This is the last of the 'topic weeks' and we have CONFLICT to deal with. I think there has been 'conflict' at a whole variety of levels, just look at the interpretation required of the scheme - think about it.
As far as the Fabrication goes, I am loving how the environment is coming together, need to concentrate on the actual design as well. At least you wont be falling into the ghost-town effect that many other reconstructions of the real-world fall into. Just like this:
Sunday, June 1, 2008
Tuesday, May 13, 2008
CONTEXT
Groups C & 3 are presenting on Context for us on Wednesday and I expect we shall see some models in the engine to be inspired by. The team have a great assemblage of pieces, I think it is time to start bringing them together so we can see it living and breathing as a whole.
speaking of living and breathings - have a look at this video of gaming AI software just purchased by Autodesk bringing this map to life - more info and vids here:
speaking of living and breathings - have a look at this video of gaming AI software just purchased by Autodesk bringing this map to life - more info and vids here:
Sunday, April 27, 2008
INTENT
This is the week for presentation 2 for Team A, this time guided by INTENT.
Bringing together the work on the Fabrication and the collaboration theory is what it is all about. Remember the changes to the requirements (on the course blog) - and I am still expecting an update from each team member each day into the Dam Hub.
G>
Bringing together the work on the Fabrication and the collaboration theory is what it is all about. Remember the changes to the requirements (on the course blog) - and I am still expecting an update from each team member each day into the Dam Hub.
G>
Saturday, April 19, 2008
Progress and Templates
Ok team, dont forget that now everyone needs to post into BaseCamp each day with how they are progressing with the tasks. There are plenty of ToDos in there for the fabrication and the ongoing work on your blog topics gearing up for INTENT in a week or so.
I have added a long series of tests that need to be done, remember that anyone can do a test, the knowledge gained in doing so will inform the whole project team including those people assigned specific areas. If one person tests how to import sound, trigger sounds and deal with volumes and sound locations, then that can be used to work in the real sounds when the time comes.
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Stay focused, if anyone is having trouble, talk to your team and to me. Most of you are keeping up and contributing, keep at it. Dont forget, now each team member needs to post into the Hub at least once per day to inform the group of progress made or thoughts on the topics.
-
Lastly some inspiration:
This pic is from the 'Sewer' map by GoodAndy - with some relatively realistic looking scenery and waterfall even. If GoodAndy can get t done, you guys should be set. Note that details realy make it work. Having things too clean ends up rather plastic feeling. Test this - how do you add realism like this?
Plus there are Unreal Materials available with tutorials if anyone is keen.
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Oh and on the topic of templates - I cant stand reading the white text on black any more. Can we agree on a Template that isnt too offensive but keeps our eyes alive. This template is called Rounders 4 - unless anyone thinks otherwise - how about we all switch to this one (using the customise like at the top)
I have added a long series of tests that need to be done, remember that anyone can do a test, the knowledge gained in doing so will inform the whole project team including those people assigned specific areas. If one person tests how to import sound, trigger sounds and deal with volumes and sound locations, then that can be used to work in the real sounds when the time comes.
-
Stay focused, if anyone is having trouble, talk to your team and to me. Most of you are keeping up and contributing, keep at it. Dont forget, now each team member needs to post into the Hub at least once per day to inform the group of progress made or thoughts on the topics.
-
Lastly some inspiration:
This pic is from the 'Sewer' map by GoodAndy - with some relatively realistic looking scenery and waterfall even. If GoodAndy can get t done, you guys should be set. Note that details realy make it work. Having things too clean ends up rather plastic feeling. Test this - how do you add realism like this?
Plus there are Unreal Materials available with tutorials if anyone is keen.
-
Oh and on the topic of templates - I cant stand reading the white text on black any more. Can we agree on a Template that isnt too offensive but keeps our eyes alive. This template is called Rounders 4 - unless anyone thinks otherwise - how about we all switch to this one (using the customise like at the top)
Monday, April 7, 2008
Gearing up for Wednesday
Team A is showing alot of great collaboration to get the fabrication off and running as well as working on the theoretical aspects of our journey into collaboration. The discovery of GroupHub and its capacity to act as the wiki solution is a neat example of the tools at our disposal to facilitate effective projects like this.
I can see the chosen project is allowing each person to find a specific niche they can contribute against - cant wait until we can run around this place. keep it up team!!
I can see the chosen project is allowing each person to find a specific niche they can contribute against - cant wait until we can run around this place. keep it up team!!
Friday, March 28, 2008
Tasks
Everyone need to be keeping up with the tasks as per the course blog.
Plus by the Monday team meeting everyone should have made progress on these things (refer to more detailed email coverage also):
Plus lets choose a different background colour for our group on Monday - this black with white writing is killing me :-)
Plus by the Monday team meeting everyone should have made progress on these things (refer to more detailed email coverage also):
- 5th Member catchup and inclusion.
- UT3 Editor Tutorials.
- Progressive blogging on collaboration, Topics and Fabrication.
- Clear submission blog entries (but other entries will be taken into account).
- Blog enty covering he splitting up of the Fabrication task as well as group makeup and roles.
- Building your 'room' in UT3
- Planning and experimenting with 3ds Max construction of the model.
- Extensive interaction and collaboration of the group - this is not an individual process.
- No computer/resources/time excuses - find a way to work around these as a team.
- Blog on the Dam Theater project choice.
Plus lets choose a different background colour for our group on Monday - this black with white writing is killing me :-)
Fabrication Scheme and Topics
The chosen unbuilt scheme for the Fabrication by the group is The Dam Theater by Bednar, Cooley and Huber. This should come together to create a great experience for the 'player' and is a striking conceptual idea with quite disparate styles and feelings to capture.
Peter Bednar's site has a nice array of imagery on the project to fire up the imagination.
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Breaking down a Fabrication of this type will require a suite of tools. Check out this other set of UT3 tutorials by Waylon Brinck to get going on that front, plus we have 3ds Max and all the apps in the Creative Suite Master Collection in labs 1 and 2.
Peter Bednar's site has a nice array of imagery on the project to fire up the imagination.
-
Breaking down a Fabrication of this type will require a suite of tools. Check out this other set of UT3 tutorials by Waylon Brinck to get going on that front, plus we have 3ds Max and all the apps in the Creative Suite Master Collection in labs 1 and 2.
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