Firstly, Mike Powell enlightened us that this year will be tailored towards developing professional skills that would prepare us for the gaming industry. As expected the course is still divided into 3 sections of game production, visual design and critical studies. However, this year all 3 are integrated and weaved into one another, or as Mike put it “a 3 part space ship (game production as the thrusters, visual design as the main body and critical studies as the command module) shooting out of earth’s orbit”.
There have also been many changes to the course, ranging from an updated course structure to software changes such as the unreal 4 engine and 3ds max 2014. It is pleasing to know that the course is adapting to the ever-changing industry, but most importantly that it ensures that the students get the best opportunities as possible.
Getting back into ‘the grind’ (aka stressville) wasn't as challenging as I had perceived, however one cannot speak too soon on the matter. In the first week, we were put into groups and were assigned the Viking banquet project. Of which, we were tasked to create and design assets belonging to the banquet as a group, which would then be imported into Unreal engine 4. I was apprehensive about working in a group at first, as it was my first experience of team working. Furthermore, it took some time for me to get to grips on how physical based Rendering (PBR) functions. However, as we worked through the project, lost sleep and missed meals, the project was a success in the end.
We also had a nice welcome back Life drawing session with Heather on Tuesday. I was drew the model using the Frank Reilly life drawing technique which I had been practicing over the summer holidays and had noticed an improvement in my gesture drawing compared to my life drawing last year.
However,I have noticed that the course itself has definitely gotten more challenging compared to the first year. Yet, Mike and Emma’s lecture on determination and creativity was entertaining and motivational. Both of them instructed us on the type of attitude we would need to gain in order to become the game artists we aspire to be, but most importantly, to continue to push boundaries in hope of Imagineering some awesome art. Following this, we were showed a video by Paul Robertson, a renowned animator and pixel artist. The video was titled ‘King of Power, 4 billion percent’… we had no idea what we were in for. The next 12 minutes of my life would be indescribable, however; if I were to attempt to describe the video I would call it ‘an interesting 12 pixel side scrolling animation, filled with every movie genre and anime reference with a brief section that would give any poor soul an epileptic fit’.
Now although the video’s plot was complicated to comprehend and had many moments were it would have concluded e.g from defeated boss to the return of “ultimate Jesus”, it just kept going. ‘King of Power’ held the message that Mike and Emma wanted us to learn…persistence. Pushing boundaries is the aspect we should take into our own work, and I recommend everyone to watch it.
I have noticed how much in a week I have changed as a person, however much I have learned in a single week, how much my attitude and productivity has improved and simply how passionate I am being on this course. Last year is a thing of the past and this year, the lazy Denzil is gone. I intend to work my socks of and continue to push boundaries. This is my second coming.