During another critique, I was asked how I was going to
present my work at our end-of-year show. I hadn’t given this much thought past
a 2D character animation reel. My tutors suggested I use something like Stencyl
or Game Maker to make my character interactive. I thought this would be a great
idea and relatively easy to do, so I began researching into both programs. The
overall consensus seemed to suggest that, out of the two, Game Maker was the
one that would be most suited to my purpose. After downloading the program, I
went through and made the tutorial game (a game about a clown bouncing off of
the walls – intricate stuff, right?) to get a feel for the program and started
to look at how I could build my character:
It seemed that I’d have to create a sprite sheet of each of
my characters animations so they could be inserted into the Game Maker engine.
Luckily, I managed to find out that Flash can do this at the press of a
button…:
The sprite sheet came out as well
as could be expected…:
…but at this point I started to
wonder if this was really the best way to represent my idea at the end-of-year
show. It’s all well and good having an interactive character, but to have them
interact with another, computer-controlled opponent would a) take a whole new
level of coding and b) still have to be kept quite basic. Rather than perform a
technical exercise, I decided I wanted to do something a little more artistic…
In a tutorial with one of my
tutors, Kim, I brought up the idea of perhaps creating a trailer instead of an
interactive character and she loved the idea. She agreed that it would get
across the idea of the game a lot more clearly than a simple interactive
character ever could. I began looking at other trailers for similar games such
as ‘Rayman Jungle Run’ (http://www.youtube.com/watch?v=zqCVbaklOzo) and
‘Jetpack Joyride’ (http://www.youtube.com/watch?v=Jzxi8nid9BQ) and came to the
conclusion that I should include a decent amount of gameplay with some selling
points and other animations surrounding said clips. I’ve also had an induction
into the sound production facilities recently, so I can record some voice
samples and create some music for my trailer where I might need to.
I started by making a very rough
storyboard (as in so rough I’m pretty sure I’m the only one who would be able
to tell what’s going on) and transferred it into Flash so that I could get the
timing exactly where I needed it to be. Once I had the entire thing ‘blocked
out’, I started to go in and create some of the extra assets for the trailer.
Here’s another time lapse video of me creating the first
scene of the trailer! Head over to the ‘Misc.’ folder again and watch
‘trailerTimeLapse’!
Here’s
where I had to have some of the game scenes completely ‘built’ so I could
include some emulated gameplay in the trailer. Since I’d already made the
environmental pieces in 3DS Max, this was an easy case of just tracing over
them in Flash to make them fit in with the aesthetic of the characters. I also
created and animated a crowd at this point to give the game a more ‘populated
arena’ feel:
Once I had all of the scenes
animated, I decided to present them all inside an iPhone device to really get
the feeling that this could be an actual product across:
Using Photoshop’s
3D text tools made for some very interesting ways of displaying the phrasing
and title logo, too! Luckily they are very easy to pick up, especially with any
basic knowledge of 3D terminology.
With the visuals for the trailer complete, I took them into
Adobe Premiere Pro to cut them all together and get the timing right. After
that was done, it needed to go into Adobe After Effects so the flashy
transitions could be added in to really give it a professional look. There was
almost as much post-processing as there was animating the trailer in the first
place!
Now it was time to move onto the sound. Get those ears ready!





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