Storyboard Submission

This is the storyboard that my animated short will follow. I have modeled, textured and rigged however, i still need to model the boxes and ball. In todays session i fully rigged the robot so that i can animated the character properly. I also made this storyboard that i am going to begin animating at home in my own time.
Development of Game Design Over Time
1st Game:
2nd Game: Skate 3,
Skate 3 is a skateboarding video game, the third installment in the Skate series and the sequel to 2009’s Skate 2, developed by EA Black Box and published by Electronic Arts. It was released worldwide in May 2010 for PlayStation 3 and Xbox 360.
Due to the Skate 3 being released on Xbox 360 and PlayStation 3 there was limitation of hardware which then resulted in the graphics being worse than games that are being released today.
On the other hand, Skate 3 made good use of the hardware that they had. The company that made Skate 3, EA, had a unique mechanic with the an analog stick on the controller where you would spin the joystick to perform tricks. This was unique for the time period because at that time the right joystick on the controller was mostly used for controlling a camera in FPS games such as Call Of Duty.
In Skate 3, there was a lot of bugs in the game and this is something that fans were mostly

Loot Crate submission
Animated Short Character (Finished)
I have finished modelling and texturing my animation character for Matt’s lesson, I made my model fairly simply so that the animation will be of high quality. However, i have made the textures complex so that the character is eye-catching.

I used substance painter for the textures. For the visor i have implemented a emissive map so that it has a glow effect. For the body and limbs i used a “shiny iron” brush and turned the roughness all the way to the lowest. As for the tire, i used the rubber material and again, turned the roughness all the way down to the lowest.
3D Animated Short Progress
Start Of Session:
In my animation I am currently about to rig using a heirachy.
During this lesson i will finish rigging and begin to plan out my animation using a storyboard.
I will finish rigging my robot character by following Matt’s lesson slides on advanced rigging. I have edited the pivot points on my characters arms and hands so the i can animate them to the best of my ability. editing the pivot points makes it so that i can animate the limbs so they look the best when animated.

End Of Session:
I finished rigging my robot by following Matt’s lesson slides and some tutorials on YouTube. I parented all of the parts of my model to the body of the model. I also fine-tuned the pivot points on the limbs so that they are exactly where i need them to be so that i can animate the limbs of my character. Next Session i will begin planning my animation using a storyboard and use the blocking phase of animation to get the overall basic plan of my animation.
Animated Short Character Progression
In today’s session i have progressed my character by texturing it by using Photoshop. I decided to using Photoshop because i find it easier to using in terms of actually texturing the model.

I went with this color scheme because it is simple but you can make out what material the character is made from. Another reason i picked these colors is because with the greys it makes the other colours stand out like the visor and the antenna.
Walk Cycle Batch Render
One of the things i have learnt about batch rendering is that you can customize the quality of your render however, the higher the quality of your render the larger the file size and it might not be compatible with platforms such as Vimeo or Youtube. These two platforms will compress the file size which will compromise the quality of the render. A program which can help retain the quality of a render is Handbrake, this program will allow you to compress your video files without losing too much quality. If you don’t compress the video file it might have a chance of playing back slower than the original.
In this session i developed my walk cycle by making it more realistic. The way i did this is changing the way the hips moved when the character began to walk. This made the cycle look more real because when a human walks it’s body isn’t straight the whole time they are walking. I also change the spotlight colors to make it so that the shadows are more visible to see when the animation is in progress.
This is the link to my Walk cycle video:
Animated Short Character Progression #2
In today’s session i began rigging my character, I included a locator so that i am able to animate the wheel of my character without moving the rest of the body. I also changed the pivot point of the neck, arms and hands of my character so they have more range of movement when i begin to animate my character. Also, in today’s session i parented all of the limbs and body parts to the torso of my character so that when i begin to animate i will be able to add a wobble type of movement when the character comes to a stop after moving. 
Animation Analysis
This is the video we are analyzing today.
22 seconds into the video, anticipation is used just before the boy picks up the watermelon. He wiggles his fingers and this could be used to show that the boy is excited about eating the watermelon.
At the timestamp 0:29 there is exaggeration used when the boy is taking a bite from the watermelon, this could be used to show how hungry the boy is. It is implied that he is very hungry because of the size of the bites he is taking and how quickly he is biting the watermelon.
At 0:42 the animation technique used is squash and stretch when the boy is stretching, he goes into a ball shape then stretches out when the action is implemented into the video. This is used to show that the boy is just waking up and that he is tired.