Showing posts with label Animation. Show all posts
Showing posts with label Animation. Show all posts

Tuesday, 3 February 2015

Making Mobile Games

Two years ago, I started a full-time job as a Mobile UI Designer with Pocket App Ltd. With a games design degree under my belt and no one at the company with games industry experience, I seized at the opportunity to upgrade my position and within a few months I became Games Producer. Since then I have worked on many exciting and challenging mobile projects, both game apps and standard apps with gamification design.
All of our projects are produced specifically for a range of clients, including some big names such as Panasonic and Square Enix, so I'm restricted on the graphics I can share on the web. However, there are some sneak peaks on my new portfolio website, www.alxbanner.com.




As much as I love the challenge of creating exciting solutions based on a clients brief, I am eager to work on an original indie game before I hang up my gamepads. Whether I'm lead designer, UI/UX designer or a character designer, I really don't mind what role I have. The most important thing is that I have a talented team to bounce ideas off and collaborate with. I've already been in talks with some cool developers so watch this space!

Friday, 30 August 2013

Zero to Hero



A teaser of some character designs for a potential mobile game. A bit of a Tiny Thief influence here.

Wednesday, 25 January 2012

Steaming turd

I've recently been doing a lot of research on cows. A hell of a lot.
The Coleman's advert has been a good source of reference for how to make a quadruped move like a biped. It was created by Aardman and shows off their animation prowess. Judging by the way it moves (no pun intended), it looks like they are using a biped rig and possibly some corrective blendshapes for the hind legs due to it's rotations at the leg root. Would love to see some behind the scenes footage...



BUT

As much as I'm impressed by the animation, the commercial as a whole leaves a little less to be desired.
I can't help but feel that the bull that leaps out of the hot gravy is too reminiscent of a steaming turd and this makes me feel uncomfortable as it bobs around. Also, the song 'I like the way you move' sounds cheesy and dated. The 'urban' dance moves are intended to be playful and humorous, but don't even match the rock/pop music.
The character animation is comical and believable; the commercial is obviously trying to get down with the kids, but this contrived piece has me reaching for the sick bucket rather than a jug of gravy.

Thursday, 22 December 2011

Andy Schmidt Pixar talk 2011


Andrew L. Schmidt is a senior animator with Pixar Animation Studios. He has worked in the animation industry for twenty years and has a long list of credits in both traditional 2D animation and CG animated films.
Andy discussed the making of Disney Pixar's 12th animated feature film Cars 2, and revealed some of the process and pipeline used at Pixar to develop their films. 

Admittedly, I wasn't overly enthused about the prospect of a talk about Pixar's Cars 2; Cars 2 didn't set my world alight. But Andy Schmidt proved my reservations were misplaced. The presentation was entertaining, insightful and inspiring.
Recording devices and cameras were strictly prohibited during the talk so I had to up my note taking speed to get all the good stuff. Enjoy...

Pixar do CG animation, but Andy reassuringly reminds that it is not the only type of animation that is good and should be done. He has experience with traditional animation and is fond of stop-motion and other forms of animation. The technique you use for your animation depends on the film you are making and what works and what does not.
Andy broke the ice at the beginning of his talk with a light-hearted look at Pixar studios. He began showing photos of the exterior and interior of Pixar studios built in 2000, followed by a shot of the hundreds of employees at Pixar.

"The building is just brick and mortar; it's more about power to the people."


At Pixar, they promote extra-curricular activities. They have a full bar in the animation department and their offices have their own personal touches. John Lasseter’s office is full of cute toys. The employees even got together and created an elaborate Micheal Jackson Thriller dance during Halloween. There was also an “ugly contest” towards the end of the production of Nemo where they would dress up in the most off-putting clothes and make-up.

"We work hard, but we have to play hard too."


Cars 2: Pixar's process for making films

Cars
"This was a dream come true for John Lasseter."

Cars combined a couple of John Lasseter’s greatest passions: cars and animation. He grew up around strong car and art influences because his father worked at a car dealer ship and his mother was a high school art teacher.
Cars was conceived after John had completed three feature films back to back. After he had worked on both Toy Story films and A Bug's Life he found himself in a situation where he felt he was missing out on key experiences with his children during their childhood. He decided to go on a road trip with his family across the US in a huge camper van and a lot of those personal experiences that he had while he was travelling inspired the idea of the movie, Cars.

JOHN'S RULES OF RELATABILITY:

• Telling a compelling story that keeps people at the edge of their seat
• Populate the story with appealing and memorable characters
• Putting that story and characters into a believable world - not necessarily a realistic world

Story
Cars was influenced by that family road trip and to some extent, Cars 2 was also influenced by a road trip. When John was doing publicity for Cars, he was going to different countries and he felt “like a fish out of water.” Then he asked himself, "What would Mater do?" And that was one way the story started to develop for Cars 2.

Another development was an early concept for the character, Finn McMissile. When they did Cars, there was a scene that was cut where McQueen and Sally go to the movies for a date. They see a spy movie and there's a character there called Finn McMissile. This was developed by Joe Grant and Rob Gibbs two story writers at Pixar. This landed on the cutting room floor, but at the same time it was too good to pass up, so they kept this character alive for the sequel.

“Another impetus in Cars 2 was the case of mistaken identity.”

The idea of this bumbling character travelling around the world was influenced by the Hitchcock mistaken identity character as seen in North by North West, The Man Who Knew Too Much or Foreign Correspondent.

Believable World
With the believable world, the environment is going to affect how the characters move such as the kitchen environment in Ratatouille or underwater environment in Finding Nemo.

Memorable Characters
There were already characters from the previous Cars film such as Doc Hudson, McQueen, and Luigi but Pixar needed to introduce new characters. McMissile, voiced by Michael Caine, was a slow mechanical type of car using 1960’s technology. With the female car, they tried to strike the balance between curvy sexy female without being sexiest. Another key character was Francesco, voiced by John Turturro. He was the cocky athlete or “the movie star who likes to walk around with his shirt off.” He was an open wheeled F1 racing car to indicate no sleeves.

There were many logical loops that Pixar got stuck on with the cars such as “Why do they have door handles? Who’s inside the car?” or “Why is Francesco kicking a football? He doesn’t have feet!”

Pixar’s Production Pipeline

It takes about 4 years for Pixar to make a movie from beginning to end. All of these phases in production are supported by a number of people who develop the tools and keep things running.

Development – Story – Art (broken down into Character and Sets) – Model – Layout – Animation – VFX – Lighting – Render 

Development – This is where all the fun research takes place. Members of the Pixar team will travel to various locations to collect their research first-hand. For Nemo, they went Scuba diving. For Ratatouille, they did a lot of research in busy Paris kitchens and even took cooking classes. They would study behavior and where and how objects are situated/placed within the environment. In Up, they brought in an Ostrich to study how the large bird, Kevin, would move. For Cars, they took part in motor sport racing to experience the feeling of g-force and how much strength and balance it takes to drive these vehicles at these high speeds. This meticulous research was essential for creating believability in their films.

Story – After collecting all the research, they would get down to writing the story. Sometimes they would employ story writers but usually Directors at Pixar, such as John Lasseter, would write their own material. For Toy Story 3, they hired the Oscar-winning writer behind Little Miss Sunshine, Mike Arndt. Storyboard artists would efficiently draw sequences based on the script and pitch it to the Director. Previously, such as in Cars, Storyboard artists would use traditional pen and paper to draw the sequences but this has now made way for a digital method using tablets. Digital storyboarding has been found to be a more efficient than traditional storyboarding although Andy admits he misses using paper.


  • Art – With reference to the Development and Story phase, artists will begin creating tons of drawings and designs. They would use a range of different art mediums such as pen, pencil, watercolor, digital art and clay for sculpting. Designs will develop and improve based on continuous feedback.



  • Character – Once the character designs are complete, all characters are sculpted to see whether their appearance and expressions maintain their appeal in 3D space. 


  • Sets – “The biggest hurdle of Cars 2 was the sets.” 
Entire environments were built of London, Paris, Porto Corsa (Italy) and Tokyo.

In Cars 2, they already had all the complete character designs and models from the previous movie so they decided to use ‘Car-ification’. This is where elements of the car design would be injected into the designs of the environment such as grills and headlights. The effect will be similar to how you can sometimes make out familiar shapes in clouds and rock faces.

*** Unfortunately, due to unexpected events, the rest of the document cannot be found*** 

Sunday, 30 October 2011

Character Animation - Francis Walk cycle

Recently I've been going back to basics and practicing walk cycles for various rigs.

The walk cycle in this post was created using my own Maya rig, Francis (featured in my Arnold Schwarzennegger lip-syncing animation http://youtu.be/jgxBRFdHzyY )


Francis the 'Baby' - minus the face paint and lion suit
This is a regular paced walk on 12's (half a second per step). I blocked in the four core positions (contact, down, passing and up) using stepped keys, moved to splined curves then continued to build from there. I left most of the overlapping action until the keys were splined to avoid it getting too complicated early on.

Below are a couple of playblasts of the blocked walk and completed walk. Could do with some more tweaks and the head looks like it's just nodding up and down. May add some side nod overlapping action from the head through to the spine to add some more weight as well.





Thursday, 24 February 2011

My recent projects

Hi guys,

Here is a collection of some of my project work from the past year.
In Nov 2010, I completed work on the Xbox Live game, Big Tidy Up game, for the environmental charity Keep Britain Tidy. For this project I was lead artist and animator. Louis McLaughlin (Lead programmer), Tim Newsome (Team Leader), Chris Trott (artist) and Chris Owens (programmer) were the other members of the team. As well as our main duties, we all had a hand in the game design process which was a fun and fruitful process. We won numerous awards for our game and were very close to winning a year's contract with Rockstar North at the Game Republic Event.




In Dec 2010, I created an animation short with the focus on lip-sync. It was my first attempt at lip-sync, but it was a fun and challenging process. I also designed, modelled, textured and rigged the character, Francis the 'Lion'. I'm happy with this first attempt, but I feel the animation could be a lot stronger with a few more tweaks.



An on-going personal project of mine has been an original cross-platform product called, Sacred River. The project has been put on hold many times due to lack of inspiration and change in art direction, but I'm hoping to show you more very soon! Here is a concept image of the main character.


Let's get cracking!