Saturday, 18 June 2016

HA6 Assignment Brief

Assignment brief
Qualification 
90 Credit Diploma in Creative Media Production - Games Design
Unit number and title
Unit 66 – 3D Modelling - partial
Assessor name
Harry Arnold
Date issued
16/05/2016
Hand in deadline
17/06/2016

Assignment title
HA6 3D Character Assets
The purpose of this assignment is to demonstrate that the learner is:
      able to devise 3D models
      able to create 3D models following industry practice
Scenario

Manchester-based games developer, White Paper Games is looking to recruit a team of 3D modellers to work on the exploration phase of a new game concept following the success of their 2014 game Ether One.

The fourth stage of the process involves you following a brief set by the studio, which will test your ability to develop 3D assets from concept artwork for a character’s equipment.
Task 1 – Reference Research
Reflect on the work you have produced for your Unit 69 assignment, HA5 Character Design Pack, focussing on the equipment you designed for your chosen character. Republish all of your existing work.

Character 01 – Jonathyn Bearswick
Equipment 01 -
Sword and belt, pistol and playing cards.

Character 02 – Daisy Isidore
Equipment 02 -
Hand-held weapon and carrier, communication device and scientific toolkit.

Character 03 – Mitchell ‘Mitch’ Deforest
Equipment 03 -
Revolver and holster, cigarettes and Zippo lighter.

Remember that the visual research that you carry out here will assist you in the creation of your illustrations. The more reference material you have, the easier it will be to visualise your concept. Publish all of the information to your blog, citing all sources.

Remember that you are trying to generate thoroughly thought through ideas for 3D models showing creativity and flair and working independently to professional expectations.

This provides evidence Unit 66 – P2, M2, D2
Task 2 – Schedule
Read the assignment carefully and reflect on your Blender work to date and the skills acquired in using traditional drawing techniques, photography, Adobe Photoshop and Illustrator.

Make sure that the Blender tutorials have been completed and uploaded to your blog to act as reference material. Create a schedule for the assignment. This is where you break down the tasks within the project from start to finish and put in some milestones. This document will need to be reviewed and updated at least once per week.

Remember that you are trying to generate thoroughly thought through ideas for 3D models showing creativity and flair and working independently to professional expectations.

This provides evidence Unit 66 – P2, M2, D2
Task 3 – Design Pack
Produce a design pack that explains what each asset will look like. You will need to produce clear, scaled sketches or photomontages of your character’s equipment from the top, front, back, bottom and side (where relevant).

Shoot any additional reference imagery and textures, make measurements and draw diagrams to provide you with the information you need to model your assets. Your design pack will evolve as the modelling develops. Remember that the three assets you are going to model represent the minimum required. These will then feature within your 3D environment being created for your Unit 70 Game Engines assignment.

Check your work carefully, complete and sign the legal and ethical checklist.

Remember that you are trying to generate thoroughly thought through ideas for 3D models showing creativity and flair and working independently to professional expectations.

This provides evidence Unit 66 – P2, M2, D2
Task 4 - Production
You will draw together the skills you have developed in carrying out the Blender tutorials and follow your design pack to build and surface your assets in 3D. Remember to assign surfaces to your character as you create each element. Ensure that you save your work by date and incrementally. Record this whole process in a production log.
Remember to review your progress against your plan regularly and update as necessary. Annotated screenshots will be a useful form of evidence for your production log; showing the development of your character and working process.
Remember that you are trying to create 3D models to a technical quality that reflects near-professional standards following industry practice, showing creativity and flair and working independently to professional expectations.
This provides evidence Unit 66 – P3, M3, D3
Task 5 - Presentation
Shoot a range of virtual photographs of your assets and render them out as high resolution Jpegs. Combine these images into a poster montage ready for submission to the client. Ensure that it is labelled carefully. Share your completed work to gain feedback.
Remember that you are trying to create 3D models to a technical quality that reflects near-professional standards following industry practice, showing creativity and flair and working independently to professional expectations.
This provides evidence Unit 66 – P3, M3, D3
Task 6 - Evaluation
Write an evaluation of your project. Use your plan, production log and blog posts to identify the strengths and weaknesses of your design process. Try to establish whether or not your finished product has achieved the aim of the project. Take into consideration anything said by interested parties.
Remember that you are trying to create 3D models to a technical quality that reflects near-professional standards following industry practice, showing creativity and flair and working independently to professional expectations.
This provides evidence Unit 66 – P3, M3, D3
Evidence checklist
Tick
Annotated reference research published to blog.
Weekly reviewed schedule published to blog.
Annotated design packs published to blog.
Legal and ethical checklist published to blog..
Annotated production log published to blog.
Presentation artwork published to blog.
Evaluation published to blog.

Sources of information/references



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