Sunday, 17 January 2016

Commissions

   During my free time, I had opened up for a few simple art commissions on my Tumblr in hopes of earning a little bit more money for myself. Seeing as this would be the final year and that it would be inevitable for us to spend more money than we usually did in the previous two years (Heck, we will even be given a budget for our end of year show), it just seemed right attempting to earn a little money for myself aside from saving what I had. Getting commissioned to draw something for others have always been difficult to obtain for me, unless you were incredibly well known and have a style that would highly appeal to others, it would take ages before your promotions would even catch the interest of anyone.

   Through my other hobby blogs however, a few new friends I had made in the past year had kindly commissioned from me a few simple pieces. The process was somewhat informal (With no invoice or contract put together), but I had still made sure that a sketch would have been done first before they were paid, and allowed them to pay in installments, especially for one friend who had wanted to order more than one piece from me. Due to how crazy my schedule got as the deadline for Context in Practice 3 drew nearer, it is only now that I will be able to continue the second batch of commissions I will be doing.

   Seeing how much effort I needed to put myself out there for just a handful of commissions however, I will be also be working on some more new designs for my Redbubble and Society 6. I have noticed how incredibly well my Batgirl and Spidergwen (Which I had done for Responsive) tee design is selling on Redbubble, and so I just might try to focus more of my free time simply working on designs that hopefully the public would be interested in purchasing. It really is just figuring out what it is exactly that they like (Designing for a particularly unknown series like Lollipop Chainsaw (AS MUCH as I had loved that game) had been a complete waste of my time a few years back, as sad as it is to say), else well as what sort of design... I already have a number of ideas for Samurai Warriors, Sengoku Basara, Grand Theft Auto V and Mortal Kombat to work on! Hopefully I can actually get a few of them out over the next few months!

Saturday, 16 January 2016

London MCM - Day 2

    I found myself rushing about a lot during Day 2. While waiting for a particular panel to start later that afternoon, I spent most of the morning shopping for gifts and taking photos of other cosplayers with my friend, something that we did not have the chance to do the day before due to our costumes getting in the way. Again, it was near impossible trying to see everything, and I was sure that I might have completely missed a few areas (I honestly tried finding a map myself that I could carry around but to no avail) despite how I was practically running around. 

   I was once again an absolutely nervous wreck, but for considerably different reasons this time around... or not.The first time was when I had something signed and a photo taken with the unbelievably kind Nolan North (I absolutely envied others that could so casually converse with him), who allowed me to come back to the front once I got my ticket.








   I was fortunate to chance upon The Line studio's booth while I was on my way to LeSean's signing session later that afternoon. Getting a chance to meet with one of the studio's directors Wesley Louis there, I purchased the art book to his project Super Turbo Atomic Ninja (Which I will write more about in future blog post) with a moment's hesitation. It was also here where I started to get terribly shy and nervous. While I know it was absolutely silly of me to behave this way, I was tongue tied when I attempted to carry out a conversation with him. In all honesty, I have never had the chance to speak with folks whose work I admired this much, especially face to face (HOW DO YOU NETWORK).

   He turned out to be a really friendly and humble fellow (Even asking me have a photo taken with him in front of their booth when I myself was too nervous to ask in the first place), and seeing all the amazing work that he and the rest of the studio produced made me feel all the more compelled to visit them someday (Which I am really hoping to do so this Easter break... as soon as I stop staring at this email draft that I have yet to send to them...). I was especially appealed by the fact that he held a particularly deep love for more traditional 2D animations, very much like my hero, LeSean Thomas.

   Speaking of which, one thing lead to another, and I soon enough found myself following another LeSean Thomas admirer she shrieked her way over to another section of the hall. I absolutely struggled to introduce myself to him, and I cannot describe how I felt over how it took him only a second to recognize who it was that had been bothering him most of the time through Tumblr. I had worked on a little gift the night before setting off for London, and thinking back now, seeing his response to receiving it just made my entire day, no, month. Alright, this is getting surprisingly difficult to write about seeing as I am returning to my gushing mode, so to conclude, I feel like crying tears of joy that I finally had the chance to meet the man that inspired me to animate in the first place. 



   And before I start sounding like a serious creeper, I think it's time to move onto the Cannonbusters panel itself. Some new previews were shown of the series as well as some interesting discussions about him getting to work with others and how the new character designs have been developed over that period. I have to put four clips together (The second and third one don't show anything seeing as we were not allowed to record the character designs that were being shown on the screens), so hopefully you will be able to hear most of what he said during this panel.



   The trip back to Leeds was made much easier thanks to my buddy. Seeing as I had to make about 5-6 stops before I was able to take a train directly back to Leeds in my original route, they were kind enough to drop me off at the 4th stop which helped so, so much, especially with my stupidly heavy luggage (Again, this was my fault for not knowing how to pack) and lack of escalators at some of these underground tubes. I was exhausted by the time I reached my place, but I also still could not get over the fact about how amazing that short trip had been... it saddens me that Singapore does not have a Comic Con of its own. And so, I am really hoping to attend a few more in other parts of the UK if possible.

I still got this for keepsake, seeing that it's plastic
it's not going to get moldy like those paper bracelets.

Friday, 15 January 2016

London MCM - Day 1

   It was strange how this plan to travel this far out during the weekend in between school weeks came about (Seeing that this wasn't something I have never truly done before), but it was certainly a worthwhile experience. Aside from wanting to meet with one of my longtime online friends (We had taken many steps to show that we could trust the person behind the screen before doing so, of course), I felt that this would be a rare opportunity to attend one of the biggest comic conventions in the world, and in London! And honestly, not really knowing what to expect, I just dived right in, carrying an unnecessarily heavy luggage consisting of my costume, makeup and some snacks as I did (Which I certainly will not do next time)... but mostly, makeup.

   Day 1 was a little more focused on familiarising myself with my surroundings; and needless to say, I was overwhelmed by all that I saw. There were so many costumes to see, things to buy, panels to attend... it was incredible. While we had set up off incredibly early, I realised soon enough that I couldn't possibly see everything, even if I had been there for all three days and was running about constantly. Despite how my costume was so much more comfortable (Well, not really) as compared to my friend's, I didn't really get anything else done other to try and calm my butt down when people asked to have a photo taken with me. It was amazing and nerve wracking, even though I hadn't had many photos taken of me, to see people get excited over my costume and to ask for my photo was just... a part of me still feels like crying just thinking about it.

   Needless to say, I learnt from this experience in learning how to pose better for photos. Also, I believe that it was this particular event where I actually learnt how to put on eyeliner. That's right, a 23-year-old finally learns how to put on eyeliner, but yeah I am never putting that stuff on again unless I am actually in cosplay. I eventually picked up the courage to draw on more distinct eyebrows for when I wore this costume again for Thoughtbubble, which I believe was even more well received! Especially since I was more confident in myself by then and did a better job on my makeup (I will be writing about Thought Bubble too, but on the events that I attended, so I decided to just mention this bit here instead).

   With my friend's armor burdening her, we eventually left in the late afternoon. We were exhausted and were pretty lifeless by the time we went out for dinner. We needed to rest as the next day was when we would get some things done...

My friend's amazing kunoichi costume.



Thursday, 5 November 2015

SOMA


   "SOMA" is a science fiction survival horror video game that was released on the 22nd of September 2015 and developed by Frictional Games (Whom are best known for the "Penumbra" series and "Amnesia: The Dark Descent", that continues to receive critical acclaim and praise for its ominous atmosphere and horror elements to this day). The game takes place on PATHOS-II, an underwater remote research facility with machinery that begins to take on human characteristics.


   The game may not be as terrifying as past titles by Frictional Games, but once again, its developers have done an absolutely amazing job when it comes to its narrative. When it might have been considered exposition for there to be so much dialogue going on between otherwise face-less characters (The only ally you truly have also happens to be a static portrait on a screen), I felt that in this case, the script was just so incredibly well written and read by the voice actors in the most heartfelt manner that it actually works, and that we as the players are still drawn in by their worries, fears and sorrows.

   It of course, still has its scary moments, or more accurately, 'heart-poundingly' intense moments, especially during chase sequences. Very much like those sequences featured in "Amnesia", Frictional games definitely hasn't lost its touch when it comes to them. Due to the distortion of the screen however when enemies are nearby or are coming after you, it is a pity that you can't actually properly see how incredibly detailed these models actually are (I was especially fascinated over one particular robot girl proxy, who had the eeriest lurking and attack themes to me as well, and so I was glad that the designers decided to post up their model sheets eventually).


   A game that focuses on a really interesting subject matter (And doing so in the heaviest manner possible), I would consider this to be one of this year's better indie horror games for its quality narrative alone. There are of course bonus points for the amount of love and effort that was clearly put into the models and settings (I have never seen such a gorgeously rendered underwater setting since the first "Bioshock") and the overall atmosphere (They have also done an amazing job at making a subtle play at thalassophobia, a phobia that is still not often made use of in most horror games).

Wednesday, 4 November 2015

CV Writing Workshop


  • A solid 2 page, black and white, suitable for HR Standard CV is incredibly necessary
  • One cannot simply rely on a creative CV
  • Why? It is often the first impression that someone will get of you. You need to position and sell yourself well.
  • How:
    • Name and Contact Details - Use the name you use the most or want to be known by.
    • Address - Use your HOME address (Where you live) not your parents.
    • Email - Use an appropriate address. NOT your student email, or something with an embarrassing voice.
    • Keep the address broad, eg if you live in Cullingworth put Bradford it has BD postcode. Potential employees will be aware of Bradford...
    • Phone - Use your mobile. Don't use a landline if you live at home.
    • Personal Profile/Statement - You really should have one and identify what you want. 
      • It should be lively, succinct, avoid cliches or overused buzzwords and phrases like excellent organisational skills and be around 150 words.
      • Need to contain, Aim, Ambitions, Experience and be appropriate to the job you are applying for.
      • Keep it short - 6-7 lines or around 150 words.
      • First impressions count. Make your statement sell you. You can use it to quickly identify relevant skills.
    • List Relevant Skills - Be prepared to tweak these depending on the job you are applying for and list/prioritise appropriately.
    • Do NOT Lie - It will come back and bite you. If you have a working knowledge of a piece of kit or software. don't write expert.
    • List Relevant Experience - Be prepared to tweak and prioritise dependent on the job.
      • No point in putting the cashiers job when you were 16 as a top experience when an employer want to know about your Maya skills.
      • Make use of the placements, commissions, internships or live jobs you may have done. That's why you did them.
    • Employer (Left) Role (Middle) Date (Right)
    • Education - It's important but not the most important bit.
      • List as most recent (Usually highest award) first.
      • Don't full lis all your GCSEs or A Levels unless there  requested.
    • Format Dates all to the right.
    • Relevant Interests and Hobbies - These are often a god conversation point at an interview. Don't undersell them.
    • References - If references are a bit thin on the ground, put that they are available on request. Always ask if it's okay to put someone down. Yes, you can put staff down but ask/inform us first.
    • Photograph not needed.
    • Check your spelling, grammar and punctuation.
    • RECAP:
      • NAME
      • ADDRESS
      • CONTACT NUMBER
      • PERSONAL PROFILE/STATEMENT
      • SKILLS
      • EXPERIENCE
      • EDUCATION
      • HOBBIES AND INTERESTS
      • REFERENCES
Putting a Covering Letter Together
  • A short letter introducing yourself going into some detail as to why you want a particular job, placement or internship.
  • It can also be used as a speculative letter but would need to be broad as you may not know what a company has to offer.
  • Introducing yourself - Always start with Dear. Be formal, you are not their friend yet.
    • Never use I WANT or I NEED.
    • Be considerate and use I would be grateful, or it would be much appreciated.
    • Check your spelling.
  • You need to do some research
    • Find out where possible who you should be addressing and spell their name and title correctly.
    • Easiest way to wind someone up is to address them wrongly.
    • Keep it short - 3 Paragraphs
    • Explain - What you want to do/or applying for
    • Butter them up! - Show interest in their company, perhaps explain why you like their last animation, game or campaign.
    • Be enthusiastic - But don't be patronising or go over the top.
  • Follow up your emails/letters
    • Keep in contact and ask if they got your letter/CV
    • Leave it for 1-2 weeks before doing so.
    • Keep track of who is interested in you. Thank those that reply, even if they say no at this time. Develop a database of Companies, contacts etc.
    • Don't be afraid to apply to the same place more than once.
  • Finally:
    • When you send the email/letter thank the employer and say that you look forward to hearing from them.
    • Make sure you actually attach your CV to the email you are sending.
  • POSITIVE NEWS! You are invited in for a chat/interview:
    • What to wear? In the creative industry, suit/dress and tie are not necessary.
    • Be smart - Dress casually but not scruffy. Be comfortable in your self and what you are wearing.
    • Attitude - First impressions are based on 55% how you look, 38%, how you sound and 7% what you actually say.

Saturday, 17 October 2015

Lisa: The Painful RPG


   "Lisa the Painful" (And the sequel and final instalment "Lisa the Joyful") is a quirky side-scrolling RPG created by Dingaling Productions and set in a post apocalyptic wasteland... Beneath this seemingly charming and funny exterior however is a world full of disgust and moral destruction, which you will painfully soon come to realise as you continue playing...

We will be focusing on "Lisa the Painful", but I thought it wouldn't hurt to
show a little preview of the expansion and final instalment to the entire series...

   While the "Lisa" series consists of three instalments, it is only until the second instalment did more people (Including myself) begin to take notice of this series. The first instalment "Lisa: The First",  was instead, a surreal exploration game akin to "Yume Nikki", and while it has its own unique merits (Including a fairly interesting if not disturbing narrative, which unfortunately still makes it seem like a "Yume Nikki" or even an "Earthbound" clone to most), "Lisa: The Painful" was when things truly started to get serious and did many things that astounded its players.

   As a developer, Austin Jorgensen (AKA, The Master of Dingalings, whatever that means) remains quite a mystery as compared to other game developers that I have looked into. Though I suppose it makes sense, considering that his game developing career has only truly kicked off quite recently with "Lisa: The Painful". The only place he seems to remain active on is his Twitter page, which I have of course immediately followed upon discovering. Hopefully more interviews will come about for him as I am absolutely looking reading more about what inspired him to create such a series.

But anyway, back to the game itself.
   While you don't necessarily have to play the very first game to figure out what is going (Trust me, I went back to check out the first game AFTER finishing the last two), "Lisa: The Painful" is still seen as a direct sequel to the first game, seeing as a majority of the story definitely takes place after the ending of the first one. We instead focus on the journey of Brad Armstrong, the brother to Lisa Armstrong (The protagonist of the "Lisa The First") as he attempts to save his adopted daughter, Buddy, the very last female in all of Olathe, which has since become a strange post-apocalyptic world after the first game.


   ... The game is most certainly not something anyone would have expected, while it appears to be downright silly at first glance. I think most of us game enthusiasts should have learnt by now that one should never ever judge a game for its first few minutes of gameplay. Sure, there have been games like "OFF" and perhaps more recently "Undertale" (A game I'm still looking into), but "Lisa: The Painful" has that unique ability to switch between moods in a heartbeat, one minute you find yourself laughing at the sheer ridiculousness of these enemies you are facing, and the next thing you know, you are constantly yelling at the screen, begging the game to stop tearing your heart into tinier and tinier shreds (That's all I can say without spoiling too much for you)...

   "Lisa: The Painful" also the most the varied soundtrack that I have ever come across, which actually suits the the game's overall quirky tone. Much like some of the best TV shows out there, there isn't necessarily a fixed genre for this game, and is instead a unique mixture of all types of conflicting genres such as comedy, horror, western and drama (To name a few). The humour however is one of the things that absolutely stands out to me when it comes to this game's writing, it leaves you laughing but at the same time leaves you feeling somewhat bitter and pained over the somewhat blunt truthfulness of how things tend to be.


   In terms of gameplay, it most certainly plays like a typical RPG... when it comes to its settings at least. There is such a wide range of characters that have such amusingly titled attacks that you will probably find yourself easily getting into it before you know it, patiently taking the time in putting together your group or strange men to form the perfect team that can easily take care of any enemies that come your way, be they men or muta-- oops.


   In the end, I am not going to beat around the bush when it comes to this particular issue, but "Lisa: The Painful", no, all "Lisa" games tend to deal with very toxic if not triggering issues, that are most definitely not meant for the frail hearted. It is an interesting topic really, especially when such a well made game is still not all that popular as compared to so many other titles that are out there right now. 
   
   I suppose it really depends on the creator himself, and whether he really is intent on cashing in or simply following what his heart desires... Well sir, despite the seemingly smaller fanbase this game has as compared to others, rest assured that this game is still hailed by many as an upbeat piece of gaming art, myself included.


   Even for this game alone, there is certainly a lot that can be said about "Lisa the Painful" in just one post, but I will do my best to summarise my overall thoughts without spoiling too much for you. Needless to say, it was one of the best games that I have had the pleasure of checking out during my summer break, I am still absolutely floored that such a beautiful piece of work could come out of RPG Maker VX Ace. This was all done by one very talented indie game developer, and all I can say is that I am all the more inspired now to create one of my own little games (It will most definitely never reach this level of amazingness-ness but who says that your first attempt at something will ever be a masterpiece?) in the future.

   Thank you, Mr Dingaling, I hope you will continue making more games in the future and will continue to inspire others with your amazing designs and storytelling.

Wednesday, 30 September 2015

Introduction to PPP3


  • This module ends on 19th May 2016, 2pm
  • We will receive feedback on 17th June 2016, or even earlier
  • Reflect on current practice (Why do you want to do what you do?)
  • It's all about networking, once again in your progression in this industry
  • Mike's strong piece of advice in the animation industry: Don't be a dick.
  • Be nice to everybody.
  • You can shift your skills into different areas.
  • Improve communication skills further with other practitioners.
  • You are to undertake:

  1. Research - Develop a professional focused research and development blog focuses on your area of specialist practice.
  2. Engage - Identify opportunities for self promotion by taking part in internal and externally facing exhibitions and competition briefs (Collaborations)
  3. Plan - Produce a critical report that identifies that you have considered and have a strategy for exiting college and engaging with your specialist practice.
  4. Position - You need to produce a full promotional/presentation/portfolio package to promote and position yourself to the appropriate target audience for career or post graduate study.
  • Evidence for Submission:
  1. Blog Posts relating to this module, labelled OUAN603 and PPP3
  2. All development work relating to live or competition briefs
  3. 2000 word Critical report in PDF
  4. Showreel and/or other appropriate marketing collateral
  • Events to consider: Thought Bubble, London International Festival, Pictoplasma (Berlin), Children's Media Conference (Sheffield)... target these things yourself
Research:
  • Minimum of 20 Blog Posts
  • About practitioners and own practice
Engage:
  • Identify competitions and live briefs
  • D&AD Awards (April), YCN, Mo Film, Loop de Loop, One minute and short film festivals
  • E4 (May) and Sky Arts Competitions and Game republic Graduate Showcase
  • This brief is about expanding your portfolio of work, working to a defined audience
  • At least do one, if not more
  • Evidence of things submitted (Take costs into account)
Plan:
  • 2000 words critical report
  • 12 month action plan
  1. How are you going to do it?
  2. Who will you be contacting?
  3. Are there any professional development opportunities or needs that you have to consider
  4. What professional organisations do you need to engage with or become a member of?
  5. What local, national or international networks will you be joining?
  6. What are your strategies for contacting people and making links with industry (Or post-graduate/collaborative/exhibition opportunities)?
  7. How are you going to present and pitch your portfolios to your audience?
  8. Everyday is a school day~
  9. Give yourself some goals to achieve.
Position:
  • A clear, well presented Curriculum Vitae (2 Pages long and A4, PDF)
  • Business Cards
  • Moving Showreel for external use (1920x1080 h264)
  • Web and Social Media presence (Include links to all sites you have added information/profiles to)
  • Print based collateral as appropriate (Printed portfolio)
Budget yourself for end of year show.