Unit 1-2-3-4 final evaluation:

Evaluation unit 1-2-3-4:

For unit 1-2-3-4 I had to produce different pieces of work for each sector based around games development. Here is the names and details of the pieces of work I have completed for each sector.

For 2D art;

  • Carnival characters for 18+ audience and enemies – For this I had to create two character for an 18+ audience, so what I did for this was make some clown, but made them look scary by giving them small eyes, weapons and scars, this would not be suitable for an under 12 audiences because it may scare young people.
  • Characters for under 12 audience and NPC’s – For this I did some speed sketches of what I thought an audience for people under 12 would enjoy or like, an example of this is by giving one of the character’s big eyes so they look ‘cute’ and if I was to improve on this I would use bright colours because it catches young people’s attention.
  • Level design – For this I had come up with or sketch my own platform game level, so for this I made a 2 level platform level, also made some tile sets to show how if I was to make a platform game, how I would put it together.
  • 2D carnival game assets – For this I had analysed different games and took things from it in which I could use for my own carnival related game.
  • Animated sprites – We had to make carnival assets in which had to be related to the theme, also having to implement into our game. So I created an animated juggling ball along with a sprite sheet so the ball spins in the game.

For 3D digital art –

  • Carnival themed 3D models – For this we had to create our own carnival related model, I made a baseball you see baseballs in carnivals when you take part in the famous coconut shy game.
  • Hand painted texture – We had to create a texture in Photoshop and using shading, something that we could then place onto our 3d model to make it look more realistic. For this I made a wood grain texture in which I had wanted to apply to the crate in which we made right at the start of the course.
  • Photo realist materials – For this we had to get real textures such as wood or leather and apply it to a piece of work that we had already produced. I implemented a white leather material on my baseball, this makes it look extremely realistic.

For programming –

  • UML diagrams – For this we had to create a UML diagram in which we did not finish our lesson on, I did struggle on this and is defiantly something I can improve in the future.
  • Unity vs UE4 – Simply for this you had to compare which programme you preferred and evaluate them both to come up with a conclusion. In my comparison I compared things such as the price and different platforms you are able to make games for. All these play huge factors in the gaming industry in today’s world.
  • Pseudocode – Pseudocode is very simple in the fact that it is code but in an extremely simple form, basically explaining what is happening in the game but on different lines. For this I wrote a simple Pseudocode explaining how the game ‘pong’ works and how things are implemented within the game.
  • Flow charts – Flow charts is also something I’m not too keen on, by the simple fact that some of the shapes can be misleading and hard to understand. An example of this is when I created a flow chart related again to the game ‘pong’ You would have so use shapes such as Ovals in which signify the start and beginning of a command.
  • Class and objects – We had to identify class and objects from within code. An example of this would be Stripy_Cat in which you would think in a game would just be a stripy cat, but this is an object.
  • Using variables – We had to learn what to look for and how to use variables within Pseudocode and normal code, they sound like they are similar things, but when put into code the act differently to each one.
  • Movement collision – We learnt about movement collision in which does what is says in the tin. If you were to run up to something and push it, depending on the Collision components or gravity in which you add to an object, would it move or not?
  • Importing sprite and models – We got given a sprite sheet, in which we had to import from Photoshop into unity. After we did this we were shown how to create an animated movement, which helped us when we had to implement something like this into our game.
  • Simple physics – Simple physics is physics in which you can apply to an object which will make it react in different ways, an example of how I used this is by putting a circle collider on my ball, this make it so the edges of where the ball would bounce would simulate that of a real box. For instance, if I had put a box collider on it, it would have reacted differently and would have not made the same movements as a ball.
  • Instantiation – An Instantiation is something within a game that is the same as something else but is named something else for example of you were making a game in which you had a fat cook, in code it might be named as ‘White_chef’ this is what is called an Instantiation.
  • Collectables – We had to include collectables within our games that we produce, such as Powerups that increase the ball size. So the way in which I implemented this within my project was making it so when the ball in my ‘pong’ game hit the power up, it would destroy itself and would increase the speed of the ball making it harder for the opponent to hit the ball.

For game theory –

  • Job roles (mind map) – Create a mind map of different job roles, so what I did for this was research the different jobs within the gaming industry and list them all on a mind map.
  • Different games development job roles – This is the same and the job roles mind map in the fact that I found all the jobs I could within the gaming industry and made a list of them and explained how they can be useful/ what they do.
  • Pros and cons of different employment opportunities – List the different positives and negatives of employment opportunities and hand wrote them down and then later applied it to my blog.
  • Mind map, showing games careers identifying and describing different jobs in the industry – I used a mind map that I had created previously and listed the jobs down, from this I was able to describe how the jobs in the industry work and what you need to know about them.
  • Choosing 5 job roles and identifying job specifications for each – For this I choose the 5 biggest jobs in the gaming industry and listed all of the things that you need to be able to get a job within the certain job roles that you want, and how much you get paid, what they would want to see from you if you were to be employed.

Throughout the project we had to research and design skills, for example, you could research by looking at photos or watching videos in which help me by coming up with my own unique ideas. An example of this, is when we sketched out our 2D platform game. I took a picture from Mario, took the tunnel/pipe system and made my own version which looked different but acted the same way. This helped me and my project because I wouldn’t have been able to come up with a lot of the things I did on my own, it’s always nice to have something in which you are able to use as a reference. But most importantly you have to say that you used it as a reference and not copy it because if you do, you could breach the copyright of the product.

Throughout this project we had to use a variety of different tools in which include things such as in 3D modelling an ‘extrude’ tool, this was something new, also something in which I had never learnt before starting this course. Some of the tools I used and how they helped me include the graphics tablets and them having pressure sensitivity, this allowed me to be able create drawing and be able to use different brush strokes and helped when shading. This came in handy when making the woodgrain, in the fact that some of the indents in the wood are deeper than others, in which I would press harder with the pen on the tablet. Another tool in which I found extremely handy when doing this project was the ‘inset’ tool in which I used in 3D modelling. The way in which I used this tool was by creating my crate. The way I used it was making the sides on the cube smaller and making them inset within the cube this then made it look as if the outside of the crate was structured with wood or metal, in which is what I wanted because that was the point of creating a crate.

How well did I meet my audience’s need? Personally I tried my best to meet these need and I can say from my point of view that my over 18 characters did look scary and from experience look like clowns from an 18+ game. They also look scary because of the small eyes and scars they have all over there body. Another factor in which makes it for the 18+audience is because they carry weapons in which signify violence. For this I did some speed sketches of what I thought an audience for people under 12 would enjoy or like, an example of this is by giving one of the character’s big eyes so they look ‘cute’ and if I was to improve on this I would use bright colours because it catches young people’s attention. Overall I think that I would have met all of the audience’s needs.

I feel as if my knowledge in 3d modelling and the baseball that I had made worked really well in the fact that it was extremely easy to make, but on the way learning different tools I hadn’t used before, this will hopefully help me make something more complex in the future, another thing that I think worked well was the score within my game of pong, because it works perfectly and is coded to reset when it reaches a certain value. Things that I feel did not work very well include my drawing, I can tell you now that I was not raised to be an artist, I try my hardest in the fact that I attempt to draw things with the best possible details that I can and try to make it look as good as possible.

I made my first interim deadline easily, but there were a few pieces of work that were included for the 2nd deadline in which I was not aware about, unfortunately I fell a bit behind and tried hard at home and in college, spacing my time around work to catch up on my work especially as I knew the final deadline was approaching. On my peer review feedback sheet it mainly specified these thing, the fact that some pieces of work were missing.

I feel that I have taken part extremely well with the lack of group activities we have completed as a group, when assessing people’s work, I do try to spot everything I can about what they can improve on, not in a bad way but so that they can get their work up to standard, I just assume people would do the same for me.

How could I improve my work – Personally after looking back over all of my work I ca honestly say that when it comes to 2D drawing, I should watch videos or perhaps learn from other people on how I can make my work better and maybe up to an extremely high standard. Another way I could improve is spending more time on evaluating my own work and state Cleary what I have learnt and how I can improve in any way. Overall I’m really enjoying the course and can’t wait to see what challenges are up next for me to tackle.


Game theory: Studio structure

Studio structure –

Hierarchy:  Hierarchy is when you have different people within the company and they all have different

Flat: This is where they all get treated the same and everyone is of equal reliability, one job is not more important than another.

Studio structure:

I have chosen a hierarchy structure; this is because people who do full time have the more important jobs.

Pros of Hierarchical:

That you have a lot of different employees, because of this it means that you are able to get a lot of work done faster. You would usually have specific people in which are specialised in an area so if someone gets stuck there is nothing to worry about.

Cons of Hierarchical:

Some cons of Hierarchical is that there is a lot of completion and you have to try and do better work or better than a lot of people, though this does mean that the people who get the job must be very good in the area that they work in. Also the fact that communication can be very difficult at times, this is because there are so many people and if you are trying to get the word across about something to everyone at once this can be very hard.

Pros of a Flat studio structure: Some of the pros for this can be that because there are less people this means that communication will be easy and this will lead to less mistakes on a project. This is also very good for the company because they don’t have to pay as many people as they would have to if they had a Hierarchical structure.

Cons of a Flat studio structure is that because of having less amount of employee’s different roles would then have to be shared because it would be extremely bad if they were to fall behind in certain areas. Another con is that projects take much longer to complete and this is simply because of the fact that you have less people then having a Hierarchical structure.

In conclusion I would use the Hierarchical studio structure, this is because of the fact that, even though you have more people to pay and the communication can at times be a bit dull, you can work on much bigger and larger tasks in which creates a much bigger income for your company also that fact that communication and other things that go wrong can be worked on and improved. In turn makes this, personally, much better than having a flat studio structure.

I made this logo as part of this lesson, this is one of the first times on the course that I was able mess around with Adobe fireworks.covert games logo.fw.png

Unity vs Unreal engine 4 or UE4

Unity vs Unreal Engine 4:

Basics – Unity is by far a more popular game engine then UE4 we know this because according to the web 47% of people choose Unity if they were to create a game, whilst only 13% of people use UE4 to create a game.

Price – With unity you are able to download a personal use version in which you are not to be allowed to profit off of and people mostly use this in order to complete school work, basically in education. Although you can get a professional version of unity in which is better because the personal version is missing a lot of vital tools that the pro version has. Unity pro to purchase outright costs $1500 or $75 a month which is quite a lot of money and to be able to afford this you need to be having a good income. Unreal engine for or UE4 cannot be downloaded for free and would cost you $19 a month. But that was only for the year early 2015 and before. Now you can download it for free. Although this does come at a cost, what the cost you may ask? The cost of this is that if you make a successful game in which makes a lot of money UE4 demand that they take 5% of all the profit that is made from the game all on good terms. But this is only after your product makes $3000 dollars at least.

Learning – Due to many people using both engines in order to create games, when you get stuck you would usually search up on the web to find out what you have done wrong. UE4 explains how to do things using screenshots in which is usually good for the reader to understand. Whilst Unity have very good documents but they do not have screenshots and at times can be very hard to understand, but to replace the screenshots they have YouTube videos dedicated for no matter what skill level you have. These videos are very clear and are made at a pace in which you can work alongside.

Platform – UE4 can run on all of the major platforms such as PS4, Xbox One, Mac, IOS, Android and Linux (there are a few more). But Unity can run on all of these platforms and a lot more, and when I say a lot I mean it. Almost every single platform that can be played on today can be made in unity. This is one of the biggest reasons why more people make games in Unity instead of UE4. A blatant example of this is if you wanted to make a game for Wii U in which is the latest Nintendo console in which millions of people own, you are not able to use UE4 because they can’t run on this platform and this is where Unity shines.

Ease of use – Unity is much easier to use then UE4 simply because of the fact that all of the areas such as the ‘hierarchy’ and the ‘inspector’ tabs are clearly laid out and someone could jump into making a game really quickly with not knowing where anything is. Whilst UE4 on the other hand can be fairly confusing at times especially in the fact that you have 5 different things in which are surrounding your viewport and it can be especially hard at time to know where the ‘modes’ or ‘world outliner’ tab is because you are not really sure what you are looking for on the screen when someone gives you these terms. The upside to this is when you do finally understand where everything is and how to use it you will be able to jump right into a game just like you do when using unity.

Conclusion – To conclude on such an interesting subject I must first start on saying that Unity is a much better engine then UE4 based on these simple decisions… Firstly the fact that it is much more simple to get that hang of and learn where things are. But the most important reason is because of the fact that you have a wider range of platforms you can make games on. This makes life easier for the user and makes the market much, much wider.