Showing posts with label Trailer. Show all posts
Showing posts with label Trailer. Show all posts

Thursday, December 3, 2015

Cory Zicolella, Week 11 PPJ, Blog Post 7

Creating Textures/Editing Models for Mechanized Warfare - 4.5 hrs
Trailer v2 (Footage Edit) - 1.5 hrs

This week I was tasked with getting textures on all of the models I had previously made so they look pretty in the new mech environment that I also modeled and textured.  I managed to complete this task for every model except for two; the waves and the lifeguard chair.

This first part of my work this week probably took alot longer than it needed to only because I'm not trained well at all in texturing; in fact I was initially told never to texture with UVs and only use projections (go figure, that was horrible advice).  So not only did it take me long to do relatively simple tasks, I also had to get help from online tutorials and forums when something went wrong, and in rare instances contacted Riley to assist me.  Whenever I ran into a road block it either took a time longer than it should have (I feel) to fix it because of my inexperience, or I found myself redoing textures because Maya would randomly decide to crash multiple times -- this is partially why the lifeguard chair was never finished (After 7 crashes I lost hope).





















The alternative work I did for this week, which was not originally done, but touched upon because I had time, was to give the trailer a much needed footage update, to include all of the most current build's games as opposed to the Alpha I versions.  This took about as long as expected, and came out really well.  Because I did this update now, that means next week I'll only need to add footage updates if it is required from polish, and to redo my voice over in an actual studio with a better mic.

All in all, and considering it was Thanksgiving the week before, my inexperience in texturing, and the fact that I actually had become sick a few days ago; I feel as if I did a good amount of work for what I set out to do.

Content Positive
- Most of the models for Mechanized Warfare are textured! - 4.5 hrs
- The new trailer looks great and is a truer reflection of our game! - 1.5 hrs

Content Negative
- My inexperience with texturing lead to difficulties that probably wouldn't exist if I were well-versed with doing it
- Getting sick sucks
- Thanksgiving happened.  Which sorta impeded workflow.

Total Time Spent - 6 Hours

Wednesday, November 18, 2015

Cory Zicolella, Week 9 PPJ, Blog Post 6

Creating Alien Arcade Teaser Trailer - 6.5 hrs
Getting soundbytes - 1 hrs
Playtest Survey Update - 1 hrs

This week I had the privilege to make the trailer for our game.  It is only the v1 of the trailer and includes footage from an earlier build of the game, so when I update it to make changes I will definitely include the art from the more current build.

The main amount of time was put towards making the trailer the best it could be.  I wanted to go to the Music Industry labs to use the proper microphones there with pop filters and what not, but the labs were taken up with classes so I couldn't do that.  This means that I also couldn't edit any audio with Pro Tools but rather had to use what I had locally at my disposal, which was Audacity and a Razer headset.  So the voiceover isn't amazing, but it will certainly do for a draft concept.

An hour of the editing was actually going on location to film the motion base and attempt to capture the CCTV there.  Even though not much of the footage was used, I'm glad I took enough of it because much of the shots of the motion base were too shaky or had something wrong with it (someone in the shot, finger on the side of the camera, etc.).

For the most part though, the meat of the time was used to stitch together various clips after I sifted through them.  Then I had to watch it numerous times and reedit it for continuity and style, then once again had to keep re-editing for adjusting sound levels.

https://www.youtube.com/watch?v=Ieix62MVyeo

Another part of my task this week was to retrieve various sounds we intend to use for our game.  It is still unclear whether or not we will be able to hear them in our game, as the speaker system inside the ride currently needs maintenance; but I did find a multitude of things we need.  I don't know necessarily if I found everything we'll need, but I think I got it mostly covered.

The Survey update took awhile because I was adding questions and fixing some problems we ran into, but nothing really notable here.

Content Positive
- Finished the teaser, and it came out great! (6.5 hrs)
- Got required Soundbytes (1 hrs)
- Survey Update (1 hrs)

Content Negative
-Underestimated how much time the teaser would take

Total Time Spent - 8.5 hrs

David Monteleone, Week 9 Journal PPJ, Blog post 6

Trailer, tube man, UI, Stello Says, Runnerz, Space Aim, Foot, HighScore, PPJ

Content with Hours (Examples included):
This week saw the tweaking of many pieces of our game by myself. My first task was to capture the gameplay footage that Cory would use to make the trailer that is due this week. I went through several mini game captures and had to find decent video capture software so that our trailer is high quality and looks professional. Along with this, Cory and I captured some clips of the motion base moving. For this we had to schedule time at the motion platform on Tuesday.
 (2 hrs)

After capturing the video for the trailer was accomplished, I moved my efforts towards redesigning the UI to pop out more. Using Angela’s new UI/HUD icons I put the control icons on the main dashboard. The timers and the score were placed in the top left and right of the HUD. To provoke the players to read the control icons, I made them pulse. From my Wednesday play testing, with it on the motion base, all players did pick up the controls and figure out how to play the games. The new UI/HUD is visible below.

New HUD and new Runnerz textured
(2 hrs)

My effort was then focused on Adding art to both Space Aim and Runnerz. Space Aim, required Riley’s foot model to be placed in the field of view for the player. Thus, I added it in. I also placed some of Angela’s textures onto the walls of the tunnel. For Runnerz, it was meant to use art from the other games. Therefore, to indicate to the players to jump, I used the foot model as the marker. I made a cylindrical skybox and textured the platforms after that. Before I finished working on Runnerz, I redesigned the course to be simpler and straight forward. The new texturing and design for Runnerz is viewable above.
 (1.5 hrs)

Riley was able to finish the tube man model along with the animations for him. I added the tube man into the Stello Says mini game and had to figure out how to activate his animations. I’ve never worked with 3D animations in Unity so this entire process was a learning experience. After much frustration the tube man now moves according to the input from the aliens outside the motion base.

Tube dude added to Stello Says
(2.5 hrs)

Throughout the duration of this week, I accomplish various other small tasks. This includes updating the sell for content and integrating fonts and video into it. I had to step in and texture some of the mech assets such as the terrain. I had to go to open lab hours to try and fix a Space Aim motion bug, but that will be dealt with next week. I fixed a Stello Says controller bug that prevented player 2 from inputting anything. Finally, I had to make it so the player’s score is highlighted on the high score board.
(1 hr)

Content Positive (Duplicate hours from above):
-          I captured all footage for the trailer draft. (2 hrs)
-          I redesigned the UI/HUD to allow players to quickly grasp the controls of each game. (2 hrs)
-          Space Aim and Runnerz have art fully added. (1.5 hrs)
-          The tube man along with his animations we added by myself. (2.5 hrs)
-          Various small tasks were accomplished that helped other teammates during the week. This includes texturing and the SELL. (1 hr)

Content Negative
-          Space Aim motion bug was found.

Total Hours for the week: 9 hrs

Tags: Trailer, tube man, UI, Stello Says, Runnerz, Space Aim, Foot, HighScore, PPJ