Showing posts with label List. Show all posts
Showing posts with label List. Show all posts

Sunday, 27 October 2019

Day 9023

RANDOM THOUGHTS:

 exercise. exercise. exercise. 

It keeps coming up. Healthy brain? Exercise. Better quality sleep? Exercise. Feel less tired in the day? Excercise. Want to feel happier by both decreasing cortisol and increasing dopamine? Exercise. Want to learn quicker/retain more info when studying? Exercise.

Cue all of my excuses as to why that's not going to happen:
I currently haven't found a place to put it into my schedule but I think it's the next habit I'd like to start working towards, that and actually doing work outside of work. I'm tired just after that sentence.  Things like Beat Saber and Superhot VR heck even Budget Cuts definitely gets you moving. And I've been seeing a lot about going for a run. Which is both free and can be for as long as I want it to be. There is a gym around the corner that is £30 a month, which on one hand isn't a lot and on the other it really is, but it also has a swimming pool.

I like the idea of waking up early and going for a jog, as long as I warm up properly it should be fine, my partner and I have done this on the random occasions we get the motivation to do so and all in all it worked out fine. There is also a couch to 5k  or varients of it. Perhaps I shall try doing beat sabre for now, as that is both fun and gets me moving and start going for walks in the mornings, where if I feel like running I will, but once it starts hurting I'll stop. There is also less time for me to talk myself out of doing so. And now the clocks have gone back "early" isn't quite so early anymore.

Next, I feel I need to take a better look into sleep as I'm starting to feel it's less about quantity and more about quality. 

LIST OF THE DAY: 

Meal plan!  

Healthy (around 400 calories per meal) Cheap (total spend of £50) Long-lasting (one big shop that will last for 2 weeks). Each meal needs to be £1.20 or less for 2 people. 60p a portion. Taste nice and be filling. Ideally, things that are easy to clean up and quick to make will also be bonus points. Who knows maybe I'll make a mini recipe collection book. We recently got a "men's health" magazine that has a whole bunch of recipes that are only meant to take 15 minutes...Ignoring the 40 minute clean up time from the 100 pans it suggests you use. So we probably won't be following it word for word but we shall be giving it a go :) 

Taste
Filling
Difficulty
Portability
Making time
Shelf life ingredients
Shelf life created
Clean uptime 
Calories 
Cost


MondayB)Cheese on toast with a poached egg£0
L)Sandwich/choc/crisps £0
D)Mini pizza £4.55
TuesdayB)Mushroom and onion omelette£5.85
L)Sandwich/choc/crisps £2
D)Chorizo stew£4.45
WednesdayB)Chorizo egg and leek mash £5.25
L)Sandwich/choc/crisps £2.85
D)Chorizo paella£2.30
ThursdayB)Banana pop tart £3.75
L)Sandwich/choc/crisps £0
D)Garlic mushroom rigatoni £2.35
FridayB)Banana porridge £1.60
L)Sandwich/choc/crisps £0
D)-£0
SaturdayB)-£0
L)-£0
D)-£0
SundayB)-£0
L)-£0
D)-£0
Total this week: £35
(Using men's health, the cost is of ingredients we don't already have and based on Sainsburys prices.  We'll also be eating out a fair bit this weekend so that shall be accounted for at the time. My plan is whatever ingredients we have leftover shall go to make next weeks shopping list a touch cheaper) 


SUMMARY OF TODAY: 

Improving the future

Score on life: 79
Celebrate: Getting meal plan done and the online shop! And blitzing new beat saber songs 
Motivated: Roll the dice 
Thankful: I don't have migraines every day

Sunday, 13 October 2019

Day 9009


Random thoughts:

Returning from far away

It'd odd that the last time I posted on here (or didn't post as it was left as a draft) was just before an EGX event.  And what dear reader is happening next week? You guessed it EGX!

My life has somewhat changed recently with a new job and a new awareness of my mental health. I think now having the time to think has left me with time to realise the unhappiness I've been smothering and now am facing. The main feeling comes from a lack of creating.

Not that procrastination is a new thing. My lack of discipline and lack of work ethic aren't really new, just things I've put down to being lazy and accepting instead of trying to address. Although I am currently writing this instead of getting on with things... It's a journey, let's go with progress not perfection on this.

I've been researching more into motivation and have come to three solid conclusions.
  1. Healthy lifestyle to allow your brain to have dopamine receptors 
  2. Changing too quickly will send your lizard brain into overdrive
  3. Having fun is just as important as working hard 
Also, all being key components: Drinking water, getting plenty of rest, planning your day into 30-minute chunks, keeping the end goal in mind and celebrating the small steps. 


I'd still like to create a " Get Sh*t Done" digital planner (with a koala mascot), however, for now, I'm using a pen and paper planner, Jiffy, and an Excel sheet that has "sims" stats out of 100. (Currently on 60) Essentially testing it out before making one.

I've started tracking my moods and also how my week has gone all in all. Recently I've been having days of complete apathy which aren't currently affecting my life outside of those days but if they continue I think I shall try and talk to a doctor about them and see what's up.

If only researching and making lists directly led to me following through with them. I'm brilliant at sticking to my plans at the start, but once the novelty has run out so does the motivation to continue. I've yet to find a more consistent way however I find something often becomes novel again after a couple months so can reuse them over time. Currently, I cycle between these things.

List of the day: 

My top 9 novelty motivations 

  1. Waking up early
    5am wake up time with 30 minutes of it being used to actually wake up. I find I will work for at least an hour on a project and feel the same amount of tiredness at the end of the day as if I'd woken up at 7am. Actually waking up at this time however is another step in and of itself. This can also work with staying up super late/ doing an all-nighter, though I have found the quality of this work is often not that good so not worth it. 
  2. Listening to a show/book
    This one is somewhat dependant on finding a good show and can turn into a negative if I become too engrossed in the show to the point that's all I want to do.  
  3. Money
    I do not have a problem with short term commissions or going to work, long term ones, however, I flounder at or working for free I'm also not so great at.  
  4. Entering a competition/Going to an event
    Not one I've used in a while, but having the deadline that is out of my control with a great potential reward is always enticing. 
  5. Only 5 minutes
    This one is when I'm really bad but still, in control, I'll set a timer for 5 minutes and do "the thing" if the timer goes off and I want to stop then that's fine. If I want to keep going that's also fine. Normally once I've started it's all good. 
  6. Take a chance 1-10
    This one is quite fun and I do in a variety of ways, I'll make a list of for example 10 things, with number 10/0 always being something fun. I roll the dice, whatever number it lands on I do for 1 hour. Unlike the 5 minutes one however once that hour is up I stop, save and re-roll. 
  7. 1v1
    Again not one I've used in a while, but when I'm racing/competing with someone else. Trying to match another person either intellectually or skillfully for a short time can be a real motivator. Looking at other peoples work can also be an inspiration and help keep my eye in.  
  8. Change of scenery
    This can be moving my desk from one room to another or sometimes working portably outside of the home in a new place.
  9. Starting a new project
    This doesn't have to be something entirely new. I've found if I break things down but not too much, that starting on a new area of a project can also fall into this, but this is the height of novelty and often only lasts a few days. 

Summary of today: 

Neither enjoyment nor building for the future 

Score on life: 60
Celebrate: Getting food for breakfasts and all of the bed washing done
Motivated: Watch shows and draw
Thankful: Having such an understanding partner and seeing my grandparents, also, seeing how much they've improved since I last saw them.

Monday, 29 January 2018

Day 8385

Games forum 2018 VR Notes

AR - How to unlock AR's Business potential
Will Freeman @spadgy_OTA- game journalist. Phil Charnock @Phil_Charnock- Draw and code. Russel Harding@russhar - Conspexit. Travis Ryan@travisxuryan - Dumpling Design.

- More humans use AR in Snapchat daily than use Twitter
- More humans viewed the super bowl Snapchat add than watched the game live.
- 5 years 2 billion regular AR users
- Pragmatic to work on mobile VR which has the audience but future proofing for glasses/headsets is a good idea. Just takes Apple or Google to make the leap
- Snapchat and Pokémon has helped create an investment buzz for selling products
- How to get people using the technology without forcing, they out a tower in the middle of the level and then people naturally leaned and learned for themselves
- Key things to consider for AR is Camera, battery power, fun.


AR  101 - Oliver Clarke, Modern dream (Awesome talk o3o)

- We have created a range of inter-subjective ideas to interpret our world. Road signs for example
- Exciting is digitising our reality, e.g photo > digital currency> AR digital reality
- Intersubjectivity - unique ability to share something created and believe it is real e.g money we believe it is real for the purpose of accountancy.
- AR has so many possibilities,  picking up on light we can't see, facilitating productivity, potential for experiences new ranges of emotions to name just a few
- AR/VR can be used for Science! Visualise the microscopic and macroscopic. In medicine, it can be very difficult to train surgeons introducing the VR cadaver~ More outside of just marketing and entertainment
-Andrew Lacey VR/AR world 2016 chart, predicts that in 2022  is when everything really starts to take off
- What's great about AR is you can do things now,  we are in an experimental stage before exponential growth in 2021 mobile, AR especially, the rules have not been written yet
- Solving clunky problems will be when it takes over (e.g holding your phone to look at a map)
- Stats a wonderful chart that I didn't take the name of... Premium VR 1.3x increase. Mobile VR 4x increase in 2021
- Untethered is the most compelling, powerful features are great but ultimately performance is key
- If it runs well on a smartphone now then it will work wonderfully with the tech to come
- 100-150 max keep draw calls, batch as much as possible, atlas textures. (what they currently use)
- To keep in mind: Scale is an issue in AR, often things are gigantic when assets are taken in first. (Physics don't scale very well, especially in unity that works on real-world scales)
- Goo.gl/KPDNU3 - books used for the talk
- Things of the future/now~ High fidelity texture, haptic feedback, real-time collaboration, machine learning, blockchain

Design and Art in VR games  (50% great talk >.>)
Anna Hollinrake@AnnaHollinrake - Dream reality interactive. Russ Earwaker @climaxstudios- Climax

- Scale and movement are key to great art
- Tiny animated characters feel great, simple interactions (just picking it up) feel cool
- Negatives to consider: Motion sickness - restricted audience - still developing - space, wires, heat and weight
- Don't scare off new players bridge accessibility gap, keep the excitement with clear ideas
- No standardised controller (though really there is more than controller buttons to work with....)
- Gestures for tutorials/actions should be natural to real life movements
- Give players time to get their VR legs
- Make speed constant and avoid turning too quickly, the acceleration is the sickening factor
- Scale camera and move in closer for more toy-like view
- Restrictions to keep mobile VR running nicely: Low poly, no alpha, no particles, few bones(blend shapes instead)
- Include artistic rhythm
- Silhouette interesting from all angles, pull out edges, remove chunks, add kinks don't have overly thin else you'll have flickering, sweeping curves, no chamfering, every loop and vert say something
- Atlasing - one 4k texture per environment
- Keep in mind headsets get hot - use light baking and be careful with bright colours and things that will overheat
- Second UV texture of paper over the top of all to tie it together

Surviving and thriving in the VR market 
Vincent Brunet-Dupont @trebuchetvr- Trebuchet. Tanya Laird @TanyaLaird- Digital Jam. Fernando Montalvo @ferm3ogs- 3OGS. Erik Desiderio@Erik_Desiderio - Erik Desiderio music.

- All of the areas, don't be prudish and stick only to games, explore! Defence industry (synthetic) medicine, housing,  larger markets that can pay
- Many big cooperate brands don't understand narrative design
- They don't understand the return they get, helps if you can show them and compare audience reach mobile app Vs VR experience. A lot of the people who are in charge of paying and deciding where the money goes haven't tried VR - educate all of the humans
- Still very much a VR bubble - people in shock over having to have a pc/laptop shock and horror ensues
- Current gen VR is very much a family set up ( like how it used to be one shared TV, then one shared pc etc.)  Keep the spectatorship in mind
- When it comes to marketing -  explaining the tech. Then explain the game.
- Game arcades talk to them about the game VR arcade Facebook group - far East arcade culture still there
- Shareable as well as playable - key to getting people to know your game/experience 
- Circus, theatre, magic - reference for VR staging

VR esports  - Patrick@ndreams-tea-.com

- 3million high-end VR
- Oculus go, give pro, Santa Cruz coming soon~
- VR arcades lots of money
- Echo area, the unspoken tournaments already in place
- Interactive spectating twitch and YouTube, voting for harder easier play, food drops, take part as otherwise ai like a zombie
- 350k peak watching a match
- Seeing Dota 2 final from inside VR
- VR very exciting to watch. Throwing, moving, sneaking, jumping, finding, cover, etc
- SOS interesting game and a new idea

Creating content that matters - Ben Maltz Jones - rewind

- People 100% focus and engaged, making people feeling in VR makes them act
- People feel more in VR 15% more donations
-  Immersive, memorable, impactful
- 100% attention, more emotion and a physical connection memory, will last longer

Saturday, 27 January 2018

Day 8384

Games forum 2018 notes!


Video games with mum - Rami Ismail Vlambeer & Alysia Judge IGN 
- Choose game for mum based on narrative
- Option of just holding attack, someone new to controller and gaming is like learning a new language
- Shopkeeper concept XD (in ff, human at night selling weapons...)
- Often in games now it shows you how to do a mechanic but not explaining why you should use it
- Often hearing from audience that they don't like tutorials - elegant solution, tooltips coming out if you have difficulty, ff18 at start a mini-match/skills test to assess player and adjusts difficulty accordingly 
- Achievements straight out the gate, make a couple casual gamer explosion trophies
- Cuphead a good example of accessible to many people (Teaching wise at least)
- Don't perfect what already exists add value by incorporating other perspectives outside of gaming (Someone who has never played a game is very valuable)


Understanding desire - Kirsty Rigden (Awesome talk o3o)
- Future lab creating Tiny trax VR game
- What do players want? Power
- Power comes in different ways = Creation, destruction, control and knowledge
- (Creation) Individuality, and exploration satisfaction, customisation of character, vehicle, environment, names.
- (Destruction) Humans love breaking stuff, interesting to watch and visually stimulating seeing things break in different ways, destruction is a complete goal, it's easy to understand and a repeatable task
- (Control) 3 ways humans like to learn: Jump right in with instructions to refer to - humans who like their handheld to make them feel fully in control - and humans who like to try as they go and just mess around.
- In their game, had 3 core tutorial stages,  then optional stages from each with low risk
- Reasons to play - Status (high score and streaming), collectors, exploration, completionist
- Incorporating different levels to cater to different needs: Speed levels, multiple route collection levels, puzzle efficient areas, thoughtless smash and get through it levels.
- This also allows for peaks and troughs in intensity catering to different playstyles
- Time, collectables, points - rewards at the end of a level, enough from different individual tracks to progress to next level
- Key is to let the player know what the goal of the game is at all times
- Provide all the information to the player, how far through the game, how much is collected, what to do next etc.
- Plant seeds, items that they can see but can't get to, very early on in a level
- Can use collectables as breadcrumbs to steer player (banjo and Kazooie)
- Add rhythm, jump jump slide, jump jump leap etc.
- Either have the player: I know what I to do but not if they can OR I don't know what to do but once it's been figured out it'll be easy.
- New mechanics wait a bit, then give humans the new one, doesn't overwhelm and keeps the game fresh.
- Rewards make people feel smart and powerful, turns mediocrity into magic
- That amount of congratulations makes you feel like you've done something wonderful, all adds up and makes people feel they've done well
- Empathy - Remember people who are not you will be playing your game
- When adding something ask, will it benefit the player or is it just cool?
- Analyse media that doesn't appeal to you, try to find what others enjoy in them and why
- Look at game reviews for what people like - the most positive or negative and analyse
- Personality tests - life motivations and communication styles
- Playtest - Sure listen to what they say, but also watch them play, this will help you truly understand
- As long as a player is comfortable with everything that has happened, then allowed space (almost like starting a brand new game) for player to readjust, adding a twist to the game style can be very powerful


What price is right?
Stewart Rodgers@TheRealSJR - Venture beat. Alex Moyet @AlexMoyet- Curve Digital. Mike Bithell @mikeBithell- Bithell Games. Mark Sorrells @Sorrell - Rovio. Alex Moukas @wappier- Wappier.

- Mostly a free to play and mobile talk
- Something that costs more can appear more valuable, especially in countries that are more cost elastic.
- International audience, variance in price, based on how good they think it is (is game as good as a trip to the cinema or compared to another game etc.)
- 1/3 budget on advertising 2/3 marketing to existing customer base
- Demand and supply, selling umbrellas is all well and good but making it rain is also important (Value and price)
- In game bundle deals create a higher pricing sense, keep in mind game economy but upscale value (50% of etc.)
- Honesty with user and transparency is key, especially in freemium games, world is connected and can compare notes

Good news and bad indie talk - Phil Elliott (Also an awesome talk o3o)
- 250 games per week released steam 2017 (something like 25pw 2016), growing, even more, every year
- Media channels are also flooded - sites give everyone love
- They want things that are going to generate clicks and views - drive traffic and excite people
- Fighting against the pile of shame on steam - people have accumulated so many games that aren't played
- There is also the expectation of promotion, there is a value proposition waiting in wishlist
- enough user reviews to justify? Overall humans are being taught to wait
- It's no longer so much the spike at launch but more so is normal for over time and in updates and sales
- 50k-100k year 1 sale opportunities for steam are still there
- Forecasting - Steam spy, understand data for what it is (Mike rose on twitter, rave of Ravensdale)
- Ignore data more than 3/4 months old - proportion of revenue, promotions/humble bundle, don't look at games you've heard of either
- Costs to consider - Localisation, age rating, UI restrictions etc. for different platforms, consider these at the very beginning and plan for them in your game
- Leave at least 3 months for submissions and QA
- No substitute for a thriving community - small polished gameplay is much better than an hour of dullness
- Choose your audience, then how to get them excited
- Key art, grab attention, generate awareness, most people will only see this as a thumbnail though so make sure that looks good, needs name of game and recognisable art piece
- Events are great for feedback but limited sales impact
- Wishlist > pre-orders. Algorithms for steam spikes something to look into, but spikes are better overall

No filthy casuals - Dirty Mitchell 

- Cookie and radish test - ego depletion 
- Better to make fell good than know they are good, keep in players favour, it is better for your player to feel mastery instead of actually having it
- Provide your team and player base with transparency, build knowledge based on previously learnt things 
- Tension with experience = excitement, tension with casual = stress 
- Include small doses of tension even with a super casual experience, it adds context and consequences 
- Keep humans motivated in your team, give them the autonomy to get the game done and then trust them to get things done, if there are any problems and humans don't believe in the game early on it's best to address this then and talk it out rather than have it as a sideline
- Small well-knitted teams are a great place for creating teams 

Original IP 
Sean Lee @wargaming_net - Wargaming, Calgar Eger@CaglarEger - Goodgame, Sebastien Kriese@FoxNext - FoxNex, Monty Munford@montymunford - Game industry Journalist 

- Brands often sell on a case by case basis, it's no longer about the highest bidder but about what a company can bring to the table, for example, past experiences and quality are key to costs
- 10-day turnaround on approvals 
- Easier and Quicker to create your own IP
- A good game will be easy to market - Do you know the right people? "Trivial marketing costs" publishers have the money out there, it's just about the quality of your game and getting it noticed
- Best ways to talk about IP are reaching out in person at conferences, having a meeting or a drink is the best way to go






Monday, 1 January 2018

Day 8359

Happy new year! 

Here is too 2018 being an awesome one! I've a gut feeling that it's going to be great, and either way I'ma make it be so!


2017 was mostly a year of working, saving, tv shows and sleeping.  I had 5 goals for 2017 and only finished 1, with that said my 2018 goals are going to be very similar, just planned out a lot better.


Goals!

1) Learn to drive
2) "Don't trust Larry" Completed and out on Steam
3) Dragon Dynasty chapters 1-3
4) Timmy the Reaper episode 1 all prep ready for future years animation (2020)
5) Complete who can find the unicorn with group 1

Let's break it down~
12 months, 52 weeks, 365 days! 5 goals >:3
So 73 days to each of the goals, roughly 10 weeks each! I've started making a planner I can print off and work on but sadly haven't finished and got it printed. So some time in the near future going to do that shenanigan ~ but for now, let's do it here! A very loose break down at least :)


Driving
I started learning in February 2017, so let's see if I can get this done by Feb 2018! We'll be moving early February and that's when the real work on the game begins, but there is an intensive driving course for one week, so hopefully will pass that and get it out of the way.

DTL
I mean this is going to need its own blog post really, to fully summarize the to-do list that is this game. The building concepts are "done" and Larry and a few outfit concepts are "done"... Jeeze feels like I did nothing in 2017... One thing that is now sorted is an established art style, in 2D at least, still, need to see how it translates into 3D! Moving in Feb, then plan to get it up and running within 3-5 months will just see how much goes wrong as to how long it takes.

DD
Dropped from 6 chapters to 3, as whilst this and the wing shop are comics that I want to make in my lifetime they are not priorities for this year. That energy goes to DTL.
Step 1 - Flesh out the chapters. Step 2 - Flesh out the characters. Step 3 - Thumbnail the chapters. Step 4 - Draw!!! Step 5 - Final tweaks to make everything consistent and pretty :3
2 weeks for each? Realistically step 1 won't take more than a few days so that extra time will no doubt go to Step 4~

TtR! 
Similar to DD the amount has dropped in workload, perhaps shall actually get things done ^^. 
Step 1 - Script. Step 2 - Characters. Step 3 - Storyboard. Step 4 - Animatic. Step 5 - VFX.
This one's a little harder to break down effectively as some of this is done, half done or has been done incorrectly and needs completely reworking. I essentially want to get this to the point that I can just go for it when it comes to animating in 2020, I'm thinking of making them 5-minute short episodes, created in flash, probably going to really heavily on the voice acting. Step 1, and 3 won't take too long, Step 4 will probably be what I spend the most time on as it will somewhat become the storyboard as well. But Step 2 and 5 are going to be the most fun, so shall try and steal some extra time for those :D

Who can find the unicorn?
Similar to reaching gold in comp last year this one is all about the fun ^^ I've been running a post by post RP based on journey of the rat king but with some fantastical quirks, I keep going through phases of not wanting to talk to people :< So I'ma save my social energy and spend it on seeing these guys and girls through the campaign! If that is to their death or to them completing the area who knows~ But something to do week by week, maybe every Friday? Or Monday might be better as that's the first day I'll have off of work. Little by little, we shall get there :)

--- 

Subgoals for the year are moving out, getting a job in industry and establishing my own freelance business, joining an animation course, learn basic Japanese, French and Korean, maybe a drawing every 10 days? I got lots of things I'd like to do, but honestly, DTL is the main thing this year, not going to let other things be too much of a distraction :)

---

Okay so for January!


- Book the driving course, pay the deposit, work enough to actually pay for the course!
- Get the concepts from "Done" to Done :D! Need to add ducks and icons for the stores so they are recognisable and create the street asset concepts. If I have time for duck turnarounds that will be nice but as I'm still working as much as I can for money that may have to wait.
- Let's get chapter 2 fleshed out this month. Maybe chapter 3 if I'm on a roll ;)
- I'ma leave TtR for now and have a more in-depth focus coming months!
- Unicorns? I shall start with every 10 days, that's 3 days of social interaction and plenty of time for humans to respond :)

Tuesday, 25 October 2016

Day 7926

LIST :D - All of the creative stuff, Let's see how much I can get done by Christmas! :D


  1. Boyfriend Business Cards
    0%
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  2. Duck models (Model 25% Texture 50% Rigging 75% Animation 100%)
    10%
     █▒▒▒▒▒▒▒▒▒ 
  3. Duck Pond
    0%
    ▒▒▒▒▒▒▒▒▒▒
  4. 10 Reveal animations
    20%
    ██▒▒▒▒▒▒▒▒
  5. 10 Ink drawings
    10%
    █▒▒▒▒▒▒▒▒▒
  6. 10 Ink creatures
    0%
    ▒▒▒▒▒▒▒▒▒▒ 
  7. Dragon dynasty comic plan
    80%
    ████████▒▒
  8. Seeker Comic Plan
    20%
    ██▒▒▒▒▒▒▒▒
  9. Chasing the sun 360 animatic
    0%
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  10. Space 360 animatic
    0%
    ▒▒▒▒▒▒▒▒▒▒
  11. Paper people 360 animatic
    0%
    ▒▒▒▒▒▒▒▒▒▒
  12. Jelsa 360 animatic
    0%
    ▒▒▒▒▒▒▒▒▒▒
  13. Game of Thrones 360 animatic
    0%
    ▒▒▒▒▒▒▒▒▒▒
  14. Dragon dynasty story game in unity (Using Fungus :D)
    0%
    ▒▒▒▒▒▒▒▒▒▒
  15. Dragon dynasty level 1 grey boxing
    0%
    ▒▒▒▒▒▒▒▒▒▒
  16. Timmy the reaper full episode 1 character turnaround sheets
    0%
    ▒▒▒▒▒▒▒▒▒▒
  17. Timmy the reaper episode 1 animatic
    0%
    ▒▒▒▒▒▒▒▒▒▒
  18. Learn to Drive! (Not creative but still in progress)
    0%
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Kinda sad I haven't got 20....But I'm sure more ideas will appear soon :D 

Monday, 11 April 2016

Day 7729


New list/plan
So my sleeping pattering is currently  5am - 1pm. I have found that whilst I can easily motivate myself to push through the tiredness and sleep a little later each day, waking up and just dealing with it has so far failed. I'm such a lazy human.



But yes, portfolio plans! - Will work on this until it is done then work on major/ other parts :)


CV - Pictures to add and variants to make. The pictures will be going inside the red boxes.



Business card - To test and print (There is an inside and a pocket that it goes in)

Inside front

Inside back

Pocket front

Pocket back (When slides over the koala it shows him dancing *3*)



Website - To do o...o YAY - Will probably use tumbler


Portfolio - Has been bought :) Now just to get the work done and print it!

It's so green o3o And I have a green pen and usbs. It shall stand out I hope, and I won't be able to loose it easily. 

Inside shall have 5 A3 projects, plan is to have the middle pages on acetate, so in example with TtR you would be able to see the front and back of the characters, against the background or just the backgrounds. It's going to be Landscape and at the bottom of each will be a color border (Different color per project) and within the color it will say what the project is and have icons of the programs used to make it.

8 Days to get this all finished and then another 1 1/2 for printing shenanigans.  I wonder if I will finish Dexter in that time?
 
Intro

1) Jelsa - Blue
- Storyboard and character sketches
- A// Final environment - Nuke and Houdini
- A// Environment with character and effects - Nuke, Maya, Houdini
- VFX breakdown - Houdini

2) Space 360 - Green
- Concept art - Photoshop
- A// Stars and planets - Blender
- A// Stars and other planets - Blender
- VFX breakdown - Blender

3) DD game - Red
- Environment and game sketches, showing reference and close ups
- A// Female Max + Grovlov  - Photoshop
- A// Male Max + Grovlov - Photoshop
- Environment modeling and texturing - Blender and Photoshop

4) TtR - Orange
- Storyboard and character sketches - Flash
- A// Timmy and scythe expression and poses - Flash
- A// Lylah expressions and poses - Flash
- Backgrounds - Flash and blender

5) Paper people - Purple
- Concept art
- Storyboard so far

Outro