Session 6 Production Post

SUMMARY

Role

Code/Character Design

Intention (SMART Goal)

T- By March 18th, Wednesday of the Post-Production week

R- As a part of the game production team

A- I will have completed learning about animation techniques and color palettes (refer to Training Sources below)

M- To create an enjoyable game aesthetic with a detailed/fitting character style (for cartoon sci-fi genre) in mind, much like Hideo Kojima’s design philosophy (refer to Leaders in the Field below). I’ll also create a simple walking animation.

S- For the 1st session of the 3 sessions set for the Game Design Competition.

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

 

“He’s representing a human being good and bad, both sides of the coin. This is a solid human being. Sometimes you believe you do something good and it turns out not out be so good.(2:12~2:20)”
This explains how adding human characteristics into a character makes it come alive and interesting to the player. People in the world can’t be conclusively decided whether if they’re simply ‘good’ or ‘bad’ – we’re mix of both. Giving characters human traits such as goals, desires, flaws, ideals, and even their own life philosophy can make them much more intriguing.

Training Sources

00:00 Determines the animation to be played. Controlled by script parameters.

00:15 Project view->create->animation controller

00:52 [Parameter] button on the bottom lefthand corner of the Animator Window

01:01 booleans, floats, ints, or triggers

01:32 drag animation clip on the Animation Window

02:09 Empty state – doesn’t do anything. They don’t mask other animation being played on other layers.

03:02 first state will be the default state, colored orange

03:44 Speed property- indicates how fast the animation is playing compared to normal playback. Speed=1 means normal speed.

03:54 Motion property- particular animation clip for the state

04:00 Foot IK – Foot Inverse Kinematics, checking this will reduce or eliminate foot slipping

04:14 Mirror- flips the animation left to right

04:44 Transition- between states, right-click on a state, select Make Transition. This will give you a transition arrow, attached to the cursor. Click on another state to complete this.

05:10 Solo and Mute. Mute disables the transition, Solo mutes all the states not marked as a solo.

05:41 Atomic property- the transition is not interruptible.

05:53 Graph- shows how the animation is handled during transition

 

0:36 start rigging. create a model before doing so, though.

armature – object that contains all your bones.

In Front– allows you to see your bones, start with the Hip Bone/Controller

1:12 Bone extrusion

2:34 arm, chest bone

3:13 leg bone

4:56 Extra hand component

controller bone constraints

5:36 master control bone

5:50 Every bone needs to be parented to another bone

Project Timeline

    1. Use training sources to learn about the methods behind the session requirements
    2. Write down notes, highlight important key elements in the video I’ll need for later
    3. Compose it all together, summarize ideas and information (links with timestamps)
    4. Agree on the goals of the game and aesthetics, mechanics, genre, and functions with the group.
    5. Start practicing and learn it by working during class, possibly at home and during Saturday School.
    6. Decide what character design fits the genre and aesthetics decided.
    7. Decide on what needs to be worked on (Trello+burndown chart) and work on it.
    8. Focus on the required skills for the session, making sure there is evidence for each individual skill.
          1. Add sections to GDD in Dundoc.
          2. Create all objects that will move during gameplay
          3. Make obvious idle/moving/game over states for the player object
          4. List objects, their attributes, and their relations to the other objects for players, bots, etc
          5. Determine if the game is an open or close system and which of the three systems best fit the game
          6. Implement trigger-based animation
      1. Create the animation chart in the Animation Window
      2. Create idle, moving, game over animations using the Unity skeletal animation
    9. Finalize the first version models or sprites for the game; see what you can do to improve it. Make sure it fits well into the game.
    10. Check to make sure evidence for skills are visible. Then start making models better or gameplay better. (Smooth out animation transitions and movements)
    11. Make sure to continuously collaborate with team members to see what needs to done and completed.

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

Skills Commentary

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

Ways of Working (Communication & Collaboration)

Tools for Working (Info & Media Literacy)

Ways of Living in the World (Life & Career)

Reactions to the Final Version

Self-Evaluation of Final Version

What I Learned and Problems I Solved

Grammar and Spelling

Editor

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