So, as I got farther into the project, I needed to do more than just my prototyping. I needed to actually produce my product, which was the 3D models. Last year we spend the last half of the year 3D modeling. I admit that I struggled a bit. So for this project, I decided to enrich my knowledge. This project is very important and I want to increase my 3D modeling skill and make my models great for the project. 3D modeling is very important skill to have in any game field, because you never know when it may be needed.
Since I don’t have 3Ds Max at home I searched the internet for some tutorials or articles on how to improve my skills. I came upon a site, which I used a couple years ago for my assessment to get into the Game Design pathways. The site, TinkerCad, had some tutorials in which I did. They were mainly for their site and didn’t apply to 3D modeling in general, but I did notice that the movement controls were similar to 3DS Max’s. I didn’t feel that they applied to what I’m working on in class, so I searched some more for an actual article. I found an article on 3D Horse that had creative ways to improve your 3D modeling skills. I learned some interesting information. According to the article, you can use the text tool to create shapes and curves, which I didn’t think was possible. I don't know if it works in 3Ds Max though. They also said that something that really helps is to study the anatomy of what you're creating. I learned that you should just use the orthographic camera viewport, so you don’t lose your model. Also a good piece of advice they had was if you have a complicated design, that you should divide your model into small pieces. One piece that really caught my attention and that I may try in the distant future if 3Ds Max has this feature is to turn on the Backface Culling, which apparently speeds up the viewport. Helpful Hints for 3D Modeling:
Works Cited “10 Creative Ways You Can Improve Your 3D Modeling Skills.” 3D Horse, www.3dhorse.com/blogs/3d/10-creative-ways-you-can-improve-your-3d-modeling-skills. “Learn.” Tinkercad, www.tinkercad.com/learn/.
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So we are working on a project in which we create a board game. My job is the 3D artist. So I have to create some of the pieces for the game and create a prototype. Ideally the whole game is a prototype, but I think my sketches are a mini prototype. Prototyping is very important for any career in which you have a product that is to be produced. I think this part of the project caught my attention because different people may have different ideas of what counts as a prototype. I was searching the web for a definition of a prototyping, and found an article on the Interaction Design Foundation’s website called Prototyping. According to the article, prototyping is a crucial part of design and is a representation of a problem where people can participate in it. I learned more in depth information on prototyping from an article on Uxpin. I learned that prototypes have four main qualities. The qualities are precision, evolution, interactivity, and representation. Some people believe that prototyping only needs to be done a couple of times at the end of the process, but that is not accurate. You shouldn’t wait till the end. I learned about some of the advantages and disadvantages of different prototyping methodologies. Some of the advantages to paper prototyping are that it's fast and inexpensive. That can be very useful if you don’t have a lot of money or time. A disadvantages can be that it doesn’t give you that gut reaction which is needed for a successful design. Another kind of prototyping is not on paper but digital. An advantage is it’s fast, but a disadvantage is that it you may have to learn the software you're using to make it. The last prototyping method is HTML, which has a low cost. The disadvantage is it doesn’t give you the creativity aspect that paper and digital give you. Things about prototyping:
Works Cited “What Is a Prototype: A Guide to Functional UX.” Studio by UXPin, 1 Feb. 2017, www.uxpin.com/studio/blog/what-is-a-prototype-a-guide-to-functional-ux/. “What Is Prototyping?” The Interaction Design Foundation, www.interaction-design.org/literature/topics/prototyping. Last week in class, we presented our game pitches. We came up with ideas for games based on the topic choices we were given. All the topics were educational and had something to do with Durham. Game pitches are essential for game creation. So if you want to be a game designer, then you need to know how to create them. My game pitch wasn’t very good, so I decided to learn more about game pitches and how to make them better.
I found an article called How to Make the Perfect Game Pitch (in 3 sentences or less) on Gamedonia, I learned that game pitches can be pitched to publishers, press, the players or the platform. Pitching is important because it serves as a respectful way of propositioning an idea to someone who is busy or doesn’t have much time to talk. It also serves as a way to communicate, which is very important. Game pitches are suppose to answer the questions why, who, and what. You need to keep in mind what would this gain cost and what would you gain from what you’re pitching? What am I pitching and why am I pitching that? Who am I pitching to and why am I pitching that to you? But most importantly you need to know who am I? Gamedonia had some tips about game pitches. They recommend to start your presentation by passing out business cards, always be ready to pitch, and don’t be afraid to pitch. Things about game pitches:
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AuthorI'm a student at Durham School of the Arts, and currently in the Game Art Design pathway. I like playing the Sims 4, playing with dogs, and riding horses. This blog will reflect my learning and discoveries. Archives
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