Development Log Professional Practice Year Two Modules

Design Process

Throughout development of our project we refined our concepts down to a smaller scale project. My strengths lie in developing assets within Maya and texturing them in Substance Painter. We decided to set our project at the start of World War Two and I explored London and Manchester  to gain reference photography of pre-war structures for potential environments that would serve as in-game locations. Ultimately, the scale and ambition of this idea would need to be scrapped due to the workload this would have presented.

For the propaganda posters, I examined real world posters used by the British government during this period and tried to emulate the aesthetic, such as typography and style. In ‘Posters: A Concise History’, it is stated that “Posters frequently reflect the popular idiom because their function is to communicate as well as to be decorative” (Barnicoat, 2003)

I researched how chiaroscuro (light and dark) is used in popular media. One example that heavily influenced my final animation was Batman: The Animated Series (Warner Brothers 1992). The show’s opening titles rely on the usage of shadow to evoke the aesthetic of Noir and to create an overwhelming sense of tension in the environment. 

Batman: TAS employs dramatic framing to tell a concise story with its usage of camera angles and how much information is conveyed to the audience.
The red outlines indicate light sources that i used in the scene to gain shadow and light filtering through the blinds.

For the presentation of the in-game assets, I examined how Resident Evil 2 (Capcom, 2019) allows the player to examine in-game items with a 3d model viewer. I tried to emulate this approach in my asset renders.

In my final animated render of the office scene, I drew inspiration from the reveal trailer of Dead Island (Deep Silver, 2011). The camera pulls back slowly to reveal an unsettling scene. The emphasis is placed on slowly revealing the environment to the audience and demonstrating tight usage of blocking and framing. This influenced my design as the camera reveals the location Rabbit is prompted to visit is unsafe and has been ransacked by unknown assailants. 

The announcement trailer for Dead Island heavily influenced the opening shot of my animation (Deep Silver, 2011)
I emulated the camera motion from Dead Island to create drama and tension within the scene with the slow reveal.

REFERENCES

Barnicoat, J., 2003. Chapter 4 : Posters and Society. In Posters: A concise history. London: Thames and Hudson, p. 183.
Capcom, 2019. Resident Evil 2
Deep Silver, 2011. Dead Island
Warner Brothers, 1992. Batman: The Animated Series

About Author

I am a first year university student aiming to get a degree in digital design. My ambition is to use the skills that I attain during this course to help bring other’s creative visions to life.

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