Body Language Cheat Sheet for Writers
As described by Selnick’s article:
Reblogging for reference
Episode 10 is out (again)! Naegi starts his investigation proper!
DANGAN RONPA IS OWNED AND COPYRIGHTED TO SPIKE-CHUNSOFT.
DANGAN RONPA IS ALSO (SOON TO BE) DISTRIBUTED IN THE WEST BY NIPPON ICHI SOFTWARE AMERICA.
THE TRANSLATION PATCH SHOWN IN THESE VIDEOS IS BY A NON-PROFIT FAN ORGANISATION: PROJECT ZETSUBOU. PLEASE SUPPORT THEIR RELEASE OF THIS PATCH.
THIS VIDEO IS NON-PROFIT AND FOR ENTERTAINMENT ONLY. PLEASE SUPPORT THE OFFICIAL RELEASES.
Cast list: http://danganronpathedub.tumblr.com/castlist
In this episode, Naegi starts his investigation at the crime scene, and examines the corpse.
GOOD JOB, FRIENDS!
Glassware can get pretty expensive especially if you’re in college and always getting sht faced and breaking your glasses. Start just using your empty beer bottles and turning them into your new glasses. Look dope, easy to make and cheap! Follow these 5 easy steps.
Step 1 – Grab a beer bottle preferably with thick glass such as corona bottles. Tie a string just above the label on the empty bottle
Step 2 – Keep the string tied and soak it in lighter fluid.
Step 3 – Put the string back on the bottle and hold it horizontally. Light the sting rotating the bottle so the flame spreads. You should hear the bottle crack slightly in about 10 seconds.
Step 4 – After you hear the crack, pour cold water on the string and the top of the bottle will fall off.
Step 5 – Now grab sandpaper and sand the edges of the bottle till it is smooth.
Unfortunately, the concept art is always way cooler than the final product
Interestingly enough this is a great lesson for people looking to get into concept art
*concept art tip*
When creating units like this there are NUMEROUS reasons as to why the concept art is not followed, and in all honesty, you can’t be too hard on the modelers or the art director for choosing to go in another direction. Things many people don’t think about when concepting are;
-how common is this unit? if you see it a lot you can’t make them too special or too asymmetrical. Doing so makes them stand out awkwardly most of the time and can be very jarring to the player. Try designing a “common” C or B level monster that still has a richness without too much to make it stand out! (harder than you think!)
-asymmetry takes up more texture space! (which is very very valuable in order to get the game running the way it should!) Maybe think of ways that a texture can be reused from a monster; ie: multiple arms that are the same texture, monster variants that use a color overlay system instead of brand new textures!
-asymmetry requires unique animation rigs, which means more time, which means a heavier load on the rest of the teams and can really put them behind. Try designing 3 totally different monsters that use the same rig and look as though they come from three totally different biomes, and have different abilities! A good challenge and great for your portfolio!
So the next time you sigh and wonder why the concept art is so cool and the model isn’t, pause and think about the problems that the concept could cause for the in game piece, what errors do you see, and from there make your own concept!
How could you improve the work but still have it within the parameters for the game? This is a great trick and practice piece for all aspiring concept artists to give a shot! Modify previous pieces, do redesigns and re-envision them in a just as powerful way, that is more efficient and see what you learn through the process.
Game development has many parts to it :) more than just making cool stuff (though we like to do that too!)
and try out some of these assignments!