unit 66 - Lewis Savage-Shaw

Introduction
For this unit i experimented with ideas by using a mind map that consists of locations, items and features of a survival game. i have chosen to make a survival game.

Idea Generation
from this mind map i have made six sketches:

This is a sketch of a padlock. This is useful in to lock gates, doors or store items.
 
This is a sketch of a cup. This has no advantage for survival but it is good for a warm brew. 
This is a sketch of a torch/flashlight. This is useful when in darker areas if the game has a day and night cycle.

This is a sketch of two swords. This has a advantage for combat use defending or attacking.
This is a sketch of a bag-pack. This has the advantage of storing items on the go. 

This is a sketch of a Taser. This is useful for a player so they can defend themselves and not kill.

Final Chosen Designs

simple cup
My first design is a simple cup, my inspiration for this design came from a TV show called "Penny dreadful, 2013, Showtime". The cup is filling with blood this is a metaphor for the main character who is mastering their own demons. The metaphor means the person is the cup and the blood is their demons. I intend to also add blood to my cup creating a creepy effect in a survival game. I made this model by taking a sphere and extruding the top half inwards inside it self which created depth I then flatted the bottom using the same technique. I created the handle using a cylinder, I rotated it a few times to get the look, then I started to extrude it into a curve, I then cut off a area of the cylinder. I finally attached the faces of the cylinder to the cup so the item was one shape.

Sword
My second design is a sword, my inspiration for this design came from my interest in roman history. The picture i used is a roman training sword i changed mine to look sharper also adding a figure on the top of the blade to make it look striking. I made this model using a cylinder which I modified into a handle from the sword. Next I stretched out a cube by using the size key then pressing the 'x' key for the x axis  this became the hilt of the sword. After I used another square which I modified into the blade I did this by resizing it then extruding the bottom of both sides of the square into on point. The final touch was a monkey shape which I added to the top of the blade I imagine it to be a collectable which the player can attach.
 bag-pack
My third design is a bag-pack, my inspiration for this design came from my interest in roman history. The picture i used is a roman bag-pack that included a blanket for their warriors. I resized a cube, then i resized a cylinder to look like a blanket, i then modified two more cylinders so they look like straps.


Padlock
I thought a lock is perfect for a survival game as you can protect and store items from thievery or lock a gate. I made this design by using a sphere which I resized then extruded from both end I left the middle intact as it made the model more 3D. The centre of this sphere was empty and didn't look authentic to a lock so I added a cylinder which I resized into a thin shape this represents a identification feature for either thumb or eye I haven't decided. The final shape is another cylinder which I rotated and extruded curving it into the actual part that locks I attached the faces of this shape and the sphere so it seems it is locked.
Torch/Flashlight 
I followed my sketch and created a Torch/Flashlight. To begin I modified the grip on the torch, I added a screw modifier and changed the colour to black. The torus and the top of the model I changed to a yellow colour to symbolise the light effect. The switch area I changed to a grey colour, and I created two buttons using a cube changing only their size, position and colour which is red and the other blue. This model can be applied in a game as a device used if the game has a day and night cycle. With this model I started to experiment with colours, lighting and texture which made my model look a lot more professional.
Taser
I followed my sketch and made a Taser. For the main box, the cube has been subdivided and the bottom half has been slightly pulled together for a place to hold it, and where I have subdivided the top half then I extruded the middle top. Using two cylinders I sub-divided them so they look like conductors of sort. Like the torch I wanted to make a metallic shape so I experimented with colour, lighting and texture which gave my model a shadow adding more depth and realism to its design. I imagine that this tool could be attached to a weapon like the sword to amplify a high electrical conducting weapon able of taking down larger enemies.
Legal and Ethical
When making a survival game a SWOT analysis can help as there is normally major violence, blood and gore involved so consideration and precaution must be taken into action. These games have 18+ or R rating. My ambition is to create a game with a PEGI rating of 16, consequently meaning I do not have to worry about bad feedback with the benefit of reaching a larger variety of people. “PEGI (Pan European Game Information” will assign an age rating to video games like 3+ and 18+. PEGI has been the international age rating company for Europe, America, Russia and other countries since 2003. PEGI will monitor violence, fear, sexual content, drugs and gambling. A game like Lego Star Wars (Lucas Arts) has a 3+ age rating although it shows conflict there is no blood or gore. Age ratings are important but can easily be passed for example buying a game online this decreases the effectiveness of PEGI as well as BBFC as films can be streamed online. I will not copyright anything for my game also analysing my games age criteria by using helpful feedback from peers and teachers. I do this because I don't want trouble from companies like these.

Conclusion
To conclude, throughout this unit I have learned the basic techniques of 3D modelling in Blender using these techniques I plan to make future models faster, more detailed and professional for video games. The varies techniques i have used are:

Box modelling - this technique involves a primitive shape which i use as a template so progress into making a complex shape.

Extrusion modelling - this technique involves me pressing 'tab' which takes me to edit mode then pressing 'E' which is extrude, i can then grab the faces of a shape and manipulate them into another object. This technique i used for many of my models one in particular my Taser, on the base of this model i select varies faces of the shape then pushed the faces inside to create a ripped base.

Combine technique - this technique involves polymerisation of two objects i used this technique for my cup, on the base of the cup i deleted faces where the handle would go, i pressed 'Ctrl' and 'J' to merge the two.   

Lighting technique - this technique involves using direct light to create a atmosphere for a model. For my Torch/Flashlight model i added direct light inside the model to seem as if light is being emitted from it. Another use of lighting technique in my work is my Taser model, here i put direct light to express the depth of the shape giving it a shadow so the parts which I've extruded can be seen.

I set out to use these techniques to create complex models which can be used in a survival game. I have achieved what i have set out also i have shown the evidence of the techniques i have used in this blog. I didn't face many problems as i thought, i merely had trouble with the lighting but the combing technique was a distinct issue as once two objects have merged they can not be separated which caused problems when i made a mistake, to resolve this i made many saves. Overall i have met the requirements of the brief which is making PEGI 16 rating objects for a survival game. Although i haven't used many textures or colouring for my models as i only learned the techniques towards the end. Next time i plan to make time for this and i want all my models to have textures that make them look beyond professional standards.     

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