Author Archives: jparkermay
First tutorial today at Uni, and we have already been given our first assignments… which is pretty cool. As part of the assignment we need to document our progress through a blog, so this is my first post.
‘Design, build and animate a Chess Robot and its environment in the steam punk visual style that can apparently think, decide, pick and place objects. Your piece should focus on a limited “set” as quality and relevance is more important than volume, think elegant still life that moves.’
So me being me I’m going to get cracking right away.. I’ve already had a few ideas. Some that stand out are underwater scenes, with clockwork fish. A burlesque woman robot in a bar and a mechanical dragonfly in a forest. It’s definitely going to be a fun assignment creativity wise. I’ll update soon as I’m hoping to create a blog development post every few days.
I signed up for this because I’ve been interested in events management for a while now, and I’m also a media enthusiast, so this is definitely where I’m meant to be.
I’m spending a month doing various media related stuff such as filming, editing and assisting with some social media. I’m also attending weekly staff lectures (with @Cleanevent) that focus on the business side of events and management which are really intriguing.
My future goals and ambitions are in a continuously changing, so I’m spending my summer’s in-between university (@TrentUni) experiencing different areas of the media and entertainment industries.
When I’m back at NTU, (studying Multimedia) I will continue to participate in local events an I will be joining up with (@Initi8) to further my experiences.
For the past year or so I’ve wanted to be involved in managing a special effects studio, but as I’ve been involved in different things my long term plans have changed. Right now the idea of large scale events management, combined somehow with my passion for multimedia really appeals to me. This could be gaming events, technology, photography, film.. ect.
Right now I’m focusing on fine tuning my practical skills, gaining contacts and getting experience. I’ve met people from all over the world, such as Australia, South Carolina, Hungary and other parts of the UK, and it’s only been 2 weeks.
After a week of constant work and spending my time working I realize that I have an even stronger urge to make something of myself. I’ve always had some ambition but now I’m dedicated to furthering myself professionally and personally.
First off, quite a few people that I went to college and university with asked me how I got this temp job as they have looked for jobs but were unlucky. So I asked them how many CV’s and personal letters they have sent out to companies, and they said none. Well there’s your answer… In my opinion you have to get out there and put your mark down, because if you don’t, future potential employers won’t think you’re committed or passionate.
Anyways, day 1..
I arrived at the studio unsure of what to expect, and I was right in thinking that it wouldn’t be what I was imagining. I had the image in my head of a group of geeky 20 somethings surrounded by pizza boxes working away. How wrong I was.. my perspective of a typical development studio has certainly changed. In reality the workspace was very professional, no pizza boxes and everyone was just getting on with things. Silence.
After a meeting it was down to me to design a game, write up a game design pitch document, and they would send it off to their publisher. I was fairly confidant that I could write a brilliant GDD, as I have written one before. But it soon dawned that the way I did it before was not what they were looking for.
When I applied to this company, I originally tried for a position in QA, and stated that games design was a passion of mine but had no real experience in it. So my team know that I’m still in my learning curve phase, and they are guiding me in the right direction of how professional games design works.
So far I’m really getting a great understanding how how a games studio works. The CEO has in a way taken me under his wing to give me advice and tips on how to make things work in this industry.
Just can’t wait to be joining NTU in September as a Multimedia student!
Things I’m most looking forward to most are immersing myself into the local culture, both
professionally and personally. I mean, Notts is home to an amazing gaming and technology
culture, as well as my favorite haunts such as the Pit and Pendulum, Rock City and the castle..
places Ive grown a very fond love for over the years.
But meanwhile, in the summer I’ll be doing a short games design internship at Big Head Games over
in London, and then will be at Sherston Festival for the Saturday as a stage manager. In my spare
time I’ll be dedicating myself to networking and improving my skills in preparation for Trent and
All in all it’s going to be a very busy summer for me – and I plan on making the most of it.
Recently I had my graphics tablet delivered & downloaded Photoshop, so I thought I’d try them out, and made an advertisement for one of my favorite non-profit organizations, Help4Heroes. I don’t think it’s too bad for my first go at a new software!
These are some detailed drawings of the muscle structure. Front & back. I have seperated the muscle groups by a thicker pencil line.
I followed this on by paying particular attention to the shoulder region.
I’m fairly pleased with my anatomy drawings so far. I think they’re very detailed and presentable. Though if I were to go back and redo them, I would place markers and say what the muscle/groups were named. I will probably go back and add that in though at some point in the future when I have the time. Also I think I’ll go back and edit the shoulder picture, as I don’t think it’s quite clear enough for high brightness screens.
Now I have both anatomies of the human face, I can compare the 2 drawings and pin point where each muscle lies over the bone. I have also looked into the skeletal and muscular structure of the human face today. I carefully studied the anatomy and came up with some drawings. I believe all of my drawings could benefit from detailed shadowing, so this will be something I will look into as I always strive to improve my work.
Any great animator has a decent understanding of the human anatomy, especially in 3D animation, which is where one of my interests lie. In order to create flawless character animations, knowledge of how the body works, both internally and externally, is vital.
From a human body made out of 2D objects I have estimated where you would see the muscle structure. This will give a good starting point for when I draw a more detailed muscle anatomy. For any aspiring animators or artists that are looking for a starting point, this is it.
After this, I recommend 30 second drawings. Taken from PoseManiacs
– ‘You will improve in recognizing aspects of figures in a short amount of time, and be able to draw accuruately with minimum lines. Making a large of number of sketches in a small amount of time may be good experience especially for beginners. This training will easily become your daily routine.’
http://www.posemaniacs.om/thirtysecond I gave it a go, my results;
Carried on from the previous paragraph I have studied up on anatomy for humans. During my research I came across this book entitled ‘Anatomy Colouring Workbook’ by Edward Alcamo.
I highly recommend it to any aspiring animators. Regarding my own progression – I have drawn out some basic human anatomy muscle structures. I feel that drawing them out myself will better increase my understanding of the specific muscle groups, as I will remember better what goes where. Not only will I be drawing out the muscles, but will also sketch out the basics of human form and movement. This will aid me in studying the striations of the limbs. The study of enorche drawing is figures without the skin depicting where the muscles should go. This technique makes it far easier to determine the anatomy spcifically. Looking back on it I would deffinately make the ‘skin’ more identifiable, as you can barely see it on the far left drawing.
After thinking that I had lost all of my college work I have found some of my old work for the final major project. To fill you in, the project was to create a game, plain and simple. Or so we had thought. Here’s some of the work I did.
I was working on character rigging, using Maya. Back when CAT rigs weren’t implemented yet, I remember the tedious work of placing every individual bone, and placing the IK on every joint, it was painful.
Some trailer work.