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sirkibble2's Journal



Basic modeling

Posted by , 18 March 2012 - - - - - - · 745 views

I'm just taking beginning steps to model simple props. Most of these I'm not taking in poly count because it hinders my mind in actually creating the object. Right now, I'm simply trying to create objects. No maps. No material. Later, I will get to all that but right now I'm focusing on simply modeling objects. They are pretty low resolution as I'm only using enough poly's that I think I need. Of course, I may not need them all but that's why I'm learning.

Over the last two weeks I've created different objects to start off simply:

A plate:

Posted Image

A serving spoon

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A sink plug

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A spatula


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A bottle


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A knife

http://i1167.photobucket.com/albums/q636/sirkibble23/3DS%20Max%20photos/knife_angle.jpg


Disecting Gameplay: Jumping

Posted by , 15 December 2011 - - - - - - · 595 views

*Dissecting Gameplay*

Over the course of video game history, there have been a lot of gameplay mechanics used and a evolution of some gameplay mechanics. As game designers, it can be easy to overlook certain gameplay mechanics or not even notice certain ones at all. That's why it's important to look at and understand gameplay mechanics and how they can improve or change a game entirely.

This is a discussion about gameplay mechanics. It's facts. It's opinions. It's about understanding. It's about awareness. I don't have all the answers and I don't want to have all the answers. It's just a way to collaboratively delve deeper into many different types of mechanics.

Let's look at the gameplay mechanic: Jumping.

We all know what jumping is. We see it in every day lives and it's saturated all over video games. So many games use it and I've never taken the time to break it down. That led me to wonder, how is jumping used?

Up until I actually thought about it, I didn't realize how often or the different ways jumping was used. Some of these I subconsciously understood as I used them probably for the intended purpose but knowing about they do specifically can open the door for more ideas.

  • Jumping has been used to reach different heights
  • Hop on top of different things to defeat enemies
  • Defeating enemies
  • Evasive Maneuvers
  • Strike higher objects
  • Shortcuts (mario kart)
  • Offensive maneuvers
  • Power-up (Zelda)
What others are there?


Jumping is also use in a wide variety of different genres too which shows it doesn't have only one purpose like reaching higher heights.

  • Platformers
  • Fighters
  • FPS
  • TPS
  • Racing
Any others?

Jumping has been in video games for so long, people can tell by the genre whether or not the game will incorporate jumping or not. To me, it's become something like a habit. I don't even realize I'm doing it anymore. But I wonder about what if certain games didn't have jumping. Could they still be fun? What if Super Mario Bros. 3 didn't have jumping and if it didn't, how bad would it affect the design of the game?


Here's an example of Super Mario Bros. 3 with jumping.
http://youtu.be/TKAJvZnOGXU

Here's an example of the game played without jumping.
http://youtu.be/NRl-7Ub5VDA

Just think about all that has to change in this level alone without jumping. The level design has to go into a totally different direction. That Goomba would no longer be there. The "?" blocks would have to be changed. You can forget jumping over the pipes. Cliffs would have to become solid ground to walk over. Flying? Nope.

One more example of the game without jumping
http://youtu.be/I5eePzy0qMo

Again, the level design would have to change. The developers clearly wanted the player to know that jumping is something they're going to have to get used to. Two times the first thing the player has to do is jump--the second over a silly pipe.

Here's an example of another genre of game, Super Smash Bros. using jumping.
http://youtu.be/8ti1TpeLxdw

This is the same game without jumping.
http://youtu.be/kpKbWZmU200

Combos and other things cannot be done without jumping. Not just in Smash Bros but other games too. Marvel vs. Capcom 3 comes to mind. Launchers sure wouldn't exist.



In what games have you seen jumping used successfully? Where have you seen games use jumping unsuccessfully or needlessly? How has jumping evolved as a gameplay mechanic? It's a simple concept but let's talk about jumping! :)







We all need staying power

Posted by , 15 December 2011 - - - - - - · 334 views

In the Breaking Into the Industry section under Articles and Resources, there is an article by Cliff Bleszinski titled "How To Get A Job In the Gaming Biz." It's a simple article and it comes from what he expects and has experienced but it's the simplicity and the realness that encouraged me to go for this.

The article reminded me that it's entirely possible to get into the industry. It's not easy. It takes a lot of work. But it's possible.

Where the problem lies with myself (and I'm sure other people struggle too) is finishing. I've been on a few projects where people have dropped and left me unable to finish things and there are many, many things I've started but have never finished. I either became too discouraged, overwhelmed, unmotivated, lost track of time, didn't prioritize well or was just plain lazy. But reading a successful designer talk about the importance of finishing made me see how much I don't finish things. It was a good wake up call.

I printed this article out for myself because it was so helpful to my perspective. This is my focus. Finishing.

If you're ever thinking about quitting, don't (unless you really have to). Finish what you start. Who knows what good may come out of it.


Learning how to draw

Posted by , 14 December 2011 - - - - - - · 449 views

I finished some more lessons on a website dedicated to teaching how to draw called drawspace. Very helpful and effective website.

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b04 by sirkibble2, on Flickr

My first illusion ever. Definitely fun to draw.

The next lesson was blind contour drawing. Extremely difficult.

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b05 by sirkibble2, on Flickr


The next lesson was a lesson in shading but I haven't fully completed that one yet so I moved on to a lesson drawing a gremlin with shading techniques. This was a lot of fun and one of my better drawings. Ever.

Posted Image
b06 by sirkibble2, on Flickr


The last current lesson I did was a lesson on seeing shapes within an object; in this case, a dog. I think I did okay on the actual drawing but when I tried to shade it, it was terrible. I gave up on the shading part. I didn't get it.

Posted Image
b08 by sirkibble2, on Flickr


It's all drawing but it's one of the ways I can improve my chances into getting the industry--by improving my skills.


Getting Started

Posted by , 14 December 2011 - - - - - - · 331 views

I've been browsing this site for a while and have dabbled in topics but I feel it's time to sink my teeth in. I desire to get in the game industry and it's going to take a lot of work so I'm going to need all the help and experience I can get and this is a great site for that.

I've started a developer blog already at Wordpress but I'm going to continue that here. I'm not getting any quality views there as anyone who would look at it, that I know, are not gamers or game developers. The rest of the logic is easy to figure out, I'm sure.

I'm just getting started and I have a very long way to go so I pray to God I'm able to finish whatever I start.





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