Wednesday, 27 November 2013

Life Drawing Sketches + 15Min x2 - Zilla








The History of Gaming - 1970's to 1990's

Originally I was going to talk about the Mr. Game and Watch series and how Nintendo really seemed to add quite an appealing angle to handheld gaming even if it was probably as simple and as mindless as it was entertaining, saying it straight, people love something to waste a bit of time on especially if they're enjoying themselves in the process. That of course led me to think how much I am brain-dribbling over the new Pokemon, (like a lot of us to be fair.) they just made it so much better!! Sorry. I'm just so pleased that Nintendo always find a way to make everything OK again. My childhood is safe, for now.

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.

1964 to 1968 poor Nintendo was trying to fit its fingers into to many pies, setting up a TV network, a Taxi company, a food company which sold instant noodles and rice and also a chain of "love hotels". Yeah... now my childhood is ruined.
Some of the toys and games that they would sell made later appearances in the games that they went on to produce, for example the 'Chiritory [1]' which was toy hover you can see Wario using in WarioWare, Inc.

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

I know, I didn't really nail exactly how I wanted the duel perspectives on this one but overall I was quite pleased with my line making.



^^RE-SUBMISSION^^

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



The Whirlwind 1 [Fig.1] was a military machine built for the US Navy by the people at MIT in 1947 and was one of the first to involve video displays for recording their data. The intention for its creation was to replicate much more realistic aerodynamics than previous systems like the 'Link Trainer' (also know as the 'Blue box') so that it could be adapted to a much wider range of planes.
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.

The Difference engine no.1 [Fig.2] was invented in 1832 by Charles Babbage and was possibly the first automatic calculation device. Sadly only 1 year later in 1833 the project that the government had already spent £17,000 was scraped when Babbage gave up. Unfortunately Historians calculated (you see what I did there?) that his actual design could actually work but was beyond the capability's of his time, they had neither the technology or the precision to complete a working machine. Obviously you're probably wondering at this point what on earth this has to do with Gaming but without the development and push towards new technology's where would we be today?

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]made at MIT by a young man by the name of Steve Russell all on a mini computer (PDP-1) donated by the company DEC. Influencing what most of us know today as the Game 'Asteroids' (Not developed until 79') Spacewar was in such high demand that it was distributed for free with the source code given to whoever wanted it, also coming pre installed on all new PDP-1 machines. Poor Steve Russell never made any form of profit for his teams contribution to video game history. Still quite the happy looking chap.

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.  

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.