Well it's finally happened, three years have passed and I have now finished University, (I don't actually get my official degree until September though).
I passed with a first which I am extremely happy about, I guess my hard work paid off in the end, I wish I has pushed myself a little harder at times, but I now know how well I can work thanks to Void.
Void is getting close to completetion which is great, got a couple more games lined up to be doing once Void is out the way. Which will be done alongside applying to games industry jobs.
I shall post up my CV on here soon, and it'll be on my website too.
Other than that congratulations to everyone in my year of Computer Games Design for their grades, and everyone else at Newport, I'm sure I'm really going to miss Newport, made a lot of friends here.
Onwards to Aldershot.
My blog has been a little quiet as of recent, due to a large amount of time being spent on Void, but with that almost being finished I thought I'd do a quick little entry on my graduate show, or at least share a few pictures.
It was a very successful graduate show, loads of people came, we had lovely homemade food, great music and of course lovely people. The pictures are from the opening night, but we were there every other day too to make sure people could play the games.
Finally in my third year of University I managed to get a place at the Blitz Open days this year, this is partially thanks to my group for us pulling together such an interesting game.
Anyway so on the 13th of March I had the pleasure to head down to Leamington Spa to attend the open day, instead I popped down the day before to have a look about Leamington, which I must say seemed like a lovely place.
I stayed at the travel lodge in Leamington Spa (which I must say was the oldest hotel I had stayed in to date) and it was amazing, the image below is a stained glass window on the first flight of stairs. Then there was a mirror the height of a wall on the first floor. Was a bit of a shame though, as the building was old there was the hugest gap under my door letting in lots of cold.
On the open day we sat in various presentations combined with a tour and one to one sessions with our chosen area of games development.
The day was all-round great and the best part has to of been going to the pub with various Blitz people, plus the three other games designers that stuck out with me, and especially liking the the few Blitz guys who stayed out still 1ish with us.
I would recommend the open days to anyone needing an insight into the industry, especially if they haven't been to any companies before, as a lot of the people attending the open day were surprised with what they saw. Was interesting as the company seems to be structured like most others, with the exception of having so many divisions, which made more sense to me if other companies did that too.
Was nice to see people I had previously met before from Blitz, or others that attended Newport University, shame I was the only one attending the day from Newport though.
Well as I mentioned in a previous post about my graduate show I recently ordered some stickers and our invitations off of moo.com.
The only real shame about the stickers that moo.com prints is that they are square stickers, so what I'm going to do, as square stickers are a little boring is cut them out, similar to Jon Burgerman's stickers.
And here are our stickers!
So that's the stickers and here is the more important part of what was printed by moo.com
If you receive one of these invites, think yourself very lucky to have been invited to our graduate show . Now we just have to get the posters printed and the advertising and invitational side is all sorted, can't wait to see how the show goes in the end.
I shall also be getting mini cards printed off Moo.com very soon, I was going to do it at the same time, but the stickers and postcards came to a fair bit including postage .
Don't forget you can also check out our graduate show's website here
While working on the heavy character rig I started on the floating character's rig, which took no time at all after doing two previous ones.
He is very different in bone structure to the other models, as his movements are less complex and more flowing and elegant.
Caryn is now alternating between the final neutral animations, the heavy character and now the floating character.
I would like to point out that the texture on the character is completely unfinished, and is a very old version of it.
After finding out we will be able to get changeable characters in our game, thanks to our programmer. The heavy character got rigged quickly so that animating could start being carried out.
Below is a video showing the controls of the rig with its texture applied.
As you can see his rig is quite similar to the neutral character, with the slight changes being a fat control on his tummy and no face control. Caryn is now busy animating him so expect some animations on here soon.
We have recently jumped a huge step in our game, mainly because our programmer Rachel Cordone sent us some script which allows us to have changeable characters from trigger points. Below is a small video just showing what it allows us to do.
It is currently using the unreal defaults, but we are getting our characters in at this present time with her help. Although as you should be able to see with the run through that each character that the test changes to has their own speed and abilities.
The first character can run very fast and jump, where as the second character cannot jump and is much slower, and then the third character is even slower and cannot jump either.
It is just amazing what she has given us, as without her we may have been in a bit of a sticky situation.
Through the duration of the production of Void I started carrying out tests with the material editor in the engine, fiddling about with practice textures, and altering them with expressions in the material editor.
Through various testings I came up with a test room for the Anemone Sea, as you can see in the video below.
One instance that I am still toying with is that if you notice when further away from the orange pads they change in colour, from this I am trying to change the colours to which they are affected by shadows. Where as at this current time they gain a greenish tint.
I had since then put together the Emerald Cavern, and am currently still putting it together, changing meshes, sounds and defaults.