Wednesday, 30 June 2010

dark shock trailer overall review part 2

nOur intended audience for the game trailer were students interested in the Shipley college digital showcase around the age of 16 and above. This allowed us to be more relaxed with our content so long as it wasn’t anything too much such as large amounts of gore or violence. Overall I believe our end product met this very well with no in-appropriate content for the target audience. The explosions in the trailer were more exiting rather than a serious tone such as more professional media products such as Call of Duty games or movies such as Serenity, which try to show a more serious side to the devastation.

nThe content is on the same level as a trailer such as Red Faction Armageddon since it shows the environment but there is little life there until the trailer builds up to its climax towards the end.


nWhen creating my environment in 3DS Max I had to model and light them appropriately. Many of my models are created using the box modelling technique and they all fit together to create a theme. Box modelling is a easy to learn technique. It is also faster than placing each point individually and is widely used as a result. However box modelling makes it difficult to add high amounts of detail unless the user has a lot of practice doing so or adds more faces to work with which increases the render time which forced me to find a balance between the two. Box modelling can be very impressive depending on what modifiers are used such as extruding a vertex or lining them up to fit an image such as an arm or an animal. Many of the models are very simple mainly using extrusion and then the use of textures to add things such as doorways or windows. Others are more advanced and complicated adding an interior to the building by extruding inward which can be difficult, however after practicing on multiple models it became very easy to do. Overall I found extrusion and box modelling very fun and very rewarding when creating my environment and spent the vast majority of my time doing so creating a large variety of buildings to use for the final product.

No comments:

Post a Comment

Blog Archive