- We should also look at things like warnings to the other londoners, things like threats, as in heads on poles and things like that, even if we dont use it, we always have it there to say we looked further into the era then just what a street looks like.
- NEW GROUP BLOG. STOP USING FACEBOOK.
http://tasacdws.blogspot.com/
USER : deonlitchmore@hotmail.com
PASS : fablethree
PLEASE re-upload all images, I will copy the text across + comments.tasacdws.blogspot.com - Lily, is there any chance you can save all the images onto a memory stick as my Internet has decided to stop working so until I get sent a new router I'm doomed to Internet cafes. I can then steal them off you at uni. I'm trying to find history books on the black death and looking brought old history textbooks.
What I did find out is that gates were a sign of wealth and they were used to protect manor houses. Old London did not have gates, especially in the areas full of poverty, because there was nothing worth protecting.
I don't know whether we still want the gates in our environment but it would make it historically incorrect. - The foul conditions was as true of Bristol as it was of any other medieval town, if not more so because of its size and importance. People had a tendency to empty their chamberpots out of their windows into the street. Many houses owned their own pigs, which were supposed to be grazed outside the city walls, but were often allowed to roam the streets in search of food. Most townsfolk drew their water from the river, which was also used for industrial purposes by the local brewers, who were heavily regulated to prevent their fouling the water.
Taken from the BBC site. I'm gathering this is the sort of conditions we're going for? And also, taken from one of the books I borrowed from the library:
It was not an urban disease but it flourished in urban conditions; it was transmitted by rats, living in the straw and thatch of medieval dwellings, as as by close respiratory proximity.' p89 - A nice brief outline of the Black Deathwww.bbc.co.ukDr Mike Ibeji charts the devastating effect of the Black Death in Britain.
- Team... blue. :D
Moodle page =
TEAM ALPHA SUPER AWESOME MEGA COOL DYNAMITE WOLF or other combinations
Project Brief
For this project you will be working in teams of four of five students. You will all be working towards a final collaborative short film but will have the opportunity to fulfil clear and separate roles within the team.
- You will be working to create an animated environment
- You will be collaborating with the other animators in your team, but research, and your drawn responses to that research.
- Your research will form the starting point for your work.
This environment will be modelled in 3D, UV mapped, textured, and lit based upon the research of materials, architectural and aesthetic motifs, in order to create a visually consistent and coherent digital environment that will contain animated elements as well as providing an arena to support animation and interaction by characters.
Your environments by virtue of their virtuality are unreal, they will be designed from a starting point of real world research and drawing. You will be expected to provide visual and contextual evidence to support the development of your designs. This research will consist of practical site visits such as the drawing trips to London based venues and associated drawing and photography, as well as academic research via the web and the LRC.
This environment must demonstrate integral animation, it could be mechanical such as machinery, doors, windows, windmills etc, or it could be more organic, and atmospheric, such as the effects of wind on plants, weather conditions, etc. It could be a much more long term animation to show the effect of years passing, rather than minutes. For those of you who can focus upon contextualising the designed environment by populating it with characters using that environment, it may be that the environment is being used in an unintended or unexpected way that has evolved through public interaction with the space.
Animations
- Changes over time
- Changes in weather or lighting
- Changes in use of the environment
Visual Aesthetic
- A historical period
- An artistic movement
- A geographic or cultural idiom
Blogged design journal is needed.
Things to focus on
-Understand how lighting and colour affect the appearance and mood of an environment.
-Reflection upon, and analysis of, individual performance in a group context.
- Analysis and replication of a real environment of implementation of a designed environment using 3D visualisation software.
-Build a computer generated environment, using modelling texturing, lighting and character interaction to a consistent visual aesthetic.
-Contribute successfully to a collaborative visual aesthetic.
Assessment criteria
- Evidence of the identification and analysis of the aspects of colour, shape and light that contribute to the successful simulation of a particular environment.
Colour - Self explanatory. Why are the colours we're using there in the first place? What relevance do they have to the scene. What effects do they have on the environment, as well as the mood and atmosphere of the environment. How will colour help us to convey specific mood changes / atmospheric effects as well as how it could be used to indirectly link symbolism.
- Evidence of reflection on the student’s personal contribution to the project.
GUYS. SPECIFICALLY AS THIS SAYS. ^^^^^^^^^^^^^^^^^^ INDIVIDUAL CONTRIBUTION. MAKE SURE EVERYONE IS AWARE OF WHAT THEY CONTRIBUTE TOWARDS THE GROUP AS IT WILL CONTRIBUTE TOWARDS YOUR FINAL GRADE. BEING SAID, DO NOT TRY TO STEAL OR CLAIM SHARED IDEAS AS ONES OWN. THIS IS AN ASSESSMENT CRITERIA!
- The degree to which the CGI environment represents a successful replication of a real environment or implantation of a designed environment.
How awesome is the final project going to be? We will be sort of replicating a real place so it should have a feel of the place we're going to replicate. How will that actually affect our final outcome? How well is this going to be pulled off? What is the final finished detail of the project going to be?
- The consistency of the styling of the environment.
How correct is the environment that we're making? Remember, no mindfucks. Make sure that all this stuff has / currently exists, or is at the VERY least extremely feasible to create. How well does this fit into the theme of what we're doing?
- The degree to which the lighting of the environment is appropriate.
What is the purpose of light? Both literally and how it affects an environment / mood of a character / environment. How can we use light to correctly convey various viewpoints of the audience? How can we use light to portray a sense of isolation / suspense / power / beauty?
- The degree to which the environment is used to successfully demonstrate appropriate animation.
What is appropriate animation? Simply put, neccessary animation. Why animate anything that the camera is not going to see? Why make a bird do a backflip followed by a running jump if the original intention was for it to just fly away? Random? Yes, but there are contexts for these things. It's all appropriate if it fits with what is required.
Sorry, I realised I linked the same video twice. Failure = going straight to grandma's house, success = straying off the path and finding their own wolveswww.youtube.comRuby's 'success' ending in The Path. This occurs if you head off the path and encounter the 'wolf'. These videos were all taken after collecting all 34 items; I'm assuming it's a bug that they say '0/3' at the end for items collected / rooms unlocked (in fact each character has between 7 and 12 ite
We WILL. Walk away with A's. I'm going to compile everything myself and Dom and gerome did after you guys left.- Possible museum to visit?www.museumoflondon.org.ukInformation about the People's City Gallery at Museum of London, covering 1850s - 1940s, which forms part of the Galleries of Modern London
Coooooor that game looks fucking creepy! I wanna plaaaaaay :P- www.youtube.comRuby's 'failure' ending in The Path. This occurs if you head directly to Grandma's house without leaving the path (or leave the path, later return to it, and go to Grandma's house).
I want to play that game now lol
The Path is basically a group of sisters who individually have to visit grandma's house. However, it's up to the player on whether you want to send them straight to the house or to wonder and get 'lost'. The game suggests you do the latter. It's generally about all girls reaching puberty and womanhood while also losing innocence. For those that knows a bit behind 'Little Red Riding Hood' one of the meanings suggested behind the story for 'don't stray off the path' is basically promiscuity and the dangerous wolf represents men. I just found it interesting.
Here is the game I was talking about, this is just the trailer. I like the eerie atmosphere to it personally.
www.youtube.com
There is one rule in the game. And it needs to be broken. There is one goal. And when you attain it, you die. Six sisters live in an apartment in the city. One by one their mother sends them on an errand to their grandmother, who is sick and bedridden.
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