Tuesday 11 November 2014

Funding

Kickstarter
Kickstarter is an online website to get funding for creative projects. Anyone can start their own kickstarter (if they meet the guidelines). The project creator just gets to set a funding goal and a deadline. Kickstarter is an all or nothing funding website though. this means if you do not reach the goal, you don't get any of the funding.

Pozible
This is another website to get funding fror creative projects. When people pledge money they will also recieve rewards matched to the level of money donated. They also alike to kickstarter only do all or nothing crowdfunding.

Indiegogo
Indiegogo is alike to both Pozible and Kickstarter. It's a simple funding webstite. Indiegogo charges a 9.0% fee on the funds you raise. If you reach your goal, you get 5.0% back, for an overall fee of 4.0%.

SA Film Corp
They are a government corporation that supports the film industry in SA. They offer different ways to apply for funding.

Media Resource Centre
This is a non-profit centre to support filmmakers. They also offer different ways to apply for funding.

Tuesday 4 November 2014

Uni Folio

http://www.flinders.edu.au/courses/undergrad/bca-digital-media/digital-media-entry-requirements.cfm

Due: 28 Nov 

DVD, Portfolio and other supporting material

Applicants who wish to apply for the Digital Media production program in the Bachelor of Creative Arts must submit examples of their original work. The entire application should be no more than 20 items.
This work may include:
  • A DVD or CD copy of any screen-based work (no more than 15 items).
  • Written work, short-scripts, storyboards or other examples of creative conceptual planning, including concept documents or works in development (no more than 10 pages).
  • Examples of photography, original art work, graphic design or other visual material (a small portfolio, ie no more than 10 examples). Can be either printed, on-line or on disc.
  • Evidence of an ability in the producing or production management of digital media products, including preparation of budgets and production planning/user documentation, grant proposals (no more than 10 pages).
  • Other materials you feel would strengthen your application (no more than 10 pages).
Applicants must also submit a statement of no more than two pages (500 words) in length, explaining their reasons for wanting to study for a Bachelor of Creative Arts (Digital Media) and indicating their preparedness for this type of study.
In this Statement, the applicant should answer the following questions:
  1. Why do you wish to undertake Digital Media at Flinders?
  2. Where would you like to work on completion of your training? 

Folio options:
- walk cycles
- game cycle
- heavy vs light
- dance
- model
- model animation
- warehouse model
- title animation
- commissioned trailer?

Reflection

Where do I go from here?
My plans from here are mainly to finish my folio for Uni by the 28th. Look into my career options by finding people in the industry to talk to. I've come to terms with the fact that my passion is editing, but I'm also interested in the film and animation industry and would definitely want to build my skills there. I would like to contact someone who's in editing as a profession, and look into how they got there. And if they have any advice.

What's out there in terms of:

  • Future employment (existing companies, industry sector)
My plan is to do internships for the hope that will help when looking for future employment. But at the moment because I don't know the exact job I wish to pursue I don't know what existing companies I would be looking into.
  • How things are changing (eg. big companies, grass-roots indie, mobile media vs desktops, cloud services, 2d vs 3d, local vs national/internet)
There might be a change occurring in the industry but that won't effect me because I'll be learning along the way with the change. 
  • Support for creating work (money: government and crowd source online)
In terms of money for projects, I would probably want to go to the online community because the people who would donate would also be interested in the final product.
  • My strategy for moving forward

Develop a YouTube reputation with things such as B Team Animation
Find a small job related to the industry (even at EB games or Game Traders)

PAX Aus 2014: PANELS ATTENDED

Queering Video Games: LGBT Representation and Why It Matters
How can video games explore queer themes and stories? Why is it even a problem if they don't? What impact does the lacklustre depiction of LGBT characters have on gamers? Most importantly, what steps are developers taking to improve that representation in games? Join a panel of experienced queer developers - ranging from indie to AAA - for an inside look at "gay games", LGBT content in mainstream titles, and the challenges of making games that represent the diversity of the people who play them.
PANELISTS: James Dominguez [Games Writer, Fairfax Media], Jeffrey Yohalem [Lead Writer, Ubisoft Montreal], Liam Esler [Writer/Scripter, Beamdog], Luke Miller [Indie Developer, Up Multimedia], Maya Kerr [Lecturer, SAE Institute]
What I got mostly out of this panel was that representation needs many variations. You need characters who's storyline is about them finding their sexual identity and we also need normalisation of queer characters. There needs to be a varied amount of personalities and queer experiences. Jeffrey Yohalem who worked on some of the Assassins Creed games, simply said: "A stereotype is a short cut." It definitely made me look at my writing and characters in terms of representation and what I've been conditioned to write about and how I should explore other characters in terms of their dimensionality. 


How to Design a Videogame from Scratch LIVE
For our next experiment, we're going to ditch the talking and start with the creating. Live on stage, we'll gather together and create a game design document, after which we'll release it into the public for anyone to use, expand upon, build off, tear to shreds and utterly reject or just create. We want to share the process of being part of a roundtable and brainstorming how a game might work, what challenges we might face and what the best solutions to some of the perceived problems would be. 
PANELISTS: Leigh Harris [Co-Founder, Flat Earth Games], Rohan Harris [Co-Founder, Flat Earth Games], Morgan Lean [CEO, Epiphany Games], Ron Gilbert [Designer, Beep Games Inc], Ashley Zeldin [Creative Director, Adorkable Games], John Nesky [feel engineer, thatgamecompany]
This was more of the information to figure out before starting the game, such as what platform, genre/theme, character, location, the aim of the game, what the player should feel, etc. It got cut short so there's was a lot that they were going to get to that we missed.


What They Won't Tell You About Working in Videogames
Ever wondered what really goes on behind the closed doors of a development studio? Are publishers really the devil? Do journalists get paid in pizza? Why don't videogames ever look like their trailers? Our panel of current and former game developers, marketers, publishers, journalists and community managers discuss the issues and answer your questions. 
PANELISTS: Paul Houlihan [ex-PR for THQ, host of The Fourth Player podcast, freelancer for Official PlayStation Magazine], Nick Hagger [ex-Producer for Bluetongue Entertainment, GM of indie developer Robot Circus], Ben Abbott [ex-Live Producer Real Time Worlds, QA for Rockstar North, co-host of The Fourth Player podcast], Nathan Cocks [games journalist of 10 years with PCPowerPlay, HYPER magazine and Games.On.Net, co-host of The Fourth Player podcast], James Kozanecki [ex-Community Manager and journalist for Gamespot, PR manager for Indie publisher Surprise Attack], Patrick Stafford [freelance games journalist, contributing to Polygon, Eurogamer, EDGE, Hyper and Kotaku]
This was a very interesting panel because you multiple options from Public Relations, Journalists, and Game Producers. One thing they definitely talked about was how in the game industry you are always pushed for time. You could be at a point where you know the game will get finished and look great by the deadline but then it will be pushed two months early. This leads to the people working on it to feel pressure and know they can't complete the game how they want to. Even the game journalists were saying how when a game comes out and they have to review it, they are pushed to play the game as quickly as possible. Which means they don't play the game the way gamers do. They made the point that they do not need to play the whole game to understand it, and to review it. They said that you will get the same information playing a game for an hour and playing a game for 10 hours. Although the game developers defended themselves, the journalists said, if a game hasn't captured your attention withing the first hour, then it's not a good game. "You shouldn't have to play a game for 4 hours to start enjoying it and enjoying the plot." It was very interesting in terms of the difference of opinions. The debate was a great way to understand the industry.


Geek as a Cultural Identity: Do Fake Geeks exist?
After the success of "Is there Such a thing as a Fake Geek" Panel last year, the team are back to discuss more about the culture geeks create for themselves and have created for them.  How different are we to the portrayals we are shown of ourselves?  Can we finally define what a Geek is for ourselves or are we waiting for the right definition?  Moderated by Player Attack's Jessica Citizen, panelists featuring former Reality TV contestant Jimmy Reilly will try to answer these questions.
PANELISTS: Jessica Citizen [Editrix/Host, Player Attack], Jimmy The Geek [Presenter/reporter, Player Attack], Steven Gates [Comedian/Musician, Tripod]
The main thing that they were trying to say is that geek, is just having a passion for something whether it's games, comics music or sport. They didn't actually touch much on "fake geeks." They started off saying yes, there are fake geeks but didn't really follow it up with any reasoning. In my opinion, I've never come across a fake geek. They touched on other issues though, such as, women being accused as things such as "fake girl gamers." And how the environment is being treated as though it's a sand box filled with toys. Where the kids don't want to give up there toys to others, therefore they will attack and bully new people who try and take away their thing.


Rooster Teeth
Formed in 2001 with the online smash hit Red Vs Blue, Rooster Teeth has since grown into a Texan-sized production company, responsible for none other than Achievement Hunter, RWBY, The Gauntlet, Immersion, Slo-Mo Guys and plenty more. Join the Rooster Teeth staff as they go up on stage completely unprepared and wing it!
PANELISTS: Jack Pattillo [Rooster Teeth/Achievement Hunter], Ray Narvaez, Jr [Rooster Teeth/Achievement Hunter]
I attended this panel for myself more than for any gaming industry information. There were some points made that were interesting though. In terms of content creation on YouTube, Jack made a point that you have to have a thick skin with the hate. They really advertised following your dreams and not letting other people bring you down.


Penny Arcade Q&A
Immediately after Storytime with Pete Hines, stick around for a Q&A session featuring Gabe and Tycho of Penny Arcade! Two mics, one heck of a time! Also note that if you can't make it to this panel, there's another one on Sunday in the Main Theatre. These guys are givers. They give.
PANELISTS: Gabe and Tycho!
These guys were really interesting as one of them is a writer and the other an artist, and they both were involved in the creation of Penny Arcade and PAX. They didn't talk to much about things that would be relevant to the industry as the pre-submitted questions weren't about the industry.


Thursday 23 October 2014

More Technology & Programs

Free Software
Gimp:
Gimp is the “GNU Image Manipulation Program." It is a free alternative from Photoshop. It has a customizable interface, enables photo enhancement, options for digital retouching. There is hardware support and it also supports multiple file formats.

3sweep:
This is a program that creates 3D models from 2D pictures. Which then you can edit with, and 3D print later on. "The process works by the user identifying the object along with the relative depths. Then the software will detect the edges and creates a texture map."

 

Lightworks:
This is a completely free editor program. It has a lot of professional tools and options. It's a great free option for editing and has been used to edit professional films.

Humanity 3D life:
"The H3DLife series are collections of low poly animated 3D people that you can use to quickly populate an urban scene with casual and business commuters, students, shoppers, etc. doing everyday actions like, walking (up and down stairs, walking dogs), eating (standing, sitting), using phones, laptops, tablets."

Web-based resource software
p3d:
This is a website where you can upload your 3D model and share it online to friend, workers etc.

kwikser:
This is a photoshop plugin that allows anyone to create interactive storybook apps for ios and android without learning code.

123D catch:
123catch is a autodesk free app that allows you to scan a 3D object and then edit the model scan later on.

puzzlescript.org:
This is an open-source HTML5 game engine.

TF3DM:
They offer thousands of downloadable 3D models for free.

Web Resources
11 second club:
This is an avenue to get your name out there with a simple 11 second animation. The 11 second club is a monthly charact animation competition.

Turbosquid:
TurboSquid is a digital media supply company. They have a digital library of models for free use. They have vehicles, animals, architecture, characters and anatomy, electronics, furniture and landscapes.


Tuesday 16 September 2014

Industry Games - Animation

Monkey Stack
  • Adelaide Animation Studio
  • Client based work
  • Offer an in house course
  • Work in 2D & 3D animation
  • Because they're a rather small group, they would hire those with a varied amount of skills.

Vishus Productions

  • Based in Adelaide
  • Vishus Productions is a multifaceted studio, with a special focus on preproduction for animated film and television.
  • They've created an animated TV series, an animated Music Video, an 8 minute animatine film and also made a animated game.

Industry Games - Effects

Rising Sun Pictures

  • Based in Adelaide.
  • They create visual effects for feature film, TV and transmedia clients.
  • They offer a graduate course.
They look for people with skills in:
  • Animating
  • Texturing
  • Modelling

Industry Sector - Serious Games & Simulation

Rheinmettal - Australian Simulation company
  • Serious simulation company which mainly focuses on military equipment. 
  • They do projects on pretty much anything military based.
  • This can range from turret systems, to military trucks, "future soldiers," and all sorts of other military equipment.
  • High Quality Develop



Holopoint
  • A realistic simulation/games company.
  • Founded by Ben Kilsby and Richad Taylor in 2007, it still stands as a 100% Australian owned company but has done international work.
  • Alot of their work looks like simulations, scaling from 'T-cell growth in an alveolar", to flight deck hazards on a military flight deck. 
  • Made some apps for the iOS app store which are more on the 'gamey' side.
  • Quite high quality work

Industry Sector: Games

Oddgames
  • Currently based in Adelaide
  • Only released one game app called Monster Truck Destruction
  • Currently don't offer any jobs.


Half Brick
  • Based in Brisbane.
  • They do multiple games on different platforms, from 2001 to 2014. They've made games from the PS2 to the iOS and Xbox One.
  • Known for Fruit Ninja
  • If you wanted to get a job there you should develop your skills in C++ as that is there programing language choice. They also use, Visual Studios and Apple's Xcode.

They would both have hired people for: 
  • Marketing
  • Texturing
  • Modeling
  • Sound
  • Core Programming

Thursday 21 August 2014

Task: 3D Model Animation - Key Poses

Before getting started on animation, I had to work on my key poses, making sure they were strong. This is my blocked animation and now I'm getting started on the inbetweens and adding in the idle point where the character is mainly making eyecontact with the bug that will fly and make him lose his balance. What I found the most useful was a visual reference of videos.



Thursday 14 August 2014

Task: 3D Model Animation - Brief

The brief is to create a 12 second 3D animated piece.


"Your character is in the tree pose postion in a confident manner when he loses his focus because of a bug. The character responds by stumbling in a worried manner.

Thursday 7 August 2014

University Courses

Preference 1: Flinders Bachelor of Creative Arts (Digital Media)
2014 Australian Tertiary Admission Rank (ATAR): 60.00
Portfolio, written statement, curriculum vitae and referee details also required.  Short-listed applicants may be required to attend an interview.Guaranteed entry ATARNot applicableTAFElink: Not applicableBonus points: SEAS, RISAS Deferment: This course may not be deferred.
The range of core topics offered will develop and strengthen your skills in multimedia 

production, screen production, and 2D and 3D animation and effects, as well as providing a strong theoretical background in the creative arts and creative practice.

You will gain basic professional skills in digital media production including the operation of software and hardware, as well as the ability to plan, develop and complete a digital media product including production and post-production stages.

Graduates with these skills are able to pursue careers in a range of digital fields including in the local and international film industry, web design, interactive media, animation and the gaming industry.


Preference 2: Flinders Bachelor of Creative Arts (Screen)
2014 Australian Tertiary Admission Rank (ATAR): 60.00
Portfolio/show-reel, interview, written statement, curriculum vitate and referee details also required.
Guaranteed entry ATAR: Not applicable
TAFElink: Not applicable
Bonus points: SEAS, RISAS

At each stage of the degree you will develop your screen production skills, as you learn 
and strengthen the basic technical and intellectual skills required to produce screen-based media from conception and scripting to production, post-production and presentation. Alongside this, you can specialise in specific skills including producing, cinematography, directing, writing, editing or production management.


Preference 3: UniSA Bachelor of Media Arts
Part-time study available: Yes
SATAC Code: 444191ATAR (Internal): 60.20 (for 2014 entry)Prerequisites: None
Students choose to complete a Bachelor of Media Arts in one of these Professional Majors: 
Animation, Digital Design, Drama, Film and Television, Interactive Multimedia, Music Media, Performing Arts, Web Development. 


Interships:

BBC 

Internship Fall 2014 - Creative Services - On Air Promo (NY)
https://www5.recruitingcenter.net/Clients/BBC/PublicJobs/controller.cfm?jbaction=JobProfile&Job_Id=11018&esid=az

VOD Editor
https://www5.recruitingcenter.net/Clients/BBC/PublicJobs/controller.cfm?jbaction=JobProfile&Job_Id=10979&esid=az

Tuesday 5 August 2014

Task: 3D Character Model - Rigging










There were parts in rigging that I found really hard, so I decided to try out miximo's auto-rig program. It did work and showed the animation properly but the program did not take into account my characters shape. The belly cause a problem in the animations and the armpit would break and stretch looking wrong. However the knees and elbows did bend properly. Maximo do take feedback and it'd be worth telling them to add in more things you could add in the beginning like waist line and where the neck starts etc. If there was also a way to fix the points with more detail, that would be helpful. The knees needed fixing, and after talking to Rob, I just had to treat them like the elbows, with a piece behind them for rotation.






On Miximo however, you can download animations. I found this one to suit my character well.







Editing/Screen Production Folio

I recently did a Marvel Cinematic Universe trailer on my channel and my sound editing has really improved since I've started this course. There are some points I was unhappy with but couldn't do anything about it because of the file, but I worked with what I had. I'm thinking of putting this video in my folio/showreel for the Screen Production course I want to go to. I did some research about what they look for in Film Folio's for Uni and it said they just want to see if you can show a story, which I think I have a few different videos that show that as well as some projects from this course. 

Thursday 31 July 2014

Task: 3D Character Model - Modelling

Step 4: Modeling the Face and Body seperately 

The most trouble I had while modelling was the face, because I made it quite boring in my sketch ups. It took me a while, but I eventually modeled a face that had more personality.





I followed the sketches I had, and eventually saw that it needed work in the legs and the definition of parts of the body. It developed very well, and I'm proud of the result.











Tuesday 1 July 2014

Task: 3D Character Model - Sketches

Step 3: Idea Sketches







Step 4: Sketch Development + Clay

I chose 3 designs from my brainstorm that I liked and think followed the brief and tried to look at how they'd look when 3D. The two small designs, I thought, lacked personality. I decided to try and develop the larger character and then see how the angle would look through clay (plasticine) modeling.









Thursday 26 June 2014

Task: 3D Character Model - Inspiration Images

Step 2: Collect inspiration images and Brainstorm



















Task: 3D Character Model - Brief Interpretation

Production Requirements:
3D character
Webcast Series
Attracting interest from a production studio
Prime Time TV Audience
Break away from a shallow TV mould

Design Requirements:
Personality & Memorable
Cartoony
Little Detail
Dimensionality in the head
No hair or restrained hair treatment
Clean and fairly simple forms
Start with a drawing and/or 3D clay model
[VISUAL REFERENCE IS ESSENTIAL]
Simple colour (essentially no textures or extra detail)
Geometry needs to be clean
Elbow and Knees need to deform appropriatley 
The head and the body seperate stages but still relate to each other.

Step 1: Research things in brief that you don't completely understand or need to develop
Webcast: Broadcasting over the internet
Personality: Instead of trying to make a character have personality, try and identify, what type of personality is needed for the character? Happy, Sad, Smug, etc.
3D Clay model: I've never really worked with Clay, but for this project it would help to understand the different views of sketches. I need to do some research about how to go about clay modelling.

B Team Animation Logo

Katelin and I organised a small meeting to talk about possible logo designs. We mucked around with a few different options before settling on having a neon sign. We quickly got to work on finding a tutorial on how we could go about making text look neon. We had to change a few settings for it to work for our design but it's worked out very well. There's still a few more things to add but this is working for our idea.









Tuesday 24 June 2014

Modelling

We started modeling and I'm very interested in learning all the features avaliable on 3DS Max for modeling. 

The first thing we did was edit a box and start getting introduced with the editable poly features. We then used these new skills for an attempt for the face edited from a plane. After that, we model from a box to get a body.




For the body, Working where you start with a plane definitly works better from me but each time I've done it this way I end up making the model a female.




This is my starting attempt for more of a masculine model. There still a lot for me to do for the male body. But the initial shape I've started with works.


We've also started to animate hands. At the moment, this is something I think I need to work on. Either to make more personalised or make more realistic.