Objective:
Reinforce previously gained knowledge and discover new ways to work with lights in Maya.

Method:
You will do two courses for lighting. One for exterior lighting and one for interior lighting. These techniques will show you how to tweak physical sun and sky to create a believable environment.

Exterior | Interior

Turn In:
Post images every other day to show progress until you are done. The final scene should be rendered from several different angles to show the detail of your lighting.

Objective:
Discover and apply more effects and techniques in Photoshop to create a vintage style poster.

Method:
Use this tutorial to create a custom style vintage poster using original images.

  • Use an image of YOUR body
  • Use an animal head of your choice
  • Place your name in the text instead of PSD.

Vintage Poster

Submit:
Post daily progress updates to your blog. All source images and Final Composition should be posted to your blog when finished. Submit a completed PSD file to the appropriate folder in the class ExamDrop.

Objective:
Differentiate between a game review and a critical analysis of a game. Gather, generate, and evaluate relevant information through effective research.

Method:
Game Developers Journal Entry

Within your Game Developer’s Journal, use mind-mapping techniques to illustrate your top two or three ideas (from the five ideas generated during Unit 1). At this point, you should focus on
producing a high level mind-map,illustrating only a few levels deep. You will continue to refine your decision and add detail to your map as the learning progresses.

Contemporary Game Assignment

  1. Select one of the games found at: https://unity3d.com/showcase/gallery/games.Play on your own, if the mechanics allow it. If the game only supports multiplayer modes, play with one or more of your peers. Play as a designer, paying attention to the mechanics, dynamics, and aesthetics as described in the Mechanics-Dynamics-Aesthetics (MDA) framework. If you are unfamiliar with the MDA framework, search for it online and familiarize yourself with it prior to performing this step.
  2. Reflect on your play experience.
    • What were the game’s apparent design goals? Did it succeed at those goals? Why or why not?
    • What were the mechanics? What was the play experience? What is the relationship between the two? Did you find any strategies that were exploitable? Did the game seem well-balanced?
    • What kinds of interesting decisions (and uninteresting ones) were you making throughout the game? What do you feel was the competitive differential of the game?
  3. Write your analysis of the game within a new Game Modification Task Sheet. Include the following information:
    • Name of the game and its publisher (this will help get you in the habit of giving credit where due. It will also ensure everyone references the same game).
    • Describe the core mechanics of the game. You do not have to reproduce the rules, but you should describe the basic play of the game and the main decisions players are making. Assume your audience has never played the game before!
    • Include the Mechanics-Dynamics-Aesthetics (MDA) of the game, showing how they emerge from the mechanics (if you are not sure, provide a guess).
    • State the game’s design goals. Indicate what the designer was trying to do! Then, indicate whether you feel the game met those goals, explaining why or why not.
    • Note anything else you can about the game (such as a particular issue with game balance or a unique use of game components).
    • Lastly, if you were the designer, what would you change about the game (if anything)? Make specific recommendations for your suggested changes. For example, do not just say “I would make the game more interactive between players” or “I would fix the problem that I identified earlier” — say how you would fix things. What rules would change and what would they change to? Would you change any game objects or values?
    • Remember, your audience is made up of other game designers. Write your analysis so that other designers can learn from the mistakes and successes of the game you chose. Your goal is to educate and inform them about the game you selected. Another goal is to discover new lessons about what makes games work or not work. These goals are more important than a review score!

Turn In:
Complete the Game Developer’s Journal Entry with the correct date on your blog and be prepared to discuss your ideas with your team.

The Contemporary Game Assignment is due by Thursday, December 01. All of it will be submitted to your blog. Be ready to pitch your top game concept in class on Thursday. You will have up to 3 minutes for your pitch and another 3-5 minutes for questions and answers from the class.

Finally, Do you agree or disagree with the following statement? Explain your response.
“Not only do we tend to think about the world according to what we want to see and what we need to see, we tend to think in terms of what we expect to see.”

Objective:
Learn to make the hard selections easier.

Method:
Choose a plain background to show your work. NOT BLACK OR WHITE (Try red or blue).

Option 01: Work along with this video

Option 02: Work along with this video. A bit more complex (takes advantage of alpha channels).

**You can find images of your own to work with or use the same as the videos.**

Turn In:
Post all source images and final composition to your blog when done. Discuss the techniques you used and what difficulties you came across.

Objective:
Add a simplistic environment and textures to your scene as well as cameras, rename, view through them and batch render from them.

Method:
Work on enhancing and tweaking your ball bounce scene by adding an environment and change of direction to your ball. Do the following in order to show proficiency in working with cameras.

  1. Create>Camera/Camera with Aim/Camera with Aim & Up (Choose One)
  2. Rename the camera to identify its position (Ex: Front_BirdsEye).
  3. Select the camera, click on double-pain view from the viewport presets. Go to the Panels menu inside that view and choose “Look through Selected”. This will show you what the camera will record.
  4. With the camera selected go to the attribute editor. Change the following properties:
    • Film Back>Fit Resolution Gate: Overscan
    • Output Settings>Renderable

Do this at least 3 more times for dynamic shots of your ball bounce video.

Turn In:
Batch render from each camera labeling the render to correspond with the camera name. Composite all of the rendered cameras in After Effects and submit your rendered .avi files to the ExamDrop. Compress your video to a .mp4 and upload it to your blog. Discuss what you did and the design decisions you made with your environment and cameras.

Objective:
Create an original video review of a relatively new video game.

Method:
You have been given the greenlight to create a review over one of the many video games that are currently out on the market.

As an individual or as a group of two, you will create a video review over your chosen game. (All game choices must be approved by the instructor.)

This document will walk you through the proper steps of planning and creating your review.

Turn In:
You will submit the game choice to instructor by Wednesday and the completed review will be uploaded and presented on the last Tuesday of the current six weeks.

Objective:
Learn how to apply keyframes to object nodes to create movement.

Method:
Use the “Bouncing Ball” tutorial (located at Q:\Animation\Bouncing Ball\Bouncing a ball.pdf) to work through the steps of how to create nodes and add keyframes.

Turn in:

  • Playblast an .avi of the bouncing ball and turn it in to Q:\OuallineJ\ExamDrop\Animations\Bouncing Ball
  • Make sure to name the .avi file as LastName_Bounce.avi
  • Use handbrake to compress the .avi into a .mp4 and post it to your blog. Discuss the steps taken and what you thought to be the most challenging part of the tutorial.

Objective:
Learn how to build out your game project from within Unity.

Method:
We will use our Robot game tutorial to learn how to build the project into an .executable file that can be played on different types of devices.

Turn In:
After the build process is complete, you will place the .exe file as well as other necessary files into a compressed folder and submit them to the ExamDrop.