Everything I work on over the next year will end up right here, from Pictures and Posts to Personal information.
Wednesday, 27 November 2013
The History of Gaming - 1970's to 1990's
So now as you might of guessed I'm going to hi-light some more on Nintendo and its development into one of the gaming front runners of modern day technology. If you didn't know Hiroshi Yamauchi (3rd President of Nintendo) turned 'Nintendo Playing Card Company Limited' into 'Nintendo Company' in 1963 when he realised that a card manufacturing company had small hopes in a technology thriving world. Sadly he died recently this year, may he rest in peace.
Bandai and Tomy being the most established companies, they dominated the market and Nintendo struggled to stay a float within the Japanese toy industry particularly with the debt they've accumulated. All until the 1970's when Shigeru Miyamoto was hired and became the visionary/father of gaming that we've all grown to love leading back through nearly 2 decades of good ideas; Donkey Kong, Mario, Zelda, Metroid, Pikmin, the list goes on. Without Miyamoto Nintendo would not be the same today, his spark and creativity was what lead to the success in the industry that they have today.
Gunpei Yokoi became a mentor to Miyamoto during his time spent in
Research and Development making sure to pass on all his knowledge and
creative insight. After all without Yokoi we would never of had the
invention of the D-Pad or even the Gameboy for that matter.After testing the field with gaming consoles for some time as well as continuing to develop the Mr. Game and Watch series for their handheld devices they hit a sudden business boom in 1985 when the NES was released. Nintendo realised it was onto something fantastic with these 2 concepts and they have proceeded to update them throughout the companies career from 85' onwards.
This led them to design the first fully functioning wireless remote system skyrocketing the modern age into a much more physical game-play environment. As for the handhelds they we're also the first to install glasses free 3D graphical interface, be it a gimmick or not.
So to summarize, well played Nintendo, you certainly worked your way up the food chain, which really gives me great hope for myself, being a single Games Designer in a massive world of hatching visionary's, let's hope the spawn count isn't set to Unlimited.
Referencing:
http://www.vg247.com/2013/09/19/nintendo-president-hiroshi-yamauchi-has-died-at-85-reports-suggest/
http://inventors.about.com/od/nstartinventions/a/Nintendo.html
http://classic-video-games.yoexpert.com/classic-video-games-history/did-nintendo-run-love-hotels-in-japan-31273.html
Sketches + Final - New Walk Museum - Tone
I kind of enjoyed this project (not that I didn't love doing the others) because it gave me time to just sit inside and look at dinosaur bones. I already love dinosaurs and now maybe I do even more, seeing some of the cracks and chips on the bones really showed their age and made it must more interesting to look at.
^^RE-SUBMISSION^^
Sketches + Final - Bradgate Park - Rendering
Bradgate Park was truly a great day out... Twice. The 2nd time was probably more productive as we went in a slightly smaller group and this time I had my DSLR so I got to take some great photographs of the Deer and the amazing surroundings. I should post them on here actually as I am quite proud of them too.
^^RE-SUBMISSION^^
Sketches + Final - SU Building - Dual Perspectives
Sketches + Final - The Archway - Single Point Perspective
Learning to draw an invisible vanishing point was much more difficult
than when I was on the canal, I kind of had to make up what I
couldn't see because of all the fencing that was in the way. I
illustrated the road blocks with the leaves that had clustered together
around them. You can almost see the arrangement that was there.
^^RE-SUBMISSION^^
Tuesday, 26 November 2013
Building + Wireframes - Texturing, BumpMaping/Normals
As much as this project was a pain in the bum I certainly found it
rewarding to see my finished building actually looking like a real house
and to think, it only took 3weeks of Rage-quitting and confusion.
I
deliberately took plenty of render shots because of how proud I was
that all the different sides of the building looked really distinct from
one another, as far as stepping up goes each side felt like a whole new
project. Don't even get me started on the texturing of this bad boy, it
took a week alone just to map everything out. Overall, incredibly happy
with the final outcome.
The History of Gaming - Before the 1970's
It was reported to have crashed around every 20 minutes or so but even considering, it was still a much more advanced system than Babbage's Difference engine.
Just over a decade after MIT finished the Whirlwind 1, what we now consider the worlds first video game was produced by a man named Dr. William Higinbotham, whilst looking into missile trajectories he wondered if the same principle could be applied to a game of tennis. He set off immediately, designing and building the motherboard and the rest of the components, within 3 weeks, during the middle of October, 1958 he was finished and already had thousands excited for the new 'Tennis for Two'. Using a standard Oscilloscope screen and two boxes with the controls he made. Unluckily no patent was ever put in place as it would have been owned by the government due to his work with them in his federal owned lab being very alike the game dynamics themselves.
'Pong' wasn't even released until 72' and in my opinion Tennis for Two offers a much more realistic set of physics, it looks quite visually stimulating rather than watching a dot bounce between 2 lines.
By the time it hit 1962 we had the first official video game ever to be written, also using an oscilloscope as a screen, 'Spacewar!' [Fig.3]
Referencing:
Kent C. Redmond (1980). Project Whirlwind: the history of a pioneer computer. Bedford: Digital Press. 280 pages.
http://www.sciencemuseum.org.uk/objects/computing_and_data_processing/1862-89.aspx
http://www.giantbomb.com/spacewar/3030-21514/
http://gizmodo.com/5080541/retromodo-tennis-for-two-the-worlds-first-graphical-videogame
http://museum.mit.edu/150/21
Weapon Design - Guru's and Grasshoppers Project
My Guru's are simply brilliant, they set us a really fun project that we could sink our teeth into from the beginning and they showed me a tonne of shortcuts to make me work a lot faster, from Soft selection to what an Ngon is and how to remove it, they continue to help us all with our current projects every Wednesday and as much as they possibly can online through the Facebook group we're all in.
I never textured my Axe because I've been focused to hard on the work set to us for each of the course projects... that and I don't know where to start with creating and painting all the textures from scratch.
I never textured my Axe because I've been focused to hard on the work set to us for each of the course projects... that and I don't know where to start with creating and painting all the textures from scratch.
Wheelie Bin - Learning Texturing
I learned to Render my finished project to show what it would look like if put into a game. For the bin I gained a lot more knowledge on how to texture, having to take my own photographs to use as a reference really made me see how important it is to make sure that the image is flat and contains as much detail as possible.
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