Game Dev – Planning

Introduction For unit 4, we have taken place in many workshops around the three main topics of interactive, audio and visual. We can worked on making small animation cycles for 3d characters to sprites we made and was able to get them working in a game engine. We then learnt about the use of audio…

Creating a real time main menu

Introduction Within this blog I will be creating a real time menu where we will look at examples of other games with real time menus and see the difference between this and rendered menus. These are examples of real time main menus for games as there is a lot more movement and randomness towards the…

Making Tilt sets for Unreal Engine

Introduction Within this workshop we will be working on having tilt sets within unreal engine to make a 2D platformer game for our character, For this I will use my ghost man from a pervious workshop and try to get him to walk around the environment of a world I made through a tilt set….

Animation States in Unreal Engine

Introduction In this workshop we are working from where we made the main menu and are now going to add in our ninja animation cycles into the game to add some playability and to learn how to do so. We will also have more practice on importing in cycles for a character to get a…

Unreal Engine Blueprints

Introduction In this workshop we will be getting our sprites that we have made on piskel and import them into unreal engine to animate them and create a scene for the character to move, jump and shoot. We will be using blueprints to do this. When saving the velocity changes it worked with how my…

Making a Main Menu

Introduction In this workshop we will be researching into different game main menus and finding out the importance’s of the design and usability of them. The first thing a player sees in any game is a menu. This “face” of a game is what gives them the opportunity to feel the atmosphere of a game from the very first seconds. Within these main menu I can see that the…

Flip books in unreal

Introduction We will be making a flip book within unreal engine by first making a drawn 2D character and using a website called piskel to create the frames and then import them into unreal engine. This is something new we will be working on as we have only previously learned how to rig and animate…

Idle & Jump Character cycles

Introduction We will be working on our 3 and 4th character animation cycle in which we will make a jump and idle cycle. An idle walk cycle is good for when the character is not doing any major actions where they stand still and will have characteristics such as standing, breathing, looking around, body bobbing….

Audio Terminology

Introduction For the game dev project we need to maker our own audio , before this we need to learn about some of the terms and knowledge to be able to create our own and put them into our games. We will be using unreal engine when looking at audio and creating our own 2D…

Character Walk & Run cycles

Introduction In todays workshop we will be practicing a method of making a character walk cycle by using a premade model. We will learn to key characteristics of a walk cycles to get an understanding of how they work. We will try to convey a mood through the walk cycle and will use photoshop and…

Animating a bouncing ball

Introduction This lesson we will be working on citrix to access adobe after affects which is the main software we will be using for animation. We will aim to animate a bouncing ball using new skills and software. We will also use the information we learnt from a previous workshop on the 12 principles of…

12 Principles of Animation

Introduction Disney’s twelve basic principles of animation were introduced by the Disney animators Ollie Johnston and Frank Thomas in 1981. We will be analysing these as they are still being used today within animation. This will allow us to have a starter understanding of how to animate. When being able to understand all the principles…

Brief Introduction

Within our next unit, we have been assigned a brief to undertake a a series of tasks to lead up to developing a mini 2D/ 2.5D game within a small group. We firstly will have to do research into the three elements of this unit which are visual, interactive and audio where we can then…