Posts Tagged ‘Work’

Over the summer I worked at the architectural design partners. While I was there I learnt how to use CAD and implemented these skills to trace maps and start outlines for projects that would be done further down the line by the rest of the team. This would allow them to go straight into adding the detail and not have to bother with the basic shape of the building. Sadly I was not allowed to take many examples of this because of client confidentiality been work related to people’s homes. I also worked on making 3D models based on the floor plans in Google sketchup to help the customer get a better idea of the space that would be created. Alongside the technical stuff I also carried out basic admin tasks such as scanning, printing and filing. I also worked on visuals for a project that is currently under NDA and will share information and visuals when I can.

Sketchup screen 2

Sketchup screen 1

Sketchup screen 3

Sketchup screen 4

Sketchup screen 5

Sketchup screen 6

Sketchup screen 7

Sketchup screen 8

Sketchup screen 9


This was a really great experience which has tort me a lot more about how 3D skills can be used in an industry outside of game design and what its like to work in an office environment.


Paragons Past was been displayed at the Platform event (14th November 2014) and they needed student to man the display. I came in and manned it for most of the day excluding a lunch break and a wonder round the other exhibits There was a lot of interest for the project among the visitors and it was a great opportunity to get the project out there to such a large group of people. The booth was pretty much the same as before just adjusting the headset if needed and talking them through the basics of the project as well as navigating them through the space if they were not confident in using a keyboard and mouse.



In the weeks leading up to our client project we have been given a mini brief to design aspects for Rabbit Heart, a project witch my tutors are leading. The area of focus we were given was the Rabbit mech suit, to start the project I made mood boards relating to Rabbit Heart, existing rabbit mechs and cockpits.

Rabbit Heart Sheet:

Research 1


Rabbit Mech Sheet:

Research 2


Cockpit Sheet:


Research 3


While thinking about what aspect of the project I would like to work on I kept coming back to the bond between the player and the machine and how to get the player to be invested in the relationship. This lead the the idea for my focus for this mini brief:


Create ways to help strengthen the players bond with the mech, through possible maintenance, gained by finding manuals and tools, or small customization options to help build not only Ululu’s sentimental value towards the mech but the players investment in the relationship. These interactions will go alongside the physical interactions and need to be close that has already been listed.

This will involve working with someone who has an interest in designing the mech to see what sort of tools would be used for maintenance. Some basic ideas are the ability to name the suit, polish it and oil the joints as very basic interactions.

The Aftermath.

Posted: May 16, 2013 in Game Design 2
Tags: , ,

Now that everything is handed in and I have spent a few days away from the projects I have started to notice small issues with my RPG that could easily be resolved. The first has already been discussed in a previous post to turn the text on the title screen from black to white to make it more legible:

Start menu

Start menuv2

The next is that I did not get rid of all the red bits of the silhouetted figure in the first conversation scene.

Cut sceene image mistake 1

This shows how much I was rushing about focusing on getting everything done on time to over look such an obvious mistake.

I also commented in my evaluation that the dialogue in the first sequence is hard to differentiate but would be fixed with voice acting because I wanted to keep the characters anonymous by using question marks. I thought of another simple fix by putting something like encouraging voice in the name section you could easily see it is a different person seeking.


Cut sceene images15

Cut sceene images16


Cut sceene images15

Cut sceene image mistake 2

These small mistakes have thought me that I need to step away from a project and leave it for a while when I have lots of work to do this way I can clear my mined and come back with a fresh view on things. Hopefully this will let me pick up on small errors like these and fix them much faster.

The following are the development stages I went through working on a walking mechanic for my code before I abandoned it and decided to go for a point and click game play style.

The first is the most basic were I just got a ball to move in a direction corresponding to the directional key you push and can be found here. You may notice there is a gray box on the screen in the SWF that you can walk through, all of the next developments are mainly focused on creating a collision system to stop the ball passing through objects. My first successful step towards achieving this removed the ability to move forward when the ball was touching the wall but it also took away the ability to move down which was a problem. all maneuverability was restored though when the ball moved away from the wall by going to the side. The SWF can be found here. I managed to over come this problem and made a box around the ball which does not let the ball pass through it when you walk into the walls unless you are already touching one wall when you walk into the other. By touching two walls at the same time the code is still disabling the moments from the first wall you was touching and allows you to get far enough into the second wall that you can walk out of the box this was a game braking bug if i were to use this system. the SWF file can be found here.

I was then pointed in the direction of hit test points instead of using hit test objects this would allow me to create an outline which the player would not be able to leave. To get use to hit test points I made a quick flash code were the ball would return to the center of the screen when the mouse touched the black line. The SWF file can be found here. With this new way to set up collisions I looked into how to set up a much smoother movement for the ball and did this by giving each direction a base speed of zero and added five, or minus five, when the corresponding key/s were pushed making a much more fluent movement. the combination of the two can be found here.

I then looked into how to move the ball from one screen to the next when it touched an object, this would be used for opening doors etc. This was relatively simple just been a collision which takes you to the next screen. the SWF can be found here. I then combined the two, this worked fine except that when the ball entered the next screen it was in the same position it was in when it touched the object. this could be solved by adding a move X and Y code along with the go to next frame action but this would take too long to set up and time was running out. along with this code I would also need to start and finish the sprites for the maps if I were to use this in my game. this is why I decided to go with a point and click game for my hand in to try and get a better looking piece produced that would represent the ideal of my game more accurately. The final walking test SWF can be found here.

I started to look at ways to change the mouse courser and make it play an animation when you hovered over an object/person you could interact with. I managed to succeed but you had to rapidly click the mouse until you clicked on the object before the animation goes into its next loop this is why it was not used in the final product. The SWF file can be found here.

Conversion of Game Genres.

Posted: May 13, 2013 in Game Design 2
Tags: , ,

The conversion of game genres refers to the elements that are associated with a particular game genre been used in a different type of game. A good example of this would be the elder scrolls games, they use a first person view by default which is associated with FPS titles but is an RPG game. I think this adds to the accessibility to this title as people who usually only play FPS titles will feel familiar in this new setting and can even equip a bow and arrow to have that FPS experience. FPS games like Borderlands use skill trees as a way to level up and gain new abilities, skill trees are usually associated with RPG games witch contain a class system. This helps someone who may come from an RPG background feel like there is enough depth in the levelling system to sink their teeth into and allow them to customise the class as they like.

As well as helping with the movement between game genres, having a conversion between games can also add to make the experience more dynamic. A good example of this would be Final Fantasy Crisis Core in this game your character no longer stays in one spot till you give a command, you are free to move round the battle field and evade attacks with a doge button this system seems to have taken elements from platform games like god of war or even more action orientated RPGs like Kingdom Hearts or Star Ocean.

Conversion of game genres can also ruin the atmosphere and suspense of a game. The first example that comes to mind is quick time events; these have shown up in survival horror games like Resident Evil (four onwards) and completely take you out of the immersion of the game by flashing button commands on screen. Quick time events have also been used in boss fights which are anti-climactic and seem like a waist if all your skill at playing the game no longer matters only your timing at pushing a button an example of this would be at the end of Resident evil five were the final boss fight keeps swapping between game play and quick time which is really annoying and can mean you get a game over by failing to get one button input right.

Is the conversion of game genres a good thing? Yes and no it’s good because it can make a player cross over from one game type to another quickly and comfortable but can also be deceptive. For example if someone bought a game based on the screen shots they had seen it could be a completely different game type than they had expected which would lead to disappointment and possibly getting rid of the game. So it is very important for there to be clear indication of what game type it is. Some games that do this are Fall out 3 and Far Cry 3 were they clearly market themselves of a hybrid between an FPS and an RPG and they are both successful games.

I dropped my sketches into Photoshop and worked them up the following are the rooms at 2 different stages in their completion.

coloured room

coloured roomv2

coloured hallway

coloured hallwayv2

Coloured downstairs

Coloured downstairsv2