Class hours: 9:40 – 2:05
- Today is another Tumultuous Tuesday. Schedules adjusted accordingly.
- Interesting building style combining old and new.
- Please note that ehs changed their schedule yet again. Ehs students that have 7/8 classes will NOT return from lunch on Tuesday’s, and their 7/8 classes now begin at 12:25.
- Perfect Attendance for Q1, and what this means for your Q2 grade.
- Some of the themes selected our Week 12 Game Environment:
- Rustic College (Matisse)
- Fairyland (Buscher)
- Post Apocalyptic (2 – Kurt and Brennan)
- Medieval (Austin)
- Hyrule Field (Bryce)
- Vermont (Colby)
- Winter (Goodrow)
- Farm (Cole)
- Victorian (LeBlanc)
- Dark Forest (Chloe)
- Gothic (Mercer)
- Cyberpunk (Davin)
- Pokemon (Prim)
- Alien Planet (St. Louis)
- Simple Clean Bright World (Liam)
- … the rest are selected today.
9:40 Attendance and Article
9:45 Friday’s Game Day
- If you don’t want to kick in food, maybe bring in stuff from home (raid pantry) or make something? Last year we he had sticky buns, cookies, sausage and biscuits, etc.
- No M games. All other games at the discretion of management.
- Cards, food, games, big screens, other games, consoles and systems, food, and skating during 7/8.
- What do you guys want to bring in? Bring it all in. I will have the room open all morning, you can arrive as early as 7 to drop stuff off. Guitars and amps (we just can’t be loud), tv’s, consoles, pc’s, VR setups, etc. Make sure you bring batteries, adapters, cables, etc.
- The only requirement now is you are fully up to date. If not, you work until you are up to date. Mr. Bisson, Mr. Lance, Ms. Charron can all pull you to work for other classes in student services.
10:00 Tuesday Morning Character Animation Warmup: The Gap
In preparation for our character animation project after Thanksgiving, today and Thursday we are going to do a couple of “warmup” projects. These warmups will allow us to practice animating with our characters, practice more 12 Principles of Animation, and practice some of the shots which Mr. Bohmann and Mr. Bisson have been covering in English. Practice Practice Practice.
Tuesday Focus: The Gap
Today we are going to work on an animation where your character is facing a gap. We are going all start with the same start to the animation (and base file), following a storyboard I give to you. It will include:
- An establishing shot
- An over the shoulder shot
- A close up
These 3 initial shots will help the user anticipate what is going to happen next. In addition to the shot composition, the animation as well will need to let the user anticipate what is to happen next.
12 Principles of Animation: Anticipation
Try to incorporate as much anticipation as you can to your Gap animation.
Once you get through shot 3 (following the storyboard I give you), how you complete the animation is up to you, so long as he/she/it make it to the other side of the gap.
You will render these as previews with materials. Some will do all the work with a single file. Some will work with separate files per shot as to not have extra animation and camera movements in each file. This is up to you as the Animator. Edit together in Premiere, sound required.
Call your file “lastnameGap.mp4” at 1080p, and place in the shared folder. You get today until lunch to complete this project. Work efficiently.
Get to it!
10:45 (Break 15 Minutes)
11:00 Tuesday Morning Character Animation Warmup: The Gap
Get it done!
11:50 Lunch (30 Minutes)
12:20 Attendance and Article
12:25 Silent Site Maintenance / Missing Work Check
- Check to see if you are missing any work / after school for tomorrows Cawd Homework Club.
- Work on anything Cawd related / Design Homework / College Homework
- 12:40 Departures for CTE students. EHS Students do not return after lunch, your class next class now begins at 12:25.
12:45 Monday through Thursday Low Poly Game Environment Project: Self Directed World
Afternoons this week are going to follow the workflow that we practiced with our Low Poly forest, except this time you are going to be in control of the theme / objects / world.
In addition to your application of last weeks workflow you are going to be tasked with learning 1 new technique in Unreal, and applying it to your world. Self directed learning and application is one of the biggest learning objectives our Advisory Board has for you as students as it will mean you are employable long term, and creating a culture of lifetime learning is now become a 21st century requirement for “successful people“.
First you are going to come up with a theme of your world. The interactive world which you build in Unreal with assets from Blender and Photoshop must be consistent in theme. You could do a western world with western elements (stagecoach, saloon, water tower). You could do a moon world with lunar lander, moon buggy, ufo. First, pick a theme, and tell me by 1:00 today (or Tuesday depending on when you are here).
Create a color palette in Photoshop following the style we used last week for “Forest Palette”. You get to create your own palette! We are going to show you how to do this right at 12:45.
Next you are going to model 4 different assets (2 if here part time). These assets must be theme specific.
For example if I was doing a Moon World I may make:
- Lunar Lander
- Moon Buggy
- Space Base
If I was doing a Winter Wonderland (as image above) I may make:
- Mountains (make them the size of a car, we can scale up)
- Ski house with snow on roof
- Evergreen Tree
- Snowy Road (think like a “T” or “H” to build a winter world around
Or I could replicate something from my childhood. If I was going to go old school and do Hyrule Castle from Smash64:
- The structure itself
- Box pickup
- Hammer pickup (or your choice of item)
Copying a larger existing game world may be fun, but will be harder as you have to do justice to the original and the detail you would have to add is beyond the requirements. If I were me (and I wanted to do this prompt) I would do something like:
Apply your color palette you created in Photoshop to your world. Export the .fbx files:
- Move to center of X,Y,Z space.
- Put pivot point in the center of the object.
Import the objects into your FPS project in a logically named file. Frankly of you want to explore one of the other game times such as 3rd person, flying, that would be interesting as well.
Apply your theme based palette.
Create an interesting world for the character to explore. Use (I will use as well) the tennis ball gun to confirm that your collisions are setup correctly.
Self Learning Component
Learn one new process / lesson in Unreal, and apply it to your level. This could be:
- Landscape modeling
- Creating a space based skybox / environment
- Background Audio
We are going to play your game in class next week for final grade (after Thanksgiving). We are getting to the point where we must play your environment in order to assess your work.
Lot’s of saving and working into your “week_12” folders.
Work and save, work and save, talk with your designer colleagues, work and save.
Then save again.
Dailies all week will be print screens (command + shift + 4 to get a snip).