This time around ive drawn what I like to call the Omega Knight.
So I plan too do more drawings like this in the future and for every new drawing I will make a post showing it off. This time around ive drawn what I like to call the Omega Knight. props too whoever can guess why I called him Omega Knight.
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just a little thing that i have been working on with Krita
im calling themOwl knights because of the face plate which somewhat resembles an owl So my game design teacher recently suggested that I try out a few different software for drawing, modeling, and for game designing. These are my first attempts at making something in Krita a 2D software designed for drawing. I made this in little under an hour with a bamboo tablet. I only ran into one problem were the pen would open a brush wheel while I was trying to draw, which I managed too fix after looking trough the settings. Other than that mix up I think Krita is my favorite 2D software to date and I will be using it much more.
In all honesty, I feel the most important thing that was taught this year was communication skills along with learning to work as a team. No matter what game we will be working on, the most important thing will be communication. I learned through several assignments that if someone wasn't communicating well, the entire team got thrown back. To be efficient as a team, everyone has to stay on task and work together. Learning how to make and read a Game Design Document (GDD) was a pretty useful skill to have in this class and in the real world. The constant communication, guidelines, and in-depth knowledge are a good way to organize game design projects. The thing I feel that might help the most for next year's students is to have more time to work in groups for a project or to have a larger group project when making an actual game. It will be super interesting to see what an entire class can produce.
When we started working with 3D models again this previous week, I realized just how long it had been since I have used 3D software. I feel as though the layout of 3ds Max was still fairly familiar but some of my frustrating experiences with the software are resurfacing. For instance, the placement and selection options are finicky and can create some very weird stuff that will screw up how the model I am working on looks. Not to mention I don't know how to properly rig a single object. I had no real difficulty with the hierarchy map and grouping shapes together to work in conjunction with each other, but as soon as I try to use the bone tool, I can't seem to get everything lined up correctly. I need to get more comfortable with the system before I can start really working efficiently with 3ds Max.
You should now be making good progress on your board games. For this blog post, discuss the parts of the project that have been particularly difficult for you. What did you do to overcome problems experienced both individually and as a team? Go into detail and include at least one graphic example of YOUR work towards completion of the project.
Over the course of this project, the toughest thing for me personally has been getting the card size proportions below done correctly. I just had a poor time getting all the alignments correct. I had problems with Photoshop and Illustrator working together. It was finicky. It took some patience but I eventually figured out what I needed to do. As for the group, staying on task in general and focusing on what needs to be done is a pretty reoccuring issue. This is true for my team and for me as well lately. As the producer, I need to keep everyone, including myself on task and working towards our goal and deadline. I feel as though we are doing well we just need to stay focused. I was fortunate enough to have my game be picked to design, which means that I was automatically selected to be the producer. As the producer, I am required to keep my team focused and on task while maintaining the original feel and tone of the game. I usually check all design choices and if we have any disagreements, I would be responsible for solving them. At this point, our team has not had this problem. So far, the most difficult thing for me to do is get people to stop talking about other things and that hasn’t really been too difficult.
Our team had to fill three other roles, 2D artist, 3D artist, and writer. I gravitated to the 2D artist role because that is my preference and I have some talent in art. Fortunately, the other two people on the team have strengths in writing and in 3D art. I haven’t really gotten to anything super difficult yet but getting the card sizes and prints laid out and organized on the same page has been a little annoying. On the other hand, I had a fun experience with coming up with historical characters and arguments to argue over. Of course, I really enjoy drawing those characters. For the last couple of weeks we have been learning about and designing game design documents (GDD) and game pitches which has been an interesting experience. I have learned how important these are to making games. The pitch is used to get your ideas across to team members and convince higher-ups to support your project. It creates a launching point and a vision for the game. The pitch creates a goal and a game plan for everyone on the team. Game design documents are what the entire game is going to be based around so if you have a poorly made or an unorganized GDD then you will have a more difficult time making the game that your dreaming up. The main reason for this is, more offten then not, you will be working with a large team. Everyone on the team is going to reference the GDD for guidance and information. Any problems that pop up can be solved by a clear and comprehensive GDD. The team uses the GDD to ensure that everyone is on the same page and using the same infrastructure. Individuals on the team can go to the GDD to answer questions and make sure their work is consistent. This document needs to be clear, well-organized, and information packed but no too large or text heavy. The pitch needs to have a clear and concise theme and be enticing.
Last year in the first quarter, we were assigned a group project in our Sci-Vis class where we had to make a board game. In short it didn't go well. There were two big issues for designing the game that led to poor development. First, our group had poor communication. Our group didn't talk in advance about a lot of design ideas so we had to fix a lot of problems on the fly. The second problem was not enough pre-production time. We all had a different view on how the game was going to be made and how it would look. With more time, I could have informed the rest of my team of exactly how I wanted things to be put together and we could have cleared up some conflicts in advance of production. I think that the project would have gone a lot smoother.
These two articles inspired me to not rush to production, but also to give yourself enough time to get the work done and not be overwhelmed or lost in the details. Setting a theme and fully developing it is also really helpful in pre-production. For game planning, I try to focus on the big picture and the theme. I try to keep everything simple in the beginning. As I work more and more on the project, I get more specific and detailed. Last Friday we attended a Stem and Art Expo which took place throughout most of the day. There were two main attractions or events along with a main announcement area. The first event was a sort of quick date-style system where there were "mentors" along the inside of the circle and student on the outside. The students and mentors talked to each other for around 5 minutes. After that the students would switch to a new mentor and so on. Then the group went outside and got lunch at some food trucks. After everyone ate, we went back inside where there were exhibits about new technology.
This was a great event for me personally. It was enjoyable and engrossing event because there were many examples of how artists could work in technology fields. I enjoyed seeing all the cool things people were able to accomplish with technology and testing out virtual reality (VR) for the first time was fun. The demonstration of the 3D printer was awesome. The only thing I did not like was the limited time to explore the exhibits. I waited for a long time at the drawing in 3D exhibit and ran out of time to look at other things. I learned that drawing in 3D is incredibly fun and something I want to explore more. I was also happy to learn that artists have a much larger pool of options for work than I originally thought. This experience has reinforced my plan to be an artist in the game design field, especially using VR and 3D drawing. The Stem and Art Expo was awesome because now I have more confidence in becoming an artist and I am genuinely curious about VR now. |
Miles RomanHi, I am a student at Durham School of the Arts, and this blog will be documenting my experiences with my Game Design class. Categories
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