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GAME DEVELOPMENT:FINAL DEDIGN

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 game development:final design  ——— This blog is about the 3d modeling process of "Iron Rain". At the beginning of the modeling, we discussed with the team members approximately which models to make in blender. After determining them, we began to make them.   The first weapon we modeled was the most important one. It is the most important and also the most difficult one, because we have never made a model for driving the drawing before. Based on the gun designed in the game design stage, we thought that there could be two mechanisms on the weapon. For instance, when the button on the left is pressed, the umbrella can open and close. Press the button on the right, and the tip of the umbrella will release a purple current for about three seconds. The effect is particularly cool. This is the reference picture we were looking for at that time, but the shape and details in it are relatively complex. During the actual production process, we will make appropriate simplifications...

ADVANCED MODELING AND ANIMATION:FINAL ASSIGNMENT

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ADVANCED MODELING AND ANIMATION:FINAL ASSIGNMENT  ——— Ding Jiaqi/0379388  Advanced Modeling And Animation/ Bachelor of interactive spatial design ——— Introduction: The task is to create a fun, immersive VR experience for a futuristic theme park. Design process: At first, I made two very simple structures. When the teacher explained the last assignment, I felt it didn't quite meet the standards, so I decided to change the model. Design stage: I searched for many pictures online and created a mood board to help me brainstorm ideas. I believe the combination of blue and stainless steel silver creates a futuristic, high-tech vibe, so I chose to incorporate these two elements. Modeling stage: Initially, I created models of a roller coaster and a pirate ship in Blender. However, I felt they were too simplistic, and the main reason I wanted to recreate them was that my first version lacked complexity. So I found a lot of reference images online to enrich the details. UE stage: I impo...

SONIC DESIGN - FINAL PROJECT

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  SONIC DESIGN - FINAL PROJECT —— Ding Jiaqi/0379388  Sonic Design/ Bachelor of interactive spatial design —— Preparation stage: In week 11, Professor Raziff provided us with four game video clips to choose from: 《Red Goddess: The Inner Room》, 《Ori and the Blind Forest》, 《Hollow Knight》, and 《BattleCube Theater》. I ultimately chose 《Hollow Knight》. First, I created an Audio List based on the video to clarify which sounds I needed to simulate. Then, I created an Audio Storyboard for later editing. Audio List: Audio Storyboard: Production stage: My first step was to reduce noise in the recording. I selected an audio clip containing only noise, generated a noise sample from it, and then used this noise sample for noise reduction. Then I repeated the process to denoise all my recorded material. 1. The sound of insects flapping their wings: I tried many methods to simulate the sound of insects flapping their wings, such as rapidly shaking a plastic bag, and finally found that an el...

PERFORMATIVE MEDIA :FINAL PROJECT

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 PERFORMATIVE MEDIA :FINAL PROJECT __________________ Performative Media :Final Project Ding Jiaqi/0379388  Performative Media/ Bachelor of interactive spatial design __________________ Week 10 Week 10 marked the formal transition into the development of our final project. Following the feedback received after our presentation, we decided to revisit and refine our story concept to create a more cohesive and well developed world. However, before further enhancing the narrative, our initial focus was placed on improving the visual quality and technical performance of the TouchDesigner prototype. In the earlier iteration, the prototype lacked a background, and several unoptimized nodes resulted in slight lag within the magic effects. To address this, our Week 10 efforts concentrated on optimizing the system. Particle generation and motion were refined to achieve smoother performance, allowing the magic effects to respond more naturally and operate in real time without noticeable ...