Tuesday, 17 November 2009

It Happens Slowly At First...

You forget to make one post and it snowballs. So we've a bit of catching up to do here.

First of all, after the last post, a number of things have happened, both good and bad. the bad first, as always...

The Master's project is out the window. I don't have the time to work on a library this semester, or the academic backing to follow it through. With the size of the teams changing for each of the games involved in the project, a comparativve analysis would be next to impossible, and certainly not feasible to continue working on.

So we're moving on then. A couple of week in the lurch without knowing what was going on or where I could take this already failing year.

Along comes a saviour.

Joe Lyske, the man with the plan.

Our new part-time lecturer, Joe, who lead my crit session last week revealed an astounding revelation to all present. He play's Wow. And he's pretty good at it too, from what I could gather. So, after the obligatory chat about servers and classes and specs, we managed to get back on track and my project became clear as day. now, I'm going to be using WoW as a staging ground for a number of tests with LUA-based Add On programs to test how interactive audio can be better used in the game environment, and how Interactive audio differes from Adaptive audio in this state.

All this was dumped into a 10-page document, which is also posted on this blog, above. We figured it out on Tuesday, I handed it in on Thursday. My next post will update on what i'm doing in regards to the response I receive. As it stands, however, I amd working on my ethical approval, which means working out what I'm going to do in way of testing and analysis. more to come.

Sunday, 8 November 2009

The Wheel's Always Turning

And you'd think that'd only matter to the people on the Rim. But, no.

Do me a favour, before you read this post, go back a few pages and read the earliest dates on each year. Bet it'll say something like "I really want to work hard this year." Then, there's generally a 4 month gap until the next post, which will say "Oops, didn't work for 4 months!" or thereabouts. What a surprise.

Oh well. Would you look at that, it's panic stations again, with weeks 1-7 flying by me, and we're 2/3rds of the way through the first semester. I have a crit session on Tuesday and a paper to hand in on Thursday, neither of which I'm prepared for (or even started to work on). I do, however, have on elife line. Though I've not read any of them, I've built up a collection of journals and articles on sound design in its many fashions that I'm interested in (the grammer there is awful, but I'm tired so deal with it), so at least I'll have something to go on when I do, eventually, get my finger out of my latest slide into lethargy and get on with it.

I do have a few ideas though for a change. More on them tomorrow though, and an update on the third year I'm 'mentoring' and what that even means too.

Thursday, 24 September 2009

Wait... what?

It's that time again? Already? I thought I had a summer holiday or something, but apparently not. Here I am, once again, sitting in Whitespace and ready to rock. Only this time, it's bigger, it's badder and it's... well. It's 4th year.

Ah.

Good news though. I actually want to do this for a change. Why? Because it's all my work, not some buggering great load of work given to me by someone else to fill in the gaps and connect the dots. Nah, this time it's all me. Well, most of it.

Although there are 5 modules this year, there is only one target - the Dissertation and Honours Artefact. I love that; artefact. I feel like a digital archaeologist. Anyway, at the end of this year, I’ll have a big ol’ document full of information and awesomesauce, as well as my physical object (which isn’t really physical, it’s digital, but it’s… well you get it in the form of my soundtrack or sound library or whatever. Still some tweaks to do on that.

Narrowed my question down to two phrases now;

[i]to determine how traditional narrative devices in film sound can enhance gameplay.[/i]

[i]to determine ways in which film sound design techniques can enhance/help in the creation of ‘cinematic’ games.[/i]

Bits and pieces of these questions are both nice, but I don’t like the language I’ve used. It’s supposed to be technical and academic, but it just seems stuffy. So, here goes; I’m going to re-write it now and run with it until someone comes along and changes it for me.

[i]The aim of this project is to determine ways in which film sound design techniques can be used to enhance the game sound process.[/i]

Urgh. Still not really happy with that, but hell, I’ll throw it at a lecturer next week and get it set it stone by next Wednesday.

The practical application of this, the evidence, will be in the form of a game score and sound library which I will be producing for 3 game prototypes. I’m working with a couple of Master’s students on this, so it’ll be great fun, a massive learning curve, not to mention a real incentive to work hard for a change. I find it so much easier when I’m working to someone else’s deadlines and schedule.

The first game, due for Christmas, is going to be a point-and-click game, such as Monkey Island, Professor Layton etc. and will be in the form of steampunk. I cannot express to you how excited I am at the prospect of writing music to fit a steampunk world. Not to mention all the sound effects, the steam pistons, explosions and backfire’s. It’ll be great. Hard, but great. So enough of this chat. It’s time to research!

Next update on Monday, along with a music review of the new Muse album, ‘The Resistance.’

M_x

Monday, 23 March 2009

For the Sweet love of the Gods.

REJOICE! For it has come to pass.

Battlestar Galactica has finally finished.

Now for most, this would be a very sad event and, trust me, I've shed a good few tears in the past 24 hours over it but in retrospect, this raging ball of awesomeness could not have ended in a better fashion. Going out with a bang? You'd better believe it!

I'm not going to go into detail over the HOUR AND A HALF of epicness (episodes are usually 40 minutes long, and cram packed full of action and this was the final ever episode; you do the math) partly because it'd take me the better part of a week to collate my thoughts on the whole thing and partly because it'd take the rest of the week to write the review. Between the penultimate and final episodes they released a behind-the-scenes special on the journey that the production team, the actors and the audience have all gone on together, and there was one thing the writer/creator/god of the show said in there that struck me.

He said that in twenty years time, if the show holds up (which it will, there is no argument), people will understand it better than we do now. Now, this sounds a bit silly really; how can someone who wasn't there at the time know more about the show than I can, having watched religiously from the beginning?

I shall tell you a tale of woe in order to answer this. As with all great finale's, BSG sacrificed a number of main characters whom we loved like our own families. One of these characters has been dying for the better part of the last 2 seasons, of cancer. We knew it was coming, we knew she was going to die and we knew it was this episode that it would happen in. What we didn't know is that, due to the relationship we had built up with the character and when the moment finally came in the closing minutes of the show, it felt like someone you and known personally and very well had died, not just a fictional creation.

This hit home very, very hard.

Sitting watching this moment unfold, I suddenly found my face become very hot and uncomfortable and, would you believe it, I started crying. And not crying like the weeping tears you get when something very sad happens. I mean all out streaming, burning rivers of the shit, roaring their salty way down my cheeks. When the credits rolled and the episode finished, all that was left was the silence of the empty room and the quiet humming of the laptop.

Ten minutes passed.

Then I understood what Ronald D. Moore had meant when he said we wouldn't understand the show as well as someone in the future would. Because most of us would just turn it off and look for something new. I found myself meditating on the whole episode, the whole series, the whole godsdamned show and, for ten glorious minutes, I felt that connection to a universe that didn't exist.

But it does exist. And it will live on forever as one of the classic, untouchable, incomparable moments in television history.

And that's all I have to say.

Wednesday, 4 March 2009

Catching Up

Right, so as the last post pointed out, I'm written bugger all here for quite some time and, though that doesn't mean I've done nothing, it does mean that I've forgotted to document my progress. So here's a nice little list of everything I've done up 'til now, with dates and bells.

Well. Not bells. This is HTML. It can't have bells.

Shame though.





DING-A-LING-A-LING-A-... okay fair enough.


Ignore the bold type; it's to let me know what module I worked on easilly so I can write up my essays at the end of the year. Which is horrifyingly close.

12/1/09
Interactive Audio details are handed out, groups are made and we set about straining our tiny minds to come up with something that is both fun and passable as a radio show. We fail. This changes in about 3 weeks or so.

15/1/09
Audio Production Methods work starts. Wrote a bunch of notes on a lecture, first (and last) academic research I did all year up 'til today's date.

27/1/09
First of three Drama meeting with Kenny's group in the studio live room. Felt like a gas chamber. Came up with some neat new things to add to the story. In retrospect, this should actaully be finished now, it's not a lot of work and I'm weeks ahead of the rest of my year on this one, seeing as i seem to be one of about 5 people in the course who can read and did actually write the script in the format it was supposed to be in. Some guy just wrote an essay...

3/2/09
Pitch. Was late to this by a whole day, because I didn't read the email. That'll teach me for being presumptious. Still, walked through it again, thanks to my lecturuer being the ever patient and fairly awsome Karl Da Silva (you can tell how awesome he is, just by the name. it has a 'Da' in it. That's ace). Came up with a new question because, and I quote...

"I couldn't find enough research material on both game and film sound design to make a proper project on their differences." Myk Mulreany, February 2009.

Translation.

"I played Warcraft."

Started working on the Production Methods coursework, but really just filled a page with nonsense. Worked on this later in the semester and actually got results.

9/2/09
Started a new appraoch to working. Daily targets. I work better to these, and managed to catch up on quite a lot of work this year by doing just that. Built my Project essay structure and wrote my introduction quite by accident. Guess I still have some sort of flair left in me. Finished the radio proposal document for Interactive Audio.

10/2/09
Wrote the play's ending.

Then scrapped it.

This happened 3 times at least.

11/2/09
Sat and read some Project books. Not a lot done today.

16/2/09
Started to work on Production Methods animation and cue sheets, but Kenny told me to do the tutorial he had planned.

Oh yeah, this is pretty funny. I was working on this on the 3rd floor. Kenny came over and told people around me to clear out as he had a class. Just as I started to clear up he sat next to me and asked how I was getting on.

Turned out it was my class. I turned up to a tutorial by accident.

19/2/09
Got in touch with my voice actors and organised a preliminary reading. Wrote out the Interactive Audio script and booked the recording studio for the next Monday, in order to do some foley work for that accidental tutorial.

20/2/09
Meeting with Karl about the Project work. He's asked me to be more specific with my question, as the current phrasing was big enough to be a PHD proposal. So I narrowed it down to "sound effects" from "sound design" and to "FPS (First Person Shooter) games" from "games." That seemed to work well.

23/2/09
Met with Karl again to check the details of the Project. He's happy with it. Went into the audio studio and started foley work on the tutorial for Production Methods. Got half an hour of recordings to cut and edit now. Good though.

24/2/09
Drama meeting and Project research. Nothing fancy.

2/3/09
Crit. Same as pitch, only I showed up on time this time. Worked out what I'm going to get done for next week. So everything should be in hand.

3/3/09
Wrote a lot down to do today. Didn't actually do any of it. Can't remember why.

Oh, just checked. I wrote that the other day to do yesterday. So that's today's work. Cool.

4/3/09
Today. Wrote this... Uh...

Right, better do some work then, so I can write about it later I guess. Going to double check the Interactive Audio script, and then write out a schedule for Drama over the next 4 weeks. Also found out the exact dates for hand in. Need to email Kenny to find out about Interactive Audio - never did get a coursework sheet for that.

Hand In Dates
Int. sound - 1st April, hand in all documentation and recorded show.
Drama - 3rd April, hand in casting and rehearsal notes. 17th April, hand in production notes, critical evaluation and recorded performance.
Project - 3rd April, hand in practical piece, 29th April, hand in essay.
Prod. methods - 17th april, hand in animation with full soundtrack and written treatment of appraoch. Oh yeah, and a 4 PAGE ESSAY ON HOW ACOUSMATIC SOUND CAN BE USED AS A FILMIC TOOL WITH FULL RESEARCH DOCUMENTS. Fuck's sake.


My nicotine patch is itching. I've giving up smoking once and for all. 3rd attempt in 2 years, but the first time I've really meant it and been to see the Doctor etc.

Friday, 20 February 2009

Back Attack

I miss my blog. It's like a wee home, all cosy and warm and unoccupied by strangers. So after the long and tiresome year that was 2nd year, I totally forgot I had this junkheap kicking about in the dark, unlit, endless corridors of the internet. Just happened to open the right door today and bam! Here we are.

Half way through the year already and I've not got a lot to say. Last semester was a joke, seeing as Wrath of the Lich King hit the stores and I spent a good 30 hours week on it at the very minimum. Got two (count 'em; TWO) characters to 80, one from 70 and one from 48. Also dragged a few mates in for the ride and leveled a paladin from 38 to 70 and a druid from 1 to 46. That's a lot of game time. So last semester was just that; gaming and then a two week panic attack at the end. Still managed to drag an A out of the pile though, so methinks I made a good decision, for a change, in coming on this course.

This semester has been different however. Now I've hit endgame with 2 characters, all that's left is to actually play the fun part of the game (would you believe a game is only fun when you've finished it?) and that means I can focus my attention on the work during the day-lit hours.

Oh yeah, I nearly forgot.

I went 4 weeks of last semester with my waking hours from 5pm-9am. I didn't see the Sun for 4 weeks. That kinda hit my health a little.

4 modules this year;

-Sound and Music for Interactive Media
I get to work with a group of 6 to write, monitor and record a live-to-air 10 minute radio show. I'm the desk monkey for this one, as well as script editor. So I rock. Weekly meetings on Fridays at 10am, with a few no-shows, which is kind of pissing me off. Ah well.

-Audio Production Techniques
Kenny's module, in which we get an animation stripped of sound and have to recreate it useing the production techniques we learn this year. Pretty good fun, making serious headway on the tutorials so far.

-Drama Production for Radio
Another of Kenny's modules, but with no classes this semester. Thrice-weekly (that's once every three weeks, not three times a week) meetings with Kenny to check on progress from last semester. Again, making headway, actors on board, need a few additional voices and rehearsals to start next week.

-Personal Project
The big one. Karl is my supervisor for this, which I'm well chuffed with; the guy's a hero. I'm studying the immersive effects of sound design and music in first-person-shooter games. Sounds great. It's pretty cool, but it's really just filler to lead up to next year's Honours Project, which will be a more in-depth version of this.

That's the update. I'll probably forget about this again, but no doubt Searra will kick me around a bit 'till I update seeing as she made me come on to do this. Damn you.

Yeah you.


Peace.x

Tuesday, 18 March 2008

Booooriiiiing

Animation’s nearly finished. It just needs colouring, a little touching up around the keyframes and sound effects and then we’re done. Character sheet just needs created and that’ll take all of an hour to do. Should have this finished inside of a day.

3D is for Thursday. Lots to do for it.

For audio, I need to sit and watch the film I’m reviewing and I was hoping to have company, but no one was available, so I’ll be doing it alone. As usual.

Not a lot to say today.

Monday, 17 March 2008

The Home Stretch

Sloooooooow day today. In at half 9, re-wrote the animation document that Jonathon and Chris created last week, and changed it so it represented the sound effects design. Now we have a definitive list of sounds that the game will require and I can set about creating them. Also textured the bike model I’ve been having so much trouble with, and did it with a touch of sarcasm, by taking a side on view of a motorbike on Google images and pasting it on. Well, yeah, I couldn’t be bothered spending any more time on this worksheet, to be fair, and I’ve got enough to be getting on with now.

Going to finish this worksheet once and for all with the model, UV map and texture for a piece of homewares. Probably make a TV model. Saw Mike working on his earlier. Looked good.

Pinched.

Thursday, 13 March 2008

I don't care what else happens now...

... because I feel pretty damn good at the moment, thank you very much.

So yesterday didn’t get an update either, but that was mainly due to the fact that a) there wasn’t much to talk about and b) I was too bored and depressed from being bored to write. So bite me.

Anyway. Today.

Well no, yesterday.

Yesterday was good, sat with Nairn and had a good talk about my audio design and the subject of my essay, which is changing now from the first 15 minutes of ‘Once Upon A Time In The West’ to the whole film, and the characterisation within it. I think the term is Leitmotif, meaning a recurring musical theme associated with a particular place or person. And there are about 10 in the film, as well as variations, so it will be fun to sit and watch it for research. Because that’s all any of us ask – a legitimate, academic excuse to sit and watch a film and eat pizza and drink beer…

Today was great. I’ve finally cracked 3D, got my head around the basics enough to complete the first two worksheets, of seven. And it won’t take me long to get them all done and dusted. Then I can wave goodbye to it forever.

Also, though this was part of what should have been said on Tuesday, Gili came across today to see how I was getting on with the animatic. He actually loved it. And he said the best thing I could ever have heard today.

“This is really funny. I love the animation you’ve done so far. It’s some of the most advanced stuff in the class.”

*jawdropfacedesk*

Awesome.

Tuesday, 11 March 2008

Meh...

Too tired to think tonight. Redrew most of the animatic today. Got 2 or 3 seconds of full animation done too. Not a bad day. Just long. Audio tomorrow, and a bit more detail on today. Laters.

Monday, 10 March 2008

How It Should Be...

Well that was an interesting day, to say the least. I mean, I’ve been so busy, I even forgot to write the blog post. It’s eleven-fifteen pm and I’ve just remembered.

We had another BBC meeting for entertainment design today, and with that knowledge in mind, I went ahead and spent the whole day working on this one module, like I should have been doing from day one.

*facedesk*

Nevertheless, I got a lot done, and managed to get a rough idea stencilled out for the main theme of the game. Tomorrow will be much the same, only for animation instead. Not really much else to say about it really, other than I am shattered from working my way through hundreds of different instruments and layers and effects and processes and programs.

Tomorrow will be much the same, and no doubt I’ll have a rant about the whole thing then.

Thursday, 6 March 2008

Up and down

I’ve surprised myself today. My animatic is done! I found the pen for my graphics tablet, and was able to draw straight into flash for a change. It turned out better this way, as I didn’t have to scan things in and copy them. My character sheet is done, in a preliminary sense, but I’ll probably scan these into photoshop and touch them up, give them some colour and all that jazz. Just to make it look a little more professional.

Out of that list I wrote yesterday, I have now completed the following;

2. 2 characters taken to design stage and given full back stories
3. 1 character taken to final design and storyboarded
4. Animatic of storyboard (woohoo!)
5. Character sheet with front, side, back and ¾ view, as well as expression views.

This leaves me with just the animation itself which, given the nature of my animatic, has already passed through the planning and keyframing stages. I still have to create 3 more characters, just as preliminary research. Meh. It’s weird, I can’t seem to conjure up any characters for this. I should really be able to do that in fifteen minutes easy, what with all the dozens of character I’ve created for roleplaying and the like. But for some reason, I can’t get anything new. I guess it’s because all my characters were improvements on the last.

Except Coin. I loved Coin.

------------------------------------------------------------

It’s 10 minutes later now, and Gili just came over to speak with me. I showed him the animatic, and we now have a number of changes to make, and it needs redrawn. I would usually be disappointed with this result, but he liked the character and found the concept funny. This, in my books, is a serious win. Like, hard win. He doesn’t give positive feedback often, from what I’ve heard, though it’s likey just coming from whiney bitches with egos that can’t take a put down.

Still.

So the animatic is back on the to-do list, but I’ll have it done for Tuesday morning, and as next week is mainly 3D work, I hope to get it down over the weekend instead.

Life drawing tomorrow, so not much to report then. See you Monday.

Wednesday, 5 March 2008

Progress

At last! Progress!

This is the list of work I have to do for character animation.

1. Written descriptions for 5 characters & settings.
2. 2 characters taken to design stage and given full back stories.
3. 1 character taken to final design and storyboarded.
4. Animatic of storyboard.
5. Character sheet with front, side, back and ¾ views, as well as expression views.
6. Finished animation, 15 secs long exactly.

The storyboard is finished! Wooo! I have two characters taken to design and one taken to final design. Almost done with the character sheet and expressions. By tomorrow, I hope to have only the animation to do. All the written work will have been filled in and the design stages finalised and signed off, so to speak.

3D, on the other hand, is not so fortunate. Next week will see a fully focused week on that, I think, try and get all the worksheets done in one go, so that the last two weeks can be spread more evenly as I finish audio off nicely, and complete the animation for this module too.

I think the panic is finally starting to relax a little. Thank god.

Tuesday, 4 March 2008

Cornered

Holy hell. What a week.

So yeah, I didn’t post twice during crit week, because I as too busy trying to get some sort of work together to show for Thursday. And when I did finally manage to get something worth showing, it was pretty much too late in the week to bother posting, as Friday was all life drawing and then taking my mind out of the equation for the weekend. I’ve passed the two tracks by the guys and they seem pretty chuffed with them, so that’s 3 down and 1 to go plus sound FX, which I’m starting work on tomorrow.

Yesterday, I worked exclusively on entertainment design in the sense that we all went through to the BBC HQ in Glasgow’s Pacific Quay to get a tour of the building and an idea of the work they do there. The news started just as we were about to go into the studio, so that was pretty cool. It did, however, mean that we didn’t get to go in, but still. Silver lining, right? Live news, not 10 feet from you. Awesome.

Shame it’s always the same crap.

Today has been character animation, and I’ve had a chat with Gili for the first time this semester. I’ve told him I have the character designs written out, two characters designed on paper, one characters’ sheet completed and storyboards with animatics. He wants to see them on Thursday.

Which means I have to do all of the above in 2 days.

Oh god.

Then again, this means I’ll have caught up with the rest of the class nice and fast, rather then stretching it out for weeks on end.

3D is no where near close. It’s barely started. I need help on this, but its pinning one of the guys from class down so they can go through tutorials with me and get me up to speed in a week. I really hate that module, with all the fiery passion of a supernova. Four more weeks and I never have to deal with it again. I cannot tell you how much that makes me want to dance. It’s awesome.

First things first though. Getting through these 4 weeks, rounding up projects and finding a godamn job at some point in all of it.

More tomorrow…

Monday, 25 February 2008

Back on Track

So yeah, it's been a while since I posted last, but hell - it's been a bust couple of weeks IRL, let alone at uni.

Week before last, I was lazy. Yeah. Again. that's just the way it is, to be fair. I ahev these weeks of boredoma nd lethargy that I can't break out of. Last week, however, I had a real excuse to do jack all. I had Lynette up. ^_^

It was awesome. We visited Cat too, which was just as awesome. She added extra awesome. It was awesome squared. And we went to see Juno, which was awesome to the power of n, where n = infinity. It was so awesome, maths is neccessary to work it out.

So I've been in uni for little over 3 hours now, and I already have 2 new tracks created for the game. If the guys like these two, that means I just have the main title to create and the sound effects. Tomorrow, I'm working solidly on either 3D or character animation, depending on whether Mike is in or not. Then Wednesday will be for the other subject. And Thursday is my crit, to show off all the work I've (not) done, before I take the rest of the day off for 'retrospection' (translation - beer and Warcraft). Friday I have to go to both morning and afternoon life drawing classes to make up lost time recently.

Then it all starts again next week. And this weekend, I have to go job hunting, which really ain't cool at all.

I want a polaroid camera; they're cool as hell. I think I'm going to play my acoustic guitar tonight and try to learn some of the songs from the Juno soundtrack. Or I'll see what Deano is up to. Meh, either way, I'm going to have a night off WoW for a change.

For now, I'm going to try and get a full design for the ident finished by 4:30 so I can go home before the traffic rush.

More tomorrow, as 3D progresses.

Wednesday, 13 February 2008

Back to square one

Damn 3D art; damn it all to hell, I tell you! I just don’t get it. I spend 3 hours staring at the screen today and got none of the work done, because it just plain doesn’t make sense. Stupid idea, really, making art a 3D environment. What was wrong with 2D animation in the first place?

*sigh*

Anyway, we’re back down to one track, ‘cos the guys didn’t like the heart one. Honestly? The more I listen to it, the more I can see their point. It is ear bleeding material. Pretty boring and it fails, miserably I might add, to capture the mood of the environment. I’ll have another stab at it tomorrow, I think.

It’s valentine’s day tomorrow, yet another day in the calendar than promotes corporate gain by making us all pay ludicrous amounts of money for presents we don’t need to. Why must there be a single day of the year when you have to tell your partner that you love them? There doesn’t, but it’s been around for so long now that we just feel guilty about it from day one. If you don’t buy her a gift, you’re a bad boyfriend/husband. To hell with you, mister corporation. I don’t owe you shit!

And I got lucky being with the one girl in the world (or so it seems) that doesn’t want gifts and rubbish like that. It’s pretty awesome.

Love you. Yeah you.

I’ll have to have another stab at the 3D tomorrow, if I can be arsed. Character animation is coming along slowly too, though CoC is going well – made some pretty decent notes today on the ident I have chosen and got some excellent research into the production processes of these idents in industry.

Woo. Go me.

Tuesday, 12 February 2008

Two down...

That’s two songs in the bag now, or as close to two as it is possible, without being definite, I suppose. All that needs made certain is what the guys think of it. Once it gets the go ahead, that’s two. One for the brain and one for the heart. And it only took me 3 hours this morning. I could have all the music for the game finished by the end of the week at this rate.

I still haven’t found my pen for my graphics tablet, so any digital artwork for my other modules is pretty much right of the window, to be perfectly fair. I can still do some work on them though, so I’m going to try and draw mylittle ninja character in flash and see how that goes. If that works out, I’ll make the storybaords today and be done with it for the week.

I really hate animation.

That’s all today, apart from the fact that I have a cold and my head is killing me.

Pheh.

Monday, 11 February 2008

Monday Madness

So I got one track completed, which I’m quite chuffed with. I can see it working in-game quite well, I think, and I just have to get opinions for the guys before I show it off completely this afternoon.

I’ve taken the neuron track and given it a good old, English nanny shake, removed the lead in, edited the mix levels and added some effects. And? I got it wrong.

The effects work perfectly, in reality; they really give the track life and some rhythm that it didn’t have before, the levels combining with this to split the backing and the melody into separate tracks for a change. However, there are a few things that need to be given another look. For example, the drum track is way too quiet, it need a very, very small boost in volume. The track is flat and needs the intro back, to give it some life again.

I’ve lost my pen for my graphics tablet, so working in flash is out of the window for sure. Not that I mind much, I’ll probably just get some quick stickman sketches done tonight. Watched a King Kong documentary on audio post production, and also bought the limited editions of all three original Star Wars films, that is to say, episodes 4 through 6, so I have a lot of notes on audio design roughly drafted for Concepts of Composition.

Art-wise, I’ve as yet done nothing for 3D, though I think Mike and I will be getting together in Whitespace this week to rock through most of the worksheets involved there. Then quick sketches to throw together my models I need and the work for them can commence slowly, but steadily. The same goes for character animation, once I find my tablet pen.

Meeting now for ED, and I can see the BBC guys from here, so I wonder what’s going on with them, huh?

Friday, 8 February 2008

The Pull of Azeroth

I’ve been awful this week, playing Warcraft solidly, rather than doing anything that could be related to work. Behind on the following things;

3D coursework & worksheets…

Entertainment Design sound effects…

Character Animation storyboards and animatics…

Concepts of Composition research into my chosen ident and musical theory…


So yeah. This weekend will be compromised of making this list two items shorter. The animations stuff will be done on Saturday, as it won’t take long at all if I do it in flash. Secondly, the research into the ident will be written up and ready for handing in by Sunday. The 3D stuff I’m wanting to get together with some guys from class and smash through in one go and the Entertainment Design sound effects need to be discussed with the guys in my group before I launch myself into them. Namely, the kind of movements our little character and his disgusting friends will be making in-game so that I can make a definitive list of sound effects. That way, I can get it all done in one go.

By next weekend, the to-do list will look like this;

3D coursework designs.

Entertainment Design sound fx.

Character Animation finished animations.

Concepts of Composition ident design & essay on sound design.


The finished work will look like this;

3D worksheets.

ED sfx list and music.

Animation scripts, storyboards & animatics.

Concepts research into TV idents and notes on “Once Upon A Time In The West”, Sergio Leone.


Funtimes, for next week.

I just have to limit my Warcraft time. It’s like an addiction – I may one day need professional help.

Tuesday, 5 February 2008

The Beeb

That went so very, very well. The BBC pitches, I mean. You know – yesterday?

Yeah.

Even though Dad’s worked for god-knows how many years, it still surprises me how informal they can be. Maybe that’s why it surprises me; seeing how Dad’s professional life always seems so serious. Or at least, it did, when he was in England. Probably because England sucks.

Chris opened the pitch 2 minutes after we finalised the art work for presentation, which I found a bit hilarious. We should really have had a PowerPoint presentation, but it seems to have worked to our advantage that we didn’t, as we were able to just show the pictures and talk about them naturally, and I think our obvious enthusiasm and understanding of the project carried us better than any procession of automated slides could have done. So we were introduced to the guys (or more precisely, a guy and a girl) from the Beeb, with Euan and Dayna sitting in on it too.

Chris talked about the concept design and logistics of the project, Jonathon handled lead art and animation details with Ryan tackling the environment art and concept art. Which led to me discussing the audio. Now, I don’t mean to get all egotistical on you here, but I really think the work I’d done sealed the deal, so to speak. They loved the concept from the word go, completely fell for the art design and the game’s happy-go-lucky attitude, but the fact that we have an on-board dedicated audio ‘team’ kinda filled a gap. I let them hear one of the tracks I’ve created, which is actually almost finished, and I swear their eyes lit up. Even Johnny, who’s heard it so many times, couldn’t help but laugh with the hilarity of the track. It’s so retro it’s unreal. And it fits the game style so well. I’m pretty proud of it.

^_^

Anyway. Other news. I forgot my tablet pen for the Wacom today, so I’m just writing this and going home, as I can’t get any other work done. *facedesk* Should give Dean a phone tonight to see how he was on Monday morning, after our little adventure on Sunday night. Or Sunday afternoon. Bloody 6 nations – drinking solidly from 2:30pm onwards is not healthy. I’m surprised I got up in the morning for the pitch.