All posts by bradders21

Unit 67: 3D animation – Final Game assets with animations

These are my final game assets for unit 67: Task 3.




My goal with this task was to create 4 different characters to parallel my graphic narrative, and 4 different environments that compliment each character.graphic-narrative-4-2




Overall, I found creating and animating these elemental characters to be very challenging, mostly because rigging in Cinema 4d is quite challenging for creatures or entities that are not human, since you can’t use the preset character rigging in the software, and need to create the joints yourself. Even then, I had some issues with skin stretching, and found bound joints difficult to move since the rotate tool would dissapear once the joints were bound, meaning that you would have to enter coordinates to move joints.

On the other hand, creating the environments was not so difficult at all, since I had experience from the previous year, However, since I created 4 different environments for this task, none of them are too detailed or complex.

Creating the Environments


The idea here was to create an apocalyptic, volcanic landscape. I started with some basic landscapes primitives, these are great for creating smaller environments, as they are easy to customise and look good once you add more segments.

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To create the volcanoes, I used an emitter to create a smoke effect, then added a pyrocluster and pyrocluster – volumetracer and applied them to the emitter, I also used orange spheres with glow and more emitters to create a firefly effect. Creating a decent looking volcano effect was surprisingly easy to do.Screenshot (150)

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I then added a sky to the environment and turned it red to give the landscape a darker, more fiery feel.

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This is the final result.

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The water environment was the simplest to create, using a simple disk technique to animate the background with light rays. This involved using a light filtered by a transparent disk with an animated material on it, to create an animated water effect. I then added a sky, and used a gradient to make it more ocean like, the further down you move, the darker it gets.

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Near the top of the light

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Further away from the light

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This is the largest environment out of the four, But the entire landscape is created from one primitive plane with a displacer material applied to it, this material helps to create a natural looking mountain range, and changing the seed of the material gives you a large variety of random combinations to choose from.

Mountains 1

Mountains 2

Mountains 3

Adding bump to the material allowed me to make the ground look more rough and complex.

Mountains 4

Mountains 5


Using the emitter again, I managed to create some realistic looking clouds using the pyrocluster and shadowmaps lighting with global illumination. The idea is to let the emitter create particles for 3 frames, which will create clouds that look even denser with each frame.

In editor

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When it came to adding the character, I added a rotation, which I wanted to use to create a vortex surronding him, since it’s setting on infinite, the clouds started to swirl around themselves, although this was an accident, I decided to keep it this way since I like the way it looked.

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Creating the characters


I wanted the earth elemental to be a large, hulking beast, which is why I chose to give him more of a gorilla posture, when It came to actually creating it, I used a technique I learnt about on youtube explaining how to make realistic looking rocks using simple displacement materials applied to a primitive sphere.

I created rocks like this and used them as my building blocks to create a whole body.golem-screenshot

After rigging him through CMotion didn’t seem to work, I decided to rig him from scratch using the joint tool, since it would be easier to get the exact shape I wanted, this was a challenge however, since it could be awkward to animate a creature that moves like a gorilla.

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This is the last character I created. I created it with the same rock technique I used to create the earth character, although I put more emphasis on materials on this character to make him look more fiery. Admittedly this one was challenging and quite rushed, not only due to time constraints, but also because fire is difficult to create in Cinema 4D without an expensive plugin called TurbulenceFD, which I did not have access to.

Created and rigged using the same techniques as the earth character

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To create his face, I used the spline tool and referenced my graphic narrative, then added a glow material.

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I used an extruded disk primitive to create the body of the elemental, then spline modelling to create the armor referencing my graphic narrative. I then I placed an animated material on the creature to make it more watery.

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This character was easier to animate, since he didn’t have legs, and his arms were more humanlike, however, I still had issues with stretching skin that I couldn’t fix in the end  due to time restraints, which is why this character had limited movement.

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Unfortunately. This character is completely static, it was impossible to rig it with the technique I used to create it. So I decided instead to use an emitter with a tracer effect to make a vortex surrounding this charater, so there is at least some animation in this scene. To create this character I started with the skeleton using the joint tool, and used a cloner to distribute cloudy-looking spheres evenly around its body, I then used an extruded disk to create its armor, and deleted random sections of it to make it look like the armor is rusted and is containing the creature.Screenshot (168).png

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Task 1 – Produce a Report

In order to create a successful game for my Zenna games project, I should be able to identify my audience as accurately as possible. A good place to start would be to find the appropriate age range that my product can aim for, this should help me get a better idea of the disposable income, spending habits, and interests of my audience. The information I gather should allow me to create a much more profitable and successful product by understanding the appropriate methods to market my product to this audience.

When I initially set out to create the product, I said that I think that it could appeal to the ages of 7-30, 7 being the lowest due to the age rating, as it would have mild violence, and 30 being the highest due to a growing interest in video games from the older generation as they grow in popularity. Although I believe that the largest chunk of the audience will be children and young teens.

Primary Research

I created a survey in an attempt gather as much data as possible regarding what people’s favourite games were, and how they found out about their favourite game so that I can better understand some of the methods these game companies use to market their product. Here are the results.

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Overall, this survey gave me some very mixed results from the 18 responses, however I found it surprising how the majority of people found out about their favourite game from youtube, and since the largest age range on the survey is 16-20, I certainly think this correlates with age. I think this demonstrates that there is large group of teenagers and young adults that you can reach through platforms such as youtube as internet video content increases in popularity. I think it might also suggest a decline in some traditional ways of finding out about games, such as going to a store and purchasing one that looks appealing or finding out through TV adverts. However, this might be due to the fact that 16-20 is the dominant age group on the survey, who have an easy way to learn about a product from the internet and make purchases digitally. People learning about games from their friends/family was also a large category, I think this has to do with the fact that alot of games are now multiplayer, and are often more enjoyable when played with friends.

Secondary Research


Here is some significant data regarding the age of internet users as of 2014:

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And here is some information regarding the age of youtube users:

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This information suggests that 25-34 is the largest range of internet users. I think the internet would be the best way to market my product based on the information presented to me from my primary and secondary research, since most users seem to be young and 25-34 may allow me to reach parents as well as gamers. I believe a good step would be to put youtube advertisements on relevant content, in order to reach the target audience that may be interested in the product.











Things I like about video games

In my opinion, the value of a game is found mostly in the amount of hours you can invest into it while enjoying yourself for the entire duration. In this day and age, there are alot of games that are completely free that can provide hundreds of hours of enjoyment. I don’t personally see an appeal in paying an amount of money for a short single player experience that I might not play again after I have completed it. I like games with a strong sense of progression and difficult challenges, I also like games with alot of detail and an enjoyable soundtrack to set the mood. The bigger the better.

Graphic Narrative Evaluation


My Pitch presentation can be found here: graphic-narrative-presentation

The following is an evaluation of my graphic narrative based on my game idea: The Living Realms.

The idea behind this graphic narrative was to take the elemental creatures that you often find in a generic fantasy setting, and make them the main characters of the graphic narrative. The aim was to pitch a cartoony, vibrant and colourful idea for a graphic novel with fire, water, earth, and air all clashing in spectacular graphic battles as you get to know the various characters and elements in the universe alongside playing the game.

Creation process

The entirety of the graphic narrative was created within Adobe Photoshop using the pen, pencil, and brush tool, along with a few effects and gradients. Here is an example of one of my characters and the creation process behind him.

This is one of the basic shapes I created using the pencil tool


I then duplicated these shapes to create a shell for my character that started to resemble some sort of body


I then used the brush tool with diffuse and a lowered opacity , the fill tool, and Gaussian blur. I also positioned the layers accordingly to make the individual plates resemble some sort of armour or outer shell for my character, here is the final result.


However, this is not the only method I used to create my characters, another method I used was to create them in Cinema 4D first for the animation task, and then trace around them in Photoshop to recreate them in a cartoony way that better suits the art style of the graphic narrative.

Cinema 4d Character


Graphic narrative character



I think that both of these production techniques worked well as they created the cartoony-looking characters I wanted without either of them looking too out of place either with the other characters or the environment.The actual production process was not too challenging as Photoshop was my main means of production, which I am quite familiar with, I was also able to work on the project from home, which helped me to manage my time much better, and allowed me to continue working while ill, which certainly produced a better result. I managed to create a product that I am satisfied with a several days to spare, so I think that I managed my time well.

Overall I think that the production process went well, although if I had dedicated more time to learning the software even further and advancing my skills, I could have created an even better product. For example, one of the things I struggled with the most while creating the narrative were the environments , more specifically the water city that I created, I am satisfied with the characters I have created, but I feel like I should have dedicated more time into creating more visually appealing backgrounds.

Pitch Presentation

When it came the pitch, I wanted to make the earth, air, water, and fire concept clear to the client as well as the characteristics that each element personified, since I don’t really have any named characters. I also wanted to make my intentions clear; the graphic novel was intended to be a narrative alongside a game release. The idea was to create a novel that helps establish the games universe and characters so that the game itself can be more focused on the mechanics and gameplay, while the novel can help add more story and depth to the games fantasy and universe. When the time came to actually pitch my idea, my powerpoint file was corrupted on Google drive, so my presentation was delayed, I did not think to back up the file since I had never lost a powerpoint document before, although I may have been able to save time and effort if I had a backup plan. I also think this error worked in my favour too though, since the extra time allowed me to make a better, more in depth powerpoint that was much better than the first.

I explained to the audience that I wanted to use this graphic narrative as a bonus feature of purchasing the proposed game. I think this is a viable commercial strategy as it is common practice in a modern games industry to add some bonus content to a product for an extra amount of money. Collectors edition products usually contain little extras such as statues, figures, posters, soundtracks, books or novels, and behind the scenes content.

Overall I think that the presentation was well received. A few of my peers told me that it made sense and I managed to hold their attention without rambling on for too long, and everybody that gave me peer review seemed to understand the concept well. While I feel like I did a good job of conveying the concept, characteristics, and story to the audience, I think that my presentation lacked some depth as I forgot a few details like market research and expanding on my choice of target audience, I could have also elaborated on my inspirations for this product. This would have allowed me to further project my ambition and goals when it came to the novel I was trying to create, so even if my concept is understood and well received, my goals when it comes to marketing and creating a profitable product were not, since they were not made clear.





PRE PRODUCTION for 3D animation, working to a brief, and graphic narrative

Here is the proposal for my game idea for the 3D animation unit, as well as working to a brief task 2 and Idea generation and concept development. Inside you will find gameplay ideas, legal and ethical concerns/sensitivities, the storyboard, concept art, target audience, and mood board:


And here is the budget and production schedule:



And here are a few initial brainstorm ideas that I had early on:


The first one was later scrapped for a newer one:


Which was then replaced by the finished brainstorm of the idea that I was happy with:


Inspiration from the MMO genre (Massive Multiplayer Online)

For my game idea, I want to create a massive open world area that encourages player vs player combat. The reason I want to create a game in this style is some of the games that I have played have this open world combat feature, which can create some hilarious and unique moments in your gameplay experience. Another advantage of the open world in a competitive player vs player game is that due to the large scope of the world, you will often fight in a lot of different places, as opposed to just fighting in a few different arenas like most multiplayer experiences have you do. Not only does this mean that you will not likely fight in the same place often (unless you choose to), but it also means you can discover new areas and a lot of interesting conflicts over certain areas can be made.


Red Dead Redemption


This game has a multiplayer free roam element to it that allows players to explore the game world as they please, there are a few objectives around the zones to do that can be done solo but are worth teaming up for too, however, the players can also attack each other, and killing another player gives you a small amount of experience you can use to level up. Players having this ability can create some very intense, fun, and comical moments and players have formed rival gangs to fight each other in the free roam world. This also adds a sense of danger and threat that I think that any MMO should have, it also gives incentive for players to interact with each other, either to team up or kill one another.

World Of Warcraft


This game has 2 different factions to choose from when you create your character, these two enemy factions will be able to attack one another if they encounter each other out in the world. This sort of open world player vs player combat can be a lot of fun, (on the winning side) and offers a large part of replay-able PVP in a huge variety of different zones.

Why these games inspire me

The reason I chose to use these two examples is that they are both games that I have personally got a lot of enjoyment from in terms of open world player vs player combat, so I think it would be good to put my focus into creating a game that I would very much enjoy myself.

Available Resources

Everything that I need should be readily available to me at all times, fortunately, most of the resources I need are accessible from a computer, either at home or college. But I may also need headphones to watch tutorials and expand my knowledge on the software that I will be using, as well as a USB to store my work on.

Contingency plans

There are a few measures I will take to help make sure that the production of this project goes smoothly. Firstly, I will make sure that all of the software available at college such as Cinema 4D, Adobe after effects, and Photoshop are also accessible at home in case time grows short or for some reason I cannot make it to college. Hopefully this will make sure that I can finish the project in time, it also allows me to manage my time more efficiently since I will easily be able to work any time it feels necessary. I will also make sure to have a backup USB or another place to store my work, just in case it gets lost or corrupted. I will also save multiple copies of my work, this will mean if I mess something up and cannot undo the problem for whatever reason, I can easily access an older version of my work.

Health and Safety

There are a few health and safety concerns that must be addressed while creating these 3D environments and graphic narratives. First and foremost, exposure to a computer screen for long periods of time can strain the eyes and cause headaches, It is recommended to take a 15 minute break every hour. Sitting up straight is also another important issue since slouching can damage your posture. Another concern would be to make sure you keep liquid/water away from the computer, not only can it be dangerous if it spills, but it can also disrupt work if the computer breaks.

Concept art – characters

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