Monday, September 11, 2017

BSA306, Jellybean decorating and packaging, 11 September, 2017

One of my favourite stores in Auckland is the Look Sharp store.  They have everything!
And something always surprises me.
There were shelves full of jars and I thought about all the jars that are in the Imagination Warehouse.  I had already found some cardboard brown boxes with clear insert tops (like this)




and then I found a set of 3 mason jar lids in purple with white spots and striped straws.  Image result for purple dot mason jar lids
Wouldn't it be great if I could make the packaging relate back to my set?
I bought a few kinds of jars in Invercargill and while the Jellybeans that I have now don't fit into them, making the hands rest against the chest will make it easy to get the toy into the jar.  I need to reprint the figure, anyway, to try to fix the holes in the sculpt.  Kevin suggested using the relax tool in Maya on problem areas.  For the exhibition, I will have 5 fully painted/decorated 3D prints  which can be displayed in the 3 brown fold up boxes I have and for the final presentation in BSA306 I'll have perfect prints that are decorated and in their mason jar containers.  Hooray!  Hooray!

BSA303, second "table setting" for our dissertation, 11 September, 2017

We did another round with the table setting exercise.  Our project question is at the center with keywords or back up evidence sitting at places around that question.  I felt anxious at the beginning but having a one on one discussion with Anna who is also doing children's animation and dealing with difficult subjects was very helpful.

I started with my project description:

I am creating a proposal (pitch bible, funding research, 2 minutes of animation, script, marketing materials) for the production of a children's animated TV program for tweens that focuses on Girl and her imaginary friends as they navigate the foreign territory between childhood and adulthood.

The offshoots of that description were:
Animation style: 3D Backgrounds like World of gumball and 2D photo puppetry like Little Airplane Productions

NZ Standards vs. international standards (by which I mean, what is relatable to each market)

Communicating with stakeholders/trying to produce a series

Music

Independence of Thought

childhood/tween development

These aspects of the project got thrown out after I considered that making the animated story the focus of my project is more important than how I market it or the research into the audience who it will be targeted at.  I will briefly address those things in my opening paragraph, but I will not be exploring them in depth.

Instead, I will focus on:

The Personification of Emotional States (these are all ways that kids have of dealing with problems Anna said)

Personal Point of View/Heuristic learning/auteur theory with research support from the Moustakas book

Imaginary friends (child and talking animals) with research support form Calvin and Hobbes by Bil Watterson

"Junque" aesthetic in the character design and setting (why have I chosen these things over others or chosen it at all?)

After refining these place settings around the "table", I created a new question:

How does the personification of emotional states in the animation of Girl's imaginary friends address tween growing pains?

It needs work, but Ruth says it's definitely becoming more about my project and what I'm doing.  Success!  For the next class, I need a one page outline of what I'm going to be writing about.  I will also need to firm up my resources.



BSA324, NZGDA2017 conference Auckland, 5-8, September, 2017

I forgot all about blogging for a whole week and now I've got to catch up.  Ha ha!  Hilarious.  Also forgot, mostly, to work while I was gone, but I did have a few ideas that I'll blog about elsewhere.

Tuesday the 5th
Free day!

Wednesday the 6th
Sick day!  I tried to go to the Paul Tobin world builder seminar but decided that getting up every half hour to vomit, plus already coming in late due to an unfortunate incident on the outer link and my pants, was going to be too disruptive for everybody so I went home.  Too bad, because it was shaping up to be really good.  Concept art, as Paul defines it, isn't just painting (that swishy style that looks great but I'll never bother trying to learn) but problem solving and World Building.  Everything gets discussed: the art, philosophy, economics, history, religion, and culture of the places and characters in the story.  Each thing can, and does, effect the design of the props, environments, and people of the story you're populating.  It's fabulous! I heart problem solving, I nearly cried when he said it. I'm encouraged to try out for those jobs if they come up.

Thursday the 7th
First day of seminars.  
Aurelie is from Ubisoft in Montreal and has also worked in France.  She was very excited to get to explore Hobbiton and other LOTR sets around the north island.  Lol.  NZ is going to be dining out of those movies for another 30 years for sure.  She delivered a good keynote and was nice to chat with one to one, as well.  I missed the opportunity to talk with her again at the after party, so I'll follow up via email. 

Turning a story idea into a story product:  This speaker made a visual novel in conjunction with a Thai artist that tells a "weird west" story set in colonial NZ.  Great idea!  The interactive narrative has clear "choices and consequences" for the viewer.  His philosophy is "if you're good at something, you must be paid."  Yes!  He also said that your product should be priced to the local minimum wage and no more than 1 hour of hard work.  In Thailand, that's 50 baht and NZ that's $15.  This also makes sense. 
   
Lots of these seminars had titles that did not mean what I thought they meant.  The jargon in the gaming world caught me out a few times, like during the Broken Toys talk.  The speaker had a great twitter handle, Tobacco Blonde, but "toys" are some sort of mechanic in a game.  I was lost and didn't hear anything that I was interested in enough to take notes on.  If I apply for jobs in the gaming industry, there will be a steep learning curve.  

I got to chat one on one with Paul Tobin, the facilitator of the concept art workshop that I had to leave early yesterday.  Very nice man.  He said that most people advance one level too far in their careers and the added responsibility takes them away from what they really wanted to do and makes them unhappy.  "Fail fast, fail often, learn fast!  Don't sit on ideas, get them out quickly or let them go."

This talk, totally worth it, had me coming into Getting Hit by a Bus late.  The gist was that getting how the game works and looks out and onto documents ASAP and making it shareable is vital so that if you or another member of the team are incapacitated, work can continue.  The pacing progression diagram is a useful tool for seeing how the ebbs and flows of the game work.  There has to be a balance.  This is relevant for story pacing in general.  

At afternoon tea, Kevin from Weta digital said "golden handcuffs" and "it's a factory" about working there.  Yes, it's great that work never ends, but it doesn't sound creatively satisfying.  Weta Workshop has a different problem.  With only 70 employees to WD's 1700, they have to work hard to keep projects flowing so they keep their jobs.  This is why they look to their employees to create new IP like "Dr. Grordbort" and Max Patte's sculptures.  

Storytelling in VR:  Alejandro delivered this talk at breakneck speed.  Why were some sessions 50 minutes and others 20?  Can't figure it out.  He's with Conical Studios and says we're moving from the Information Age to the Experiential Age and VR is going to be a big part of that.  
VR has a linear story and uses some narration to help guide the viewer through the story.  The user is drawn in with a welcome ritual so they can get oriented in the space.  Architecture, how the story's world is set up, is important because it shows the viewer how to get through the story.  Think about how malls and casinos layout their spaces to direct people and prevent them from leaving without seeing as much as they possibly can.  Cinematics will play when the viewer looks at a spot for long enough.  Eyes follow ears- use good sound design to attract attention to the next part of the story.
When compared with traditional entertainment sectors like TV or film, 5% of AR/VR is start ups and the rest is up for grabs.  There's a lot of room for new content creators to get in there.  
Story is the worry that the character won't get what they want.
Problems: 360 degree video can create motion sickness.  
Don't make a game OR a movie:  tell a story. 
Storytellers answer questions.  An empowered storyteller agent character engages with the viewer and the story at the same time.  Stories are like water;  they will take the shape of the jug they're poured into.  

Friday the 8th


Art Leadership: Emma from Runaway in Dunedin led this talk.  They do super cute 2D scroller games for mobiles that use stories/characters from nature.  Butterflies and fish were their first two games and now they're working on a "secret" game.  And they're hiring!  They were giving out flyers and asked everyone to apply.  Nice to hear that they want to staff up in every area.  Here's somebody else that I wanted to chat with at the after party but didn't.  I will follow up via email.  I liked her talk enough that I sent a message to Vy in second year about asking her down to judge the animation at Southsure/Flicks.

You're Not Lucky:  I thought art meant art and it did not.  The presenter Sam Batz? cracked me up.  He put up a slide that had a picture of him on that exact spot in that exact red leather jacket and outfit.  I couldn't figure out if that shot went in just before the presentation or was from a streaming camera but he explained that he has had that as his look for a year.  His talk was on 3D animation tricks for games, which went over my head.  But really, I did get a lot of this conference!  I promise that SIT did not waste it's money on me.  

Let's get Serious:  Holy shit.  So much information delivered very quickly in a very short amount of time.  Every one of us went to this and nobody got anything out of it-too dense.  She had 3 hours of content packed into a 50 minute talk and promised that "part 2 will be recorded in Melbourne!"  Maybe it can be slowed down and parsed for more info- she absolutely knew what she was talking about and has heaps of slides to back her up.  There's going to be a character design competition online but it requires 10 pages of design but to what end, I'm not sure.  

I skipped Kickstarter Success and went to the Learning to be Lazy: Getting Shit done Quick talk with Kevin.  @OldLoths advised us to 1. repurpose everything 2. put time into spreadsheets to track how much time everything takes to make 3. use 1st principle thinking and get to the bottom of the problem before trying to solve it 4. Don't reinvent the wheel- if going to the Assets store to get something will save you time, do it 5. Kill Your Darlings: know when to scrap a sculpt and redo it.  Better to abandon a complicated fix and try again.

LUNCH WAS AWESOME!!

Hide and Seek:  The gamers also have inside jokes that they all laugh at based on shared experiences playing games.  
Use human biology to deliver experiences that keep gamers coming back for more.
Dopamine: it's a chemical that effects engagement and motivation- if you want another hit, you engage more.
Oxytocin: the social bonding hormone and in game design effects empathy with characters and creatures.
Endorphins: linked to a feeling of accomplishment.
Serotonin: makes us feel the highs of enorphins and dopamine.  Brings them all together.
Good game design knows how to bring all of these chemical reactions together.  
Humans are bad at guessing.  If they come to play, they are there to be tricked.   Give them what they need, not what they want.  
Examples of how designers "lie": Assassins creed and doom rate the health values at the final 10% higher than the beginning 90% so you feel the rush of "just" surviving to move on to the next level. It also flatters you into thinking that you were good enough to hang on and get through against the odds. 
"coyote time": player walks off a ledge and presses jump too late but the jump function still works.  part of platforming games.
First shots from opposing enemy characters always miss so you can't die "out of the blue" when you first enter a game.
Frustration needs to be avoided unless the player knows how to improve.
Humans are geared towards wanting to be fooled.

Framing the Game:  This one WAS what it sounded like.  Ingrid and man in loud shirt took us through how the Baroque and Romantic art movements show up in video game design and how being able to talk about art will help designers describe the game they're developing to each other.  How exciting would it be to have world based on the paintings of Hieronymous Bosch
Image result for hieronymus bosch garden
or to clamber out of a forest to find a town square full of the brawling and boozing villagers of Bruegel the Elder?
Image result for Bruegel
That would make me happy.  

Doing that Representation Thing:  another short time slot that could have been much longer.  Maddie focused on queer/LGBTQ representation and portrayal in games and briefly touched on ethnic representation. She wrote a masters' thesis on the topic so more information is available.  Essentially:  ask people from the group you want to include for feedback and know that you can't please everyone but being transparent and fixing things when you goof does make a difference.   

After party:  spent 2 hours talking to Kevin and Mantis.  lol.  Then we went home by 10 after picking up croissants to bake in the morning from the New World. Drinkers lucked out at this party because champagne was handed out to everyone for free but non-alcoholic drinks required a token.  One Coke in a bottle was my limit, so no worries.   













Monday, September 4, 2017

BSA324, the pitch bible is back! 4 September, 2017

Just in time, the pitch bible is back from the Blurb printers.  It looks great!  It's pretty cool to have it as a physical object.  The colours are bright, the lines are crisp, the text is legible.  I don't think I'll need to do a third version!  But maybe I will want to once I start getting screen grabs from my animation.  That's something to think about AFTER graduation because I will need to spend every moment between now and then animating and building assets for my piece.
No nasty surprises like stray white lines or typos.  I'm sure that if I keep looking I'll find something.  I'll look into getting multiples printed on comic-grade paper that I can send away as I apply for funding etc.  

BSA303, dissertation classwork, 4 September, 2017

Where is my project questioning, at this time?
My project is part of an animated children’s tv show that focuses on problem solving as Girl and her imaginary friends navigate growing up.  I do not have a cohesive project question anymore!  It used to be about how could I best engage children and adults with difficult subject material. That question was ultimately rejected because my project wasn’t IN the question.  New centers of questioning may revolve around
writing from my own memories or growing up
using imaginary friends as stand-ins for emotional states  
transference - when you assign motives or feelings to another party and away from yourself
imbuing the work with a global perspective/ immigrant point of view


My project in one sentence:

I am creating a proposal (pitch bible, funding research, 2-3 minutes of animation, script,marketing materials) for the production of a children’s animated tv program for tweens that focuses on Girl and her imaginary friends
-as they navigate the foreign territory between childhood and adulthood.

-as they problem solve in the Imagination Warehouse her problems in the real world as she grows up.

Set the table, again
put your question focus in the middle
set up your table with key discussions that need to be had to support this question
include with each key discussion relevant evidence, support, authors, practices, own work, etc
share
reset the table for further clarity
make this into a visual diagram

Rachel Mann thesis Massey University

resources to investigate vis-a-vis my project













Saturday, September 2, 2017

BSA303, Tale Enders internship, 2 September, 2017

12-4.30 with an hour lunch.

Scene 21 has lots of people, more than I've worked with before, and they've all got reactions and interactions with each other.  I didn't get much done today.
Everybody admires the lights on Dan's house
Sam says "fleekalicious!"
They follow Sam up the walkway to the house.
Hamish nervously trailing behind the rest.
Hamish and the gate need some basic movements and everybody needs more secondary reactions.  I won't be able to do internship hours until we get back from Auckland.

Friday, September 1, 2017

BSA306, 3D printing, 31 August - 3 September, 2017

Kevin gave me a refresher course on the MakerBot and I'm doing a marathon of 3D printing this weekend.  I got two little Jellybeans out yesterday.  Kevin recommended using 2 shells and a 5% infill to speed things up plus a much smaller scale print.  The results were much faster (only 3 hours each) but the quality was questionable.  Roughly 10cm high each, there were some small holes in the print and the ears were so little they disappeared. I think the printer couldn't handle it.  I can fill the holes in with spackle of some sort and still paint over them.  They were good test pieces. And having wee little toys that I can easily carry around will be cool.
I don't know if the smear on my camera phone lens just won't come off or I'm too close, but photographing these guys is really hard.  It's always so blurry.  Left is "fur" Jellybean, and right is "sitting" Jellybean.  Sitting Jellybean needs a flat tuckus so it sits properly on the ground.

I'm now printing a 21 cm high "fur" Jellybean.

I've increased the size of his head, tail, hands, and feet so his shell is skinnier.  When I put the fur covering on him, he should be in proportion again.  I'm going to cover him with the purple with the green sheen fur I got in Auckland- SOOO excited about using that at last.

2 September
20 HOURS LATER... I have a big ol' Jellybean.  If it was hollow, it would be a very nice piggy bank, I must say.  This one had 3 shells and a 10% infill.  Its hefty, so if I was doing it again, I probably would go back to the 5% infill and 2 shells.  All of the holes are still present, in all the same places.  It is extremely odd.  Chris Popham pointed out that they're all on the same "line" or level of the body.  Is it a sculpting problem in Maya?  Is it a printer problem?  I printed another little version this morning, same issues, and another this afternoon but this one is standing up.  I want to see if the holes are in all the same places.  Printing Jellybean standing up was much better:  While there were still holes, they were smaller and the ears were perfect.  The rafting fills the space between body and hands and does that come out easily.  Without a dremel tool, that could be a problem for finishing. I looked over the model and I can't see where the problem might be.  Nothing in those places looks weird, like an inverted face, there are no 5 or 3-sided polygons, and I've run a cleanup on the mesh.  The line of holes on the printed laying down Jellybean is roughly where the printer starts creating a completely filled in level.  If the printer creates a level like that on the printed standing up model. it would be at roughly waist height but I can't tell for sure and there  aren't extra holes.

3 September
I brought all of my  prints home for fix up and dress up.  I bought white plumbers caulk which I hope will be dense enough to fill in the holes, attach to the plastic and still be paintable.  That last one might be too ambitious, though.  I sanded up big Jellybean, little printed standing up and little printed laying down.  When the caulk has set up, I will try to create a new tip to the tail and ears on the big Jellybean with hot glue.  If I smooth over it with a wet finger, I may be able to create a smooth transition from plastic to glue.  It takes 1 hour to set up and 24 to cure.  I went over to course and set up a medium Jellybean to print standing up.  I think that it will take 7-8 hours to print ad should be done by alarms on at 9 tonight.  There may even be time to set another Jellybean to print overnight.  I'm winning in terms of multiples but losing in terms of learning from my mistakes and fixing my problems.
  BIG Jellybean, little laying down print, and little standing up print waiting for the caulk to set up.