Matching Items (19)

134486-Thumbnail Image.png

Development of an Educational Video Game

Description

The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through

The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to supplement educational instructions regarding nutrition. The educational game developed, "Nutribots" features the player acting as a nutrition based nanobot sent to the small intestine to help the body. Throughout the game the player will be asked nutrition based questions to test their knowledge of proteins, carbohydrates, and lipids. If the player is unable to answer the question, they must use game mechanics to progress and receive the information as a reward. The level is completed as soon as the question is answered correctly. If the player answers the questions incorrectly twenty times within the entirety of the game, the team loses faith in the player, and the player must reset from title screen. This is to limit guessing and to make sure the player retains the information through repetition once it is demonstrated that they do not know the answers. The team was split into two different groups for the development of this game. The first part of the team developed models, animations, and textures using Autodesk Maya 2016 and Marvelous Designer. The second part of the team developed code and shaders, and implemented products from the first team using Unity and Visual Studio. Once a prototype of the game was developed, it was show-cased amongst peers to gain feedback. Upon receiving feedback, the team implemented the desired changes accordingly. Development for this project began on November 2015 and ended on April 2017. Special thanks to Laura Avila Department Chair and Jennifer Nolz from Glendale Community College Technology and Consumer Sciences, Food and Nutrition Department.

Contributors

Created

Date Created
  • 2017-05

134665-Thumbnail Image.png

Anthropomorphic Animated Animals

Description

Anthropomorphic animal characters are common in animation, but there is limited data on the factors that contribute to such a trend. I studied how animated animals in popular movies look

Anthropomorphic animal characters are common in animation, but there is limited data on the factors that contribute to such a trend. I studied how animated animals in popular movies look and behave like humans, and what that indicates about us that we prefer them that way. My study was conducted via literature review, film review, facial measurements, and the creation of my own character. I discovered the physical importance of eyes in proportion to the rest of the face and the emotional importance of those animals acting as metaphors for us as humans.

Contributors

Agent

Created

Date Created
  • 2016-12

The Reality of Imagination: An Animated Short Film

Description

"The Reality of Imagination" is short animated film about a young girl name Isabel who, with her sketchbook and box of crayons, demonstrates the power of imagination through her drawings.

"The Reality of Imagination" is short animated film about a young girl name Isabel who, with her sketchbook and box of crayons, demonstrates the power of imagination through her drawings. From her own bedroom, her simple sketches transform into more complicated, realistic drawings, bringing her artistic creation to life. From a bouncing red ball, to flying on a plane, to a thunderstorm, her world extends beyond her sketchbook. The overall message is to demonstrate the importance of art and the power of imagination, especially seen from the perspective of a young child where much of that development is evident. In addition, further exploration of the film industry and learning about the production process was conducted to continue exercising my interest for film editing and graphic designing. This involved devising the script, selecting the appropriate actors, planning the production set, purchasing the tools and equipment, putting together a production crew, and applying the concepts learned about editing to create a short film that was approximately 3 minutes long. The editing software application used for this production was Final Cut Pro X distributed by Apple while the camera used was a Canon EOS Rebel T6. At least three different editing techniques were applied in the film and included stop-motion, keying, and split-screening. Furthermore, other concepts such as transforming and resizing video clips were applied along with learning to use the audio and visual effect resources available from Final Cut Pro X to enhance the quality of the film. An in-depth analysis of the entire process is also given in detailed.

Contributors

Agent

Created

Date Created
  • 2017-05

Live Action & 2D Integration

Description

Live action and animation crossovers are not a new concept, the two have shared the screen successfully for a quite a long time i.e. Mary Poppins, Who Framed Roger Rabbit,

Live action and animation crossovers are not a new concept, the two have shared the screen successfully for a quite a long time i.e. Mary Poppins, Who Framed Roger Rabbit, Space Jam, Pete's Dragon, The Pagemaster, Lizzie McGuire. The lines between the two medium have blurred. This creative project will result in the complete production of a short live action film that has a 2D animated character who serves as a storytelling element, emphasizing the production and integration of this 2D character. This character aids in portraying the personality, feelings, and story of the main "real life" character to the audience.

Contributors

Agent

Created

Date Created
  • 2016-12

Immortal Warrior Sky Falconer

Description

Immortal Warrior Sky Falconer is a seventeen-minute "proof of concept" animatic for a theoretical animated series. The thesis project was focused on the process of making such a product come

Immortal Warrior Sky Falconer is a seventeen-minute "proof of concept" animatic for a theoretical animated series. The thesis project was focused on the process of making such a product come to be. Through the two semesters I took ideas to my professor for approval starting with a basic pitch and slowly refined them into a singular product combination art, writing and sound effects. From script, to storyboard, to final cut, this project has been one of constant tweaking of the various components into the product you see today that is whole, but still has room to be built upon.

Contributors

Created

Date Created
  • 2016-12

Renewal Philosophy - Honors Project

Description

The Renewal Philosophy thesis project consisted of two parts: the creation of a website for Dr. Anderson's Renewal Philosophy project and the development of four videos to be used in

The Renewal Philosophy thesis project consisted of two parts: the creation of a website for Dr. Anderson's Renewal Philosophy project and the development of four videos to be used in Dr. Anderson's classes at Arizona State University. The project includes a written description of the processes and methods used in the completion of the website and videos.

Contributors

Agent

Created

Date Created
  • 2018-05

133972-Thumbnail Image.png

The Art of Humans Being: An Original Screenplay by Cassidy Graves

Description

"The Art of Humans Being" is a feature length screenplay in the same vein as an original Pixar animated script. The story takes place in New York City, and focuses

"The Art of Humans Being" is a feature length screenplay in the same vein as an original Pixar animated script. The story takes place in New York City, and focuses on our heroine, 13-year-old high school senior and certifiable genius, Lu, and our hero, 17-year-old high school senior of average smarts, Finn. We are first introduced to these characters as they struggle with fitting in both at school and in their lives at home. Lu and Finn feel a disconnect with their families, but both share a common appreciation for art and the escape it provides. Though her entire family is involved in artistic and creative pursuits, Lu has never painted a day in her life but dreams of one day being a great artist. Finn, on the other hand, has inherited his deceased mother’s immense talent with a paintbrush, but is hesitant to live in her shadow. Upon seeing their desire to paint, their high school art teacher—Miss Ro—encourages Finn and Lu to enter the world-renowned art competition Palette Parfaite, created by the famous French artist Madame Inès. In order to enter this art competition, contestants must dive inside a painting. As such, Lu and Finn are forced to literally enter the art world. Once inside the painting, they are introduced to colorful characters, stunning landscapes, and an entire studio of art materials that can only be described as every artists’ dream. However, the more time they spend inside the painting, the sooner Lu and Finn realize that this dreamlike world is not quite what it seems. "The Art of Humans Being" seeks to explore the world of art through the following questions: What happens to the forgotten art that has been discarded after being deemed “not good enough” to be finished? What happens to human beings who are treated the same? And finally, what happens when we accept people for who they are and what they create, even if they have flaws; even if they’re still works in progress?

Contributors

Agent

Created

Date Created
  • 2018-05

Liminality: A Transition in Storytelling

Description

Liminality is a story yet to be told in broad scale entertainment. While a story about a boy who sees ghosts may be a recurring theme in Hollywood, (Sixth Sense,

Liminality is a story yet to be told in broad scale entertainment. While a story about a boy who sees ghosts may be a recurring theme in Hollywood, (Sixth Sense, anyone?), queerness, particularly asexuality, is practically non-existent, and narratives that feature the coming of age of a queer adolescent in a positive manner are even less present. Queerness, it seems, is more of a myth than ghosts and the supernatural to most media creators. This project seeks to combat this lack of representation. Liminality is a creative project working to normalize lesser known and underrepresented queer identities into mainstream media through the conceptualization of animated and comic web series. By doing so, this project demonstrates that entertainment can be used as a means of promoting acceptance and understanding of these identities. Our aim with this project is to develop an intriguing long-form story with realistic, relatable characters that exhibits the sociological themes we want to address. We intend this story to be an animated series that entices viewers of all ages, by which we mean that the story explores complex themes that would typically be limited to an older audience, yet are presented in a way that is still accessible to a younger audience. In the process of this project, we have drawn up concept art and storyboards, written character biographies and scripts, created sets and characters using 2D and 3D animation software, and begun setting up the infrastructure for the studio, Studio Skald, with which we may create this series.

Contributors

Agent

Created

Date Created
  • 2017-12

VERSES/VERSUS: An Audio-Visual Media Installation

Description

Our audio-visual installation explores human development through internal conflicts as theorized by psychologist Erik Erikson. Erikson’s theory breaks down development into eight stages, each one with a unique internal conflict

Our audio-visual installation explores human development through internal conflicts as theorized by psychologist Erik Erikson. Erikson’s theory breaks down development into eight stages, each one with a unique internal conflict as its cornerstone. These stages will be expressed in our installation through different animation styles and accompanying songs. Originally these were planned to be projected on all four walls of an enclosed room; however, due to the COVID-19 situation, the installation was moved to a VR video that can be experienced virtually instead. These different styles and songs will uniquely represent each of the stages essential to psychosocial development, while the dynamic use of space through the projection of varied visuals in all directions will immerse audience members in the diverse experience of dealing with internal conflict. This unique installation will invite audience members to understand the internal nature of conflicts, and the similar conflicts we will all experience as we mature, inspiring them to participate in self-reflection, looking within themselves rather than on external factors as they develop throughout their lifetimes.

Contributors

Agent

Created

Date Created
  • 2020-05

136000-Thumbnail Image.png

Dead Letter Office: A Study in Animation

Description

Dead Letter Office is an experiment in story-telling through computer animation; investigating world-building through nineteenth-century Victorian culture infused with the folklore of White Socks and set in a fictional city.

Dead Letter Office is an experiment in story-telling through computer animation; investigating world-building through nineteenth-century Victorian culture infused with the folklore of White Socks and set in a fictional city. This manuscript documents the output-oriented approach behind the creative project and is divided into two parts: conceptual development and technical execution. The first half will talk about the world in with Dead Letter Office takes place, the evolution of the storyline, and how it draws from its historical influences. The second half will be a breakdown of process and assumes a basic knowledge of Atodesk Maya 2012, placing stronger emphasis on modeling, texturing, and rendering, as well as the creation of a streamlined workflow by utilizing third-party MEL scripts and stand-alone programs. It is not a step-by-step tutorial, but rather aims to discuss different options in 3-D animation, explain the reasoning for my choices, and hopefully share suggestions on general good practice.

Contributors

Agent

Created

Date Created
  • 2012-05