Wednesday, 17 November 2010

Final final logo :o


After much discussion, we decided that the first logo would be good to use in the actual trailer as the smoke could be animated (or something similar). The blue and red logo may need to be used instead of white text as this better represents the company.

The second logo is that that will be used as a static image (i.e. - it will be placed on the box cover, t-shirts, etc.) I definitely prefer this logo as it is more attractive and more appealing to the eye. I went with a blue and red scheme as this represents 3D (or 3D as it started off) so this can represent technological advances. I think the colours go well together. (I also chose blue and red as the background, although transparent, will probably be seen on a white background so this represents us coming from the United Kingdom. :))

Delta Oscar Mike,
Over and out.

Wednesday, 10 November 2010

Which logo we chose and why - Unit 4 and 5





1) Dom's (mine)
2) Yousaf's
3) Keiron's
4) Scott's

1) This design is our final team logo, so I've made a lot of changes to the one that won, but the team agreed on everything I changed and agree that it looks better. I like the blue and red clashing together, as they are contrasts but create a hectic smoke 'flare' effect. I also like the 2 fonts I used, the 'Visual' one leaning more towards an artistic approach, and the 'Flare' one leaning more towards a eye catching, sharp and glowing effect to burst through the smoke.
One thing I would like to change however, would be the black background -- I would prefer this to be a transparent background (played around with that feature, but for displaying the logo as a static, black is best - transparent would be best for when/if we animate it later on).

2) I like this logo because it is red on white on black, which works really well - the white seems to define the outlines of the red and black so that the colours don't bleed into each other. I like the way the brush he's used has interacted with the lettering in some way, as it adds a nice touch. One thing I would change however, would be the font, but that may be personal taste.

3) I really like this logo's colour choice as the white really brings out the yellow, red and black. I think that if it was on a black background (and the black 'wave' thingy was white) it wouldn't be as effective, so I think he made a really good decision there. I (personally) would have gone with a different font - but that might just be me.

4) This logo is the most colourful, and I think it works rather well. He's used different brushes to really make the logo stand out from the background. On this, I would again, change the font (as personal preference) but with the different colours mixed together, the font actually goes rather well with it.

Development of my team logo - Unit 4 and 5

Here is a brainstorm of how I went through my ideas to get to the final logo design. The first logo was just a rough drawing of what it could have been, but I liked the idea behind the ‘flare’ and the emphasis behind it. I then started to explore different fonts and decided I needed 2 different fonts to stress more emphasis on both words. I was trying to find fonts that looked like the words, i.e. – ‘Visual’ needed to be artistic, and ‘Flare’ needed to be bright, sharp and eye catching. The font I used for ‘Visual’ worked well in the first trial, so I decided to keep it throughout. It looks rather artistic and sticks with the criteria above. One would say it is rather fancy. The font I used for ‘Flare’ works well because it too, also sticks to the criteria as it is bright (after adding a glow effect to it), sharp and catches the eye. I then started to fiddle around with smoke brushes and effects, and decided that contrast is best – going for a black background, a white font, and blue and red smoke (to emphasise on technology as the first 3D glasses used red and blue spectacles. My second logo was me using the smoke effects and getting a vague idea about what I want to do, and the third logo explored it further. On the second logo, the smoke overlapped some of the text, which actually made the logo unclear and clashed. In the third logo I resolved this by flipping the colours, and rubbing out any smoke that overlapped the text. I then added more smoke, as it looked a little empty, which then led me to my fourth and final logo (which is now the team logo). I centred the text as I felt that if it was kept at the bottom then it would look imbalanced and not be as effective at marketing. This then led to the crisis in which the smoke overlapped the team name again, so I rubbed out any smoke that clashed, and added even more smoke which erased the problem of it looking a little empty. The smoke then looked too dark, so I added a whiten filter and a slight glow, which seemed to really bring on the colours. I finally added a glow effect to ‘Flare’ as I thought it would work rather well with the word to make it stand out and actually make it look like a flare (there was also the problem that after the whitener and slight glow, that ‘flare’ didn’t stand out as much as ‘visual’ did).

Monday, 8 November 2010

Experimenting with 3D Environments Unit 66

There are many different types of environment one could experiment with and use - Gothic, ancient, Tudor, Victorian, futuristic, Space, natural, and even barbaric. The point is that you need to use the right environment(s) to get the right effect.

The plot behind the game we're designing is that based around strange happenings and wild factors -- the facility we're building is placed in an abandoned forest, but needs to be something of a futuristic disposition, as this will reflect on the barbarity of the gameplay.

The insides of the building are similar to the outside - the offices are clean, crisp, and futuristic, but yet there is something weary about them. Deep underground lay the testing chambers which are dirty, gritty, and much like an abandoned asylum.

Unearthed at night will be the spire which is the core power source to the asylum, gaining power from the moon which is then used in the test labs.

Thursday, 4 November 2010

Architectural design research :o

In today's lesson, I researched numerous futuristic buildings that could be used (or be used to give me ideas) for the research facility in my teams game trailer. I need some sort of main spire/tower in the building, as a well structured wall to protect the facility and to keep it well kept.

The last image would work well for the spire, and the first image (of the London Olympics Stadium) would be good for the structured wall, as well as for holding the offices and testing labs.


This architectural stadium would be a great idea to use as the wall structure for the facility, as well as a secure holding for the offices and testing labs.

The futuristic bar displayed below could be a good core design for the centre of the walls as although it looks like its come from 23953956824395 years ahead, it would fit right in with the obsurtdity.
This would be a rather good spire that could be placed in the middle of the facility walls, however I feel it doesn't look futuristic enough compared to the other choices.
This dome shape could appear on top of the facility walls when it is day time to hide the emergence of the spire, then when day becomes night, it could open up and the spire could arise.
This spire is better suited to a more industrial and metallic building, but the shape itself could be something used in the final build. Definately something to consider.
I definitely consider this one as the best choice for a spire as it seems to overlook the landscape with its bewildering and futuristic appeal. Out of all the spires, this is the one I would most prefer to use at the centre of facility.