About Me
- Ollie
- Cardiff, Wales, United Kingdom
- I am Ollie Elliott. I studied BA Computer Games Design and got a 2.1 with honours at Newport University. I'm from sunny Somerset. This is my blog. It's about different things. Go away.
Wednesday, 27 January 2010
no skills required
Pooed out at
2:00 pm
Quick, pointless animation I did using the plaster filter in Photoshop.
I completed Eat Lead: The Return of Matt Hazard last night. It is by far the shittest game I have played for a very long time. Mine and Steve's running commentary/analysis would have most hopefully made the developers cry.
The one thing that made the process bearable was the knowledge that, should I break into the industry, there is no way I could possibly make anything as pathetic. By the end I was physically feeling sick of it, not even joking, not even exaggerating.
Luckily I got a preowned copy for a fiver and it kept crashing. When this happened I was greatly uplifted. I don't think this is the response the developers were hoping for. Nor the relief of knowing that I will never have to play it again once the credits rolled.
It's supposed to be a parody blah blah blah but it was not funny in the slightest. Never has the term "one-liner" made so much literal sense. All we heard was "This is getting riduculous" over and over and over and over and over. And over. We noticed a hundred, if not more, missed opportunities for humour or commentary on video games whilst playing through, none of which were realised.
I did watch the credits, purely to make a mental hitlist of the fucking idiots. I noticed to my unsurprise that there were only two memebers of the testing department.
It's been almost 12 hours and I'm still wound up by the game. Characters using variations of quotes from Die Hard and Star Wars in the final boss battle got to me the most.
There were some cut-scene sections set in "the real world", but they weren't, they were CG as well. How. Fucking. Stupid. Can. You. Get????????? Surely it would be far cheaper, not too mention far more engaging and funny, to just have live action scenes. JESUS.
Seriously Vicious Cycle never make a game again. I know it said Matt Hazard will return... but don't you fucking dare.
BYE.
Monday, 25 January 2010
Yesssss
Pooed out at
9:22 pm
Finally handed in my essay today, a week late but I'm happy with it. Think I've exhausted my capacity to analyse Captain Price's moustache.
Anyway enough of that bullshit here's some pictures of my CGI Maya character for the interaction project. He's made up of mainly basic shapes and colours so took very little time to model and texture. Definitely a success in my opinion. BYE.


Anyway enough of that bullshit here's some pictures of my CGI Maya character for the interaction project. He's made up of mainly basic shapes and colours so took very little time to model and texture. Definitely a success in my opinion. BYE.


Captain Price locked up in a Russian Castle...
Pooed out at
12:09 am
just struck me as possibly one of the best game pitches in history.
Saturday, 23 January 2010
Interaction
Pooed out at
12:06 am
I went to a cross course meeting today about a chance to work with people from other courses on a project during the upcoming reading weeks.
I am now part of a group with Charlotte from my class and two Matts from Film and Video (1st year I think).
The idea is to produce a potentially multimedia piece based on the them of interaction.
We bounced around a few ideas before settling on a looping relay with one live action character, one cgi character and one 2D character.
I am going to be doing the 3D character in Maya, while Charlotte does the flash animation and the boys deal with the live action stuff and directing and editing etc I guess.
I think I am going to use my Okami/Tekken character I drew a while ago as he is shaped quite simply and, I think, expresses a fair bit of character in his design:
Hopefully this will turn out to be a good portfolio piece and a bit of fun at least.
Also in other major news: last night I decided to do a digital sketchbook because I need to practise on the wacom and I never bother with a paper sketchbook. Not gonna write any moreBYE.
I am now part of a group with Charlotte from my class and two Matts from Film and Video (1st year I think).
The idea is to produce a potentially multimedia piece based on the them of interaction.
We bounced around a few ideas before settling on a looping relay with one live action character, one cgi character and one 2D character.
I am going to be doing the 3D character in Maya, while Charlotte does the flash animation and the boys deal with the live action stuff and directing and editing etc I guess.
I think I am going to use my Okami/Tekken character I drew a while ago as he is shaped quite simply and, I think, expresses a fair bit of character in his design:

Hopefully this will turn out to be a good portfolio piece and a bit of fun at least.
Also in other major news: last night I decided to do a digital sketchbook because I need to practise on the wacom and I never bother with a paper sketchbook. Not gonna write any moreBYE.
Wednesday, 20 January 2010
Ben Newman Part 2
Pooed out at
3:15 am
Here's the real Ben Newman: http://bennewmanart.blogspot.com/ .
Lot's of nearly naked womans, I think the image of the ginger rednecks is in the most recent ImagineFX.
Lot's of nearly naked womans, I think the image of the ginger rednecks is in the most recent ImagineFX.
Ben Newman
Pooed out at
2:46 am
Following Dave's words on best practise I decided to look at the credits of the Timesplitters games and, in particular, the character designers, modellers etc.
A chap called Ben Newman is the lead character artist so I googled him and found the website of a Bristol based illustrator with the same name. Judging by his bio its not the same guy but I really like his pictures and thought he deserved a post so here's the link: http://www.bennewman.co.uk/work.php?id=306
Love that art style. There's a famous bloke who does film opening credit scenes, whose name I could probably find out quite easily, in a similar style.
Anyway, more on the hunt for best practise coming soon. Funnily enough while working on the Maya I started looking at the character models in the Museum in Modern Warfare 2 to see how they were made up so I guess this is along the same lines.
A chap called Ben Newman is the lead character artist so I googled him and found the website of a Bristol based illustrator with the same name. Judging by his bio its not the same guy but I really like his pictures and thought he deserved a post so here's the link: http://www.bennewman.co.uk/work.php?id=306
Love that art style. There's a famous bloke who does film opening credit scenes, whose name I could probably find out quite easily, in a similar style.
Anyway, more on the hunt for best practise coming soon. Funnily enough while working on the Maya I started looking at the character models in the Museum in Modern Warfare 2 to see how they were made up so I guess this is along the same lines.
Final Cut FMV
Pooed out at
12:34 am
Here's our trailer. Unfortunately compressed rather a fucking lot due to things. Mainly ones I don't understand.
Pretty pleased with it. Music is 'Police in Helicopter' by Congo Natty and Topcat.
So the game idea:
Melvin is a mouse that can turn into an old man. He lives in a big ol' house on top of a huge indestructable pole with only his magical flying pet tiger Sihir for company. When he got Sihir, Melvin mistakenly thought he was a Sumatran tiger so gave him an Indonesian name, he is in fact a Bengal tiger.
Melvin never leaves his home, not because he likes being lonely but because he likes being human, which he can only do in his house.
One day Melvin hears some very loud and irritating sawing coming from below his house. He discovers the noise is coming from a mysterious hooded figure sawing at the base of his pole.
Quite content with his lonliness Melvin is rather annoyed, as you would be, at both the noise and the Hooded Figure's apparent intentions of getting him to come down. Nevertheless he decides to ignore the fruitless sawing (the pole is indestructable remember), mainly by playing his favourite jungle music really loud to drown out the noise, and carry on writing his diaries as normal. That is until He realises Hooded Figure has hired some animal minions to go out into the world to retrieve a set of fabled 'supersaws' which will cut through Melvin's indestructable pole like, well like a normal pole.
So now it's up to Melvin to travel, as a mouse, with Sihir across the world in an attempt to find the supersaws before Hooded Figure's minions so he can live out the rest of his life as a happy recluse.
We haven't thought about the Hooded Figure's identity too much as it wasn't particularly relevant to the trailer and maybe if there was a game it wouldn't even need to be revealed. However we had an idea that it was a woman who, when she was little and before Melvin found the house that enabled him to transform into a human, used to go adventures with him. She is trying to get Melvin down as she doesn't like him be alone and, more importantly, thinks that life as a human isn't all it's cracked up to be, especially when you're lonely.
So, as I've mentioned before, depending on your point of view, the game's win and lose scenarios' roles are potentially reversed. The game over screen will be Hooded Figure successfully getting Melvin out of the house and completion will be him living out his life as a lonely human. I think this could be an interesting take on games' outcome scenario and how the interactive elements of the medium could affect play and story. BYE.
Tuesday, 19 January 2010
Crit
Pooed out at
6:11 pm
Crit went ok. Some problems with the file caused some pixelation, distortion etc so some bits looked crappy.
Main point was the unecessary buttercup explosion at the end. And maybe an establishing shot of the house at the start, although that was supposed to be a surprise at the reveal. Also we could have gone for a lighter more varied palette to be more exciting and help amplify the vivid world in which the game is set.
Video up soon. BYE.
Main point was the unecessary buttercup explosion at the end. And maybe an establishing shot of the house at the start, although that was supposed to be a surprise at the reveal. Also we could have gone for a lighter more varied palette to be more exciting and help amplify the vivid world in which the game is set.
Video up soon. BYE.
...chain round dem neck and gold chops pon dem wrists...
Pooed out at
1:52 am
Finished our game trailer and handed it in today. We're both really happy with how it turned out.
Having seen the animations so much they start to show their flaws but I think our audio brings it back up. Very happy with the pacing and flow of the FMV and I think in some places it feels like a proper trailer.
Was playing Infamous earlier on the PS3 and some of the animations were dire, maybe on the same levels as ours but this is a major current gen title we're talking about.
Will post our video tomorrow after the critique and probably some explanation of the story and characters, hope it goes down well.
Need to cut my hair, haven't done it since before christmas and it's over a centimetre long, with mixed responses from the public. BYE.
Having seen the animations so much they start to show their flaws but I think our audio brings it back up. Very happy with the pacing and flow of the FMV and I think in some places it feels like a proper trailer.
Was playing Infamous earlier on the PS3 and some of the animations were dire, maybe on the same levels as ours but this is a major current gen title we're talking about.
Will post our video tomorrow after the critique and probably some explanation of the story and characters, hope it goes down well.
Need to cut my hair, haven't done it since before christmas and it's over a centimetre long, with mixed responses from the public. BYE.
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