In week three for our production we answered questions about the project individually and then came together in our design teams to compare our answers and come up with a team goal for the project. The questions we answered were, who is the client?, who is the audience?, what is the purpose of the project?, what is the key information that the team needs to know?, what is your individual vision for the project?, and what is your team vision for the project?
We answered these questions and discussed them so that we were all clear on who we are doing the project for and who are audience is, as well as what we all hope to achieve at the end of it. We did this so that we all understood what we were doing so there wouldn’t be any confusion about these things.
Also in our teams we started to plan our dossiers. We came up with ideas of what specific content we could include on the pages and started to draw some designs for the layouts of the different pages.
In week three we learnt skills related to sound, 3D modelling, and Interactive.
We scripted voice-overs using the website CeltX that we would then go and record for use in our dossiers. We learnt about all the different features for script writing that CeltX offers and then used these tool when writing our scripts. These voice-overs will eventually be placed in our interactive dossiers and will be integrated so that they are interactive. Before scripting the voice-overs we had to create the characters who were doing the voice-overs. To do this we had to create information about the character such as their age, gender, and name.
The 3D modelling work we produced this week was modelling a generator from around the time period Age of Napoleon is set. We modeled these using reference images of actual generators that were around at the time so that we could create a historically accurate generator. This task taught us how to model something using references so that it looks accurate. I can apply these skills to my project if I need to create something from the time period I will need to use reference image to help me create it. The problems I encountered were I couldn’t remember how to use some of the tools I needed in order to create the generator, such as the bevel tool, because it had been a long time since I last used them. I overcame this problem by looking through my note to the last time I used them and I also asked for help when I really wasn’t sure.
The interactivity task we did this week was to plan an interactive tour of the college, showing off the most important areas that a new media student would need to know, in our design teams. To do this we first had to walk around the college and note down the important areas we would include. Then we drew task flows showing how those areas would be connected on a website for an interactive tour, making sure that we kept to the 3 click rule, which means the users should be able to get anywhere with 3 clicks or less so that the website is easy to use and they don’t get confused using it. I can apply this to my project as a task flow will be useful when designing the dossier as all the pages will need to be connected so that the user can navigate in a non-linear way and I will need to make sure the dossier meets the requirements of the 3 click rule and a flow chart is a good way to test that. The problems I encountered when designing the flow chart was how to meet the 3 click rule as I had a lot of pages to put in. I overcame this problem by using stacks, which are pages that are placed together.
In week two for our production diary we did research on sound reproduction technology that was around at the time Age of Napoleon is set as we can use these technologies as guides for how our audio logs should sound to give them historical accuracy. We placed our findings into a timeline to show the advances in sound reproduction technology.
The first ever piece of sound reproduction technology was the Phonautograph invented in 1857.
Then came the Phonograph which was invented in 1877.
The next major sound reproduction technology to be invented was the Gramophone in 1890.
In our design teams we had meetings where we discussed our strengths and weaknesses, both as a team and individuals, so that we knew what areas we are best at and how we can help each other as some of us our stronger in some areas that others. We also gave ourselves roles that we would each focus on to complete the project. Keiran and Joel are researches, Sam, Keiran, and Kallum are designers, and me and Sam are the script writers. We also briefly discussed what we have done already and what we still need to do in order to complete the project. We then presented this in order to update our clients on what we are going to be doing and what we have done so far.
In week two of our production we learnt many useful skills that will help us in tasks such as designing our dossier and modelling for our dossier.
One of the tasks we did was to design an interactive web/app version of the story of little red riding hood in our interactive design teams. For this we had to think about how people would interact with it and come up with designs showing our ideas in a simple way. We also had to think about what the webpage or app would actually look like and how we would layout all the elements to it. This task taught us skills related to interactive design and graphic design and will be useful for our project when we our designing our interactive dossier. The problems I encountered were trying to think of ideas for the graphical design of it as it was meant to be for children so I had to think how I could make it look simple and appeal to children. I overcame this problem by talking with my teammates and taking on board some of their ideas to develop my own.
We also did some wireframing work in our interactive design groups where we had to design layouts for a double page spread on are triple a games too big? Because our topic was about more than one specific game we had to use a design that was neutral and not use a design similar to just one game. I could apply these wireframing skills to my project as I will have to design my dossier and wireframing different design ideas will help me plan the dossier and help me choose the best design.
After we had done wireframing we started using Indesign to create the designs digitally. Doing this enabled us to learn a bit about the tools available to use in Indesign. I can apply these skills to my project as I can use Indesign to create different designs for my dossier and will be able to see if my designs will work. The problems I encountered during this task were I had never used Indesign before and that was the case with a lot of people in the class so we couldn’t really help each other much so we just had to learn by experimenting with the different tools. Doing this meant that it took me a while to start actually designing but once I had learnt a few of the basic tools I was able to use the program.
The 3D task that we did this week was to model an object that might be found in the Age of Napoleon game. There were many steps we had to take before we could start modelling though, these were: research; making thumbnails; modelling; and finally texturing. I chose t model a storage chest. The research task involved making a mood board showing examples of chests that I could use as reference and textures that I could apply to my chest. After doing the research I had to draw thumbnails showing different designs for the chest ad showing it from different angles to show what the chest could look like once it is finished. Finally I had to create the chest in 3DS Max and then texture it. The whole point of this task was to make us go the phase f pre-production instead of just going straight into the production. This will help me in the project I am doing at the moment and my final major project as I will need to do research for both and come up with different designs before I actually start making the final product.
In week one of our production we watched an introductory video to the Age of Napoleon project. This video informed us of the crucial story elements that we will have to work with in our project. We also discussed the project and what we would be creating throughout and what our tasks would be and we talked about why we were doing this task and what we can learn from it.
After this we chose factions for the project in our design teams. My team, Wet Flame Studios, chose the spy faction and were told a bit about our character, Louis Daguerre, who we would work with when doing this project. The other two groups chose the factions the Resistance and Napoleons army.
We also created mood boards to get an idea of the feel we would want to convey in our dossiers. The mood boards I created included examples of paper of the time to give me an idea of the fonts that could be used on our dossier and what textures we could use for our paper to make it look like its from the 1870s. I also included example of some weapons that the spy’s could use and we could maybe adapt for our dossier to look like they have had pieces of the tesseract infused into them to power them.
We also did research on Louis Daguerre as he is important to the spy faction and we needed to know more about him so that we could create our story and include accurate information. We put the information we found into a mock social media profile for Daguerre.
Finally we identified potential problems we might have during this project, that relate to interactivity, audio, visual, and logistics. Some of the interactivity problems we discussed include the buttons we are going to have, such as how they will work and what they will be. Also how the user will interact with the dossier and how we will engage them in the dossier in the best way. Some of the visual problems we discussed included the text we will have and how we will make it look like its from the time the game is set and if we include any images or videos how will we make them look accurate for the time period. Audio problems we discussed include the scripts for any audio, and what language we will use to make it seem its from the time period, and also how we will control our environment so that the recordings don’t have any distracting background sounds that interfere with the dialogue. For logistics we talked about how we will keep our dossiers consistent by having themes that we agree on as a group and make sure our layouts are consistent when they need to be and also how we can improve our workflow to ensure we compete the task within the deadline and how we could organize our work to help with this.
In week one of this project I learnt how to make an object look like it is glowing in 3DS Max by adding a pulsing glow effect, and also I learnt how to make an object look like it has something inside it. I applied these skills to the 3D model of the tesseract that I made. To make the tesseract look like there was something inside it I added layers I had crated in Photoshop using paint to create a pattern that looks to the center of the tesseract so that it looked like it had a cloud of energy inside of it. I positioned these layers at different angles and positions in the center so that it didn’t create just one shape. To create the effect that the tesseract was glowing I selected the self illumination check-box and set the index of refraction to -1 and then used the key-frames to select when the tesseract would be illuminated and when it wouldn’t.
I could apply these skills to my project if I needed to create an object that needed to glow slightly, for example if I was creating a model of a weapon that used the tesseracts power and had a part that glowed like the tesseract.
I did not encounter any problems when I was applying these skills as they were simple processes and I was able to do them easily with only a little help.
If I were doing this again I would do the pattern I made in Photoshop different so that it looks more like energy and when its placed in the center of the tesseract it looks more like a cloud so that it creates a better effect.
We also talked about interactivity and everything we will need to include to make our dossiers interactive, by engaging the audience in the product through things like buttons and icons. Also we discussed navigation of our interactive materials and how we will need to make it easy to navigate for everyone.