Tuesday 10 December 2013

Review | AF202

It's 1:30 am, I'm pretty livid... this project has certainly been a learning curve.

I've had a tough time over the last two weeks or so of production. I had no idea how much I'd struggle with this when i started. I came into it fairly confident with myself after the last project went well. I did plenty of drawing in my sketchbook and made sure I'd completely thought through my idea before beginning in the software, but still everything seemed to fall apart. I think the part I'm most disappointed with is the game animation. It sucks, big time, but I've lost all motivation and time. On the other hand I'm very happy with the rest of the graphics and I feel I nailed the look and feel after struggling to grasp it to begin with.

I do feel that the schedule was a bit harsh, but as I said at the beginning - it has been a good learning curve. I'm glad when it came to the critique I wasn't the only one who'd struggled to churn out the videos.

Lessons learned from this project:

Don't bite off more than you can chew. You can come up with a great concept without it being the size of the Eiffel Tower. Its all about how finessed it is, not necessarily about the ideas behind it or the intention that is.

Monday 9 December 2013

Completion | Videos

Here are the videos I've created for this project - The promo is definitely the stronger of the two. It was certainly more enjoyable to create.



Feedback | Critique

Although I haven't yet finessed my videos, they're pretty much there. I was very nervous about the crit as I didn't feel I'd done myself justice with the work i'd produced. This is no one else fault but my own, I without a doubt bit off a lot more than I could chew but choosing to do 3 functions in one app, and one of them being animation intensive (game). I was however, pleasantly surprised by the support from my class mates about my work. They knew I was focused on completing the visualisation and promo as I'd already listed off numerous elements that were incomplete. Overall everyone seemed to think that the visuals were great. The visual style was highlighted as being the strong point over everything else about the app. This made me very pleased, although I wish I'd been able to come up with a unique concept like others had. I always think that the concept is key and that if you can dial that in the graphics are "easy".

Changes -

Add trees to game
Could possibly animate far better but in time constraint this probably wont happen
Put app store logo at end of promo
Sort out higher contrast between text and image on promo
Time up the touch visuals

Monday 2 December 2013

Game update

Complete all the levels and get a free wallpaper for your tablet or iphone.

Rules -
You're carrying 40 jars of the finest, home brewed moonshine. Crash into a tree and you will break one of the jars. Ramming into, or being rammed by the revenuers will also cause a jar to be broken. Breaking too many jars will mean you've failed the level and you'll have to retry.

Paper texture

http://inspirationhut3.inspirationhut.netdna-cdn.com/wp-content/uploads/2012/11/Grungy-Paper-Texture-1.jpg

I've used this paper texture to create a backing for photographs. The use of this backing will signify the movement from menu to secondary spaces, for instance the game, map, and recipe book will all have this element to visually represent a movement from one place to another.