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Wyświetlanie postów z listopad, 2020

Target Audience

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Initially, I intended to produce a character for an audience above 16 years old, but then I changed my mind and decided to create a game asset for the audience above 12 years old. According to the company that rates age restrictions for games - PEGI (2020), a video game for the audience 12+ may include "violence of a slightly more graphic nature towards fantasy characters or non-realistic violence towards human-like characters would fall in this age category. Sexual innuendo or sexual posturing can be present, while any bad language in this category must be mild. Gambling as it is normally carried out in real life in casinos or gambling halls can also be present (e.g. card games that in real life would be played for money) ."  Another rating company called ESRB (2020) describes games for Teens (13+) as allowed to have violence, minimal blood and suggestive themes.  The next evidence that I will be analysing is data given by Comic Book Artist is that " Characters [f...

Base Mesh Pt 1

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 On week 4 I started designing a character for my 3D portfolio.  I began by gathering a lot of photo references to get an idea of what I wanted to create. I knew that I aspired to model an old, human-like, dark wizard. After some time, I found these ones: Fig 1. Fig 2. Fig 3. Fig 4. Fig 5. Fig 6. Fig 7. Fig 8. Fig 9. Fig 10. Fig 11. When I had my references I was finally able to draw the character. I wanted it to have a long beard and stereotypical long cloth, so it was recognizable as a wizard by the audience.  I made him quite short but muscular to underline that he is powerful, a wizard instead of a warrior. For this week I was supposed to model a torso, arms, hands, legs and feet.  When I had my sketches I started modelling him in Maya (Autodesk, 2020). Firstly, I uploaded my references from each side. Then I created a plane, which I extruded and I matched it to the torso of my character. After that, I turned the symmetry on, so my model was proportional. I follo...

Global audiences: Trends

     To find out what kind of character I should design I researched Global Trends in the game industry. The first article that I was influenced by was  Popularity of mobile game art styles and genres – data breakdown (2021) by Erno Kiiski. Its data stated that top-grossing visuals in the US are realistic, while in Japan manga was the most popular. It is supported by the fact that the top 7 best-selling games of 2019 were made in realistic art style (ISFE 2020).      According to Statista (2020), most players in the US are between 18 to 34 years old and Victor Yanev reports that 72% of gamers are 18+ (2021). The biggest group of players in Europe are 15-24 year-olds (ISFE 2020). Men in that age group usually prefer action games and on the contrary women like casual games the most. Statistics say that 75% of males use consoles to play, while 77% of females play on smartphones at the same age (Nestor Gilbert 2021).      As stated by Newzoo...