Thursday, 8 July 2010

my work from a purely aesthetic point of view

throughout the actual production of my trailer I actually encountered very few problems, there was one point of the trailer where I wanted a bomb to fall to the ground, which I forgot to add into 3ds max, so I resorted to adding it in later in Sony Vegas, one issue that did occur was that when I added a new layer of footage over an old layer, the old layer appears to be darker in colour, meaning that it looked odd when transitioning from one piece of footage to the other, to combat this I added a TV static effect whenever this occurred to cover this up, this turned out quite well so I added static throughout my part of the trailer for consistency.

if I learnt anything at all from these issues is that I should storyboard everything, and plan out every single second of my work before I start work on it, as the Sony Vegas issues occurred on parts which were planned during production and not before.
throughout the creation of my part of the trailer I improved my max skills in general, mainly with character modelling, texturing and lighting.

surprisingly my part of the trailer was completed ahead of schedule, I was constantly improving my trailer until the day before the showcase (mainly in Sony Vegas), however the bulk of the 3D work was completed weeks in advance.

I personally had no problems with time management I followed the work timetable to the letter when it came to my production and planning work.

when it came to the rest of the team there were issues with planning, for a long time we were all indecisive on what the final game storyboard should be, we all decided in the end that the team will use my storyboard and that each member do a slide from it. this idea however didn't turn out as well as I hoped, each team member had their own aesthetic styles and opinions of the final trailer should be, this made the final trailer look more like a linear animation, than a promotional game trailer.


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