21.5.12

Pandore



On the clouds of the mythic Mount Olympus, a young girl unleashes a dangerous monster from a mysterious box. Is he match for the little devil that set him free? 
A pretty cute and funny animation produced at GOBELINS, l'ecole de l'image in 2009. The closest style I can think of is Zelda wind waker, but never the less, I'm a big fan of this kind of animation. The texturing matches the style in a unique way and the whole cartoony way is really charming.
The monster in specific is the character that I believe had more work on, as his movements are really well done, it has a lot of personality and the design itself is fantastic.

Credits: Created, Directed and Animated by Meryl Franck, Elen Le Tannou, Nicolas Caffarel, Marion Stinghe, Benoit Guillaumot. Sound design by Vincent Hazard. Voice of monster by Das Panzer Benz, Girl Voice by Kaycie Chase. Music by Pascal Franck (Mathilde Alloubert on harpe, Isabelle Hebrard on flutes, Gae Ascal (mastering and remix). Sound Effects by Andre Fevre, Sound engineer Clement Naline.

Experience :D

After getting quite engaged with some social networks where it's possible to publish some of your works, I got a note on my CGHub account.
It was from the company called Gameloft; a leading international publisher and developer of videogames for mobile phones, smart phones and downloadable games for consoles. They saw my profile and asked me to work for them. I was really surprise, as I haven't developed a proper game portfolio, but at the same time I was really happy to see that there's some potential for me in the industry, and not to mention that finally me being bilingual was paying off.
The happiness didn't last much as they where really eager to get me to start work asap, in their main office in Madrid, full time...
Obviously I had to turn it down, as I could't just leave my studies without even finishing the first year (I need to finish at least one degree lol). 
I asked them for a potential summer internship and we still in touch trough emails. At least I'll try to keep the connection in case they still have a space for me in 2 years time.

Even thought after that disappointment, a few weeks after I got contacted, through deviantArt this time, by a group of young blokes all around the world that where planning to start a project from 0. Being a small group of inexperienced people I thought about joining them so I could try a bit of different positions (mainly concept artist, but also can try modelling, texturing, animation, etc.)  and get the chance to get some experience without the pressure of failing for a AAA company.
So far I haven't contributed much, but only because I've been working on the final projects, but during the summer I'll make sure to update as much as I can about the concepts and contributions I make.
This team still requires a lot of work to be done, so even thought I haven't been asked I'll try my best to bring some of the organization that is missing.
At the moment if feels nice to have a weekly meeting with the whole group and see what other people are doing and enhance the communication within the different disciplines.
This project will be supported by the a German government's project once the game is 90% done and ready for some user tests.

The concept of Architecture

Architecture still is a very strong aspect when it comes to ideas and concepts that I've been generating along the year, and even though I never finished that degree, I still cherish the knowledge that I acquired during those 4 years. Specially now, regardless of the aspect of my future focus, I've started to understand the multiple uses of a game engine and endless limitations of concept art.




Is obvious that when it comes to making illustrations to base a scenography of a game, film or animation is always relatively easier to just draw a picture or perspective in which the building goes well with the style and it looks amazing in the background. But it certainly needs a lot of thought once an interactions with the environment is required.
For a reason it is a profession; the level of detail, functionality, design and materials have to harmonise in a whole composition. The aspects that probably a game designer don't have worry are the realistic factor and the costs, but even the physics and materials play an important fact.
The functionality takes a big role specially when a building itself is a game level. Places have to be logically functional, zoned and has to make sense with the exterior.

Maybe it's not very used now a days among actual architectural projects, but old style hand-made plans where certainly a piece of art, that if it was part of any media project could certainly be part of the concept art.


A part that has got me really interestes came when a friend from my old degree asked me to do her some renders to use in her final project. At the moment was kind of a joke as she was half way done it, but it did made me realize the potential that a game engine like Unity3D could have for the presentation of projects. Obviously someone has already thought of that... and I was amazed for the results of some companies and it was nice to know the effort that their putting to replicate a more realistic urban environment and an easy way to work with natural aspects.
Check out the video underneath where the company ENODO uses cryENGINE to create a really nice urban landscape:





Pixel Art

According to Wikipedia:
   Pixel Art is a form of digital art, created though the use of raster graphics software, where images are edited on the pixel level. Graphics in most old (or relatively limited) computer and video games, graphing calculator games, and many mobila phone games are mostly pixel art. 
Image filters (such as blurring or alpha-blending) or tools with automatic anti-aliasing are considered not valid tools for pixel art, as suck tools calculate new pixel values automatically, contrasting with the precise manual arrangement of pixel associated with pixel art. 
 Don't know if anyone notice before, but the current logo of my blog is made by pixel art. I'm not very experienced in making it, but I certainly have a big crush on people who know how to work on it. 
Sadly for me, there aren't many people out there that specialise in this form of graphics, and with technology evolving, even in mobile devices, I can see my fandom staying in memories of some of my favourite games like Final Fantasy advance or KH: Chains of memories. 

As a working process I must admit it requires a lot of dedication, as it requires a perfect idea of what you want to do and apply it in detail, pixel level detail. 
Most of this pixel art video games use an isometric view or parallel projection usually working on a 45°/30° ratio meaning that it's not a "true" isometric, but it had to be done like this due to the limitations of raster graphics that 8 and 16 bit games had. Now a days all of this can be corrected by using anti-aliasing. 

A complicated aspect I found when working on this style is that you have to have a extremely clear idea of the size of the final image. Because the work is done on pixels, the chances of stretching the image without getting weird looking or distortions are very low, so it does have a really high level of planing. 
The fact that people are using this style less and less every day doesn't take off the credit of some magnificent recent work some people have done. I hope I can manage to fit a future project where I can work with this technique and demonstrate that even with  an "old fashion" way of working the possibilities are and a good aesthetic of a game/animation can be achieved. 











Limitless Hiroyuki

 


Hiroyuki Takahashi (タカハシヒロユキ) is a Japanese designer that has no limits.
His work has clearly established his style as playful, colourful and over the top. His compositions are masterly composed and every design he makes he works in every detail on the character, for the character and around it, ending up with really dynamic yet simple piece of work where chaos and technology seem to be iconic of his.

The mechanical precision in his vector lines gives to his work the possibility of multiplying its effect and working along with his iconic patterns and his fashion sense the outcome of his work really stands out.
It is definitely a very attracting style, which like in the picture below, I think it could work very well as character design or even as a concept style for a video game. Would love to see more games with more colourful and surreal styles rather than just semi realistic. Make sure to visit his website as he does loads of other stuff and collaborations with other artist.

20.5.12

Bayonetta - Creative and sexy



As a result of going crazy on Ebay I bought the videogame Bayonetta for PS3. Reason for buying it was that I remember a while ago some friends talking about it as a really really good game. After looking for some images for the game I thought they only bought the game for this: 


I thought I gave it a try after reading some good reviews and because it came out a while ago, it was cheap. 
My first impression = fanservice. Bayonetta as the main character is pretty much the attraction itself. Cool and really original fighting system that only makes the witch dance around and end up in provocative positions. By looking at the cinematic I could have sworn that the animators used strippers to capture the sexiness in all her moves. 
But once I manage to get over it, I realise that despite some weird looking camera angles at some points, most part of the game has a good cinematic study as they way they drive the storyline becomes really engaging. 
Another part that I really enjoyed from it was the concept itself. It's nice to see a character being in the evil side fighting against angels which have a really unique concept that breaks stereotypes. 




Here's a video I found from the producers that get to explain a bit more about the concept in general: 




I haven't finished the game, but will definitely will finish it this summer as I'm finding it really original and with a quite addictive game play. 

19.5.12

Daniel Brown

Daniel Brown is a Director base in Seattle that has cough my attention in my because of his creativity and well performed ideas.
The clip that I like the most at the moment is the animation for the advert for the Seattle International Film Festival 2010 (embedded underneath) 
Make sure to check out his other videos on his Vimeo account and to follow him on twitter and/or tumblr


Creative industries

Having the perspective of living in a 3rd world country I can understand the pride that people must take knowing that their country is doing as well as the UK. It is nice to feel that I took the right desicion to choose this country for my higher education, but what will happen once I finish my degree is certainly something that wont be affected by it.

Entering to the sector in the Creative Industry certainly is competitive, and as in most cases only the strongest candidates manage to stand out.
Only in the UK there are 723,000 people working in Games, software development and online publishing in over 75,000 business around the country. It's also pretty interesting to know that I'm surrounded by multiple sectors that support the Digital arts in which I'm involved.
Nevertheless, that is no warranty of us getting a job during or after our studies and sadly for me I tend to have less opportunities for having the burden of not being part of the EU. Either way, I'll have to work double hard to proof myself to the industry and hopefully be part of a good working team.

Sectors & Services - who does what?

The UK economy 
  • 7th Largest in the world
  • 3rd largest in Europe
  • One of the most globalised countries
  • London is the largest financial centre equal with New York
  • Largest industries - aerospace, pharmaceuticals, North sea oil and gas. 
What's an industry sector? 
It's an area of the economy with relate products or services that can be splinted into these main sub categories:
  • Primary: Extraction and harvesting of natural resources.
  • Secondary: Processing, manufacturing and construction.
  • Third: Knowledge and services. 
Another way to see them in relation to the society in general is the primary which compiles the Public services that are publically owned or state owned. The secondary includes all the private owned services that usually run for profit. The third ones are mainly all the community owned businesses that produce no profit and are mainly voluntary, like charities.

The Last of Us

First... take a look a this trailer:


... I think...it's awesome!
After I saw this on Tumblr, I couldn't help myself to find EVERYTHING I could about this game and the makers of it.
It turned out to be the latest project from Naughty Dog company called The Last of Us.
Naughty Dog is a game company that officially started in 1994 with the well famous Crash Bandicoot title.
Their latest success is one of the biggest titles for PS3; Uncharted, a title that is universally acclaim and prise for its storytelling, graphics and cinematic quality.
One of the first titles I got with my PS3 was Uncharted 3 (I just got my PS3 recently) and even though I thought it wasn't my type of game, I felt curious to try it because of its graphics quality. After trying it for a bit I realised that it was much more than a linear-shooting game but it had an incredible cinematic direction that merged perfectly with the controls and the story.
That's is why I can't wait for this game to come out. So far from the trailer, I can tell that the story is going to stand out and can't help to feel a lot of personality in the characters.
This is the synopsis that is on the official website:
Abandoned cities reclaimed by nature. A population decimated by a modern plague. Survivors are killing each other for food, weapons; whatever they can get their hands on.
Joel, a brutal survivor, and Ellie, a brave young teenage girl who is wise beyond her years, must work together if they hope to survive their journey across the US
Last thing to mention: the concept art is absolutely fantastic!




Social Networks

I have to say... I'm not a very social human being...
Before coming to this country I completely refused to get a Facebook account and only had a MSN one which I rarely used. Networks like Twitter and My space seem to me like networks full of gossip and random stuff that would only help me lose my time.

After coming here, I had no option rather than get used to use Facebook and Skype to keep in touch with friends and family, but never took it too serious.
Starting this course, I felt oblige to open a twitter account but decided to limit it to only follow people in my field of interests.
After thinking about the industry itself and how to start getting immerse in it, I started using more frequently other media that allowed me to start making connections that eventually turned into a social turning point in my life.
Deviantart, CGHub, Pixiv, Tumblr, Twitter, Linkedin, Flickr and Blogger itself became my daily way to connect with loads of people, some of them in a working way, some others who I share interest, but all of them, in their own way, have keep me informed and awake to what's around me, helping me in this way, to keep going forward.

I realised that being in a Digital media environment requires spaces to share, publish and discuss with people related to it, and also to create links with other disciplines that will allow to expand my future projects.
As part of the rule of thirds to be successful in any industry, the social aspects complements and important part of it, complementing the showcase and professional.
Some of the steps I'm currently taking to improve my social aspects are:

  • Be social
  • Visit other blogs and comment
  • Respond to comments
  • Be generous
  • Subscribe 
  • Share
  • Know what I have posted about myself
  • Assume EVERYTHING is permanent
  • Be a conduit
  • Be original
  • Create a news feed
  • Credit my sources
  • Use keywords (tags and labels)
  • Interview somebody
  • Post frequently
  • Do not copy and paste
  • Stick with it!!!

Making of Two Worlds

Even thought I believe video games and animation is more of my focus, I still find amazing and extremely interesting to look at some of the good visual effects  that companies like Digital Domain do.
This company is basically one of my favourites in the field, and the portfolio they have is incredibly huge and with the highest standard.

Together with Sony, they made this advert called 'Two Worlds' as part of the promotion for the 3D products. Using the slogan "Don't just watch. Feel" I think that the producers had a really accurate vision of the final product.
The video below show's the process or making of Two worlds, and it's always fascinating to get to see all the people involved and the range of disciplines that have to work together to achieve such unique standards.

14.5.12

Run, run, run!

For our PPP project I've been thinking about loads of stuff that I've learned over the last year and certainly it's been difficult to come up with one concrete idea. 
After a while I decided to start thinking about the stuff that I haven't done over the last year and that certainly is...excersise. It's been a year since I stopped running and going to the gym and after having an afternoon talk with a friend of mine that's been training really hard to run for a charity event on Manchester it kind of inspire me to do something related to it. 
I don't really have time to do anything in fancy in 3D so I'll stick with some sketchy 2D animation and to get some inspiration I went on youtube and found some inspiring Nike videos: 


10.5.12

Final Product

Unity Web Player | Quetzalcoatl_WEB
Final web product :)
The music by the altar was made by my good friend Manuel. It was awesome finally working with him in a project.
I hope you can give me some feedback, and just remember that is just meant to be an environment, so don't expect much of it.  FEEDBACK PLEASE!!!

Unity Web Player | Quetzalcoatl_WEB

Some progress VI

Almost there!
Just wanted to add some concept art, sketches and the floor plans and elevations for the environment :)


Some progress V

Woking on my plants for the scene, I ended up spending too much time on details for some of them. 
At first I tried to do all hand painted, because I wanted to get this dull scene to look all full of colour, but then time was running low and had to start working on other assets. 

After putting everything on Unity, I noticed that the normal maps I did for every plant where useless, as the shaders that accept back face culling dont accept any kind of bump mapping. 
Also, never thought of combining the meshes in maya to avoid having too many objects in the scene. 
Once I put all the plants in place the scene began to get a little bit laggy. The only thing I could have done at this point was going back to maya and combine them into one mesh, but because of the time limit (and illness) I'll leave it like this for now, as the important part at this point is more composition rather than efficiency. 




8.5.12

Morals

When I was quite young my dad took me to a game shop to get a new game for my Nintendo 64 (you can guess it was ages ago) and from all the covers that where familiar from all the mainstream series available, a particular one caught my attention:

Yes. Harvest Moon. I think I picked it because the box was pretty. Started playing it, and doing my best to keep up with my limited english at the time as there was a lot of dialogue. The game was completely charming and different from all the other games I had. It was peaceful, fun and challenging in its own way. I was happy growing my own farm until a friend came over and started judging the game of being boring because you didn't get to kill anyone. 
I guess he was right; the most dramatic part of the game was when one of your cows died of age. The level of violence wasn't enough for him and many other kids. 
I have played and loved all kind of games, and understanding that it's a matter of taste to choose a genre of game in specific, but I personally thing there's a limit for everything. 

Having the game industry evolving quickly in every sense, the responsibility of a game maker becomes stronger. I didnt noticed this as an issue before, as I know I go for the kind of games that usually touch more the fantasy side of stories, but looking backwards, I have played some pretty sick games before and some of those probably wouldnt have been appropriate for my age. I took it well, just as a game, but thinking of the many possibles scenarios in which kids from all over the world could digest the experience in a different way due to cultural aspects, life style and other personal experiences makes me think that probably a there was no need for the amount of violence to enjoy the game. 
Certainly I've heard more than once my parents' generation saying to me "your generation is twisted!" or "how can you like that?". Why was murder and body parts was so normal for me and not for older generations? Did games like Doom, Mortal Kombat or Killer Instinct thought me that? 
Perhaps.
I think most people agree that when you start growing up you see younger generations and think how messed up they are. And probably they are, but it's certainly not their fault, and so far is not so bad, but until when is this going to stop. There is an obvious increment of violence and along with the semi realistic graphics this will definitely not lead to something good. Specially as next generation consoles are approaching to new and more complex game experiences that can cause some sort of damage to the wrong audience. 
I've always found this overly done violence a little bit unattractive for my ideas of games or animations, but watching the documentary of Moral Kombat did made me more conscience about the general picture and the big influence a game can be to younger minds and how much responsibility the new generation of game makers have. 


7.5.12

Eternal Sonata

As part of the result of my compulsive eBay-biding face I got my hands on Eternal Sonata by Namco Bandai for the PS3. 
As a single-player RPG that I usually go for, this one has a strong anime style which I think goes really nice with the cel-shading graphics and despite the weird plot that spins around the story of the pianist and composer Frédéric Chopin and a fantasy dream that happens just before his death, the graphics of the game is what capture my attention. 


After I started playing it I discovered that the amount of detailed they put on the scene was absolutely fantastic for its style. It's good to see some games stepping aside from the dark realistic graphics once in a while, and this one features an incredible well use of colour the whole time. 
The game itself is based around musical features, so the sound design is well appreciated for someone with some musical background, although I naming the characters after music styles is a bit too much (I mean, come on! Polka, Salsa, Allegreto...really?) 



I heard bad reviews about this game, but to be fair I haven't found anything wrong with it, and in fact I think it has a decent level of difficulty and I really hope it carries on like this. (I haven't finished it yet) 
Might not be everyone's cup of tea, but I certainly helped me to carry one with my scene and inspired me to work more on my detail levels. 



Journey

If anyone asked me to describe the latest game developed by the famed-indie studio thatgamecompany, Journey I would say: Deep.

Ever since I saw the trailer for it I became curious about this title, reasons being the fact that it's only a 3 hour game, no status bars, no "bad guys" or monsters and narrative based on images (no text through the game or voice at all).
After downloading it from the PS Network I started the game and there you are; in the middle of the dessert with no one to tell you what to do or where to go, on the distance a mountain with a bright light on the top.
Regardless of this, and with out spoiling anything important, the game posses a very clear plot, but it is something else that captivate me all the way until the end.
I believe that Journey is a tale of devotion, persevarance that shows you the power of determination and the cyclical continuity of life.
With a fantastic online feature, as long as you have internet access, the games automatically puts another player along your side (randomly) so the feeling of not being the only one in the whole world seems to be shared between two, but saying this, the only way of communication is a single-note whistle. Might not sound like much, but I couldn't believe how "attach" you can become to a complete stranger that follows you along side your journey.
Deep...

Graphically speaking, and despite the minimalistic style of the game, the whole scenario and levels of the games are an orgasmic feast for the eyes (seriously). The feeling of a boundary-less vast world rarely changes and you get straight away the idea of being in a unique post apocalyptic world that yet is gorgeous.

Sound wise... I'll just say that I'm eagerly waiting for the soundtrack to come out; already pre ordered...that's how good it is.

Certainly Journey quickly became one of my favourite games of all times. I hasnt come out of my head and I'm eagerly talking about it to everyone, yet no matter how many time I try to explain it, it just doesn't sound nowhere near as how good the game actually is.
It might be just me who got obsess with it, with the concept, with the music, with the playability and re-playability, and it might be just me who gets really attached to games that go deeper into the user's emotions, but I'm sure that everyone can fit the game to more than one episode of their lives and therefore make of this 3-hour experience into a unique journey.


(It even inspired me to do some fan art lol ... still working on it)