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tejkamble · 26 days
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Final Major Project 10
Colour Palette
The hues I see when I imagine my beautiful island at night create feelings of mystery, warmth, and amazement. The cobblestone streets are lighted by flickering fire lights, while the sky is filled with stars. Everything turns a gorgeous amber and gold as the sun creates long shadows. To express this feeling, I chose a distinctive colour scheme. All the other colours sleep over a big, luxurious blanket made of deep, dark blue (#31292C). The blue really draws attention to the other hues! The next colour is a gorgeous yellow (#F78C40) that looks like the firelight itself, and the colour #9A5333 is a warm brown that looks like embers from a raging fire. Dark grey (#535258) and deep, earthy brown (#261914) add depth and give the entire design a comfortable, grounded feel. These colours work together to produce a musical composition with moving shadows and light. They guide your eyes through the busy streets and hidden alleys of my island. It's a mysterious and fascinating place that makes you want to explore every square inch. As the night goes on and the stars keep twinkling, the colours seem to come to life, weaving a story of magic and wonder that stays long after you've left.
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tejkamble · 26 days
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Final Major Project 9
Conclusion
It has been a delight to work on the early phases of my final major project! It has been a thrilling, demanding, and extremely creative experience. When I reflect on all of the hours I spent planning, preparing, and researching, I am astounded by how much I have changed and grown. My imagination has grown from a basic concept to a fully realised image of a wonderful floating island brimming with wonder and adventure! This project highlights how powerful our ideas can be and how creativity can impact the world around us, beyond simply graduating school. I can't wait to get in headlong and make this island a reality with all of my energy and vision. I'm delighted to share its beauty and magic with everyone, since I know it'll be fantastic!
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tejkamble · 26 days
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Final Major Project 8
Preparing for the Journey Ahead
It feels amazing to be getting this project underway! For decades, I have been painstakingly organising everything to make sure it all fits together perfectly. It's similar to setting the stage for a major journey. I am motivated to do a great work, I have a solid plan, and I know exactly what I want to achieve. I'm learning more about the universe I'm creating as I work on this project. It's similar like exploring a new place and learning about all of its mysteries. I want everything to be exactly how I imagined it, so every choice I make, every little detail, matters. I'm thinking about everything, from the vast views to the little creatures that live there. I am aware that there will inevitably be problems. Creating games may be challenging when things don't always go according to plan. But that's okay since getting beyond those challenges will be the biggest teacher and growth agent for me. I'm prepared to change with the times, grow from my mistakes, and keep going no matter what. I really believe I'm capable of handling everything the game development industry throws at me! I'm excited and driven, and I'm confident that any obstacles will only help to enhance the final result. I'm prepared to put all of my energy and excitement into making something truly amazing that will last for a very long time.
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tejkamble · 26 days
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Final Major Project 7
Targeting the Pinnacle:
I have a lot of admiration for the gaming industry's incredible creators and studios. You know, they are the rock stars. Giants like as CD Projekt Red, Ubisoft, and Santa Monica Studios, Epic Games, Bethesda, Hoyoverse are always releasing new and fascinating games that fans all around the world enjoy. I'd want to work on initiatives like that! Because of this, I'm devoting all of my energy to my own endeavour. I am obsessed with everything, from the gorgeous beauty on the island I am developing to the minute elements that have been interwoven into the surroundings. I want it to outperform the quality of the games I like most. But I am also conscious that I need assistance. These seasoned individuals have extensive expertise, and I'd want to pick their brains. In order to gather feedback, I'm communicating with people on social media, attending events, and even displaying my work. Ultimately, my aims are to create rapport with them and maybe collaborate in the future, rather than simply impressing them. I'm putting my all into this since it's my passion. I work hard, push my creative boundaries, and never give up. My objective, like that of the people I admire, is to make a significant contribution to the game art and design community.
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tejkamble · 26 days
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Final Major Project 6
Gantt Chart
I took some time to plan out how I would complete my project over the course of four months, using a Gantt chart to assist me stay on top of my assignments. It serves as a kind of road map for the entire process, guiding me and outlining all the measures I must take to accomplish my objectives. Think of it like a compass – I used it to break down the project into smaller chunks, like creating the idea, making the stuff I need, setting things up, and putting the final touches on everything. I've planned every step to ensure that I complete tasks efficiently and effectively. I could identify any challenging areas early on since I could see how each step was written out and connected. I can also see how far I've come at any one time on the chart, which is really useful for keeping me on track and allowing me to make modifications as required. The Gantt chart helps me stay organised and focused on the larger vision, which is what's going to bring this island to life, much like a lighthouse! I'm confident that with all this preparation and effort, I can get beyond any challenges and produce something genuinely exceptional.
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tejkamble · 26 days
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Final Major Project 5
Navigating the Technical Terrain
This is my final major project, and it entails a lot of tough climbing! I may choose from a plethora of programs, each with their own features and issues. Building a wonderful paradise that combines fantasy and reality is my aim. To execute that, I'll need to apply both my technical expertise and creativity. To get started, I selected a few pieces of industry-standard software used by polite professionals. Blender is used to produce 3D models, such as homes and other objects, whereas ZBrush is used to add all the fine details and sculpting. These apps will let me create the entire look of my island, right down to the last stone. For the surfaces, I intend to use Substance 3D Painter. Like a giant paintbrush, it lets me add all the little details that make things look lifelike. You may paint on aged stone to simulate ancient ruins or make realistic-looking plant leaves using Substance 3D Painter. I'll be utilising Gaea to create the terrain of my island. Gaea is skilled in crafting cliffs, cascading waterfalls, and sloping terrain. I can totally personalise the terrain and give it an immense, beautiful atmosphere, it's like having a magic tool. Finally, the Unreal Engine. This is the primary software, the one that powers the entire system. It will enable me to set up the scene, make it look really realistic, and even let visitors have a real-time tour of my island! Using Unreal Engine, I can highlight the delicate intricacies and beauty of my island, giving it a distinct appearance and feel. I'm looking forward to this endeavour with excitement! I am eager to put all of these amazing tools to work in order to bring my idea to life. With every step I take, I will come closer to building my beautiful island—a place that will shock and surprise everyone!
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tejkamble · 26 days
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Final Major Project 4
Seeking Artistic Inspiration
Permit me to share my quest for original ideas with you. It was like taking a tremendous vacation, taking me deep into the creative process and across virtual dimensions. I've always wanted beauty, something profound and entirely original. My intention was for people to be both surprised and moved by my work. I was astounded by how inventive and varied everything was as I browsed through many internet art forums and galleries. Each dot and each pixel appeared to be narrating tales of distant locations, valiant pursuits, and strange encounters. I found inspiration in the work of several artists that spoke to me in a unique and mysterious way throughout this sea of creation. My refuges were ArtStation and related sites, which provided me with a wealth of knowledge and artistic inspiration for my own work. I believed there were a gazillion options, from breathtaking landscapes to exquisitely detailed character designs. Time appeared to bend, and the impossible looked feasible. Not only was this work of art clever and creative, but it also served as a kind of compass, guiding my project and influencing its appearance. Artists like Michał Janiszewski, Javier Pintor, Mark Foreman, Kuba Wichnowski, Wiktor Öhman, Jakob Keudel were major inspirations.
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tejkamble · 26 days
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Final Major Project 3
Choosing the Path Less Traveled
Selecting the floating island as the project's site wasn't easy. It needed serious thought and a good sense of instinct. Not that a Japanese town or a Formula 1 track weren't amazing concepts; it was the thought of an island that truly ignited my imagination. It exuded an ethereal, magical feeling of possibility. The island was more than just a place to do my project; it was also a huge creative and emotional blank canvas. Being able to explore enchantment, odd mysteries, and exhilarating encounters above the clouds and stars felt incredible and freeing. I was filled with a tremendous lot of inspiration and joy as I imagined a world devoid of gravity, where everything was possible. The island also gave one the impression of starting again and provided an opportunity to push the boundaries of game design and convention. I gave up on the limitations of real-world locales and embraced the fantastical because I wanted to create something amazing that would captivate players and make them feel as though they were in a world unlike any other. Gamers would be enticed to explore and unearth the mysteries hidden in the haze by the abundance of mystery and wonder found across the entire island, from the magnificent academy towers to the busy city below. The chance to explore and learn, for both myself as the project's creator and the players who would eventually engage with it, was ultimately what motivated me to go in an unusual direction. Not only did I want to embrace the fantastical and oddball in order to change game design, but I also wanted to inspire people to have big dreams and aspirations. Novels such as "The Beginning After the End" and video games such as "The Witcher 3: Blood and Wine" with their engrossing narratives and stunning visuals really sparked my creativity. I had visions of a wonderful planet with serene lakes, exquisite gardens, vibrant marketplaces, towering educational structures, cascading waterfalls, and historic ruins to discover.
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tejkamble · 26 days
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Final Major Project 2
Exploring Three Distinct Ideas
Selecting the best concept was like embarking on a major expedition. Every concept seemed like a brand-new universe to explore. In the first, the focus was on intense Formula 1 racing. I like the concept of sketching svelte automobiles, bizarre raceways, and bustling pit stations. The true difficulty, though, was in expressing the sensation of uncontrollably fast speed and flawless control while maintaining an intensely alive and exhilarating atmosphere throughout. And then this other vision of a tranquil Japanese village. It would be serene and lovely, with little streets dotted with wooden homes, serene gardens bursting with cherry blossoms, and historic temples dating back ages. It would be as if one were entering a realm of perfect harmony and tranquilly. That seemed fantastic and very cultural, but I really wanted something where I could unleash my imagination even further and create a completely new universe from the ground up. That's when the third concept dawned to me: a fantastical world perched above the clouds, where fantasy and reality collided in magnificent ways. More than anything else, the concept of a floating island captured my mind. I could make whatever I want! Imagine a lively city below full of intriguing people, and a towering tower where wizards train magic in misty clouds. This concept seemed ideal for my major undertaking. I ultimately chose the floating island since it offered me several options. I could create this incredible universe with all of my artistic abilities and lead them on a trip where imagination and reality collide in the most wonderful way.
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tejkamble · 26 days
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Final Major Project 1
Crafting Dreams: Journey through the Pre-Production Stage of My Final Major Project
It's been fantastic to get started on my Final Project for my MA games art and design! It's all been about experimenting with concepts, seeking out motivation, and determining what I really want to create. When I was first starting to plan things out, I thought there were countless options. I searched everywhere for ideas, playing video games, going through art books, and even exploring internet galleries in hopes of coming up with one I truly loved.
This project's initial phase was essentially a massive treasure hunt for innovative concepts. I spent some time thinking about and came up with three quite distinct approaches, each with its own advantages and potential.
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tejkamble · 26 days
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Playground Games Live Brief 10
Iterative Refinement
For a science fiction universe to be both realistic and breathtaking, state-of-the-art technology was essential. By employing software like Blender, Substance 3D Painter, and Unreal Engine, we made an effort to surpass our constraints by making use of the resources at hand. From having the actors move so seamlessly to having the environment appear so realistic, we were always seeking for new ways to approach things and make everything look like a movie.
We used a continual improvement mindset when developing this project. No matter what level of the project we were working on, we were always open to recommendations for improvement since we knew how important it was to keep reviewing our work and getting input. Whether we tweaked the lighting or scene layout, adjusted the narrative flow, or refined character motions, each time we went back and made changes, it helped us bring our ideas to life in a more polished and clearer way.
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tejkamble · 26 days
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Playground Games Live Brief 9
Collaborative Creativity
The fact that each person contributed something unique made this endeavour truly remarkable. We were all different from one another, which made the whole event much more awesome than we could have ever anticipated. We were always bounce ideas off one other, from the early stages when we were simply coming up with concepts to finally making it all come to life. We all felt like we were collaborating to make this amazing cinematic experience, and it came out much better than we had anticipated! I learned so much from this entire experience. It made me see how crucial teamwork is, particularly when communication is required between all parties and flexibility is required throughout the process. To create video games, you essentially need to be proficient in all of these areas. We discovered how to take advantage of one other's skills, work together to solve issues, and even be imaginative when we didn't receive all we wanted.
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tejkamble · 26 days
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Playground Games Live Brief 8
The Final Product: A Glimpse into a Sci-Fi Fairytale
The experience of working on this Playground Games Studio project was incredible. It truly demonstrated to me the strength of creativity and collaboration in video game development. With a sci-fi twist and some amazing cinematic moments, we gave beloved tales like Hansel and Gretel a whole new meaning. Figuring out how to make the game appear like a movie wasn't always simple, but it was an enjoyable task when you worked with others. What began as a straightforward fairy tale evolved into a fantastical journey that I hope people will enjoy for many years to come!
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tejkamble · 26 days
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Playground Games Live Brief 7
Challenges and Triumphs
We've obviously been dealt some curveballs during the past weeks. We ran into technological issues and times when we simply didn't know how to creatively solve a problem. However, what's the deal? We persevered, generated some really innovative concepts, and never gave up. Even though it required a lot of labour, it was all worthwhile to witness our idea grow from a rough concept to a final result we can all be proud of. It genuinely demonstrated how resilient our team is and how devoted we are to our work.
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tejkamble · 26 days
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Playground Games Live Brief 6
Production & Bringing it to Life
We meticulously and adaptably completed each step of setting the scenario, adhering to the project guidelines that we were provided. We concentrated on working as effectively as possible to ensure that everything came together, starting from the very beginning when we thought out what would happen in the scene and how it would appear, all the way to meticulously planning out the timetable and making everything come together. We began by refining the scene's foundational elements, such as the surroundings and accessories. Then, to establish the tone, we added some basic lighting. Although the final character animations were still pending, we were able to demonstrate the scene's flow with the use of temporary, movable stand-ins.
We set aside the final week to complete any last-minute details and address any unforeseen issues. This additional time proved to be quite beneficial! To improve the plot flow, we made a few minor adjustments to the lighting and camera placement.
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tejkamble · 26 days
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Playground Games Live Brief 5
Shot Setup
We were pleased with how the environment was coming together, so we moved on to the next task, which was a "stepped previz." It's essentially a crude, sketch-like 3D representation of the scene. We utilised basic shapes and other elements to delineate the sequence of events and the duration of each segment.
This process step involved a great deal of teamwork. I continued to work on the scenario in the lift, making sure that Hansel and Gretel's body language conveyed their growing fear as they came to terms with what was going on. We also got some other individuals to see it, and their comments really helped us to heighten the tension in the scenario. 
Its scene in our cinematic that I'm really proud of – it's where Hansel and Gretel are going down in an elevator, heading for this hidden place underground. My job was to film the very first part of that scene, where they see a creepy drone watching them as they go down. I spent a lot of time making sure everything looked perfect. The inside of the elevator had to look real, and the giant city outside the window, you had to believe it was all connected. It made the whole scene feel way more real for the audience, you know, like they were right there with the characters.
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tejkamble · 26 days
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Playground Games Live Brief 4
Visual Development
Making a treatment document that outlined the cinematic was the first step. We chose a moment in which Hansel and Gretel, the soldiers, discover they are imprisoned by the AI "Witch." The setting would be an industrial subterranean city under AI control, rough and dirty. We finally had a clear picture of what we wanted to build! Everyone on the team jumped in to make this sci-fi Hansel and Gretel world a reality. As the environment artist, my job was to use this cool program called Blender to design futuristic buildings. These buildings would be the background for the underground city where the evil AI witch lived. I wanted to make the whole place feel creepy and mysterious, like something big was about to happen. So I made the buildings look really tall and powerful, to show how much control the AI witch had.
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