 Tim | Class 5 Notes * I will be in the studio all morning for questions and help. * I will set up shop in the lab and stay there from 9:30am – 12pm this Friday the 17th. Housekeeping 1. This is a 90 minute class. 2. Return portfolios. 3. We are skipping the brainstorming this week due to time constraints. 4. I will be in the lab next Friday, the 17th. 5. Everyone should be there from 1 to 3:30 to run through the next tutorial. 6. Attendance is required. Retrospective Results 1. Austin owned setting up Skype and we got some questions answered. 2. The site is faster than ever before. At least Google says so. 3. It is also less convoluted. 4. Permissions are better setup for students. 5. Videos are now on the network so you are not at the mercy of the Internet. They are stored under the class folder in the ASSIGN folder. 6. Chad is getting new video cards. 7. We have a stable version of UDK. This is why retrospectives rule. It’s about promoting and fixing issues. While we are skipping a Brainstorm today, expect them in most future classes. Critique 1. Please be ready to voice your thoughts in this critique on everyone’s work. 2. What is your pitch? Print it out and use it for your notes when presenting. 3. Who is playing this game? 4. What art and design style did you choose for them? Does it match your market? Delivering Your Work 1. Deliver your drawings and pitches digitally moving forward. Add all work to your folder. 2. You have until the end of today. Take the last hour of class to knock this out. 3. I will begin increasing the penalty for late work as of this meeting. What We Have Done So Far and Where We are Going 1. Storyboard = illustrates Motion and Progress. 2. One pager = illustrates Story and Theme. 3. Style Guide = illustrates Palette and Form. What we need now…. 4. How does the player know what to do? The UI, User Interface, is intended to solve this. To begin designing the user interface we start with a Wire-Frame. 18 Great Wire-Frames Assignment 1. Create 5 UI Wire-Frames. 8.5 x 11 each. They must illustrate how your user will interact with the world, what sequence of events is needed to play the game. The wire-frame should also represent the style you intend to deliver. 2. Tutorial 3 – Animation. This is the fun stuff. - This reply was modified 98 days ago by
Tim. - This reply was modified 98 days ago by
Tim. - This reply was modified 98 days ago by
Tim. - This reply was modified 98 days ago by
Tim.
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