All posts by bradders21

Task 2: Professional Development and Skills Maintenance Report

3D Modelling Self Employment

3D modelling freelance work can be difficult, since it often demands for professional, industry standard work to be produced by a deadline. Creating 3D assets is challenging with little experience, fortunately, outside of college there is a treasure trove of helpful information that can be found on websites such as youtube, maxon, and other sites where 3D modellers may have questions about the software they are using. If I wish to pursue this as a career, there is a lot of information about the software I will still need to know about, and skills I will still need to develop in order to succeed within this specialism of freelance.

My work VS Industry Standard

Here is a comparison between some of my recent college work, and a professional looking, industry standard product created using the same tools and software.

An example of my work back in November


An industry standard Cinema 4D project



There is a clear difference in quality when it comes to lighting, modelling, and sculpting. My character has not been rendered with any lighting in the scene, but the shadows shown here are made using advanced techniques.

While I would not be able to recreate something of this quality right away, one advantage I do have is that I can easily identify alot of the techniques used to make this character, so while my work is not competitive with industry standard pieces of work yet, knowing how they are made is a large help, with time and practice, I believe that creating something like this is not only feasible in the near future, but quite simple once you get the hang of the software, since my work has improved drastically from the first year to the second.

Professional Development 

When it comes to learning more about Cinema 4D and other necessary software for this area of freelance, there are plenty of tutorials and tips that can be found online, however, copying a tutorial to the letter, while it may produce the same result as the one being displayed, you might not be able to create much else using the same techniques unless you truly understand them. I believe that when learning the software, independent learning is also very important, as you can learn some very useful techniques just from experimenting and having your own experience with the tools available to you, and how you can apply and combine them to create. When looking at a portfolio of someone who creates professional 3D products, more often than not, they will claim to have years of experience with the software. This being said, its more than likely then that I myself, will need years more experience to be able to compete with my peers in the industry successfully.

Skills Maintenance

If, for whatever reason, you were to take a long break from Cinema 4D (as I did from the first to second year in college), then it is likely that your skills will be rusty and you may have forgotten how to do a lot of things within the software. So when it comes to working in freelance, not only is it important to learn and adapt new skills to be competitive in the industry, but maintain important skills that will be needed for future projects longterm.

Task 2: Plan a Web Animation Sequence


For this task, I will create an interactive animation based on the graphic narrative I created for Unit 55: Graphic Narrative. Based on the way my graphic narrative was presented, I think the best course of action would be to layout the animation sequence in a comic book style, with each frame of the comic dedicated to each part of the narrative as it was before. This will be a time efficient way to create a web animation with existing assets, which can also be improved for the sake of the animation if necessary.

Here is a mind map of some of my ideas, the blog post will go into greater detail from the ideas presented here:


There are a few options for presenting my graphic narrative, here are a few options that I have thought about:

  • Have a web page dedicated to each type of element, water, earth, air, fire
  • Have 1 web page layed out in a comic strip, with each framed dedicated to each element
  • Have a powerpoint-styled sequence where the user can click a button to change the element displayed on screen
  • Have all 4 elements on one long horizontal strip that the user can scroll through to view each one

Having explored these options, I personally think that the best option is to have a single page with a vertical comic strip that can be scrolled down so the user can view each element in the narrative.

Animating the Graphic Narrative

To go about animating the existing assets for my web page, I think it would be best to look at each scene and how I could animate each one in order to bring it to life.



Firstly, the volcanoes in the background could be made to erupt or simply emit smoke, while also having lava trickle down, I think the background of this image could also use a bit more detail in order to include more animation to make the scene more lively. I would like to attempt to make the fiery elemental creature surge onto the screen, or have the environment scroll across, revealing the creature. I would also like to give the creature some sort of idle animation while he is visibly, so he is not completely static. Either his arms could move, his body could flicker like a flame, or the two flames in either of his hands could be created by him by having some sort of ignite or explosion effect to make them appear.



I would like the water world to have more activity running through it, like some fish or bubbles moving through the background, For the creature, I would like to find some kind of way to make his body bubble or ripple, something to make it more supernatural and less static. I would also like to make the creature’s armor move in some way, perhaps by pulsating.



This frame will be the most static and peaceful out of each one, but I would still like to animate the creature in the frame to some degree, either by having him jump, walk, or roll into the scene.



I will probably revise the background for this scene, since I am not entirely happy with it, making it the only existing asset I will not be using. To animate the creature, I think it would be a good idea to have it materialise by several pieces coming together to create it. I would then have a windy, chaotic background to match.

Hopefully, all of these ideas will be easily feasible through vector animation on a software such as Adobe After Effects. The goal is to make sure that each animation reflects the personality of each element. Fire should be chaotic and intense, while earth should be more calm and sluggish.


The animation will need to have some sort of interactive quality to it, my goal is to create a unique way to interact with each frame, for example, the fire scene might have a volcano that will erupt if you click on it, or the water scene could have fish that react to your mouse cursor. Hopefully this should allow for a more engaging and dense website with some explorable depth for the viewers to interact with.

Legal and ethical

Briefly, I do not think there are any immediate legal or ethical concerns that require attention. All of the assets here have been created by me, and it is difficult to identify a way in which these fictional environments and creatures could possibly offend anybody, since there are not any human characters, and no historical events in human history that some people may find offensive. The kind of fictional universe I have created only contains cartoon violence,  none of the themes here should cause any controversy.

Pre-Production Conclusion

If all goes to plan, then this website should be an animated, interactive, narrative using the original assets from unit 55 that can be tweaked to add more detail and look more aesthetically pleasing, with a vibrant and varied colour palette, and decent looking cartoonish graphics.



Task 1 – Working as a freelancer

Within the games industry, there are several different types of freelance tasks that an individual can pursue based on what they are experienced or skilled in, and preferably tasks that they enjoy if possible. However, an individual working in freelance would be wise not to limit themselves to only one area of expertise, this is because other areas of work within freelance may  be available which offer more beneficial opportunities. You will often find that successful people in freelance are capable in multiple different software and creative areas within computing that are required for the various tasks they will undertake. It will also be much easier to find work more quickly with skills in multiple areas.

For this particular task however, I will focus on 3D asset creation within the games industry, since this is what I have been studying in college for a couple of years, which allows me to better understand the terminology, industry standards, techniques, and requirements for this area of expertise.

Here is a website full of examples of the type of work required of someone looking to freelance as a 3D modeller:

Upon looking at this website, the type of tasks a skilled 3D modeller can undertake are quite varied, since 3D can be used in a wide variety of areas, inside and outside of game design. A few examples of the kind of work that a 3D modeller can undertake:

  • Designing characters for games (and possibly rigging them)
  • Designing other assets for games (objects environments etc)
  • Creating animations for games
  • 3D architectural work
  • 3D assets for films (CGI)
  • 3D assets for commercial use (logos, adverts, banners etc)
  • Sculpting
  • CAD

There is plenty of work available for anyone who is experienced with the 3D software required to undertake these tasks, however, some of these tasks require years of experience to undertake, since 3D modelling can often be a difficult and time consuming  endeavour.

There are various resources and requirements that are necessary when looking to be freelance within 3D modelling. First and foremost, a powerful computer that can render quickly and allow you to work efficiently is absolutely essential, this is because a slow computer may find it difficult to load larger and more complex 3D projects, as well as making rendering projects take much longer, if a freelancer is working to a deadline, then long render times can cause many issues with their workflow, since they will have less time to create a product since they need a larger period of time to dedicate to rendering. A comfortable workspace will also help when trying to work as efficiently as possible, this includes things such as a comfortable chair and a desk with plenty of space. Having Another place to store memory and creating backup file are useful precautions that can be taken in case something goes wrong. Sitting properly is important for your posture, and taking breaks is important so that you don’t strain your eyes.

A person looking to work in 3D modelling freelance has a few options in how they earn money, the first option would be to create and sell assets that others can purchase and use. In order to do this successfully, the freelance worker can create a portfolio as a way of showing potential customers what they have created as a way of advertising themselves. On these portfolios other clients that have worked with the freelancer can leave reviews on how they think they did, good reviews can help the freelancer find future work since it can encourage future clients to work with them.

When it comes to who regulates freelance work, there are a few rules that must be taken into account. Firstly, if you choose to be self-employed, you need to register as self employed to make sure you pay the correct Income Tax and National Insurance. You pay National Insurance if you’re 16 or over and earn at least  £6,025 yearly as someone who is self employed. Secondly, freelance workers may not be entitled to the same rights as workers who are employed such as minimum wage, as the payment will be decided by the contractor, which can either be hourly or day rates, or a fixed price for completing the project. The contract can be created by the employer, the employer and the worker can negotiate a contract, or in more casual circumstances, there may be no contract involved in freelance work, this can cause problems however, since having no legally binding contract could lead to the worker potentially being treated unfairly, as a freelancer can use the agreed upon contract in their defence if they enter any legal disputes.

Here is more information on the types of tax that freelance workers will need to pay:

It would also be wise for someone looking to freelance to seek out insurance that can help protect their business and save them money, here are a couple of examples of some different types of insurance a freelance worker can find:

  • Professional Liability Insurance – protects you against claims that you  incorrectly provided a contracted service or it was faulty
  • General Liability Insurance – covers property damage or bodily injury to someone else
  • Business Owners Insurance Policy – combines protection from all major property and liability risks in one package.


There are also Codes of conduct that a freelancer would be wise to follow in order to operate as smoothly and ethically as possible without getting into trouble, here is a website that lays down a few ground rules that a self-employed individual should follow:

This is a website that many freelancers should keep in mind, there are plenty of opportunities here for self-employed people to take on contracts for a wide variety of tasks by getting in contact with the employers on the website looking for work.

The following attachment  is an idea of my future business plan: -BRAD HURLEY Business_plan_template princes trust

When considering plans for the future, pensions are also an important detail, there are 3 main types of pension:

  • The State Pension – payment from the government if you reach state pension age
  • Defined benefit pensions – an employer/sponsor promises a specified pension payment based on the employee’s earning history
  • Defined contribution pensions – pension scheme in which the employer and employee agree on a set amount  to be contributed to an individual pension fund.

When working in freelance, the state pension seems to be the only one that will have an impact on the future, unless a different career path is chosen. It is important that state pension is set up and managed correctly so that there is a comfortable amount of money for retirement.








Unit 65: Task 1 – Understand uses and principals of web animation

Here is my presentation for unit 65: Task 1 – Understand uses and principals of web animation

web animation presentation


Slide 1- Intro

Slide 2 – Talking about how animation is used in web design and showing exmaples

Slide 3 – Quickly showing some examples of animation in web design, different examples such as banner ads and logos

Slide 4 – Showing the evolution and history of animation and talking briefly about each one, how most efficient animation methods are now digital

Slide 5 – Explaining vector animation and comparing it to pixel animation

Slide 6 – Talking about compression, why its important to reduce file size, and methods of compression

Slide 7 – Web animation softwares, talking about the features, advantages and disadvantages of each

Slide 8- Talking about web animation players, where they can be found, advantages and disadvantages of each

Task 2: Produce a Case Study

For my case study, I will critically evaluate World of Warcraft, an MMORPG (Massive multiplayer online role playing game) by Blizzard Entertainment. This game has been out since 2004, and still has large player base despite its age, it has also had six separate expansions released for it over the years,  which is one of the reasons it is still successful today. This is a case study into how the game is marketed, advertised, and how it made its entry into the games industry.


Around the time World of Warcraft came out, it was one of the first MMORPG’s in the games industry. Back in 2004 this was a new genre in the gaming world, preceded only by a few previous titles such as Runescape (2001) and Everquest (1999). Both of these titles, although popular, were limited by the technology available in this time period. Due to the nature of an MMORPG being a large scale open world multiplayer game, these were so uncommon back in the early 2000’s due to a lack of hardware being able to run such an ambitious project. But since technology has been improving exponentially, when World of Warcraft was finally released in 2004, it was considered as a very large and aesthetically pleasing game that dominated the genre. This is likely down to 2 key factors. Firstly, Blizzard entertainment is a large company based in California with 13 years of game making experience prior to the game’s release. Secondly, the exponential improvement of hardware and its accessibility meant that blizzard could create a bigger, more ambitious title in terms of size, multiplayer capabilities, and graphics.

The game was distributed Via physical copies back when it was released.Productbox-wow-alliance

The game was then later made available to purchase digitally, for convenience and ease of access. However, you could still purchase physical copies with collector’s edition extras.

Based on some discussion online, although there are no exact figures available, it seems that the majority of people prefer the digital purchase:


Audience and advertisement

At the time of the games release. Blizzard had a much smaller audience of gamers, this is because their previous titles Warcraft 3 (2002) and Starcraft (1998), although critically acclaimed, were both RTS (Real time strategy) games, the RTS genre was not as mainstream at this time since it was also a developing genre, meaning that blizzard had a small but dedicated group of fans. The fans that blizzard had gathered over the years however had a very strong connection with Blizzard’s universe and characters. This meant that they had a reason to be excited for World of Warcraft. However, Blizzard entertainment turned their attention to the mainstream in order to expand its audience. The way the game has been advertised over the years has been very widespread:

From TV spots with celebrities

To online banner adds


To promotional events such as recruit a friend, encouraging players to introduce their friends into the World of Warcraft for rewards

An episode of South Park dedicated to the game


World of Warcraft even had its own movie released in 2016, Directed by Duncan Jones, this film was an introduction into the Warcraft universe for many people who had never played or heard of it before.

Another way the game is advertised is through their cinematic trailers for each expansion, which are released on youtube and shown on TV, There have been seven of these cinematics created and played on Television and internet sources for over 10 years.

Blizzard have also created animated shorts to advertise and market their product, these usually revolve around a character, and tell a short story.

Over the years, the World of Warcraft became very popular through its addition of expansion packs and advertising strategies. In January 2014, Blizzard announced that more than 100 million accounts had been created over the game’s lifetime. This meant that they had a much more diverse audience, not only for World of Warcraft, but for their other ongoing titles such as Starcraft, Diablo, Heroes of the storm, Hearthstone, and Overwatch. These games all cover different genres such as MOBA (Multiplayer online battle arena) FPS (First person shooter) and RTS (Real time strategy).


Since 2005, Blizzard have held a live event in the united states where thousands of people could attend. This is where blizzard would talk about new announcements, features, and expansions for their titles. Blizzcon also has unique merchandise,  and codes which can be exchanged for in game prizes. Celebrities and bands are usually invited to perform at Blizzcon also. Events such as costume contests and various panels where players can ask the developers questions are also a large event at Blizzcon. Overall, this is a key event which blizzard uses to communicate with its audience, as well as advertise new products to them.

Overall, blizzard’s audience has grown over the years due to its very mainstream and successful advertising techniques, but also due to the wide amount of game genre’s Blizzard covers with their various titles.

Textual Analysis

The World of Warcraft has always branded itself as a large fantasy product in order to appeal to a mass audience, since fantasy can interest a large amount of people due to the wide variety of possibilities within the genre. One way the Blizzard has chosen to present this universe is through its key characters, as well as its environments, the diversity in the color, atmosphere, and sound of each zone is often emphasised as a way to remind players of the sheer size of the Warcraft universe. These are usually represented through art as opposed to the in-game graphics however.


Notice how on the box art for every expansion, there is usually an important and threatening looking character in each image.

I think this is a key detail, since these are key characters that the fans will recognise, but new viewers may be curious about. Blizzard likes to present a new, large threat in each expansion for players to defeat, and this often seems to be a strategy they use to present their universe.

Audience Theory


Here are audience theories applied to the World of Warcraft’s audience, one important thing to note is that Blizzard quite often communicate with their audience through things such as social media:

Q&A sessions via livestreams and blizzcon

And forum posts regarding certain subjects within the game

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Passive (Hypodermic Needle Approach)

This audience theory suggests that the message of a media text is consumed without question and accept a dormant ideology on a certain subject. When it comes to the way Blizzard entertainment operate, I do not think this theory holds much value. Since the players have a very open avenue in which to communicate to blizzard game developers, this means that they are often criticised and challenged on some of their decisions and ideologies. Here are a few examples of player outrage and other various controversies when it comes to some of the decisions that blizzard have made.

Overall I do not believe that this theory makes sense in the context of Blizzard entertainment, since players are always discussing, debating, and criticising some of blizzards actions through social media and forums. Praising the good ideas, but rejecting the bad ones. Since video games as a media text are much more interactive, this can often mean that the audience are much more involved and vocal about how they want the product to be, since a game that you don’t enjoy for whatever reason can create some frustrating scenarios.

Active (Decode and make rational decision)

I think that this theory works much better when discussing Blizzard entertainment and mostly the games industry in general. As the most interactive form of media, video games are often a much more involved activity. Though not as relaxed as something like television or reading, the audience can have all sorts of different emotions when playing video games. Players might be excited or satisfied when they find a new item they wanted, or defeating a boss that they have failed to beat numerous times over. However, this can also come with negative, this often means that players are much more attached to games (especially world of Warcraft) and this means that when things go wrong they can get frustrated or upset, either with a decision a developer makes, a difficult hurdle, or something that subtracts from their enjoyment of a game. Video games such as World of Warcraft also require you to think much more than other forms of media, since players will often debate things such as what abilities to use, what items to equip, or what strategies to deploy to defeat certain bosses. This has even lead to some players making complicated calculations to maximise their efficiency.


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.