natnimations
natnimations
>natnimations
146 posts
⇨ Hello there! My name is Natalia, I am a 3rd year student of 3D Animation & Games at Middlesex University in London. This blog was made for my animation creations and other art-related projects.
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natnimations · 5 years ago
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In conclusion
What went well?
Most of the core objects are finished (modeled, retopologized and textured) which includes the cauldron machine and ingredients. We built a scene in Unity engine and were able to create a small demo for the EGX submission. With the help of game designers we implemented Starter Pack recipes for specific potions. Overall, the collaboration with game designers was very successful.
What did not went so well?
Unfortunately, we weren't able to finish the Unity scene - the lighting and proper setting. The code wasn't ready so ALKEMIX had some game-breaking bugs. We didn't finish all the decorations so the scene felt a bit empty. Due to the lack of time, we didn't implement all of the mechanisms we wanted to (such as crystal-crushing machine or the ingredient shopping system).
Surprises?
A lot of crashes, corrupted files, problems with the scale of imported objects, bugs... While I felt very stressed about this, I think this is a realistic example of working in game development industry, so it was a useful experience and I kept moving on despite all the adversities that occur to me.
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natnimations · 5 years ago
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A story about how Coronavirus ruined our EGX Rezzed plans
Until about 13.03.2020 everything went pretty smooth, we were excited for the upcoming EGX Rezzed convention. We worked hard on improving our game, especially after receiving positive demo feedback. Ben and Alex suggested we need a bit more signposting in Alkemix, so that was our next goal. Unfortunately, the day after uploading our EXG poster, Ben informed us that EXG had been postponed:
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After this sad information, the programmers from Game Design course decided to postpone this project. Now it was just me and Hubert. I wanted to get the scene done, so started working on the lighting, but no long after that the university got closed and I lost access to Unity. Our scene save was left in G110.
Both me and Hubert had to move out of London and had no access to our personal computers for a few weeks. In May we spoke to our tutor and because we did not know what to do at that moment, we decided to go for the August deferral. And here we are. :)
We hoped for the EGX to take place in July, but it got postponed again.
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Even though it hurts us that we could not present ALKEMIX during this game convention, we know that - obviously - the health reasons and coronavirus prevention is more important. I think we will all agree that these last few months where just so sad and crazy that it is difficult to even write about this... 
I hope everyone reading this is ok, please stay safe in this difficult time! 
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natnimations · 5 years ago
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ALKEMIX DEMO
youtube
This is our first (and unfortunately the last) ALKEMIX demo presentation that we managed to film before the university closed. This is the part of EGX REZZED submission. Here I would like to explain different game mechanics that are present in this demo.
0:15 - RECEIVING THE ORDER
Bell sound indicates that there is a new potion request. The player needs to reach for the letter which will be located in the pipe and then “read it” by placing it on the Recipe Book. The customer will ask for a specific type of potion (for example The Love Potion).
0:23 - THE RECIPE BOOK
After placing the letter on the book, the specific recipe will appear. There is a possibility to buy new recipes at the end of the working day. Each recipe contains the list of ingredients and step-by-step instructions on how to make a specific potion.
Starter pack recipes:
The Love Potion
Mind Reader
Curse-it!
Anti-boomer
Shrinker
Biggify
0:35 - PREPARING THE POTION
The player picks the ingredients from the table and prepares them as described in the recipe book. This includes splitting, cutting*, squishing, crushing or/and heating the ingredients using either your hands or appropriate machine/tool. The player then proceeds to the mixing process. Ingredients have to be placed in the cauldron in the correct order (as described in the recipe). Using the heating machine, the player must control the fire under the cauldron.
* as you can see in 0:37, we implemented the mesh slicing mechanism programmed and applied in Unity by Game Design students
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1:28 - SENDING THE POTION
When the mixture in the cauldron is ready, the player needs to reach for an empty flask on the shelf and fill it up with the mixture*. The bottle has to be secured with a cork and mixed once again with the shaking motion. In order to complete the order, the player needs to send it to the customer. The potion bottle has to be placed in the pipe system that delivers it to the client.
* 1:36 shows how we implemented the fluid simulation, made with material from uploaded shader + a script that makes it wobbly
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Without container:
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natnimations · 5 years ago
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Setting up the Unity scene
We had prepared the Unity scene, unfortunately because of the outbreak the university closed.... with our save on PC in G110. 😔 We were unable to get it back so I have no screenshots of the scene from our demo video. We tried to screenshot it from our .build file, but unfortunately without a VR set we cannot move the player’s position.
After the EGX submission, I started working on the lighting. The tutors said they liked my vibrant and surrealistic style in colours so I applied some neon and glowing lights in Unity. Ahh, it is really a shame that I cannot show the results, because I was really happy with how it looked. However, I am attaching some screenshots of old-version scene, that me and Hubert saved on our computers. Better than nothing! 😅
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natnimations · 5 years ago
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Some more of amazing work created by our Production Assistants! 💕
Overall, our collaboration was successful. Most objects were modelled and/or textured as instructed by us and we were able to use them in our demo scene. We used a Whatsapp group to communicate when we were not at the university. Unfortunately, 2 of 5 people that were working with us either did nothing or created models that had to be corrected/remodelled. 
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natnimations · 5 years ago
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EGX REZZED POSTER - final
After importing the lineart I started the colouring and shading process that Hubert helped me with. Then I edited it and played with contrast/saturation to make it more vibrant, and this is the final result. Please open the image in a new tab, as the resolution is too big for Tumblr to process it, thanks! 😊 
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natnimations · 5 years ago
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EGX REZZED POSTER - process
As a part of EGX submission we were expected to create a poster that will represent our game. First, I created a silhouette poster with a poisonous green background. I used our ingredient assets and the cauldron machine that was placed in the middle of the poster. After receiving feedback from our tutors, we agreed that we will make a second poster. I prepared a set up in Maya and based on this I created a lineart in Paint Tool SAI, adding my own details.
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natnimations · 5 years ago
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Doing some textures for Joanna’s book  ↓ ↓ ↓  and my potions!
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natnimations · 5 years ago
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CAULDRON MACHINE - FINAL VERSION
I did a lineart concept art in Paint Tool SAI and captioned some ideas for mechanisms/effects. I modelled the cauldron machine based on my concept. Hubert helped me with the upper part of the model. As you can see I changed the location of the crank multiple times, because it did not fit the VR scene (the player would have to constantly bend to fill up bottles). After consultations with programmers I added heat control buttons (low/medium/high) on the right side of the hole. I textured my model in Substance Painter. 
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natnimations · 5 years ago
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PROTOTYPE CAULDRON MACHINE
This is the first cauldron machine that I modelled. Unfortunately, after importing it to Unity and testing with Oculus Rift we came to conclusion that the overall shape may be too unpractical (for example the opening for the ingredients was too small) and I decided that I will make new concept and model it. 
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natnimations · 5 years ago
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Modelling Progression
I modelled 4 versions of potion bottles, the “catshroom” and Chinese plant fruit. We also used our assets from previous projects, so I used my cabinet, cages and crow skull. 
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natnimations · 5 years ago
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Hatshroom and rose models high poly and low poly version (hand retopology). Modelled, retopologized, UV by me. Models were later textured by Joanna from 2nd year during Production Assistance.  ↓ ↓ ↓
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natnimations · 5 years ago
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MAIN MENU CONCEPT
During production I decided to design a Main Menu for Alkemix. I got inspired by classic Ouija Board.
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*HELLO* = START *RECONNECT* = LOAD SAVE *RULES* = SETTINGS *GOOD BYE* = QUIT
The hands symbolise the VR idea :) I also designed a custom cursor.
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I used Paint Tool Sai and Photoshop.
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natnimations · 5 years ago
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Concept-ing 🔮✨
Ahh, what would we do without concept arts? Although I do not see myself as a great concept artist I’ve tried my best to create some original pieces.
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This is my Recipe Book Concept. As you can see I have no limits when it comes to small details, haha. I got inspired by steampunk (mechanical parts) and overall some weird images - capsle-eye and flowey sticking out its leafy tounge! I originally planed to model it, but because the lack of time we asked our production assistants to model the book, a different one.
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I was responsible for the rose asset, so I grabbed my Wacom Pen and created this. I used this as my base for modelling, but got rid of the eye part.
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Kiss Plant concept art, sketched and coloured with Faber-Castell Polychromos Pencils. Inspired by a plant called PSYCHOTRIA ELATA.
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Little helpers! 😼🐭 Our tutors recommended that we should implement some kind of guide creature that will judge player’s actions. I came up with a sassy kitty that will criticise the player, and cute little mouse that will praise them. What a duo! Sculpted in clay
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natnimations · 5 years ago
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Task Management
At the beginning of the project me, Hubert and Arianna decided to work on 3D modelling/visual part, but later on Arianna decided to focus on her personal project.
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We focused on the core ingredients first. I started modelling mushrooms, bottles, magical rose, pots, Hubert modelled crystals, rat tail and griffin feather, Arianna focused on Goblin ear and Hell Hound Tooth. 
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natnimations · 5 years ago
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FINAL MAJOR PROJECT
Following our last 2 projects, we decided to create a potion-brewing VR game called ALKEMIX. The original idea was the same as in our pitch presentation:
ALKEMIX is a single-player VR simulation game where the player takes on the role of an alchemist, who crafts and sells magic potions. The action takes place in a potion making workshop, the player’s position is static, however the sensors built in Oculus Quest, allow the player to explore 360 degrees around the play space. In the middle of the room there is a large table with multiple tools and mechanisms. The player needs to chop/squish/crush and control the heat of the ingredients of the potion. Requests for specific potions are sent through a “pipe system” in the form of a letter. The player gains money by making a high quality potion. They can then use the money to buy more ingredients or recipes. In the game the shop working hours go from 9-5 in time, after that the player gets 2 hours of “The Experimental Mode”, when they can freely craft and make / unlock new potions.There are bonuses for having a "perfect potion". There is a book with basic recipes to help get started. The aim is to make as much money for the business as possible.
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Since October 2019 we had been meeting with students from Game Design course and every Wednesday we discussed our progress, we also used Discord to communicate. Together we agreed on the visual style - inspired by the "magical realism" and steampunk - and game mechanics.
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natnimations · 5 years ago
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