixel is rendered or a line of code typed.”

(S, Rogers. 2014. p90)


This immediately grabbed my attention, my determination of trying to create something that will look amazing on screen, and helping to engineer a game/ app or animation that you just can’t leave alone, is all I seem to focus on!

This is exactly what I have done with with my personal development, and because of trying to add code, and bring Ralphy to life in only a few frames, it was impossible to get a decent animated character.


I think it might be worth going back to basics, sticking with drawing and scanning my work, ideas and laying out concepts on paper, before even thinking of bringing my illustrations to life.

After all this is what Briggs would do when he originally created ‘The Snowman‘, and he is one of the illustrators, who pays very close attention to adding emotion and movement behind all of his sketches, before even laying them out onto a storyboard.


Week 6.3 – 14th March. 2021

Points to remember

Rogers also discusses in his book ‘Level Up‘, how important it is to be mindful of your peers, as we all have our own limitations.

We first discussed this in week one, talking about Scrum agile framework …It’s vital we have someone in charge, ideally that can make sure that each person, (when in a team) is doing their part, and has been assigned the correct area, that matches their skill.
Other wise, this could dramatically hold everyone up, especially when that person doesn’t quite understand what is expected of them. 

Throughout this course, I feel like I am on the biggest learning curve ever, with excitement leading the way, I pinch myself just to check that what I am creating is real…and can be improved or developed in one way or another.

Kanban

I am now starting, very slowly, but surely to understand the nature of reflection. 
I have started to read another book, which my partner has actually recommended;

The Toyota Way : 14 Management Principles; from the Worlds Greatest Manufacturer.

This actually links onto the Kanban Method that I have been practicing.

The book reveals the methods and approaches, used in production;

Jidoka – Originated from an invention from Toyoda, a carpenter who made wooden spinning machines, and in 1894 the manual looms he started experimenting with, were low in cost, but worked better than his existing looms.

“designing operations and equipment so your workers are not tied to machines and are free to perform value added work.”

J K, Liker. 2004 P16

This step would lead to the creation of a much broader System!!

Toyoda; Unhappy with seeing his mother, grandmother and friends working so hard, this sent him down his next path, and took production to next level.

“He wanted to find a way to relieve them of this punishing labor, so he set out to develop power-driven looms.”

(J K, Liker. 2004 p16)

This intention was crucial, and helped to build TPS (Toyota Production System).

  • Jidoka (automation without human touch)
  • JIT ( Just In Time) – to order what parts you are running out of, just before you do runout.
  • Continuous Flow (focusing on today, and tomorrow)
  • Kaizen (change for the better)

This is what brings us to Taiichi Ohno – the founder of the TPS, (Toyota Production System), which has a strong focus on Jidoka, Toyoda’s sons approach JIT, (Just In Time) and his own discovery Continuous Flow. He also talks about Kanban and Kaizen.

He compares Kanban to a gas gauge that is built into the car – when it signals – you know you need to fill up. As for Kaizen, making tiny improvements is just as important when achieving a lean goal, which eliminates all waste, that adds cost without adding to value.

References

Heartbeat Retrospective (2020). Available at: https://bit.ly/3b17dtO [accessed 10 March 2021]

ROGERS, Scott. 2014. Level Up ; The Guide To Great Video Game Design. 2nd edn. John Wiley & Sons, Ltd.

LIKER, Jeffrey K. 2004. The Toyota Way ; 14 Management Principles from the Worlds Greatest Manufacturer. McGraw-Hill.

Categories
GDD710 - Module 1

Rapid Ideation Session 1 – Continued

Week 5.1 – 24th February. 2021

Research

I have been researching Olaf Storm – with his photoshop tutorials, his method uses video layers, which is what I am now using. He looks at frame rates, characters on 2’s and the other small movements like feet and and hand movements on 1’s.

He showed the smooth transition when using an onion skin, which I believe to be like a sketch over your original character, for you to redraw over, each time slightly adjusting your angle, to where you want your character to move.
I haven’t used the onion skin yet…but it is next on my list.
The effect you get afterwards is amazing, and makes the object or character movement a lot more fluid, but takes a lot more time. 

Method Olaf uses;

  • Draw very rough to begin with
  • Then draws more detail
  • More detail – until character or objects have shape and definition
  • Finally he adds a colour layer 

This process takes a lot of time, which I don’t have for this rapid ideation session. 

My Process

  • Draw my background with enough detail to set the scene – convert to regular layer.
  • Draw my character with detail from the start -Focusing on my 6 points, I had specified from the last part of the rapid ideation brainstorm session.(Artboard 4)
  • Then copy the original character layer, and place above
  • Select and manipulate, the arms, tail and head in the first few frames, then start moving the wings and mouth, for the frames remaining.
  • As you are doing so, you only need to draw in occasional areas of colour, on that next layer you are working on. (shadow maybe left from last movement, this will need to be erased.)
  • Add music – researched humorous theme tunes for animations, or a start of a game.

Result

Here is the background for Ickle, I created it in Photoshop, paying close attention to the detail, and transferring one of the themes from the headline: colours are very important, so everything must be vibrant.

Combining SpongeBobs character; bright, fun, and friendly.

Plus the theme of loosing a friend; that is where the main character Ickle, will have to find fairy’s/ elf like creatures, in order to grant him his original wish. He is hoping to be small again.

He will need help from all; to find out where the creature is, from all those years ago.

Figure 1: Norton 2021 Background for Ickle

The story behind Ickle;

When Ickle was born, it was neither Little or Insy, but was rather Ickle.

One day, on his 3rd birthday, Ickle made a wish, that he could be a ‘tinsy, winsy bit bigger ‘

From that day, he has been searching for the fairy/elf creature, what ever it was to revisit that wish, and undo it.

Please see below, my first animation ever…

Ickle Waking Up

Week 5.2 – 1st March. 2021

Holistic Reflection –  The Five Key Skill Domains

This week are asked to look into the five domains, which are important, when writing reflectively.

  1. Dispositional Domain – time management/ motivation/ general behaviour/ discipline
  2. Affective Domain – experiences/ feelings/ emotions
  3. Interpersonal Domain – communication/ listening/ problem solving/ decision making
  4. Cognitive Domain – strengths/ weaknesses/ approach to new skills/ how to excel
  5. Procedural Domain – assessing current skills/ how to improve

Below is the points of how I presume I write, learn, and develop my ideas.

  • My focus always starts with dispositional domain; motivation to learn something new, begin a brainstorm and see where it leads.
  • Next, after the initial concept, would be the procedural domain; assess what skills I would need, or I have, and how to put them into action and look at what I need to improve.
  • Which leads to the cognitive domain; if I need to learn something new, I go straight to LinkedIn Learning, and start immediately, and making notes.
  • As for the next part of my process, to put what I had learnt to the test. However the affective domain takes over; with excitement leading the path to a new creation, because of a recent skill I just learnt, the Interpersonal domain; assertiveness in particular is pushed to the side.

Results of how I have used the Five Domain’s so far;

After looking through my posts, these are the results for each domain;

  • Dispositonal     – 5
  • Affective           –  5
  • Interpersonal   –  4
  • Cognitive          –  3
  • Procedural        –  6

I have generally tried to always include the Disposition domain; especially my motivation behind an idea, but not necessarily time management.

I always include Affective domain; how I feel, and any experience I have or want the gamer to have. I think this is very important, it helps tell the story behind, what you are trying to achieve, or why you want to look into that particular area.

As for the Interpersonal domain; This is slightly lower, I think its due to me making a decision, getting excited about it, but then thinking about alternative pathways, which then halts my progress.

Cognitive domain; this is the lowest , and I know why because when I am learning a new skill, like 2D Animation Principles, I sit and do all the learning at once, even if its hours on end…and write continuous notes, thinking I am going to take it all in. . .but its not possible.

Finally for the Procedural domain; This is what I am trying to do consistently, though too much at once.

Nature of Reflection

Throughout the start of this course, I have tried to reflect in a way that allows the viewer to see from all angles, how I feel about the start of a project, the initial concept, what my development process is, and the end result. However, I personally feel some areas are out of my control, to be clear, its when we receive a new assignment. I focus too much on how amazing the artefact/ project could be in the end, rather than focusing on one area at a time.

This hinders my progress, and now after looking further into SMART goals, I feel more at ease and in control.

S M A R T  (goals)

  • S – Specific – the 5 W’s  (what, where, when, why, who)  think about How?
  • M – Measurable – 
  • A – Achievable – Push yourself, but not so much that it is unachievable.- Think about – can you achieve it within the set time? have you got the money? or have you got the skill, or will learning a new skill set you back from putting your concept into action? 
  • R – Relevant – Are you the best person on the team to do what is required, or is there some one else, who has more skill that particular area?
  • T – Time – bound, specify length of time to do course, how many hours you will commit to train each week? 

From this analysis of the five domains used throughout my critical reflective journal, it has automatically helped me to create my SMART goals, as I can see my flaws very clearly,.

1) Dispositional domaintime management, I need to do an equal amount of each: ReadingWritingLinkedIn learningPracticing, Creating, this is achievable if I do an hour of each, every day.

2) Interpersonal domain; Must make a decision and stick with it, work out initial plan, that I can do whilst at home, in a day by myself, to help towards the current project that I am working on.

3) Cognitive domain; Must study an hour at time, when learning a new skill. Must have a break, and practice what I have learnt first, before jumping to the next stage. Once the new skill is in practice, I can get a better Idea of the length of time to complete this task.

The three SMART goals are just what I need to speed up my rapid ideation processes, to keep focused, but relaxed, knowing I am hitting my targets, and have time to spare, if I need it.

If I was in a creative role now, I know these would already be in place.

References

STORM, Olof. 2020. ‘2D Animated Walking Cycle’. Available at : https://www.youtube.com/watch?v=KDCEvJvAX0w [accessed 25 Feb 2021]

PARKER, Alcwyn. 2021. ‘Holistic Reflection: The Five Key Skill Domains’. Available at : https://flex.falmouth.ac.uk/courses/911/pages/week-5-the-five-reflective-domains?module_item_id=49171 [accessed 1 March 2021]

Fulll List of Figures

Figure 1: Norton 2021 Background for Ickle

Categories
GDD710 - Module 1

Rapid Ideation – Session 1

Week 4.1 – 17th February. 2021

Part 1 : Setting the Theme

The Dixit card picked at random – From here we are to interpret however we want, and experiment with the artefact in anyway we please. 

Part 2 : Choosing a Headline

We are asked to pick a headline from a news website, newspaper, or magazine of choice.

(Figure 1: The Dixit card 2021 The Theme)

Ideation process – Brainstorm

I have began with a rather detailed brainstorm, I chose to base around 4 areas of the artefact, but then realised there is another 2 areas, they were staring me in the face the whole time. Very obvious, they were the wings, and a tail.

After the initial brainstorm was put into action, I felt excited and a little overwhelmed with how many opposites arose, and would need to be narrowed down. To get a crisp conclusion, I would now approach the second art board, using a different technique.

Please see Brainstorm below.

(Figure 2: Norton 2021 Dixit Brainstorm)

Simple Method

I wanted to reduce the words, but not just from my own choice. I used the simple technique, as explained below.

I closed my eyes, to keep the process quick – counted to 11, moved my finger over each section clockwise, then stopped. After doing this 6x, and counting to numerous numbers, changing the position to anticlockwise, then in different shapes…these are what arose from the simple technique.

  1. Tired
  2. Soft and Glowing
  3. Bright
  4. Fluffy
  5. Cord
  6. Uncomfortable in clothes

Please see Ideation Part 2 below.

(Figure 3: Norton 2021 Ideation Part 2)

Please see Ideation part 3 below.  

(Figure 4: Norton 2021 Ideation Part 3)

Evaluating Development

The 3rd art board – Shows me evaluating the 6 results, which I could have left at this point, but I decided to brainstorm the main areas one more time. This has led me to the final art board, revealing a general feel for my final interpretation of the essential points taken from the artefact, which will be combined with my headline. 

(Figure 5: Norton 2021 Ideation Part 4)

Result below

Having done my brainstorms, focusing on the key elements of the artefact, being; 

  1. Character expression
  2. Position
  3. Wings
  4. Tail
  5. Prop
  6. Colour of character

For me this is enough detail to remediate the original artefact and develop, alongside my headline. 

Week 4.2 – 17th February. 2021

Part 2 : The Headline;

I did what was required, not thought too deeply about the meaning of the headline. Just wanted to do a general search on animation magazines, and this is the headline I chose.

Animation Magazine“Snail of a Tale: Tim Hill Gives Us the Scoop on ‘The SpongeBob Movie: Sponge on the Run”

The word’s ‘snail, tale, scoop and sponge’, is what immediately captured my attention at first glance, and the more I delved deeper into the story that was behind the headline, I realised I could relate it to a new game creation, whether a new background, character, creative narrative script, sound, or audio atmosphere, the possibilities were endless.

Next to work with an alternative method for the headline.

New Method Storyboarding:

 After researching, I have decided to use the storyboard technique, due to it being a visual way of developing ideation skills, and one that you can easily amend.

At the moment, I feel like I am working backwards to go forwards. I would usually explore an image, by laying it out on paper, or digitally on Adobe Illustrator, and simply draw what comes into my mind. 

Instead I have brainstormed the artefact, and the outcome is a lot more clarified, then it would have been with me sketching numerous times.

Prototyping Tool

I have downloaded one tool that was noted for prototyping, called Toon boom, software for storyboarding and animation production. 

After watching the youtube videos, on Toon Boom’s Storyboard Pro, and Harmony 20. I found when making notes on how to use, yet another new tool that Storyboard Pro, seemed a little less in depth.

I could be wrong, however this is my next starting point.

Week 4.3 – 17th February. 2021

Storyboard Pro – First experience:

My aim was to create a character, and a new background for the start of a game or animation.I had a brief specification to start me off for my character development, following on from the start of the rapid ideation session.

I found the brushes on here easy to use. It is a straight forward process to adjust the size and shape, which is good for when you are working to a set time.

Brushes; what I used to create the look below; 

  1. Textured Wash – size 250 2) Pipe Cleaner – size 130 3) Pastle 2 – Size’s between 120-170

Character below : Ickle

(Figure 6: Norton 2021 Ickle)

Problem

However, after I had realised my character was on a solid white back ground…I thought I could easily change it in Storyboard Pro, like I do in Photoshop, select the eraser and take out the white, to create a translucent background.
Though this was not possible, which set me back a little, I then realised I would have to export it as a PSD or PNG, which I could then amend in Photoshop.

Solution

After having a brief discussion with Patricio, he recommended some of the other tools I could use to create animation. Luckily one of them was Photoshop.

I started following a step guide – on how to create a frame animation, in photoshop itself.
I worked with one background, as a normal layer. I only created 3 frames on top of my other layers to see how the character moved.

Below is all the frames I used to put together a Photoshop frame animation.

(Figure 7: Norton 2021 Ickle character poses)

Problem

I was pleased with this outcome, although it wasn’t that smooth, and after watching the 2d animation tutorial on LinkedIn, with Dermot, I wanted to look at adding a couple tweens, as he showed how they could help when transitioning one movement to the next.
Though when I added 5 tweens, to my frame animation… It didn’t look much different, even if I changed the opacity, position, or size. 

Conclusion

In my opinion, this was not working unless you wanted a very basic, almost ‘flip book’ style animation. This being my first proper animation experience, was quite quick to achieve, but I wanted it to be better.

After further research, I changed the option to video layers, because I have looked into Olaf Storm, who uses Photoshop, to create his animations using Video layers.

References

ZAHED, Ramin. 2020. Animation Magazine. Snail of a Tale: Tim Hill Gives Us the Scoop on ‘The SpongeBob Movie: Sponge on the Run’ [online] Available at: https://www.animationmagazine.net/features/snail-of-a-tale-tim-hill-gives-us-the-scoop-on-the-spongebob-movie-sponge-on-the-run/ [accessed 17/02/21]

Toon Boom Learn Portal. 2021 Storyboard Pro 20. Available at: https://store.toonboom.com/downloads/try/647 [accesed 17/02/21]

Full List of Figures

Figure 1: Dixit 2021 The Theme

Figure 2: Norton 2021 Dixit Brainstorm Adobe Photoshop

Figure 3: Norton 2021 Ideation Part 2 Adobe Photoshop

Figure 4: Norton 2021 Ideation Part 3 Adobe Photoshop

Figure 5: Norton 2021 Ideation Part 4 Adobe Photoshop

Figure 6: Norton 2021 Ickle created in Storyboard Pro

Figure 7: Norton 2021 Ickle character poses created in Photoshop

Categories
GDD710 - Module 1

What is Rapid Ideation?

Week 3.1– 8th February. 2021

When I think of how games are made, I now understand why ‘rapid ideation‘ is vital. 

The amount of time it takes to test and implement new ideas and check off what works or not, what key features are going to be included and why, what emotion, or atmosphere you are trying to create for your audience, and knowing who your audience is aimed at.

The development process, could take a lot longer if this approach was not put into action. However when working on a prototype, you follow a loose theme, which I understand to be, any part of a game, eg. a particular level, where you take part in game jam’s, where you only have a limited time to get your ideas noted down, tested and re-tested in different ways.

The aim is to fail, and to do so fast! By keeping this in mind, everything you create should be a rough prototype that can be developed continuously in numerous amount of ways.

Brain storms, and body storms is what I already do. But now I am experimenting with new things and its getting really exciting! 

Some of my peers recently used ; White boxing. I am temped to give it a trial run, but I am trying to keep my direction focused with the Kanban method, I must apply my steps of development in order to learn any other prototype techniques later on. But this is not important for now.

Week 3.2 – 10th February. 2021

Challenge activity

  • Choose one or two different methods of prototyping
  • Identify any interesting characteristics you like about it

Legend of Zelda; Breath of the Wild

by Nintendo.

The methods I have experimented with are; Game PrototypingPhotoshop Sketch Prototping Photoshop 

I knew we needed to be quick with this rapid ideation process, thats why I used photoshop, due to still learning how to use Blender.

I wanted to work on one of the scenic backgrounds, with a concept in mind about creating a new level.

Although this game has got beautiful scenery throughout, I wanted to experiment with effects and decided on this scenic view below. 

Concept

With this in mind – The aim is to take the image apart, by transforming it into tiles, or jigsaw pieces. Then as you entered the new level you would have to piece the picture together before you could even start. 

Problem

The reason why it took so long was due to a plugin called Comic kit, (originally was going to be used on my third picture below) I thought it would help with the speediness needed for this approach, however the download took a long time and would not open in photoshop.

Solution

I therefore had to do the rest by hand, but in doing so… I crafted something more unusual than planned.

I am very pleased with it, and wish I had not hesitated to draw by hand from the beginning.

First part of process

  •  Add gradient map to the original art work – clicked reverse 

This gave me more shadow definition – then converted it to a smart object – toggled with a few different effects, (once again I have never use these before.)

But the one I chose is called crystallize – cell size 20 – this was the closest thing I could get with an outcome similar to a tile effect.

Second part of process

I played around with another filter called noise – dust and scratches – adjusted the radius and threshold many times until I chose to stick with radius 18 and threshold 28.

This time around, the effect was more fluffy and light, and then I started to imagine Zelda entering this level, as though he was dreaming.

**Comic kit Plugin; As I mentioned earlier, the idea was to make the level into a jigsaw – Thats why I was downloading the comic kit plugin, to add to my 3rd picture of the development process, it should have gave me access to line patterns / shapes, and then selected each one, within a cartoon style. This was going to be a quick way of making a puzzle, by extracting the highlighted shapes from it.

Final part of process

Next as the cartoon effect was not an option, I traced over every line I could see, concentrating on the jigsaw idea. From here I discovered that by tracing all the lines, I had traced the shadows to, which then altered my original notion of creating a new level which you can only enter, when you have completed the jigsaw, but not just a normal jigsaw piece, but the shape of the shadows to, as you can see…it would be quick difficult. 

I personal would like to try this, and I know it would keep me engaged…knowing you can’t start the level until the whole jigsaw is complete.

(Figure 1: Reddit Inc. 2020 Satori Mountain at sunset)

Testing

To test this jigsaw out, I would have liked to place it onto Blender or Unity, and picked the pieces off individually, by timing myself to see how long it would take to put back together, and find out if their were any issues.

Plus to develop even further, you could make the levels start with numerous jigsaws throughout, and to complete each one, by using different textured puzzles.

 

References

RUBINO, Giovanni. 2021. Rapid Ideation. Available at : https://flex.falmouth.ac.uk/courses/911/pages/week-3-what-is-rapid-ideation?module_item_id=49152 [accessed 8 Feb 2021]

Reddit Inc. 2020. ‘Satori Mountain at sunset’ Available at : https://www.reddit.com/r/AstralObservatory/comments/dp17iw/satori_mountain_at_sunset/ [accessed 10 Feb 2021]

Full List of Figures

Figure 1: Reddit Inc. 2020 Satori Mountain at sunset