Monday, 2 June 2014

Directed Study : My Own Brief - On Hold -

My idea for my directed study brief is to research into an existing game and try to create a character that could be apart of that world.

The game I have chosen to create a character for is Mass Effect as I feel it has a very expansive and interesting universe in which I could create a convincing character that would live in this vivid universe.

Mass Effect is a series of science fiction action role-playing third person shooter video games developed by the Canadian company BioWare and released for the Xbox 360, PlayStation 3 and Microsoft Windows, with the third installment also released on the Wii U. The trilogy largely revolves around a soldier by the name of Commander Shepard, whose mission is to save the galaxy from a race of powerful mechanical beings known as the Reapers and their agents, including antagonist Saren Arterius. The first game sees Shepard investigating Saren, whom he slowly comes to understand is operating under the guidance of Sovereign, a Reaper left behind in the Milky Way tens of thousands of years previous when the Reapers exterminated virtually all sentient organic life in the galaxy as part of a recurrent cycle of genocide of an unknown purpose. Sovereign is a vanguard whose purpose is to trigger the imminent return of the Reaper fleet hibernating in extra-galactic dark space, starting the process of extermination yet again. The second game takes place two years later, and sees Shepard battling the Collectors, an alien race abducting entire human colonies in a plan to help the Reapers return to the Milky Way. The final game of Shepard's trilogy centers on the final battle against the Reapers.




Mass Effect has 3 mercenary groups; The Blue Suns, Eclipse and The Blood Pack

The Blues Suns:
Founded by notorious Batarian slaver Solem Dal'serah, the Blue Suns began as a Skyllian Verge protection racket providing genuine protection from slavers and pirates. Eventually captured by the Systems Alliance Navy, Dal'serah beat almost two dozen charges to be convicted on a single count of conspiracy. The slaver benefited from the tutelage of cell mate and brilliant con artist Bernard "Legits" Ledger. Upon release five years later, Dal'serah incorporated Blue Suns as a legal security agency.
Today, the Blue Suns boast a galaxy-wide force of Batarians, Turians, Humans, and Krogan. Each deployment is backed by a logistics corps selling everything from heavy weapons to shaving cream. Despite claims that Blue Suns sells its captives as slaves, no Blue Suns employee has ever been convicted on such charges.
Many Blue Suns members sport the company logo in tattoo form, removed during assignments and reapplied at mission-end.
Eclipse:
Brainchild of Asari commando Jona Sederis, Eclipse was incorporated as a "proactive" security company. Influenced by Asari and Salarian military doctrine, Eclipse specializes in sabotage, assassination, and personal and organizational security. Although Citadel governments regard the corporation with suspicion, it's embraced in the Skyllian Verge and Terminus Systems.
Early on, Sederis sought government contracts to establish market share against the better-established Blue Suns. Her agency scored a galactic PR coup by retaking several space stations captured by the Anhur People's Liberation Army and neutralizing its leaders, a victory Eclipse's marketing department never ceases trumpeting.
Based on Omega Station, Eclipse controls nearly 20% of the asteroid's real estate. Its services range from mech repair to open warfare, although assassination is reserved for meeting wider, longer-term company goals (for instance, pre-emptive strikes against pirates rather than murdering spouses for insurance money). Despite numerous reports, Eclipse denies sabotaging or kidnapping business rivals.
The Blood Pack:
Originally a small Terminus Systems Vorcha gang, the Blood Pack was transformed into a legion by visionary Krogan Battlemaster Ganar Wrang. Exiled for striking a female in anger, Wrang obsessed over reclaiming his lost status.
Leading the Vorcha pack as a pirate crew, Wrang cultivated recruits and infamy for a decade before incorporating his fighters as a security company across the Skyllian Verge. His notoriety ensured his initial public offering for investors made him rich beyond most Krogan's dreams. Wrang returned triumphantly to his clan, rallying elders, Krogan hordes, and their firepower and biotic support toward professional violence in the Terminus Systems.
Banned from Citadel space, the Blood Pack bribes its way through spaceports into armed conflicts across the galaxy. Priding themselves for accepting otherwise untouchable contracts, the Blood Pack rejects bodyguarding and security in favor of cases requiring minimal oversight and maximal violence.

There are also organizations in Mass Effect some good, some corrupt such as Cerberus which is the most prominent one throughout the game:

Cerberus is a human-survivalist paramilitary group led by the enigmatic Illusive Man. Cerberus' core belief is that humans deserve a greater role in the galactic community, and that the Systems Alliance is too hamstrung by law and public opinion to stand up effectively to the other Citadel races. Cerberus supports the principle that any methods of advancing humanity's ascension are entirely justified, including illegal or dangerous experimentation, terrorist activities, sabotage and assassination. Cerberus operatives accept that these methods are brutal, but believe history will vindicate them. Nevertheless, both the Systems Alliance and the Citadel Council have declared Cerberus to be a terrorist organization and will prosecute identified Cerberus agents accordingly.


Cerberus employs assassins and hit-men to take down their enemies or to eliminate someone in their way such as the assassin Kai Leng:




Kai Leng is an assassin working for the human-survivalist organization Cerberus. Leng was formerly a lieutenant and N7 marine in the Systems Alliance known for having anti-alien attitudes. He is described as being Earth-born with features that show his dominant Chinese heritage.

While little is known about Kai Leng's early life, Alliance records show that he enlisted in the Alliance Military on November 14, 2172 at the age of 16, although his credentials were faked at the time. Leng's prowess in combat and xenophobic nature drew the attention of the Illusive Man, and Cerberus helped liberate Leng from prison after he was incarcerated for murder. The Illusive Man used Leng as his best wet-work operative and assassin for over a decade, realising he was not only ruthless but discreet and methodical. Leng became the Illusive Man's most trusted agent, working as an infiltrator and assassin. His cybernetic modifications appear to include Cerberus's Phantom-class implants. 




This character will be the main influence for what I want to achieve as I want to create an assassin like character that could live within the Mass Effect universe. These iterations of Kai Leng are quite similar with the core look staying the same; very slim, agile looking character with obvious implants to help him fight (which also adds good gameplay elements for the character) not just for aesthetic purposes. I like how they implemented the colours of Cerberus in his uniform (black, white and yellow) which is something I will take into consideration when I develop my character if he is apart of an organization or group.



This is some of the weaponry used in Mass Effect which my character could utilize. there are many varieties of weapons with various colours, attachments and shapes, which I could tweak to suit the tone and feel of my character.

Reference:
http://masseffect.wikia.com/wiki

Thursday, 15 May 2014

Final Renders of Castle

Final renders of my Castle in Morning, Midday and Night




Contextual Studies: Creative Story Using Propp's Spheres of Action



This fellow you see above is quite the curious of fellows. He has the head of a lion and the body of a man, a very peculiar creature indeed. One day this creature was strolling down a long and lonesome road, where all of a sudden an old crooked lady called out to him. "Beast!" She bellowed, the creature turned around, "Yes you Beast." The lady seemed pleased waving the creature towards her.

Curious as to why he was beckoned the creature approached the old lady where he saw her standing with a basket of most peculiar apples. Apples with an unusual purple hue and a smell reminiscent of elderberries. "What is it that you want?" The creature inquired.
"I ask of you for a favor, a small one yes. But one of great importance, I would ask of you to take this basket of apples to a girl who lives across the Lake of Wren and in a cabin accompanied by seven of the most bloodthirsty dwarfs, who'd rip up a poor old lady like myself in seconds. But they'd cower in fear when they saw you, that is why I ask of you to do this for me." The crooked lady replied. Scratching his mane the creature was puzzled as he felt a very sinister aurora surround this lady.
"What is so important that this girl receives these apples?" The creature queried.
"Ah, that is for me to know" croaked the old lady as a malevolent grin spread across her face. A chill crept down the creature's back as he asked, "What do I get out of this?"

The old, crooked lady looked at him, staring straight into his eyes, "In return for doing this for me, I would grant you one wish, anything you want can be yours with this one wish." said the old lady. As of hearing this the creature's eyes brightened and went to grab the basket as he did he ask, "one more thing old lady, may I ask of the name of the person who's bidding I am doing?" That grin spread across the lady's face again, "why of course," she said, "my name is Grimhilde, and what may I call you creature?"
"I go by the name of Leo Fuit." He replied.

Wednesday, 14 May 2014

Contextual Studies: Comparing 2 Game Characters


Ellie - The Last of Us - 

Contextual Framework:
Ellie takes a lot of influence from the likes of  Mattie Ross from the novel and film True Grit as they are both young girls who are very independent and can take care of themselves in difficult situations. The Road by Cormac McCarthy was also a heavy influence on the two main protagonists Joel and Ellie as the game director took many traits the father and son had with each other and used them with Joel and Ellie. Naughty Dogs Studios house style is trying to capture a very cinematic and engageful gameplay experience through outstanding graphics and relatable characters. The Last of Us' target audience would be young adults and above as it tells an extremely dark and harrowing story.

Structural Framework:
Ellie's function within the game is somewhat complex she acts as an aid to Joel during visceral combat scenes, as well as adding some optional comedic value with some dialogue with Joel as Ellie owns a joke book in which she tries to lighten the mood, she will also spot out resources. The player does not have any control over Ellie for most of the game until one section where you take control of her as Joel (Main protagonist) is injured. I would say this design of Ellie does express 'True Character' as you see her truly react under pressure and breakdown when something horrible happens you really do get to see who she really is.

Visual Framework:
As shown in the picture above Ellie is a teenage girl aged 13 -14 years old with aubrun hair and pale green eyes with freckles. The appearance of Ellie is greatly influenced by the look of her voice actress (Ashley Johnson) as this would allow Ellie to bear a greater resemblance to her voice actress' appearance and personality.

Reference:
http://thelastofus.wikia.com/wiki/Ellie

Clementine - The Walking Dead -


Contextual Framework:
Unlike Ellie, Clementine does not really have any influences from other forms of media even though she is part of 'The Walking Dead' comic universe as that is where the game takes place not in the TV show one. Much like Naughty Dog, Telltale Games has a house style which is cell-shaded, cartoon themed games with extremely dark and gripping stories where the players decides how the story unfolds, with such mature themes in their games the target audience of their work would obviously be for adults.

Structural Framework:
Clementine in the first season of The Walking Dead is very different to that of Ellie as she is very dependent on Lee (the main protagonist of the game) and she is a non playable character unlike Ellie, this made the players feel like they had to protect her which created a strong bond between the player and Clementine.

Visual Framework:
Clementine is slightly younger than Ellie being the age of 8, she wears a baseball cap and has black frizzy, shoulder length hair, with hazel eyes. She doesn't have any inter-textual references.

Reference:
http://walkingdead.wikia.com/wiki/Clementine

Tuesday, 25 March 2014

BA3: Castle Research

Burg Eltz:

The Burg Eltz is a medieval castle in Germany which dates back to the 12th Century. This castle really inspired me as I love the kookiness of it with the small red and white outhouses dotted all over the castle. The colour scheme also adds to the light-hearted feel of this castle. I will take some of the the aspects of this castle and incorporate it into my one.


Neuschwanstein Castle:

The Neuschwanstein Castle was built in the 19th Century in southwest Germany. It stood out to me due to the elegant spires it has throughout the castle as I wished to have spires of various sizes on my castle. Also the entrance to the castle is quite grand and awe-inspiring which would ideal for the entrance to the bridge.


Epic Mickey:

I looked into Epic Mickey as I wanted to see how castle were used in a cartoony game, I like how the buildings are dark and menacing but are shown in a fun and playful way, which is something I am going to strive for whilst designing my castle



DMC:

The concept work for DMC has some really striking environment pieces, especially the city areas where there are buildings stacked on top of one another creating these misshapen buildings which adds quite a nice dynamic feel to the structures. I feel that this concept could be put to good use on my castle as I want it to be fun and wacky.


Alice Madness Returns:

Much like Epic Mickey, Alice Madness Returns they have managed to create dark, somewhat scary buildings but kept them goofy and whimsical. In the second picture for example each part of the structure is misshapen and crooked which brings the playfulness, I also like how each of these buildings has a theme from one that revolves around tea and kettles to a pirate ship - this could be something I might considered for my castle to give it a theme -  


Buildings on Stilts:

I like the idea of some sections of my castle to be suspended on stilts or the whole thing to be built on stilts, which could effect how I lay out the terrain and how the bridge could be incorporated into the castle.


Stacked Buildings:

This is taking that idea from DMC and seeing it on a much larger scale and I think a stacked castle could look quite breathtaking and whimsical especially if I incorporate stilts and higgilty-piggilty frame work and windows.


Wonky Buildings:

This wonky look screams cartoony and having parts of my castle like this would further add to my vision of having a dark yet comical and precarious looking castle.

Sunday, 9 February 2014

Research of the 7 Virtues

Chastity: Abstaining from sexual conduct according to one's state in life; the practice of courtly love and romantic friendship. Cleanliness through cultivated good health and hygiene, and maintained by refraining from intoxicants. To be honest with oneself, one's family, one's friends, and to all of humanity. Embracing of moral wholesomeness and achieving purity of thought-through education and betterment. The ability to refrain from being distracted and influenced by hostility, temptation or corruption
File:Hans-Memling-allegory-chastity.jpg

Temperance: Restraint, temperance, justice. Constant mindfulness of others and one's surroundings; practicing self-control, abstention, moderation and deferred gratification. Prudence to judge between actions with regard to appropriate actions at a given time. Proper moderation between self-interest, versus public-interest, and against the rights and needs of others. 

Charity: Generosity, charity, self-sacrifice; the term should not be confused with the more restricted modern use of the word charity to mean benevolent giving. In Christian theology, charity—or love (agäpé) -- is the greatest of the three theological virtues.

Diligence: zealous and careful nature in one's actions and work; decisive work ethic, steadfastness in belief, fortitude, and the capability of not giving up. Budgeting one's time; monitoring one's own activities to guard against laziness. Upholding one's convictions at all times, especially when no one else is watching (integrity).

Patience: Forbearance and endurance through moderation. Resolving conflicts and injustice peacefully, as opposed to resorting to violence. Accepting the grace to forgive; to show mercy to sinners. Creating a sense of peaceful stability and community rather than suffering, hostility, and antagonism.
File:Three virtues Patientia.jpg

Kindness: Charity, compassion and friendship for its own sake. Empathy and trust without prejudice or resentment. Unselfish love and voluntary kindness with bias or spite. Having positive outlooks and cheerful demeanor; to inspire kindness in others.

Humility: Modest behavior, selflessness, and the giving of respect. Humility is not thinking less of yourself, it is thinking of yourself less. It is a spirit of self-examination; a hermeneutic of suspicion toward yourself and charity toward people you disagree with. The courage of the heart necessary to undertake tasks which are difficult, tedious or unglamorous, and to graciously accept the sacrifices involved. Reverence for those who have wisdom and those who selflessly teach in love. Giving credit where credit is due; not unfairly glorifying one's own self. Being faithful to promises, no matter how big or small they may be. Refraining from despair and the ability to confront fear and uncertainty, or intimidation.












Wednesday, 5 February 2014

BA2 - Seven Virtues Character

The virtue I chose was Chasity and decided to design a priest set in post-apocalyptic:


This is the basic line work for my Priest


Grey scale shaded version of the Priest



Final ZBrush sculpt of the Priest