Today was our first milestone of our project - the Alpha presentation. All groups got to go up on stage in front of the class, some second year students and some teachers to present our game. It started with a short presentation of our group, why we chose the concept we did, what went well/could have gone better and our goals for the beta. This was followed by a demonstration of what our game currently looks like and how it works and finally we got to answer some questions.
The presentation went well and we were not surprised by the questions we got since most of them were things we have discussed earlier. One question for instance, was if we only have male guards and upon the answer "yes" we were asked why. We had early in the process discussed this issue and we thought about having guards of both sexes for the diversity, however we decided that we would rather focus on having fewer animations and doing them well and if we found the time later add female guards. That is a big if though and I do not think we will find the time; it will be better spent perfecting artifacts that are more important.
Another question we were asked was if we had any form of non-lethal violence in the game, they felt it was very unlikely that guards would shoot to kill in Sweden. Our main goal is to encourage the player to use stealth and discourage the use of violence, although it will always be an option. By making all violence extremely bloody and messy and humanizing the enemies we want to hint at the player "why are you doing this?". To answer the location issue, we wanted to put it close which helps the player to relate to the use of violence since you are always more affected by things that are close to you in some way, the need for it being super-realistic is not that great. Another reason is that there are not that many games that are set in Sweden and therefore it sets our game apart from others.
At this stage I am happy with what we presented and how it went, now we just have to keep working really hard and I think we can come up with something really good. I feel we are getting back on track now as we have located some issues - the main concern for me being the art style getting a bit lost on the way and not coming together with the music - and we are now on our way to fixing them.
Finally I thought I would show you some really fast sketches I drew this week, just to picture how the main menu could look like. This was mainly just to get some ideas for the layout, what kind of background? Do we want comic book dialogue boxes for menu buttons or perhaps comic strips?
We thought of using a scene from the interrogation room at the start of the level, with a flickering lamp and a mobile phone on the table but when sketching it I thought it looked too much like a 30-40's something mafia story. I felt that the ones showing the huge panoramic windows was a better representation of the game and I will be able to show airplanes landing outside, enhancing the feeling of an airport. I also felt it would be best to have the main character involved, looking like she is fleeing from something and try to incorporate comic strips for buttons. I feel that all these choices combined add up to what the game is all about.
This is a screenshot of what our first level looks like at the moment in our Level Editor. All graphics will be updated with a better colour scheme and textures and lighting to make the environment feel more alive and real.
fredag 21 februari 2014
torsdag 20 februari 2014
Weekly Blog Post
For this
week’s blog assignment I thought I would tell you about the idle animation I
created.
We decided
that we wanted to have an idle animation before the Alpha-presentation tomorrow
as it would look better than having her moving all the time. Before starting I thought it would probably be
really easy compared to the animations I have previously created but I had a
really hard time getting started. I found that it is easier to move arms and
legs to make it look like someone is moving, than making the body look like it
is moving while standing still.
I started
with some fast doodling and trying to think of how the character would move. One
thing I thought of was putting her hand on her hip but I felt that is probably
something you would rather do when in a more comfortable situation and I did
not want her to look like she is comfortable and relaxed as it conflicts with
our aesthetic goals. Instead I tried to imagine her nervous, maybe leaning
forwards and looking around; it felt like it could become irritating for the
player though. I figured that from a player’s perspective it would probably be
most appreciated if she did not move too much, especially since she is supposed
to be able to stand idle when hiding behind things, if I were the player I would
not be happy if an idle animation was the reason that the guards found me.
That led me
to experiment with her standing still, swinging slightly from side to side –
unfortunately, that looked more like jiggle physics than anything else, which
is not really what we are looking for.
Finally I decided
that I would at least start with letting her just stand there and breathe. The biggest
challenge with this was to make it look natural and avoid sexualizing the character;
we are looking for something other than cleavage and jiggle physics for “Terminal”.
With this in mind I carefully moved her shoulders back and her chest slightly
forwards, simulating taking a breath. I wanted the animation to be fluid and therefore
wanted several frames; this was an additional challenge since I wanted to be
very careful with the amount of movement.
The
finished animation consists of four frames, it does look fluid but it also
looks as if she is breathing rather heavily. That actually works with our idea
of incorporating stamina; the player will be able to hear her breath getting
louder as her fatigue increases.
What I would
do different is probably, again, reference photos – lots and lots of them,
studying someone who is not doing anything from above and filming would
probably also be a good idea. The perspective offers a lot of challenges as it
is not how you usually look at the world and can therefore be hard to
visualize.
Etiketter:
5SD033,
Animation,
Game Development,
Project Terminal
onsdag 19 februari 2014
Tuesday Update
It has been a while since my last post now, much due to the workload of our current courses. As expected I did not finish the animations I had planned on completing last week. I did manage to finish the sneak animation although it is still colourless, an effect that was very much appreciated in the game. We had not originally planned on having her colours look different when sneaking but considering the strong visual feedback it provides we are thinking about ways of adjusting and keeping the effect and enforcing our comic book theme. We are considering options like having her in her normal colours and making her semi-transparent, giving it the dot-effect sometimes seen in comics or perhaps just leaving it in outlines. This, along with many other things, will have to wait until after the Alpha though, which is this Friday.
During the weekend I tried to do some catching up on my other tasks, I finished a shooting animation, using a handgun, except for the colouring and got started on the one for shooting a rifle. I did not get very far on the rifle one as I did not have a weapon sprite to work with and i found it difficult to get the proportions right with my provisional weapon since I do not have that much experience of weapons.
As usual I referenced the photos we have previously taken to get a base for proportions and pose and then started constructing the body to finally add clothes on top of it. The aiming of the weapons was pretty straight forwards, as I said tricky with the rifle, getting the length of the weapon and her left arm right, it would probably have been easier with better reference photos. The next challenge was to animate the recoil, I searched Google and Youtube for videos of women shooting similar-looking weapons to see their impact on the body. Mainly I focused on trying to find videos of women who are not experienced with weapons and I ended up finding some useful ones which I looked at again and again.
When shooting the handgun I noticed that the upper body and head went slightly back and that the gun and lower arms went upwards, for some unfortunate women it ended up in their faces, that felt a little extreme though. Instead I moved her head and body a little bit and changed the perspective on the arms and gun, after a lot of additional tweaking it came together pretty nice. Animating the recoil of the rifle was a bigger challenge, much due to previously mentioned reasons. I wanted it to look different from shooting the handgun, pushing her shoulder back rather than moving up. The first version was a bit too cautious with the recoil so I pushed her shoulder back a little further and moved her head back and a little bit up as I noticed this behaviour when looking at the Youtube-videos.
I managed to finish the rifle one today and did the colouring of both of them, which took me a very long time since our coders want the clothes and body separately - meaning many many layers. According to our Lead Programmer the best way to do the character sprite sheet, since we are going to incorporate both disguises and different types of weapons, is to draw all frames of her body without clothes. That means the clothes have to be drawn and saved separately to be used as a layer, same goes with the weapons as they are their own object in the game and not part of her animation. Since her head and hair is supposed to partly cover both weapons and clothing, that as well will have to be in separate frames on the sprite sheet. This will perhaps come in handy though as we have mentioned the possibility of separating her head from her body to make her look in the direction of the mouse, making her look more alive. It is a lot more tedious work for us artists but I will have to trust our very talented Lead Programmer when he says it is the best way to make the game flow well.

Well that was a minor essay and I still have so much more to discuss, I guess it will just have to wait for another day and hope I get the time to blog more often. I thought I would end this with showing you how the shooting animations turned out.
*I see now that there is one layer missing in one frame, I will have to fix that later.
During the weekend I tried to do some catching up on my other tasks, I finished a shooting animation, using a handgun, except for the colouring and got started on the one for shooting a rifle. I did not get very far on the rifle one as I did not have a weapon sprite to work with and i found it difficult to get the proportions right with my provisional weapon since I do not have that much experience of weapons.
As usual I referenced the photos we have previously taken to get a base for proportions and pose and then started constructing the body to finally add clothes on top of it. The aiming of the weapons was pretty straight forwards, as I said tricky with the rifle, getting the length of the weapon and her left arm right, it would probably have been easier with better reference photos. The next challenge was to animate the recoil, I searched Google and Youtube for videos of women shooting similar-looking weapons to see their impact on the body. Mainly I focused on trying to find videos of women who are not experienced with weapons and I ended up finding some useful ones which I looked at again and again.
When shooting the handgun I noticed that the upper body and head went slightly back and that the gun and lower arms went upwards, for some unfortunate women it ended up in their faces, that felt a little extreme though. Instead I moved her head and body a little bit and changed the perspective on the arms and gun, after a lot of additional tweaking it came together pretty nice. Animating the recoil of the rifle was a bigger challenge, much due to previously mentioned reasons. I wanted it to look different from shooting the handgun, pushing her shoulder back rather than moving up. The first version was a bit too cautious with the recoil so I pushed her shoulder back a little further and moved her head back and a little bit up as I noticed this behaviour when looking at the Youtube-videos.
I managed to finish the rifle one today and did the colouring of both of them, which took me a very long time since our coders want the clothes and body separately - meaning many many layers. According to our Lead Programmer the best way to do the character sprite sheet, since we are going to incorporate both disguises and different types of weapons, is to draw all frames of her body without clothes. That means the clothes have to be drawn and saved separately to be used as a layer, same goes with the weapons as they are their own object in the game and not part of her animation. Since her head and hair is supposed to partly cover both weapons and clothing, that as well will have to be in separate frames on the sprite sheet. This will perhaps come in handy though as we have mentioned the possibility of separating her head from her body to make her look in the direction of the mouse, making her look more alive. It is a lot more tedious work for us artists but I will have to trust our very talented Lead Programmer when he says it is the best way to make the game flow well.

Well that was a minor essay and I still have so much more to discuss, I guess it will just have to wait for another day and hope I get the time to blog more often. I thought I would end this with showing you how the shooting animations turned out.
*I see now that there is one layer missing in one frame, I will have to fix that later.
onsdag 12 februari 2014
Sneak
*Note: For the weekly blog assignment read the run post*
As usual this week has been very busy so far, and the worst is not yet over. Since we have a deadline Friday I decided to take on doing a sneak animations, two aiming animations and two shooting animations, I was hesitant as it is a lot of work to do in the little time we have, however it has to be done. It would have been hard work getting it done and as expected a lot of other things have come along. Yesterday we started with a lecture in character design and then we gathered in our group to design our first level. We also had some things that needed to be worked on in our scrum document, so I was asked to sort out the items-list and the deadline dates.
I started with counting how many deadlines we had for each day, separating art/code/etc so I would get an overview of our current schedule. Then I started to redistribute deadlines more evenly and prioritize where necessary. When finished I looked over it again and repeated the process until I was satisfied, I made sure no deadlines were due on a day of testing and tried to avoid them the day before such dates where possible. I also made sure we had very few deadlines the week before and only one during the final week since I want our team to be finished with production since we will be very busy with testing and fixing things. that will also give us a little space for those things that will need to be added later. This took me a few hours yesterday and a couple more this midmorning, I also managed to get started on one of the aiming animations yesterday although it is only a rough sketch at the moment, trying to map out the proportions.
After lunch today I started on the sneaking animation, first i thought I would try to finish the aiming and shooting first, since they are easier and less time consuming, meaning that I could spend the rest of the week on the sneak-animation. Since we are considering using the sneak animation for walking and aiming we decided it would probably be better to get it done first.
Soon I realized that I was right in thinking it would be difficult, as usual I tried to ask Google for "woman sneaking" and as usual it was not very helpful since I was not looking for pictures of women eating, that is however a different discussion. Sneaking is not something I normally do so it was difficult to imagine and feeling the movement pattern and we all tried to figure it out and then went on with taking more reference photos.
After many hours of work I managed to get something that at least looks like sneaking, although I had big problems getting the arm movement right and working with the leg movement. I had to redo the arms many times before being satisfied, no I have to get some movement into the body and head aswell and then I can go on to refining and cleaning up.
As usual this week has been very busy so far, and the worst is not yet over. Since we have a deadline Friday I decided to take on doing a sneak animations, two aiming animations and two shooting animations, I was hesitant as it is a lot of work to do in the little time we have, however it has to be done. It would have been hard work getting it done and as expected a lot of other things have come along. Yesterday we started with a lecture in character design and then we gathered in our group to design our first level. We also had some things that needed to be worked on in our scrum document, so I was asked to sort out the items-list and the deadline dates.
I started with counting how many deadlines we had for each day, separating art/code/etc so I would get an overview of our current schedule. Then I started to redistribute deadlines more evenly and prioritize where necessary. When finished I looked over it again and repeated the process until I was satisfied, I made sure no deadlines were due on a day of testing and tried to avoid them the day before such dates where possible. I also made sure we had very few deadlines the week before and only one during the final week since I want our team to be finished with production since we will be very busy with testing and fixing things. that will also give us a little space for those things that will need to be added later. This took me a few hours yesterday and a couple more this midmorning, I also managed to get started on one of the aiming animations yesterday although it is only a rough sketch at the moment, trying to map out the proportions.
After lunch today I started on the sneaking animation, first i thought I would try to finish the aiming and shooting first, since they are easier and less time consuming, meaning that I could spend the rest of the week on the sneak-animation. Since we are considering using the sneak animation for walking and aiming we decided it would probably be better to get it done first.
Soon I realized that I was right in thinking it would be difficult, as usual I tried to ask Google for "woman sneaking" and as usual it was not very helpful since I was not looking for pictures of women eating, that is however a different discussion. Sneaking is not something I normally do so it was difficult to imagine and feeling the movement pattern and we all tried to figure it out and then went on with taking more reference photos.
After many hours of work I managed to get something that at least looks like sneaking, although I had big problems getting the arm movement right and working with the leg movement. I had to redo the arms many times before being satisfied, no I have to get some movement into the body and head aswell and then I can go on to refining and cleaning up.
![]() |
| I have only been working on the arms and legs so it is a bit stiff looking at the moment. |
måndag 10 februari 2014
Running
Last week, as I have mentioned earlier, I decided to take on creating two animations for our game, currently named Terminal. The main character is of course the most important part and therefore we want the animations for her done as soon as possible. Since I have already discussed the walkcycle I thought I would write something about the run-animation.
I started by using some of the walkcycle frames as a reference for proportions, movement style and placement and redrew on top of that and decided that I would start with three frames and then add if I needed to. I also referenced back to the photos we took for the walk but that obviously had its limitations since you move differently when you run. I got a base for the animation rather quickly and reworked it a few times and got something that looked okay but something was not right. It looked a bit stiff so I tried searching Youtube for a woman running, unfortunately all I could learn from those result was how to do jiggle physics.
After some intense searching I did find some fitness instruction videos that helped somewhat, although I would rather have found someone who was a less experienced runner. The next step was running back and forth through the apartment to get a feel of how you move when you run and running towards the mirror, mainly to study the shoulders and arms. I eventually came to the conclusion that women generally keep that part rather still, mostly just moving the arms.
After that I reworked the frames again and then some more and finally added colour, I think it looks good but it is still not perfect, there is something with the legs going backwards that is a bit off I believe. That was really tricky to figure out how it looks, especially in the straight top down angle, and I will wait to see how it looks and works when it is tested in the game and then see if it needs to be worked on again.
The character is supposed to be a feminine woman who has not had any special training, she is not a competitive or experienced runner and probably has little time to go to the gym. Therefore I wanted her running style not to look too much like the fitness videos I found. I also decided to let her braid fly around behind her as this was something we had discussed and it added a sense of speed to the animation.
Something I would do differently is to take reference photos of someone running but I think it could be difficult due to the movement speed, especially without a good camera. If we had managed to get some decent picture I think it would have been helpful and I think I am going to suggest it when we are doing the animations for the guards.
I started by using some of the walkcycle frames as a reference for proportions, movement style and placement and redrew on top of that and decided that I would start with three frames and then add if I needed to. I also referenced back to the photos we took for the walk but that obviously had its limitations since you move differently when you run. I got a base for the animation rather quickly and reworked it a few times and got something that looked okay but something was not right. It looked a bit stiff so I tried searching Youtube for a woman running, unfortunately all I could learn from those result was how to do jiggle physics.
After some intense searching I did find some fitness instruction videos that helped somewhat, although I would rather have found someone who was a less experienced runner. The next step was running back and forth through the apartment to get a feel of how you move when you run and running towards the mirror, mainly to study the shoulders and arms. I eventually came to the conclusion that women generally keep that part rather still, mostly just moving the arms.
After that I reworked the frames again and then some more and finally added colour, I think it looks good but it is still not perfect, there is something with the legs going backwards that is a bit off I believe. That was really tricky to figure out how it looks, especially in the straight top down angle, and I will wait to see how it looks and works when it is tested in the game and then see if it needs to be worked on again.
The character is supposed to be a feminine woman who has not had any special training, she is not a competitive or experienced runner and probably has little time to go to the gym. Therefore I wanted her running style not to look too much like the fitness videos I found. I also decided to let her braid fly around behind her as this was something we had discussed and it added a sense of speed to the animation.
Something I would do differently is to take reference photos of someone running but I think it could be difficult due to the movement speed, especially without a good camera. If we had managed to get some decent picture I think it would have been helpful and I think I am going to suggest it when we are doing the animations for the guards.
fredag 7 februari 2014
Animation
This week I started with the animations for our game, currently named Project Terminal, the actual drawing of the walkcycle took me about 11 hours, I had estimated it to take about 10 hours so I got pretty close. I did spend some additional time on work related to it, like taking reference photos to see how a walkcycle looks from above. The reference pictures were really helpful and I used them at first as a guide as to where to put and move things and then I reworked and tweaked multiple times until I felt I was satisfied so that I could colour it. Now I will just have to wait until the programmers can implement it so that I can see if it needs to be fixed or if it works in-game. When I had finished the walkcycle I went on to the run, I have already created a base and reworked it several times but it is far from perfect at the moment. I think the runcycle will go faster since I have learnt a lot while doing the walk and that I can reuse the walkcycle as a guide, also I think I will not have to do as many frames for the runcycle.
Animating things is really fun but it is time consuming and difficult to get right, I would really like to learn how to do it properly. It is amazing to see something you have created come to life.
We have had a lot of meetings this week as I have mentioned earlier, yesterday we had another one with Adam Mayes which went really well. We got to describe our game and told him what we were going to do and why, he asked us just a few questions and then said we could leave since he had no remarks. Yesterday afternoon we had another meeting, this time with one of our teacher's assistants, we got to discuss how we were working as a group and how we feel about the courses we are taking right now. At the moment I feel the group work is running smoothly, there are no frictions and people are getting along and working together so I think we can be a successful team. Our main concerns during that meeting were instead the lack of information and confusion of the current two courses and the fact that we have so many meetings and lectures that we are constantly interrupted and do not get the time we need to sit down and work. Apparently several other teams had brought this up so there will hopefully be some changes from now on.
Animating things is really fun but it is time consuming and difficult to get right, I would really like to learn how to do it properly. It is amazing to see something you have created come to life.
We have had a lot of meetings this week as I have mentioned earlier, yesterday we had another one with Adam Mayes which went really well. We got to describe our game and told him what we were going to do and why, he asked us just a few questions and then said we could leave since he had no remarks. Yesterday afternoon we had another meeting, this time with one of our teacher's assistants, we got to discuss how we were working as a group and how we feel about the courses we are taking right now. At the moment I feel the group work is running smoothly, there are no frictions and people are getting along and working together so I think we can be a successful team. Our main concerns during that meeting were instead the lack of information and confusion of the current two courses and the fact that we have so many meetings and lectures that we are constantly interrupted and do not get the time we need to sit down and work. Apparently several other teams had brought this up so there will hopefully be some changes from now on.
onsdag 5 februari 2014
Planning
Last week we were very busy with planning, designing and making decisions. The assignment for that week was to create a complete scrum backlog as we are required to work with scrum for this course. After meeting with our teacher, our scrum master and getting some feedback from our teacher's assistants we started to get a complete idea of what we want to create and at the end of the week I felt that we had come so far in the planning process that we could just get to work. As I write this I realize what a great resource of people we have to help us, we forget all too easily to use them.
This week we started with trying to create a sprint plan for this week in scrum, we did find scrum a bit complicated but I think once we learn it will be easier. I was hesitant but I decided I would take on doing two animations this week, estimating the work hours to ten hours each. I am very new to animating things and we have not had any education about it at all, which I wish we would have had by now, I am going to have to work really hard to complete these tasks but it has to be done.
Here is what the main character will look like in the game and beneath it is concept art for the two types of guards we will have.
This week we started with trying to create a sprint plan for this week in scrum, we did find scrum a bit complicated but I think once we learn it will be easier. I was hesitant but I decided I would take on doing two animations this week, estimating the work hours to ten hours each. I am very new to animating things and we have not had any education about it at all, which I wish we would have had by now, I am going to have to work really hard to complete these tasks but it has to be done.
Here is what the main character will look like in the game and beneath it is concept art for the two types of guards we will have.
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