Its been tough, I'm not going to lie, and it feels like I've not done that much work.
I've been informed however, after a review today, that I have... which is nice.
So this week as been finishing up my final concepts and figuring out what my character is going to look like, which has taken out a large chunk of time.
So here is the environment concept that I'd been working on. It still needs colour overlays and such but that's something I can work on this weekend.
I also sorted out the character.
Photobashed together some magic.
Like I've previously stated, I want to heavily play on the noir tropes so I was looking at either a femme fatale or a detective.
With some feedback, we settled on 7. I've got some fantastic ideas to include her within the environment and some very basic idle animations. It's going to be great.
I also received some great feedback this week from a few different sources, so I'm just going to jot it all down here in a place that I can easily access it. It's also a good way to keep you all informed in the direction this will take.
- Look at Noir film quality - I need to do some more visual analysis regarding film grain, levels, camera artifacts (vignetting). I've actively put in various lighting passes throughout my schedule so I can make sure that I'm getting the best lighting possible, so I'll spend a long time refining my lighting setup. I'll also be looking into some lighting techniques and doing research on lighting rigs.
- Minimize workload - Considering I'm aiming for a AAA position, I need each asset to be a fully realised, polished model. A lot of my assets will be reusable for clutter, so that helps. I need to spend a lot of time polishing my materials, something I've consistently had an issue with. The amount of polish time I've given myself should hopefully help there.
- Spend around 20-30 days on the character - I've set myself 3 weeks with another week for polish so this should be just right.
- Think of lots of extra ways to make the environment feel alive - Blue and red flashing lights outside to represent police cars. Lights moving outside (Blade Runner is a great example for these huge panning lights). Sounds can be used. Taps dripping. Smoke etc.
- Settle on an era - 1950's is the kind of era I'm shooting for. The character designs I did have kind of shown I've been naturally leaning towards it for a while now. That means more research into prop design. Luckily, my film stills from Kiss Me Deadly have given me some great reference. Back to watching classic noir films for me!
So that's that. Next week, we're FINALLY on to modelling. I can't wait.
- Hannah