Studio 1 Development Blog 13

Welcome to the next instalment of my Studio 1 Development Blog series. Today I will be addressing creating assets for other projects to documented standards, interpreting a brief to produce products to the desired specifications and working collaboratively to enhance one’s creative capabilities.

Firstly lets talk about interpreting a project brief as that is always the first challenge within a project development environment. Each project starts as a brief; some documentation that specifies what needs to be done and the desired outcomes of the project. For the Rapid Reboot project we were required to concept and create a title sequence for a hypothetical TV series reboot set in the universe of an existing movie in the style of an already existing title sequence. It was to be between 15 and 30 seconds long and had other technical specifications. The first port of call was interpreting the brief. So it’s an old movie rebooted as a modern TV series and we needed to create a title sequence for the TV series in the style of a different title sequence. Not too bad. Create something similar to something else for something new. People do it all the time.

As it was a team project everyone had their designated roles within the project. We had two more experienced leaders who were the ones that had the last say on the creative direction of the project and the ones who delegated the tasks to those they were in charge of. My role within the team was a grunt. I created the assets I was asked to, when I was asked to and how I was asked to do it. For that project I specialised in 2D asset production focussing on environmental assets. I created a wide variety of assets from rocks and mountains to cannons and tombstones, not all of which got used but that was something that was up to the leads to decide upon.

The next project was the character design project wherein we had to create a new cast for an existing cartoon universe. Our group chose Pokemon as it had a style that was of a suitable complexity while also offering a variety of ways to complete the project. We settled on creating a new cast of trainers to accompany a new set of starter Pokemon. We were required to concept the cast, and then model them in a style respecting the original universe within strict technical guidelines. We had a 500-1000 triangle 3D modelling budget supplemented with up to two 256×256 pixel textures.

Our group settled on a democratic approach to solving problems and delegating tasks to members. We agreed on issues and decisions via majority vote and it helped the project to run smoothly. As the majority of the project was work of our own within the group environment and universe my roles were to concept, develop and create my assigned/chosen character and keep the team updated of my progress through the project.

Within the studio 1 games collaboration project I am required to create various 2&3D assets for the games project. Their brief was to create a game that made you feel connected, so naturally we are making a pet sandwich and kitchen. My role within the team is lead animator and my responsibilities include producing 2 and 3D assets for the projects as well as ensuring the other animators working on the project are producing their assets in a timely manner and to communicate with the games team on behalf of the animators.

Secondly lets talk about some of the assets I have produced for various projects over the course of studio 1 so far and how collaborative design has helped to improve the quality of my work.

Above is some of the assets I created for the rapid reboot project. All assets were produced before deadline with excess time to be adjusted as the leads saw fit.

Below are some of the assets I created in the character development project including concepting stages and the various iterations of my concept as feedback and collaborative development honed the idea into a fitting and acceptable form.

As you can see the concept evolved (no pun intended) several times and changed quite dramatically in some cases over the course of the project. This change is due to working collaboratively with others and accepting the criticism and feedback the provided on the concept. This process helped take my idea from something very flawed to something quite good over a fairly short period of time. Collaboration is the key to reaching your full potential within the creative industries.

Below you can see an image showing 4 of the assets I have produced for the collaborative games project. A bowl, plate, knife and kitchen table with basic textures applied. These assets were produced within the allotted time and were delivered in the specified format (.FBX and .PNG)


As you can see I have produced work in a variety of situations in a variety of styles to various specifications and all along the way I have collaborated with others to enhance the final product.

Thank you,

Till next time.


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