Sounds in an Imagined World: In an imagined world there are Diegetic and Non-Diegetic sounds.
Diegetic sounds are directly taking place within the world that the characters both hear and interact with, this is normally comprised of footsteps, interaction sounds and on the odd occasion music. Without them the game would be basically empty especially if the characters interact with the world frequently.
Non-Diegetic sound is sound that doesn’t take place within the world and is normally sounds that set the tone of an area or music that the characters have no idea is happening.
For our group game we intend to have both of these both of these the diegetic sounds are shield clashes and bones being broken while the non diegetic sounds include a battle theme a cheery victory noise and a low defeat noise.
Those sounds will be used in the places they are meant to with the shield clash being that you clicked the wrong area to strike and the one crunch is when you hit the skeleton where he isn’t blocking. Cheery sound is used when you win and the low sound is used if you get beaten and the battle music will play throughout.
2/11/20
Group project 2: Imagined worlds
Theme: Metal and glass 100yrs before or later
Our group has gone for 100yrs in the past and have chosen to do an animation project involving a monstrous creature trying to forge perfect prismatic blade inside a forge at the center of the planet. We plan to create multiple storyboards and compare them to see what is the best within both of them. A large piece of inspiration for this is Ludwig the Accursed from Bloodborne and other eldritch horrors.
My idea is that we have a camera slowly close upon the beast passing mounds of twisted glass swords as a mysterious glow illuminates the silhouette of this hideous beast as the camera reaches the beast it lifts the glowing blade into the air as it stares upon it.
9/11/20
The group is still unsure on final design but we have progress in the pre production. in which I’m working on storyboarding
10/11/20
The Group story boarding has been finished now we need to mainly get the concept art done for the pre production phase.




Deliverables And Milestones: Milestones are key parts in the development of your product signifying progress to your end goal while a deliverable is a measurable result of the process giving an estimate of what can be accomplished.
The group has a mixed idea of having a 3D environment and having a 2D animation. I’m not sure how this is gonna work and the whole reason this is currently going ahead is because of trying to manage everyone’s roles so that everyone has something to do.
13/11/20
My base concept of the forge

The forge its self will be designed completely 3D using the Maya Software.
ill be waiting to what the other group members come up with and for me to implement within my own to create the final design.
16/11/20
I have been working on the mountain that is to be shown in the first few frames of the animation.

After a small amount of pulling the vertices of the Model and a few different extrusions i have was able to create a small mountain and by widening its base I have been able to have consecutively more space to add more to the model.
I have had the space to turn the image above into this below

the chance is mostly due to once I had extended the model further to accommodate three more mountains I created more divisions giving more precise details to the model and after that I smoothened the edges to create a much more natural look to it and it means you cant directly see the faces of the model.
17/11/2020
so far i have continued to do work upon the environment for the project and i have be working on the base interior of the Forge and have so far develped what you see in the image below

me next stage is to begin the texturing of the environment. My most likely route is going to be starting with the forge because of it being the main location and the doing the mountain, albeit it may end up being the simpler thing.
Currently I’m working on the UV layers for the forge for when I go to texture it however it will take time as the Faces are not the pretties and are very wonky in certain places.
19/11/20
As of currently i have fully completed the UV layers of both the forge and the Mountain, next part is to move on to texturing them and lighting them from there it will be up to the 2D artist to create their animation.


20/11/20
I have done a small concept attempts for the forge but drawing with a mouse is problematic.

23/11/20
The mountain has been fully textured.


As of currently i have fully texture the mountain and am moving on to texture the forge an do some extra little details to it. The mountains full model isn’t actually textured as there was no need to texture areas that he camera won’t see which gives me an easier time when it come to creating the model.
24/11/20
The textures for the forge have been finished.


With the forge textured I moving on to the final details being the sword piles shown in the concept and in the storyboard. For the most part I’m still figuring gout how I’m going to properly do this but my main idea is that I will use the same sort of method I did for the mountain but try to make it look like piles upon piles of swords.
30/11/20
ive completed the piles for what should be broken swords from over a very long time but it curently hasn;t come out how i thought it would

I honestly think it looks more like ice than glass but i don’t want to use substance painter since the actual animation is going to be 2D and i don’t know how well Maya would process the textures. I’ll have to get the opinions of my other team mates for this.
1/12/20
Lighting has been added to the scene to give the orange hue the animator wanted.

The plan is to use an animated camera from which the image has been taken to get the animator the images he needs. On top of that I will be re doing the textures to make them not look like flat blocks of ice.
While trying to render the scene I have encounter a weird lighting situation. The scene looks completely different in Arnold Renderer to what Maya software says it should be like.


Personally I am not the biggest fan of this. However the 2D artist/animator of the group very much likes this and says he has some good ideas for this. So I’m gonna leave it as is and focus on rendering the play blast into a bunch of images and to do the animated camera for the mountain as well although I will not be doing the same lighting.
The render has now been changed to a more Crimson as the artist from his perspective couldn’t tell it was orange from the angle they saw it at. The scene has now turn into the images below


Now its on to the play blast and trying to re-figure out how all that works.
2/12/20: I’ve started play-blasting the forge to start with the whole animation process on my side.
It is highly likely i won’t be able to show the rendered playblast until the final animations been complete due to Arnold Renderer rendering each from as a separate image.
7/12/20
I was able to get most of the renders but unfortunately I couldn’t get all the frames. Took to full days to get 271 out of the 355 total frames. as of currently my part of the project is done but setbacks have left us with not huge amounts of time to a few compromises re being made such as cutting out the mountain from the animation( makes it easier on the animator).
8/12/20
I just did some quick swords concepts for the Animator.

11/12/20
The animation has been finished I had to implement the sounds into the project but the sounds designer acquired sounds.
The project had difficulties with hammering down a main idea at the start with me wanting to go full 3D animation, our animator wanting to go full 2D and the sound designer wanted to go towards pixel art. In the end we decided on having a 3D environment with a 2d animation however the time it took with us going about our own ideas took away from the time to actually make the animation.
When it came to my role with the environment lots of changes happened with me having to cut quite a few frames due to it taking way to long to render. (48hours to render 271 images out of 355). So the animation was made short which we tried to make better with sounds in which the sounds do make it better. overall I think this project was ok as we didn’t have to many issues but the tie that the main issues arose was the biggest problem that we had.
