Thursday, May 9, 2013

Sketches Galore
























A compilation of sketches I did during my first year in Game Development.

All my 3D animations from my second semester, using AutoDesk Maya 2013.

Just like in my 2D animation assignments, we were also assigned to animation a heavy ball and light ball.

Again we bring an inanimate object to life, meet Tommy the cube. In the third animation, I have Tommy look behind him turning to the left and right and then examine the large pillar in front of him. He's surprised after looking down and realizing how far up he is, but shakes off the fear and takes the jump. He barely makes it, but manages to grip the edge of the pillar and slightly struggles and he climbs up.

The last animation focuses on character interaction, in this case, Tommy and a ball. I animated him jumping towards it, full of curiosity looking on either side of the ball. He then proceeds ever so slightly to tap the ball, and get overly excited jumping up and down.

My teacher specifically pointed out to me that he was quite impressed with this animation, particularly because of the subtlety I portrayed when Tommy taps the ball. He said it's easier to exaggerate in animation that to achieve subtlety, and to have a first year student (who had never animated before) do that is really good!

All my 2D animation assignments from my second semester. All done in Flash Professional CS6.

The first and second animation, was to animate a heavy ball and then a light ball.

The second animation is a flour sack falling from a shelf. Here, we were really focusing time and spacing.

The last animation was to challenge ourselves and bring an inanimate object to life, keeping in mind the 12 principles of animation. Here, I have my flour sack crouch down before diving head first into the trampoline (anticipation). I focus on distributing his weight according to where he is in mid air and when he hits the trampoline and off to the floor.

In 2D Digital class we were assigned to create two vehicle concepts; both from a setting where humanity is at risk of a total wipe out and the Earth's resources have greatly depleted. One vehicles has to be drawn in modern time and the other, from the future.

I wanted my modern vehicle concept to look heavy duty and as if someone had taken random metal scraps and installed it onto a car. This would help make it more convincing about the type of environment it is in and also that my vehicle could withstand a hit or two from attacks.

My future concept is more of a sleek design. I added metal spikes to the front of the car as a way to attack and deter any possible threats.




Animated Keeta in a walk, jump and attack sequence in Photoshop. This was the next assignment from my Asset Dev Class.




My character concept assignment for my Asset Dev class in semester 2. Similar process to the gun concept: silhouettes, sketches, revised sketches and final concept.

This is Keeta, a wild free-spirited and adventurous one. She's also head strong and determined, although that trait can sometimes be seen more as stubborn.


Worked on another sprite sheet for 2D digital class. This time we had to create the animated and static obstacles from pixel art.

Another assignment from 2D Digital art, from my second semester. The task was to create a mood painting and replicate the same art style and feel of either Angry Birds by Rovio or Mega Run by Get Set Games, so I made sure to keep my painting simple but vibrant. I used a combination of Illustrator and Photoshop for this assignment.

My assignment for 2D digital art class and also my first try at digital painting. Before starting we had to take a picture of ourselves and exaggerate our features on Photoshop.





All my modelling assignments from first semester (except the airplane, is was actually a final exam). All in order, to best of my memory. The gun model is the same as my gun concept from earlier.



Another oldie here. An assignment for my Asset Development class, where we had to make a gun concept inspired by the Beretta handgun. First we had to come up with interesting silhouettes, then revise and add details and then have the final concept rendered in Photoshop.

Bringing my mama Yeti into action. Walk, pick up and idle sequence.

This is an old assignment from my 2D Digital art class during my first semester. We were assignment to make a platform level, along with a character sprite sheet with a walk, pick-up and idle sequence and four power ups. I chose an Arctic theme for my level (the other options were Space and Medieval), and wanted to go for an icy cavern. My character is a mother Yeti, determined to find her baby. The four power ups are: a key to open the cage at the end of the level, health, arrow for speed and the rotating infinity symbol for invulnerability.

The platform was made in Photoshop and I used Illustrator to created my character and the power ups.