Overall, I learned a lot of the fundaments of C#. This included how variables, classes, and other factors work together or relate to each other in code. I also learned how to properly optimize my code along with the game that I am working on. For example this could include making a repeating background, such as with the balloon game we created. Similarly I learned how to spot bugs and refactor, also leaving notes of what each line or section is doing, making my code more navigable and understandable. This is especially important if I were working on a team or wanted to go back to it and add things or make easy revisions. It is very important to have a solid code at the fundament of your project. Another important skill I developed is problem solving and being able to overcome issues in the code. Saving, playtesting, and patience are all very important for mitigating issues and bugs. A lot of problems I encountered occurred from poor organization or from doing things inefficiently. To solve this I would often have to go back and would try rewriting the line of code with a fresh perspective or mindset, and try to make it more concise. Concise is almost always better, and is where refactoring comes in. Having code that is too long or complex can make it hard to add revisions, also leading to a higher likelihood of problems or bugs occurring. I would also often have to rely on the comments in the tutorials or steps to get hints/clues when I got completely stuck, and I learned that is important to use resources and other people for help.
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Although in the past I have delved into some ideas and aspirations of what I might want to pursue in the future- especially in the game design industry whether it was as a writer, concept artist, or character artist- I had not yet been fully been versed in, or introduced, to another potential option; programming. At first it seemed appealing to be able to lay the groundwork for a game and truly give it functionality, as well as explore a field that would challenge me intellectually. However after learning some of the fundaments of C# in Unity Learn, I have learned that programming often comes down to memorization, using and compiling resources, constant experimentation/testing, and spending hours just trying to identify and fix a single issue - leaving you despondent and mostly agitated for not seeing the issue sooner. Or at least that's how it was for me. I can not say that I truly understood much of what I was doing and it was much more enticing to precede with superficial knowledge and mostly work off of what other people already had done rather than waste hours doing it completely on my own even with full comprehension. I would rather be creating something original and creative, rather than using/working off of what other people with way more experience or smarts have already done. I also did not feel the "reward" aspect of completing a code as much as I had hoped or envisioned, but rather it felt like a super long and demoralizing process that I did not understand full or do completely on my own. After this experience, I think I can cross programming off of my list of careers that I would like to further explore and endeavor upon. Main emphasis:
Valorant is a free-to-play, competitive-multiplayer, FPS game. It was released by Riot Games, who are most reputable for their game League of Legends. However, Valorant is much different from any other games they have done in the past. It is most comparable to Overwatch or Paladins combined with CS:GO. Going into the match, each player on the team will chose a different hero/character, who all have different abilities. The match is broken up into 25 rounds, and ends when one team wins 13 of the rounds. The opposing teams also switch sides (defense or offense) half way through the match after 12 rounds. Going into the rounds, each team member is given a certain amount of currency to buy guns, shields, or abilities. They can chose to save up for later rounds, or they can spend more to buy a better weapon in the current round, and therefore potentially have an advantage. The objective is to kill the other team and to either plant or diffuse the bomb. Valorant hero selection. The shop/store between rounds. Starting from the very beginning, the first thing I noticed, and disliked, is that Valorant is not attached to any other launchers or stores, and has its own stand alone launcher. This is much less convenient and not as community-involved as is connecting through Steam or Epic, among other platforms. Also, loading into the game can also be harrowing and tedious, especially with the many updates that set you back 20 minutes any time you want to get on for the first time in a little while. However, on the plus side, the cover and character art were both very enticing to me and Valorant uses a unique graphic style. Looking more into the gameplay and mechanics, it is first important to address that the game runs smoothly. The UI is very well organized, visually appealing, and easily navigable. In terms of graphic design and visual appeal, the game is done nearly to perfection. The maps are also very immersive and stylistic, while carrying adequate realism. The characters are also interesting and unique in appearance. A screenshot of the player's screen while in combat. Although the premise of the game grabbed my interest since I enjoyed the diverse character cast/selection of Overwatch, which made for varying and exciting gameplay, and I also generally enjoy FPS, I was severely disappointed by the monotonous and unexciting gameplay of Valorant. Not only did the characters not offer anything new besides a few limited abilities, and they all only have access to the exact same arsenal of boring guns, but the gameplay was slow and overly repetitious. Each round your life is one-and-done. This means that the enemies dwindle quickly and regularly you will only take out one or two of them, if you're lucky, or you will die and be sitting most of the round watching your teammates tiptoe around (literally). The good news is that the rounds are short. However the bad news is that each round feels the same and are each very slow paced and not very eventful. Whereas with something like Overwatch, the gameplay builds up as you group-up and push the offensive, or hold the defense against a big push. Plus there is respawning. Even if you do have an encounter with an enemy in Valorant, it will likely come down to who can hit the other first, standing still (since your attacks are heavily impaired in compromise for mobility), and after a few bullets it will be over. To an extent, it falls too far into realism and there isn't a good balance. The objective of the rounds is also very rudimentary and there isn't any creativity to any aspect of the story or goal, nor any variation. Outside of the matches, the main reward system of the game is ranking and skins. Both of these have their appeals to different audiences, however I personally prefer to get a fun experience or to go through a cool story rather than earn cosmetics that anyone who pays money or plays incessantly can have. Ranks can also be ephemeral and are only judgements of skill in one particular game that has no real application or value to anything else in life, plus is often skewed by flawed matchmaking systems. Overall, there wasn't much unique or exhilarating to Valorant, and it is an extremely overhyped game. My final ranking would be a 1/5 and I would honestly never pick this game up again, even though its free, nor would I recommend it to anyone. There simply wasn't anything engaging about it. Main points:
An integral part to any game design is the overall concept and the story/plot. A game can have stellar graphics and great gameplay, which may work for online competitive multiplayer games like Overwatch or Valorant, though the greatest games do not solely rely on those things. RPGs in particular require a good concept and story, and also remain my favorite type of game because they can completely emerge/immerse players into an entirely new world and as a different character, within a suspenseful storyline. Delving into entirely new worlds and playing through engrossing narratives, or playing through various missions and conquests, is far more memorable and impactful on players than merely shooting away at other players in online co-ops. In those type of games, matches become repetitive, dull, and forgettable or enraging. On the other hand, a good story in a game can teach a variety of lessons or just be a fun experience full of surprise and adventure. What makes a good story though? Every story must remain logical and avoid major holes or gaps in the story or events. However, especially with things like fantasy and sci-fi, it is okay to veer away from realism and stretch certain ideas even if they may not be scientifically plausible in our modern world. This adds a new layer to the game and makes an experience unique and different from what we are used to in real life, also making it a better escape from reality. However players may obsess on details that are not well explained or may not be believable, so things have to be integrated and conveyed in a way that does not halt the players attention and sense of immersion. A good story also involves plot twists and surprises. Audiences wont enjoy stories that are predictable and follow too many cliches or basic, two-dimensional, plotlines. There should be suspense and intrigue in what happens next, without players rolling their eyes or feeling like the story is shallow. Another important thing is developing relatable characters with flaws and shortcomings. This way the players are not overpowered or against unstackable odds, and also can feel more connected to their protagonist that they're playing as, increasing the immersion and making a more memorable/impactful experience. This is also important with villains. Villains often fall under a power-craving cliche, as I would call it, where they are shallow and just want to rule the universe or obtain some sort of power. However adding more depth to the villains motives and viewpoints can help boost the concept and storyline. Adding side characters that work well in conjunction with the main characters or storyline is also crucial. Creating balanced power systems. Especially in fantasy magic books, it is important to have a magic or power system that is not overpowered for certain characters and that makes sense with no discrepancies. This is important to the gameplay and keeping the game balanced and believable. Being unique. Overall the most important critique is to make the game stand out from others, while also to absorb some of the best elements inspired from other games, shows, or books. In a nutshell:
In class, we have begun working in Unity Engine, and completed the Unity Essentials Pathway. Working in Unity felt like looking back at a bunch of features we have learned how to create or use previously throughout this class, and finding them all in one place to create a game. What amazed me most was the amount of overall capability and features. The engine also ran surprisingly smoothly, while I thought it would be a computer killer. Another thing I found incredible was that editing the code in the Microsoft IDE, and saving it, directly changed the unity editor and added new properties or features.
The thing I found easiest to do was making the pachinko game with the sprites. Sprites were relatively simple to use since they are 2D and there weren't many advanced properties. Working in 3D is undoubtedly more complicated, though 2D would work well for a simple game or prototyping. On the other hand, what I found hardest was working with programming. Although it didn't have us use super advanced code, and told us the basic scripts to input, I did not fully understand the reasoning or foundations of how the code worked and adding my own independent modifications was difficult, such as increment rotation to my platform. Overall, the unity engine seems a perfect place to compile and develop a game, and is loaded with features. It gave me a good first impression and I did not find any debilitating problems. The UI was relatively well organized, and easy enough to navigate, and I did not feel like any crucial elements were missing. The Inspector window made it easy to alter properties, while the project window showed all the assets such as models and materials that I had available and made using them more efficient. I also think it is cool that Unity has discussions forms and promotes community involvement through places like Reddit, to help learn off of other people. The Unity Asset Store is also very cool and makes it easier for new developers or people who cannot develop all assets on their own. Recently digital art has been trending, especially after NFT got recognition for the sale of Beeple, and it has brought up many debates as to if digital art is worth the same as traditional style art, as well as questions regarding its value. In a modern age where technology has opened up so many new opportunities with digital art, I think it is important to adapt and recognize its value, and not discredit it because it isn't made in traditional methods. Why should people continue to be confined to traditional mediums when there is so much efficiency, variety, and potential to digital art? Art is meant to express or convey certain feelings and ideas, or just look attractive, which should not be significantly affected by the means it was made. Digital art has broadened many new horizons and added tons of new potential to the art world. As to if it is worth as much as classical pieces, or is as valuable as traditional art, is up to the buyers/consumers. There is no strict standard as to how to judge art, but I do not think any art should be discriminated against because of how it was made, but rather should be judged on how it looks and makes the viewers feel. Market stigma and bragging rights do often get tied into buying art pieces, and I do not feel like, personally, any piece is realistically worth millions of dollars. Art can take a lot of time and creativity, however, and its value depends on what its worth to those who are buying it. NFT is a sort of certification of authenticity for digital pieces, similar to signatures with traditional or classical pieces. I think NFT is especially important with an art form and in a world where its so easy to copy/replicate art pieces or steal credit for someone else's work. It also helps the buyer and artist get more value out of the pieces. Overall it is awesome to see digital art get accepted and treated in a similar value as traditional/classical paintings, and having a way to certify the authenticity such as with NFT, helps promote this newfound market. Summary:
References: Khalili, Joel. “An NFT Just Sold for $69 Million, Making Beeple the 'Third Most Valuable Living Artist'.” TechRadar, TechRadar Pro, 12 Mar. 2021, www.techradar.com/news/an-nft-just-sold-for-dollar69-million-making-beeple-the-third-most-valuable-living-artist. Recently, I started playing Rocket League. Essentially players face off as cars in a closed off stadium and try to hit the ball into the other team's goal. The rules are simple and straightforward. However the gameplay is a lot more complex/extreme and evolves drastically over time, the more you play. As you go around hitting the ball, you also collect boosts and can use those to shoot your car faster, and also potentially momentarily fly in the air. The game was simple enough to learn, however it gets far more complicated as you delve into more advanced gameplay and mechanics. At the beginner level you mostly will chase the ball or camp/defend the goal, and use boosts to go faster. You can also demolish cars who will then respawn, though take them out of the midst of action for a few seconds. Driving along walls is another fun aspect of the gameplay and it is simple to do, however can take a little bit of getting used to. The gameplay is very smooth and the physics work well. However, the ball's physics can be a bit annoying and also take getting accustomed to. As players advance, they may begin learning new tricks and strategies that emerge into entirely different gameplay. At pro levels, players use boosts and adjust/angle their cars to fly into the air and hit the ball in particular angles. They can also squeeze or "pinch" the ball against the floor or other players to make it shoot off faster/stronger. Positioning/strategy also become a lot more prominent and you have to know where to be at the right time, rather than just chasing the ball. It can be extremely difficult to learn how to dribble or angle the car, as well as fly in the air with control. However the matchmaking and ranking system ensure that you play with people of similar levels, giving you time to practice and get experience in order to become better. Even without learning the full extent of the mechanics/gameplay, it is still extremely fun, exhilarating/fast-paced, and immersive. The maps also add unique scenery and are really well designed, adding a nice visual appeal. Players may also earn new cars, as well as decals and accessories for them in order to customize them. This adds a fun aspect to the game and works as a good reward system to incentivize playing. However I found that it is rather slow to accumulate or come across any custom items and it mostly comes in the form of blueprints which you must pay real money to actually unlock, which is annoying. However paying does not affect your success in the game, and although you can unlock new cars, everyone starts with a good enough selection to get to any rank. Decals and other customizations do not affect the gameplay, which makes it fair and not biased towards those who pay or play much more. Overall, Rocket League is a good mix between strategy and action, and feels very immersive. it does not get boring and the challenge continues as you play or improve more, creating a good sense of flow. It feels well balanced and there is plenty of stuff to earn, whether it be rank or customizations. There are many game modes and I find it fun to play with friends, which also makes it easier to coordinate/communicate. I would give this game a 4/5 because it is well made in every regard, however isn't my favorite style of game and I feel like it can get a bit aggravating or repetitive/boring over time. In conclusion:
theyen it comes to drawing digitally, the software you use can make a huge impact. I will go over some of the features and aspects that I look for most and how programs from my experience compare. The biggest problem with digital software, and digital drawing in general, is the limited navigability and it feeling unnatural. While as in person you can easily adjust the paper you're drawing on and have full control. This is why I think using an iPad or screened tablet is the best option for digital art, because it is easy to have a pencil in one hand and have the other to zoom in/out as well as angle the canvas. However not all programs make this easy, and using tablets such as Wacom's may not give you this ability. I feel like this is an extremely important feature for making a natural and smooth experience, and is a feature I think Procreate particularly has knocked out of the water. Photoshop and other apps do not even give that possibility, while others struggle with palm rejection or poor response. The UI is also extremely important when judging an app. For me, I like having the most essential tools right at my fingertip and having more advanced features hidden but still available. Apps like Photoshop and Krita are extremely tool and feature heavy however they are not organized in an efficient manner for drawing, and there is so many things you will never use. They are also hard to adjust quickly. However apps like Procreate, Autodesk Sketchbook, Leonardo, and Sketchable all have extremely simple and visually appealing UI's that layout the most essential tools in an easily adjustable manner. Brushes and brush settings, such as opacity, hardness, and size are things that need to be adjusted on the fly otherwise it can make the experience very slow and boring. Procreate has a slider on the side that makes it extremely quick and easy, for example. It is also important to have more advanced tools that allow you to make adjustments as well as add cool effects. Some apps do not offer much outside the basic tools, while others supply an overwhelming amount, so it is important to find an app that has the perfect balance for what you use. Adjusting layers is also more important than you would think. I find myself duplicating, merging, and changing the opacity/visibility of layers very often and that is another example of something that needs to be incorporated into the user interface. Of course, tools is what it comes down to. Not just having the tools available, but also how well they work. The most prominent example of this is the blending tool or magic lasso. Some apps have blending tools that merely blur and do not give much control, and this has been the hardest thing to find in an app. While most artists try to build their technique without relying on a blender, especially in Photoshop, and instead use soft brushes, I find it an extremely useful tool to have. Again, Procreate knocked it out of the park, and surprisingly very few programs have properly incorporated/designed this tool. In most apps it simply feels like a blur tool rather than controlled blending. The magic lasso is another important, and slightly more advanced, drawing tool I have come to love. Not all programs have it or have one that works quickly and efficiently, but it is extremely useful for adjusting certain pieces on a layer. Brushes are another tool that can make or break a program. Many have very limited brushes, whereas I like being able to import my own or having a well organized and versatile collection to switch between. This is especially useful for stylization or getting different types of details more easily. Procreate has a great selection it comes with that are well organized. It also allows users to easily make their own brushes as well as modify them or import new ones. Photoshop also does a good job with this, however I find it inconvenient when switching between them. Overall:
Everyone struggles with finding inspiration, getting motivated, and actually being productive. I would often find myself wasting away my day just looking for things to pass time. However there are ways to get out of these cycles or depressions and get motivated. First off, try to develop good sleep habits. Stick to a sleep schedule and get adequate sleep. This will help boost your energy and give you more regular hours. Exercise and diet also come in and are important for maintaining energy. Don't just lie around in bed and expect to get work done from there either. It is important to go and sit as a desk or workspace and not be in a slouched or lazy position. Having a minimalistic and clean setup can also help you feel more organized and get you in the productive mindstate without any distractions or clutter weighing you down. Surrounding yourself with natural light and happy music can also boost your mood as well. Keeping a healthy mindstate, however, is the most crucial of all. Nothing else matters unless you have your priorities set and are in a stable and happy mental state. Do not focus on your shortcomings, but focus on improving them or looking forward to the future, and work for it. Don't get demotivated by seeing other peoples work or accomplishments either, but instead try to use them for inspiration or to set goals. Set your priorities and don't get too ahead of yourself. Focus on one thing at a time. It is important to understand what you want in life and the first step to becoming productive is to place your values there. It is also important to break away from any addictions or bad habits that hold you back. Think about what will stick with you in the long haul. The most important piece of advice is to not settle for isolation or loneliness, but try to maintain healthy social relationships and surround yourself with people who help bring out your best. Finally, remember that results don't come right away and practice is the key to getting to where you want to be. Even if it looks hopeless at first. Watching tutorials can be helpful, but ultimately it comes down to trial and error. Conclusively:
Many artists and creatives have a hard time finding the device that suits them best. Now that I have used all of these, I will give a comprehensive review and elaborate on my preferences of each. As a digital artist, I value comfortability to get through extended periods of drawing, as well as convenience and functionality above all. The operating system and available software for each also comes into question. I will be judging each off of these categories. To start is the iPad. I have the 10.2 inch with the first gen apple pencil. The iPad is my go-to device for many reasons. Personally, I like to be able to draw anywhere and in any position, which the iPad can do. It is the perfect size and is very light. This allows maximum comfort while drawing. The screen and Apple Pencil are responsive and have no latency. The iPad however falls short on software. Although many popular apps such as Photoshop are making mobile versions to go with the iPad, they don't compare to the Windows versions. And even still, users are severely limited on programs. However Procreate is exclusive to the iPad on the other hand, and is easily my favorite app for drawing/painting, giving the iPad a HUGE plus. Not only is it very intuitive, but it also has a top tier layout that allows for maximum efficiency and is packed with most of the essential features. The blending and brush selection are high quality, and adjustments to opacity or brush size are extremely easy, as well as color picking. The iPad can come in pretty expensive however, and is only strong for quick painting/drawing, with a limited selection of apps. It also dies relatively quickly. On the other hand the pros are its easy portability and the ability it gives users to draw in comfortable positions, as well as its exclusive access to Procreate. Next up is the Surface Book 3. This is an incredible all in one device. It works as a high functioning laptop and can also detatch its screen to become a tablet. While giving you similar portability as the iPad, it lacks slightly in comfort. The pen sensitivity also doesn't feel as natural as the Apple Pencil and iPad. Furthermore, drawing on glass doesn't give the greatest or most natural feel, and unlike the iPad there is no way to put on a paper-like screen protector. However it has access to windows and can run high capacity programs such as those in the adobe creative cloud, including Photoshop with access to all the features. Popping off the screen also transforms it into a very similar experience as the iPad, while keeping it attached allows you to work in more advanced programs that take more CPU power, giving you an ability not provided by the iPad. For just drawing the iPad is a better choice, however overall this device has a lot more capability and is still very convenient and comfortable, although it comes in at a much higher price. Finally, is the Wacom tablet. This can be hooked up into a windows PC and is not a standalone device unlike the others. Even still, it comes in at a relatively hefty pricepoint. It also lacks in comfortability and convenience the most. However it provides the best pen feel and has a nice textured surface. The express keys also come in handy for making drawing on windows a better experience. Furthermore I hooked up a Razer Tartarus gamepad for shortcuts in programs, and it can store multiple saves with custom keybinds. These two devices together are a deadly combo. The Intuos also has the largest learning curve since it takes a while to learn to draw indirectly, in that you're not looking directly at where you're drawing. This device is essentially only for drawing and sculpting, as well as some photo editing. However it is the best device if you already have a powerful PC and want to save money. It also has the best feel of all of them and can work in any program. Overall, it depends on every individuals needs, but for drawing/painting I would say the iPad is the best device and comes near the top in every category. In Conclusion:
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AuthorMy name is Quinn Peterson! I will be reflecting about my art work in this blog! Archives
May 2022
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