UAT is all about challenges. From our project-based curriculum to our 48 game challenges, students are tested. And the freshmen are not excused from this. Orientation is a great time to meet new people but is also where our Provost, Dave Bolman, announces for the first challenge as a UAT student. The Provost Challenge. A theme is announced and students are tasked with making something around that theme. Working in predetermined groups, students have 10 days to come up with an idea and create a prototype. The possibilities are endless! A game, product, film, or whatever else they can come up with is open for consideration. At the end of the challenge, the teams present in front of a group of professors. With much deliberation, a winner is announced. And this semester has been no different.
Since the last post was a deep analysis on the entire “super” element in fantasy and science fiction, I think it would be something rather beneficial to any of you potential writers, roleplayers or character creators in general to provide to you a very special list. This post is going to be my personal tips when it comes to making super-powered characters, regardless of genre. I gave an example of a character of mine at the end of the last post, but I think it would be awesome to go through the process of creating one with you guys step by step. Without further ado, let’s begin.
Don’t you just love it when something looks pretty? When there is a cool image that just pops out and catches your eye? So do most gamers. In fact, with the latest advancements in the game industry, aesthetics have been a major focal point when attracting new audiences. No doubt that this strategy of showing off pretty aesthetics at conferences is an excellent form of promotion for the game, so long as they show those aesthetics in action. In this discussion, I’m going to go over what aesthetics offer the overall game and how important aesthetics are as a whole.
If you've been keeping up with my blogs for the past year you may know that I've done a Max vs. Maya blog before. When I looked back at this blog I wanted to do an "updated" version. I still agree with my stance in the previous blog but I feel that throughout the rest of my time here at UAT, I've learned a bit more about each of these programs that should be taken into account, as well. You can call this an "almost graduated student’s advice about Max and Maya, with a pinch of advice on other programs too."
I'm approaching my final semester here and as always I'm attempting to be the best designer I can possibly be. I've actually gone through most of the design courses at this point, and I can program at least well enough to prototype. But I feel if there's any area I'm lacking in at the moment it's probably the Art department. I've taken some of the art classes here but I still feel like I could do more. So just as a matter of being well rounded, next semester I'll be taking Game Texturing and frankly I'm really excited about it. When you look at game textures outside of the game, or rather the model they're used on they can look a tad... bizarre.