Evaluation of game

In this task we were asked to design a 2D platformer and create it using unreal engine, we had to base it on the classics era so old gods and such.

I started by researching the classics area and 2D games from history, on the classics research I focused on old roman gods based on planets so gods like saturn. I chose these Gods because the style of game I wanted would be in the vein of games such as God of War. After I found out what I wanted to base the games characters on and got the base of the story done I started researching 2D platformers I liked the style of super metroid and more modern flush styles like ori and the blind forest so I eventually went for a mix of both, by that I mean O when for the background pixelated style in the same idea as super metroid and some new modern pixel games but keeping the character looking flush with a smooth character.

Before I started work on the game in the game development software I did more development on the on what the characters and scenery. I wanted to flush out the whole idea of the story and ideas I had on paper before putting them into the game, but after a while I came up with something I felt was good enough to start with the game. The first thing I started work on digitally was the main character, he started as a simple worker but as I developed the world more I made the main character related to the god Saturn making the main character a half god so in turn making him apart of the roman army as that felt more appropriate to the story and thats how I came up with the end design of the character. After I finish that I worked on the scenery I was heavily influenced by other games when in development on the background, I kept in mind what we did before with the desert piece I did, the part of the level I chose was was the beginning of the tutorial when the game starts of in the forest where you live and start you adventure to Rome, I chose this area because it would be the easiest place to show of the stylistic aspect of the game. Now we have the scenery, ground and the player time to up it in the game, although I’ve briefly used unreal engine before I’ve only really used Unty so it was a bit of a change and a learning point for me. To make this I went through many tutorials so I can get the basics done such as running, jumping then I progressed to do health and dieing which was a bit of a task but if I had more time to finish the game I would ad enemies and attacks but this shows what the game would look like. Using the background I created I made earlier I added to the game and made the background parallax when you run across the map.

Overall I am happy with how my game looks and what it’s like at the moment, but I’ll say it again If I had more time I would have made the game have more to it such as attacks and enemies. What could be improved would my work mentality to do work I feel if I did more at home I could have got more done I got more into it at the last few months of 2016 but I will work harder for my end piece. If you want to see the game click on another post with a video of what the game looks like in the software.


Development update of game 13/12/16


This is what the bas level will look like for the tutorial level minus the trees hill incline and house. This was made in photoshop inspired by platformers like Super Metroid and super mario. These layers are all separate so paralaxing isn’t a problem and for easy editing. I work on his from the back forward so sky then mountains and so on.


This is the updated character sprite for running, jumping, sliding and crouching. I did all of these separately using my digital sketch pad to help with making the character look soother. I edged away from the pixelated character as I feel it looks better in the environment and as a character in a smooth form. This was made in photoshop based of the sketch designs I did on paper of the roman solider.

Walk Animation IRL and (Treatment


The working title of my project is “escape”. This 3D animation will be around 20 seconds long and will be aimed for young children around 5+ because of its simple silly humour and happy attitude which i feel adults won’t appreciate it in the same way, I know this though my research in other shorts like this, for example tinny toy is a very simple early animation about a toy coming to like and through my research have found out the this was better received by a younger audience for is silly humor and funny character. The story is about a pencil board on the table wanting more out of its life, so decides to roll away but this leads the pencil to fall off the table leaving its other pencil friends behind as he is free. Once the pencil is on the floor it gets up slowly and realises its free, it starts jumping round with joy doing flips as he’s achieved his dream, then suddenly another pencil falls down off the table and falls on the pencil we’ve been following and thats where it ends. The main pencil wants more to life than just to be a pencil, it wants to be free, this is the main backstory of the original pencil, the pencil doesn’t have an age/gender as its a pencil but still show human characteristics. The lighting will be mainly aimed from above since its a normal room its in but I will be sure that the pencil will never be in full darkness. The camera will track/follow the main pencil through its 20 second adventure, I’m doing this because the main focus of the short is the pencil and I want the audience to focus on it. The setting of the short is in a office with a desk in it with just some pencils on it, most of the pencils will just be props as only two of the pile will move in the whole video. Even though a pencil is easier that a stapler to model its harder to show emotion through a pencil, so thats why I tried to challenge me on that front, but in order to achieve the end product I will have to learn and understand more of maya so I can make the video. One of the main other shorts I research was the pixar short “Lamps” as they are able to show their emotions through movements even though they are inanimate objects. The secondary object was the short “Paperman” I really love this animation as the way it brought two acquaintances together was really inspiring and how it uses paper plains to bring them together. The entire animation will be made in Maya as its a free and good way to learn a heavily used 3D software. One of the main problems I’ll encounter would be the fact I would’t know enough about the software to fix  problem but I ask and use google to find that out. The  cost if this was a live brief would be the Maya licenses, computer and staff.


Walking work to see how you walk when you are experiencing a different emotion and use this work on the 3D animation work to help give you object a sense of life and emotion.


Pixar shorts

Pixar is a worldwide known computer animation studio based in California. They have created many of the biggest films of the recent years as well as many animated shorts of many different styles. Pixar’s first feature film was Toy Story, released back in 1995 and their latest film being Finding Dory on June 17 2016, toy story almost did happen as Disney didn’t think the story worked well with 3D so they had to re-work the whole script. They use several different software, programs, and processes behind the scenes. Their most distinguished use of technology is computers that allow them to design 3D animation and a much faster scale now.

Job Roles:

There are many job roles when making a hit animated film or when making an animated short but each role is just as important as the other let’s start with the beginning of the process. The story idea/script, a Pixar employee would pitch their idea to the other members of the development team, the real challenge they say is to get the audience to believe in the idea and see the possibilities in it. Text treatment, this is a short document that summarizes the main story and sometimes the same idea will be developed on in order to find the right balance between ideas and after that comes the script. Storyboards, these are a hand drawn version of the story as a sort of blueprint for the action and dialogue. Each storyboard artist receives script pages and outline of the characters emotional changes seen through actions, draw them out then pitch it to the director. Voice actors and temporary actors, the temp actors perform for the Pixar artists in the storyboard reels later on the push for professionals. Reels, this is a video that allows the cleaned-up storyboard sequence to stand alone. Colour concepts, this is the start of the development into illustrating world which digs into what they characters and light etc. Models, Pixar mainly used proprietary animation software to create 3-dimensional versions of the characters. Using the art departments model packet (a set of informational drawings). The base models wont have model texture or any surface colour all you will see is the objects skeleton, lings and outlines of cubes, blocks and spheres that have constructed it this is called wireframe. Sets, this is where the films story takes place, once these are built in a 3D software and dressed up to the directors vision then the environment is realised and characters can be placed on it. Shots, this is the translation of three dimensional scenes the crew sets out virtual cameras to create shots that capture the emotion and story of each scene. Animation, Using Pixar’s animation software they choreograph the movements and facial expressions in each scene, the computer makes an in-between frames so the animators don’t have to do it frame by frame (I talk about this more later). Shade, the characters and props are given surface texture like metal, fabric, glass etc. Lighting, digital light is in every scene in the same way as stage lighting, to fill a room and give the scene ambience and mood. Rendering, is the translation of all information that makes up every shot, Pixar uses render man (I talk about it later) it takes every frames takes all its digital information like lighting, textures and assembles them together. This can take a long time. Final touches and musical score, Editors oversee the completion of the musical score and other sound effects and special effects.


Pixar use a lot of in house programes one is called Fizt(Physical tool). This program was developed by David Baraff and Andy Witkin from Pixar animations studios to speed up the process the production of special effects around scenes and make the effects used to appear more realistic, incorporated physics and the ability to control the behavior of mesh objects in the virtual animation. The use for one of these programs is to simulate physics around the millions of hairs around some of the monsters bodies and reduce the time of creation process for such a task.As before this kind of things were hard or close to impossible to recreate because of the time would be spent while animating batches of hair on top of the characters movement and increasing the render time for the final processes.

One of the add-ons for the program is that Pixar as of the creation of the software were able to animate all different types of clothing , fur and other materials of their choosing without incorporating animators having to manually animate every little detail and decrease the time used for animating , speeding up the production time in the process. This particularly impressed me.

Another magoure program that is mainly used to make models with is Autodesk Maya. This program is widely used among Pixar employees and other game developers or animators. organic models (nurbs), texture , animate, create UV mapping and so on.Rigging and animations are done in a in-house built software called Marionette or Menv. As this program was released since 1998 Pixar has most likely used this program ever since then to make at least basic models for their animators to work on while higher quality meshes are later made and added into the final product.Many movies have been made with Maya for example “The Matrix” , “Final Fantasy:The Spirit Within” , Pixar , Disney and Dreamwork movie names are also in the list as it proves that the program has been quickly added to every animators and creators list of programs to know. Program itself is able to do more than mesh high or low poly models but also to sculpt


When making an 3D animation it is important to know what kinematics are and the difference between them. There are two main differences between them and it is very simple- Forward Kinematics is when a 3D robot computes the position of an End-Effector depending on the joint parameters, whereas Inverse Kinematics is when an animator manually maps out the final position on an End-Effector. An example of this would be the bending of a leg, forward kinematics would bend the knee and flatten the foot, whereas inverse could bend the foot backwards or sideways, depending on the animators choice. An End-Effector is the end point of an object, for example the tips on a finger on a hand or the toes of a foot, something that is design to interact with the space/ environment around it.

3D animation is a common design choice in mainstream media companies like Disney and Pixar, for example, have so many movies in 3D but from time to time Disney/Pixar get companies whether it’s in the house or out of to do short animations following a small story. There have been many which I would guess you have heard of, Birds, night and day and jack jack attacks and this is just a few but for this talk, I will be talking about paperman an oscar winning short film.

In this animation, the use a mix of old fashioned drawing with CG moving together add motion capture to give the effect of 2D when in fact the entire digital 3D film is just behind it. The technique uses traditional hand-drawn 2D animation by carrying the information with the 3D CG using a program dubbed “Meander” created by Eric Daniels. As they began the process to make this the first decided to find a story and a theme/era to match, for example, the era of paperman was based in the 1950s the golden era of the working man a town starting to burst with life and to make the town feel magical. The story is based of the reality of living in the city and about acquaintances, bringing them together in a way.

2D animation has, for some time now, taken a backseat to 3D computer graphics but John Kahrs has stated that although he does not believe they are ready to do a feature length film using the technique that it is a direction that they are eventually going to move toward and that Disney believes there is a strong future ahead for this technology.


The process of the development of this animated short would always start up with the drawing and character design, showing the characters with every emotion. But through these drawings it gave the idea to create a 3D animation but with the style of 2D. The paper texture advected by the motion vectors per-element gives a temporally coherent texture to line and paint. Pre vis is used a lot within the animated scene to help build the scene and break down the the story into a conceivable idea, they used compute tangents at cylindrical cross-sections relative to the viewpoint then extending the silhouettes along normal gives the characters more detail and to get the movement of the characters they used motion capture, in the software they used motion vectors per-vertex to convert the real acting to the animated character, then they convert the image-space and rendered per-pixel to detail for further the silhouette extension. Motion copy and paste, curves drawn and selected on the first frame then curves motion pasted onto the last frame automatically advected by motion vectors and the frames in-between are automatically drawn, so its gives a clean movement of a object and character by only using two frames. The in-between fames are created by automatically computing correspondences, advecting strokes via motion vectors and geometrically blending the corresponding strokes, this was done using a custom 2D paint software called Final line.

“Introducing a groundbreaking technique that seamlessly merges computer-generated and hand-drawn animation techniques, first-time director John Kahrs takes the art of animation in a bold new direction with the Oscar®-nominated short, “Paperman.” Using a minimalist black-and-white style, the short follows the story of a lonely young man in mid-century New York City, whose destiny takes an unexpected turn after a chance meeting with a beautiful woman on his morning commute. Convinced the girl of his dreams is gone forever, he gets a second chance when he spots her in a skyscraper window across the avenue from his office. With only his heart, imagination and a stack of papers to get her attention, his efforts are no match for what the fates have in store for him. Created by a small, innovative team working at Walt Disney Animation Studios, “Paperman” pushes the animation medium in an exciting new direction.”



On the release of ‘The Incredibles’, there is a scene where early on Mrs. Incredible is talking Kari, the babysitter, she is so calm about being the babysitter but later on Mrs. Incredible is listening to voicemails from Kari now she isn’t calm but panicking about how hard it is to look after Jack Jack, the family baby. The short Pixar film ‘Jack-Jack Attack’ shows Jack’s powers through the destruction of his home and the babysitter’s reaction to it, it shows what happens to non-supers after having dealt with metahumans.


I looked at the different media as well was the different stages of the creation of Jack  Jack Attack and The Incredibles, as they used the same process for making Jack Jack attack as the did in the Incredibles. The characters were actually based off real-life people relating to one of the main designers Jason Lee, Kari was based on his niece and Jack Jack was based on his own son, they were created by tag team character designers Teddy Newton and Tony Fucile.In monsters Inc and presto they used clay to model the characters, they did the same in this to get the same feel. The rest of the character design was were created in Renderman for the original film. This short was released after the film in 2005 alongside the DVD as a special feature.  However to figure out the plot and script throughout the short, the team of Pixar writers (Mark Andrews, Rob Gibbs, Teddy Newton and Bosco Ng) who found it ‘much easier as they only had to work with Kari and Jack Jack with the cameo appearance of Syndrome (voiced by Jason Lee) and the investigator Rick Dicker (voiced by Bud Luckey).


To create this animated film involved multiple, carefully planned stages much like another animated movie or short. First, the story is written and preliminary storyboards are drawn to help tell the story visually in the earliest stages. The storyboards are then turned into a form of early animation, these are known as reels or animatics, this allows the filmmakers to fine-tune the sequences. Art department work hard to illustrate every last physical detail of the individual characters and the entire universe in which they exist while also brainstorming the design of virtual sets, props, buildings, surfaces, and color palettes. Once the story and look of the film are decided upon, actors are brought in to record the voice performances giving the characters distinct personalities, which are, in turn, used to inspire the rest of the creative process. They like most other companies use pre vis to make a concept for the overall scene to get an idea of what its going to be.

Pixar used a software called Renderman, this software is a rendering platform they have been using for 20 years. One of the first things Pixar do to make a 3D animation is they sculpt the characters out of clay as its much easier to work with something you can hold and is the shape you wanted rather than a drawing, this also helps the CGI process as you can physically see it. Pixar does this a lot, they did this when working on ‘Inside Out, as well as drawing characters and scenes out using pen and paper. They don’t add the fine detail like hair until after the scenes have been set up and worked out. For observing the first animatic, Pixar had drawn over 150 frames just for this 5-minute sketch, and this doesn’t include the other frames created when animating the figures in Renderman. Additionally throughout the video the character shape changes due to experimenting with what shape heads portray a certain character style.


Although the these are both 3D animation they used widely different techniques and styles to get to their final product. For example Paper Man uses a wide range of new programs and software to get a smooth feel and a overall 2D effect using fine line as their primary software to achieve this feel. On the other hand the older animated movie/short the incredibles uses a software called render man as its the wild used software by pixar and what they use for their movies.  Although they’re both made by the same cumpany they use different software to achieve their goal, their pre production methods are around the same they both get an abundance of sketches/storyboards to get the story laid out and how they want the whole story goes.

Film Noir Trailer development 1

film noir concept 1

Retired detective call for his last job – Movie -Starts of with a man in is late 40s early 50s walking around his suburban house alone, a very normal situation walks into down the same old routine. This happens five or six times until he’s at his regular coffee shop when two men in uniform sit at his table with a preposition.This gives him life to do one last job (he takes the job immediately). He goes to hell and back to uncover the truth behind this underground organization until he finds out something he shouldn’t of. This movie is brutal.

film noir concept 2

Young policeman gets mixed into a job he can’t escape – movie – This boy thinks he can do anything proving he can take down the tough criminal in his line of duty until he gets dragged into the underground of that time. The boy has to keep his morals whilst trying to survive the dark side of the world like Corruption, women, gambling and the mob.


Director – Alex

Writer – Alex

Actor – Alex

Cameraman – Jonathan

Sound Design – Rokas/Jonathan

Editing – Rokas


The main character wakes up, and it seems as if his life is in a loop. He is living a very mundane life, we will present this in our trailer by showing scenes of him following the same in a loop. This routine consists of him waking up in the morning, followed by him brushing his teeth and then eating. Concluding the loop is the character putting on his coat and leaving his house. These scenes will be looped multiple times, with each loop increasing in speed until it seems to be snapping frame to frame.  This is a representation of the lack of substance and excitement in his life. While the audience will not catch this in the trailer, the protagonist is, in fact, a detective, and he has been left to his life from an incident that occurred earlier in his life, an incident that ended his career. The loop is broken with a hard cut to a new scene. This scene is of him eating in a cafe alone and 2  shady figures in black suits enter the cafe and sit next to him. The men ask him if he wants to get back to business. This will probably not be audible in the final cut, as the camera will zoom into the protagonists lower half of his face, stopping to a smirk. A gradual hold, then a cut to black. This black cut will hold momentarily. After this point, the trailer rapidly increases in speed with short snaps of gritty and dark activities taking place such as murder, extortion, chasing, blood, action etc with a hard conclusion, being a question. The first and only narrative line in the trailer. Said question is yet to be written.

We will need a high-quality camera, microphone and lighting in order to get the scenes we need for the trailer, the trailer is aimed towards people at an age of about 16 plus as the main movie will contain much more violence and physiological aspects in the full release. The plan for the trailer is to find a place which is dirty, run down and looks like its been through a lot much like a construction site, a dark alley or a car park. The editing will we done in premier pro as there aren’t many effects in the trailer we won’t need it, for the text we would use photoshop to create in then insert it in.

Sound Design

For music choice, I have presented the track “Life is but a Dream”

Single Camera Techniques

A Single-camera technique is mainly used in shows like comedies, documentaries and dramas using only one camera in the process every shot on set would have been filmed with the one camera. In post production when there are a lot of different things to focus on in a scene, so the editors cut between them because they have to film from lots angles this also allows some longer scenes to get cut down if it’s too long and won’t fit in. For it to even fit into as show the producer has to make a decision at the beginning to see if the show would work with a single camera. Shows that use the use single camera techniques are shows like Brooklyn Nine-Nine,  the inbetweeners, the walking dead and US office.


The walking dead, Serial Horror fiction, because this show is called a series it a continuation of the previous episodes for example if one action or death happens in one episode it will continue to the next, the loss of that person will be shown through the people and mentioned throughout the next few episodes. Airing on the AMC television network, as well as on DVD/Blu-ray after each series has aired. This show generally uses a linear structure, having the main chunk of each episode appear in chronological order.  The Walking Dead also uses many cliff hangers halfway through a season and at the end of a season. Thus making it an open ending. An example of a cliffhanger is at the end of episode 16, season 6, this episode being the last in the season. An example of a cliffhanger is at the end of episode 16, season 6, this episode being the last in the season. At the end of the episode, a new main enemy is introduced. This enemy has to choose someone in the group to kill. After a long and intense sequence he finally chooses someone, however, it is seen from the perspective of the person who is chosen, and no names are said. Once the sound effects of a gritty death have taken place with a black screen, the episode ends. Also, some points like the first scene in an episode or just after an advertisement break, some flashbacks are used.  An example of a flashback is at the beginning of episode 2, season 2. This scene takes place before the zombie apocalypse setting that this show depicts. It shows the wife of one of the main characters picking up her son after school, and having to tell her son that his father had been shot. (The father being a police officer) Once the child starts looking upset it then immediately cuts back to the current time of the family in the zombie apocalypse. I think that this is done to show how far the characters have come, and to make you remember that these killers and scavengers are meant to be a family. The Walking Dead also uses many cliff hangers halfway through a season and at the end of a season. Thus making it an open ending. Saying that it made the first episode of season one of the most viewed episodes out of every episode of The Walking Dead. The lighting in The Walking Dead appears to make everything seem a bit duller than it may actually look in real life. I think that this is done to emphasize the decay and apocalyptic world that this series is set in. When it comes to scripting, the TV show often bases their narrative of the comic book as that was released first in 2003, however the producers of the TV show often change certain parts in order to keep the audience guessing, for example, the characters Daryl & Merle Dixon are a part of the TV show but are non-existent in the comics. A TV drama, which is The Walking Dead, is an exaggerated life situation with more drama, narrative, and issues.


Brooklyn Nine Nine is a police-based comedy first made in 2013, which stars actors such as Terry Crews, Andy Samberg and Stephanie Beatriz. We can see with this production a cameraman/ woman tends to follow around the cast with only a couple of cameras, that and a lighting man and a couple of boom men to capture the sound of each actor. When looking at various episodes we can see that ‘Brookyn Nine-Nine uses the cinematic technique called “hand-held camera” in which a cameraman deliberately doesn’t put a camera on a stand so then there would be more movement for the camera, additionally it makes the audience feel a part of the programme, instead of sitting in a stationary, frozen position. Furthermore, the cameraman tends to zoom out and in if they want particular shots, rather than retaking certain shots, both saving time and directing the audience on whether they should be looking at a character’s reaction or an entire scene. The show is a police Sitcom, a sitcom is a type of comedy based on a group of characters who carry over from episode to episode. The story carries out throughout the series following the characters through their lives and referencing past episodes keeping the story open and sequential.


The US Office is a comedy tv show that displays the antics and life of people in an office in America. Rather than show just the happy times they show us the ups and downs of people working in this office, given that it’s mainly good times brings us closer to the characters and their personality. One of the main parts of the show is parts when the have one to one talks with characters about what been going on in the office recently. The show films during the day mainly, working hours, but when people stay later they stay and film it, so the lighting is mainly normal but with the office lights the may use some artificial lighting for the interview parts but that’s about it. When it comes to writing they try to keep in as random as possible, as if anything could happen because of the office revelries, for example, this gives the viewer the idea that they can guess what’s going to happen. Even though shows like Outnumbered is unpredictable they do a lot less shaky cam and don’t usually follow the character because they don’t interact with the cameramen, acknowledging them,  but it the us office they do because it’s a big part of the show and by doing this it really adds to documentary feel and by doing this build the story for the characters effortlessly. The office was filmed with a single camera set up to make the show feel more like a documentary as it had no laugh track or audience which got its one of a kind humor to be shown across better. The main force that drives the show is that the camera crew had decided to film Dunder Mifflin and its employees and the presence of the camera is shown through the characters in a somewhat confessions moment in the show.


The inbetweeners it yet another shows the displays the life of people without them knowing. This tv show is full of quick cuts and comedic igneous, and I think because of these quick cuts between the gags give the extra comedic effect showing that these characters aren’t your average group of teens as they are constantly out to get each other. It’s quite a witty show so the music that goes with it has to be good, and it is the music that comes with the inbetweeners set up the jokes and when something funny to the character is going to happen perfectly using slo-mos and zoomed reactions to get the best out of the scene, and the best part about it the jokes aren’t forced or rushed the let the set up do all the work out of it, then getting the reaction out of you and building the scene perfectly but keeping the story open for reference in later episodes and later in the episode. This show is an English sitcom which follows these unusual boys through their high school years. The story keeps the characters ideas and relationships but never really talk or bring up previous episode so it kind of keeps a linear story but each episode has a different plot, this works well for the show as it gives a new exciting story for the viewer as I feel it wouldn’t work well as a show like Eastenders as that show has a more of a sequential story and Inbetweeners is a bunch of one-offs. The inbetweeners have their own movies which follow the same techniques in most scenes of it, following the same basic story of the inbetweeners it adds more to the story developing the characters and showing us more of the inbetweeners world. The show tries to give a somewhat realistic look at some teenage boys lives through high school, even though some parts of the show are unrealistic and exaggerated you could still see them happening in real life but most likely not everyone that unlucky.


Kingston Noir

Directing – Viktorija, Alex             Filming – Jonathan                  Acting – Me

Film Noir – In this film noir project we had to show our film, directing and editing skills to pull off a small film noir piece. Throughout the lesson working on this project we had to keep referencing to old movie to see how they did it since thats where film noir originated, this helped us get the angles and shots needed to give off the feel we where going for. We repeated the scenes to get the best look because usually scenes aren’t perfect on the first go so you keep doing it until it works out in the end.

Editing – In the editing process I already had a good idea of what the end piece should look like for example black and white for the old timely feel, but to add that extra look I added a filter to make it look like the film was filmed on an old camera, then brightened the whites and darkened the blacks to really give it a dangerous feel.