First Year Design 2012, Molly Parker
Wednesday, 31 October 2012
Thursday, 25 October 2012
Settings
This is an example of the kind of setting I want my character to walk along on her journey from te aro to kelburn, the setting will be simple but different so she is obviously walking forwards to something. I also wil make them all static so the girl is the only thing moving on the settings making her walk more obvious
My character
I wanted to make the characters I use in my film have a quriky slightly alice in wonderland theme to them to make the kind of theme that my app has.
This is a picture of my two main characters. I wanted the helper character (the boy) who gives the girl the app to appear as if he could be a student but with a few quirks about him that make him seem unusual - the giant bowtie and hat
This is a picture of my two main characters. I wanted the helper character (the boy) who gives the girl the app to appear as if he could be a student but with a few quirks about him that make him seem unusual - the giant bowtie and hat
Tuesday, 23 October 2012
Painting on people
To develop my idea to draw on live people further i decided to paint my app onto them as well. My film zooms into to show what is happening on the screen of the iphone, this is when the painted people are used. I decided to paint them because my app is made by using real people to show the way, and by making people physically become the app it is literally made by real people.
Here is an example of one of the painted people and the original picture of my app. obviously the people will be simplified as it is very difficult to paint on people!
I also wanted to paint on people to keep my style consistant throughout my app, if i zoomed in and used my original photoshop version I feel as though it is not organic enough to be used with my hand drawn animation
Thursday, 18 October 2012
Final Mouse Toy
These are screen shots from my final code. I a very happy with how it has turned out, I like that it is simple but still engaging and has a very distinct fun/cute vibe to it that attracts the audience to play.
As a whole I think the combination of the simplicity of the interactions, the sound effects, graphics and ideas behind my game create a fun, very easy to use and highly highly addictive application which is exactly the kind of results I was looking to get out of my game.
In one of the first lectures we were asked to consider what the user will learn from our game and if it will still be fun to use once they have learnt it or does it quickly become repetitive and boring? I constantly asked myself this throughout the designing process to make sure that my game kept the user entertained for more than ten seconds.
I think that although it comes clear quite quickly everything my game has to offer, the variation in the interaction (never knowing when they will pop back to full size or what direction the critters will go in) and the fact that it is impossible to get them all small at the same time keeps the user entertained and addicted and it is easy to become mesmerized and keep playing without even really realizing!
As a whole I think the combination of the simplicity of the interactions, the sound effects, graphics and ideas behind my game create a fun, very easy to use and highly highly addictive application which is exactly the kind of results I was looking to get out of my game.
In one of the first lectures we were asked to consider what the user will learn from our game and if it will still be fun to use once they have learnt it or does it quickly become repetitive and boring? I constantly asked myself this throughout the designing process to make sure that my game kept the user entertained for more than ten seconds.
I think that although it comes clear quite quickly everything my game has to offer, the variation in the interaction (never knowing when they will pop back to full size or what direction the critters will go in) and the fact that it is impossible to get them all small at the same time keeps the user entertained and addicted and it is easy to become mesmerized and keep playing without even really realizing!
BIG development
The main thing i didnt like about my idea for the interim storyboard is how I felt it wasn't pushing the boundaries enough, it was to predictable of the style of app i was using that I would go down the animated hand drawn route. To try and break out of the molde i saw myself in I tried to think what it was that most made my app unique, which i concluded was how it relise of the use of other live people, and how could i apply this idea to my film to tie them together.
The idea that came to me was that I wanted to make my film so that is also had a reliance on live people, thus sprang the decision to use real people as the canvas for my film rather than paper. I would hand draw a stop motion animation but make it come to life by drawing it on real people torsos and arms.
The idea that came to me was that I wanted to make my film so that is also had a reliance on live people, thus sprang the decision to use real people as the canvas for my film rather than paper. I would hand draw a stop motion animation but make it come to life by drawing it on real people torsos and arms.
Tuesday, 16 October 2012
Interim Presentation
Although my storyboard/idea only shows one of the features of my app, because it is the main one and the others features such as the 'lead' and 'messages' options are very similar and branch off the same concept, i think it is acceptable that not everything is shown.
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