Sunday, 27 October 2013

BGMC 11 Submissions

submissions for the blender game making challenge 11 are open , for a day. Anyone wanting to enter , post a link over on blender artist with a link to your work in progress thread and  a link to your game.

Thanks to everyone who participated 

Saturday, 19 October 2013

Blender Game Making Challenge Theme announced

Hi everyone its time! Here is the Theme Announcement Video:

And for the people who don't want to watch the video here is the text instructions.
Its time for the Blender game making challenge 11

Saturday, 5 October 2013

Blender game Making Challenge 11 is almost here

Hi everyone , its almost time for the next blender game making challenge.
Here a video with more info: (offical video

Sorry about the quality , it got compressed really bad, the next video will be better quality. :D

Yip the prizes will be :
The new Art of blender book (
A gold painted blender game making trophy

Since the pre-giveaway didn't work anyone who enters a game get a game from the humble inde bundle 9, while stocks last (i bought 3 bundles to give out 3 steam keys of each game, so there should be enough to go around)

Don't forget to like the Facebook page, follow on twitter and subscribe to the YouTube channel for more updates and to get more people watching whats going on.

Hope to see you all on the 20th for when the theme will be revealed.

Blender Artist post: tba


Monday, 23 September 2013

Giveaway time

Its time for a giveaway!
As I mentioned in the last post I'm orgonizing the next Blender Game Making Challenge and as pre event promotion there's going to be a few giveaways. 
The first of which is a steam key for Trine 2 to the best 3 new blender tutorials.

check out the official Facebook page here for more info on the contest:

Also give the Facebook a like :D

Im also working on getting some other prizes for the overall winner/ winners, so stay tuned for that.
Hope to see some new tutorials soon, I'm planning a couple soon too.

Tuesday, 10 September 2013

Blender Game Making Challenge (BGMC)

So its been a little bit.
Just been working away at Ninja Kiwi :D
But a couple of weeks ago was the 10th blender game making challenge (BGMC)

I took part along with a hand full of others.
Its a week long game jam , where we have to make a game based on the theme of Movies or tv shows.
Heres my blender artist thread on developemnt 

download it here or on the forum:
the blender file is up on the form too so you can see how some of the stuff was put together.

The TV show i went with was Insektors, one of the first 3d cartoons i can remember.
I wasn't shure what the game play should be like but then i watched a couple episodes on YouTube. And thought that a rail shooter like panzer dragoon , kid Icarus or Sin and Punishment would work well. 
I also wanted to use this project to get my head round the Blender game engine upgrades in 2.6x, so long 2.49b , il miss you.
I did learn how a lot of stuff works now and realsie that the new version is much more presise, as in the old one let you get away with a lot more.

for example : meshes don't deform via armature if the mirror modifier is above the armature , so you need to apply it but its pretty nondestructive as it automatically updates weights if you re mirror and reapply.

still having trouble with aiming / collisions but nothign a little experementing cant fix.

Here is some screenshots of the game in action:

Il record a video soon and post it too

Anyway , I won :D!!
The prize , a copy of Mirrors Edge and the theme choice for the next challenge

And on the topic of the next challenge, Iv been chatting to the guy who runs it and he was looking for someone else to run the next one because he is busy at the moment. 
Sooo ,
 i said I would give it a try.
I want to try to get a bigger following for the contest and grow the community a little :D
For instance the Facebook and twitter pages for the challenge only have a handful of followers which is limiting the  online presence of the contest.

Heres the links to their facebook and twitters give them some love and the the buzz started :D


Final note, I'm going to migrate this blog over to so the next few post will be both here and there. If you want to keep following my updates make sure to follow this new blog

Thursday, 15 August 2013

Featured in bGame

Just a quick update to say the Art collector game for featured on bGame, a blender game repository

Actual game page
I should think about publishing for OSX and linux, but dont know how the level loading works on platforms apart from windows. But want all the Linux user to be able to play too. will boot up my Ubuntu live CD some time soon.

Friday, 9 August 2013

New Tutorial, Animating textures

Hi everyone . Its been a while , but her e is the animating textures tutorial iv been saying im gona make for ages :D 

Hope you like it , give me feedbak on the video and if thers any other things from the projects you would liek to see broken down , Im thinking of making a node texture mask shadows tutorial next . Thanks , See Ya

Thursday, 25 July 2013

New development!

Hi all , there is now a kickstarted to make a flm whitch sounds rely similar to the art collecctor.

what you guys think? I want it to happen but a bit bumed that its basicaly the same idea

Heres a screenshot:

Name:  1ca71bf275c49ea26882e0729d0ce965_large.jpg
Views: 1
Size:  120.2 KB

Saturday, 29 June 2013

It final Came (OUYA)

So almost everyone who received their OUYA has made an unboxing video so i thought i would too.

And i made a refrence to a film whitch noone has said theyv got yet  :(
See you soon with a game dev video hopefully :D (Pencil might be ready soon)

Wednesday, 5 June 2013

Where has the game gone!

Somehow  all the previous versions of the game have been deleted from game front but i reuploaded the latest version and here it is.
Edit : game front keeps deleting the file :( so i uploaded it to google drive.

And here is itds page on bgame (like a blender game repository.)

Tuesday, 21 May 2013

Ludum dare 26 results

Here is the link to the winner, saddyl I didint get placed in this one  :(

I'm happy i got to play with an OUYA and got it running to an extent.

Theres always the next one!
This the next one is a mini one and it on this weekend and tis the 42nd one so thers a duglas adams theme. Gona be buisy at the showcase though , unless there is a quiet day and i can knock someting out at the expo. :P

Sunday, 19 May 2013

End of Year Presentation Criteria

A quick look at the student honors hand book and find what the presentation has to say/ be about.

Oral Presentation:

The student speaks clearly and confidently, and fully describes the work carried out during the session. 

Project outline :
The student outlines clearly a set of aims and objectives that comprehensively detail the entirety of the project work. Any deviation from the originally-planned project is detailed and discussed and an excellent and convincing rationale is presented for the change. 

Presentation of work: 

The student presents comprehensive and coherent work of excellent quality, which clearly demonstrates the trajectory of the project and the student’s authorship of it. The student delivers an excellent critical review of their work and demonstrates excellent critical judgement in the selection of material shown. 

Q&A :

The student responds very well to questioning. It is clear that the student has anticipated possible lines of inquiry and is able to deliver a robust response to all or most questions. 

So show aims and objectives, say if u stuck to them or deviated and why.
Show the best of the stuff of how i got to the end and then review the project as a whole.
Il mention ninja kiwi job , game jams and creative loop award too.
And speek clearly.
Dono how many slides this will be :P

And the key sucsess is ...
a lucky bowtie

Friday, 17 May 2013

Backface culling in Blender renders?

I want to get a nice high res image for promotional purposes and all of the characters use a scaled inversed mesh to create the outline. 
This is not a problem in the game engine as culling is turn on by default, but in the rendered its turned on .
With the latest realece of blender (2.67) It now comes pre-loaded with the freestyle plugin which allows easy editing or outlines for render. but i like the way that some of the outlines look and don't want to invest time in getting the outlines to work with freestyle.

So did a quick search and found this thread :

It starts off with onone knowing how to go about this but then the answer come up in the form or nodes.

Fist tick zTransarency on the material then click use nodes. 
open the node editor, 
create a geomitery node and plug the Front/Back vector into the alpha input on the output node

Render and your done :D

Heres an images with all the options highlighted in red that you have to change:

Im posting this to help people and for my own reference later on when i forget how this works.

Thursday, 16 May 2013

Pencil updateweb version coming to (OUYA)

So iv handed in Dissertation its time to start the slides, but i wanted to revisit the Ludum dare game as the unity3D version  was soooo un-optimized. I took last night and this afternoon to mess with the code and see if i could fix some stuff i didnt want to during Ludum in case I broke the game.

Heres the link ot the latest web player version:

Updates to the game:
Mini Map (As a few uses requested this feature on ludum [easier to do than i though it would be])

I changed the text whilst playing to say Distance and then show the number

I stripped out the code for movement and started again , and now it controls like a tank and its nice and smooth.

I changed the drawing code to not draw when your not moving 

Removed the jump

Enemies randomly spawn(making every play different)

Demoved some debig log statemtns and some print stuff from some scripts 

Stopped checking every frame on ever eney blob where the player is and then changing the player pref several times,(sped it up quite a bit)

Delete the drawn line after your are far away from it. 

Kill the enemies after an amount of time

Other stuff to do:

Controles and instruction screen

Animation for when the blob gets cought so show where you went wrong

Hard mode where your blob can get blocked by your own line and you need to use the erasor(realy hard, implemented in the blender version for a while bit it made things far to hard)

Limit the enemy spawner to not spawn directly infront of the blob as that is unfair.

Fix the enemy push bug that they just float off into the distance.

test ways of killing blobs , (circling them, works thenow as there time just runs out)(add death animations)

And after all that get it working through the proper ODK (OUYA Development Kit) and publish to the store for free :D

Have fun playing it and post your high scores if u realy enjoy it.

Monday, 13 May 2013

Everything is submitted and here is the Final Game!

Submitted the honors project and professional practice modules today , working on the dissertation now.
Good luck everyone.

Also here is the final game:


Saturday, 11 May 2013

Final Post before Hand in

This should be my final post on this blog, It will almost centinly be the last one before submission. 
I'm orgonising the files for hand in as I'm trying , (waiting for stuff to copy) 
Hope nothing gets missed out  :S

This has been a long year and I have learned a lot and am now set to go into industry. It seems like soo long ago I was working on the Pop art Whaam! test adn now its the end of my final year at uni. 

My job at Ninja Kiwi should start on June 10th, hopefully things will go there and I'l be making games with them for years to come.

Till then I'm looking forward to the showcase, see everyone there.
On the 24th - 27th May 2013

Heres the trailer 

Public Speaking

Back when I was in school i remember being terrified whenever i needed to talk in class or do presentations.
But through my time at collage, University and Dare Plus I have gotten a lot better at public speaking. 
I am still rubbish when it comes to aquard questions as everything i say has been rehearsed a few of times before the actual event.

I gained a lot of confidence bingin the Lead artist for my group project in 3rd year. Having to talk to Outplay about the games art style and assets helped me overcome the star stuck part of my problems.

And dare plus helped me practice and focus in on what needs to be sed. 

My presentation style is thick and fast.
I find it hard to talk about a single image for a long amount of time so my slides have minimal things on them and I talk through what is on the screen. I don't read off of the screen because of my dyslexia and nerves make me worse than useless at reading. The only real breaks in my presentations are when a video is being shown. When videos are shown some time you can just be quite and let the video do that talking . 

All that being said I was invited to talk at the next Pecha Kucha talks in Dundee, volume6.

I thin its on the monday before the showcase, so i get to plug it at the end of the presentation.

the format is 20 slides for 20 seconds each , In this 6 minits and 40 seconds you can talk about whatever you like , and im gogin to tlak about NPR in games and a little on my honours project. 
The high school me would have been soo terified at talking on front of this many people but now im more exited than nervious. :D

Il link it when it goes live online but the hand in will be before then.

Showcase Preperations (Interface)

This post will be about getting the stuff ready for the showcase.

As I said before, I'm sharing a booth with Sam. We meet up and decided whos on what side, 
I'm on the left and hes on the right.

(It would have been cool to have the image of the project the full size of the pannel)

When we first got the interface layout we didin't like the way it looked so we did a couple of edits and tested that we could get stuff working.
Its easy enough and i can launch my game from it as well as loading videos and images. 

Things to include

screenshots of each style:
-standard house

-pop art

-water colour



-Possibly a couple of images showing the inspiration for the style ie , Scott C / Lichtenstein, with a comparison between the original and a screenshot from the game. This one might change...
Maby a contact page

-An image containing the critical framework.(might cut this page to show the 2 examples above, or add 4 more things)

-The video collage of all the tests from semester 1

-The final Game play video of The Art Collector

-An images which when you  click it it goes to the game, (Click here to play if its not on show, or something like that)

The interface loads 5 thumbnails at a time and i have listed 10 items so it will neatly fit in 2 rows.

i might add some more images of tests from semester 1 with comparisons to the origonal artwork
like this :

You'l all just have to wait till the show to find out exactly what slides are picked.

Friday, 10 May 2013

In the Loop (Creative Loop Award)

A whole back i Mentioned that i was working on the game a lot to get it read for the hand in for creative loop. 

Well that award ceremony was last night . here is the link to the no-monies.

The category I enterd was called :
"Best use of interactive media/apps/computer games"

I was up against -(all teams from abertay, so it was friendly compotition)
"Into the Sky"(10 man team)
"Constructs"(9 man team)
My Entry was 
"The Art Collector"(1 man team)

And ... I WON :)
This is my lucky month and I now have 2 lucky bow ties.

Here is me on stage accepting the award (Photo by Deborah Chapman)

 I'm sure the video of the awards will be up soon and il link it then.
So at my booth at the Showcase on the 24- 27th of may ther wil be an award wiining game on show :D 
I think i might put the award up on the wall too.

Heres the page with all the winners:

Also congrats to Francis Morton for her award winning animation , again from abertay.

Monday, 6 May 2013

Quick meeting with Ken Learning contract

Getting to the end of the semester and looking over the hand in specifications. Need to right a learning contract and get it approved by supervisor before hand in. So wrote a fist draft this weekend and showed Ken today and he thought it was ok.

Here is the learning contract so far might change a little before hand in:

Learning Contract

Module Code: AG1084A 
Module Title: Honours Project

Student Name:  Alastair Low
Student Number:  1002864
Telephone Number: 0790 606 96 20
Email Address:

Project Title: Emulating traditional 2d art media in a real-time 3d game engine.

Project Aim: Explore the methods of achieving a variety of traditional illustrative styles in a real time game engine through a deconstructive processing of existing artworks, followed by a reconstruction of the key elements which are unique to the style.

To emulate traditional art media in a real-time 3d game engine from an artist perspective.
Deconstruct key elements of existing 2d styles
Reconstruct Styles using 3d Techniques

Major Tasks: 
Research and Identify Non Photo Realistic techniques.
Test methods of achieving Non Photo Realistic techniques.
Create a critical framework to quantify an example’s successfulness. 
Create a simple story to contain the art switching in the art styles and implement successful test findings in a single final game project.

Submission Deliverables: 
Final game and source files, test files and source files, project blog, dissertation, learning contract, project diary meeting sheets,

Blender, Photoshop, Audacity, blender 3rd Person Template, blender artist
Signature of Student                                                                                      Date

NB The assessment of the Honours Project module AG1084A will be based on the material stated and agreed with your supervisor in the submission deliverables section of the Honours Project Learning Contract, which must incorporate the mandatory submission requirements stated in the brief. You must ensure that any changes to your Learning Contract are agreed by your supervisor. You must ensure that the latest signed-off copy of your Learning Contract is handed in, together with the appropriate submission deliverables as listed on the Contract, by the due hand-in time and date. Failure to do so will mean that the last submitted Learning Contract will be the definitive agreement upon which assessment of the handed-in deliverables will be based

Friday, 3 May 2013

Ninja Kiwi

I think this should go under Personal development Portfolio.
Earlier this year I updated my website to be ready for job hunting at the end of uni. I showed the site to Lynn and some other people and they said it looked good.

Here is the link:

However Lynn said my CV needed work. With some help from here it got upgraded and can be found here.

After this i heard about the position for  3D modeler in Ninja Kiwi, a local and not so local games company.
I applied and got sent out an art test pretty quick.

The brief was to make a flower and make it dance or move in some way

Fist I made this on the first night :

But it looked a little cheep and crappy so i started redesigning.

And came out with this

I felt a lot of these things worked with the flower design and the link to Ninja From Ninja Kiwi.

and here is the wire frame.

They liked this model and then I got an interview which went rely well. I found out they used blender and there company is really awesome. Then a few hours later i got a job offer :D

Things couldn't have gone any better.

Small changes

As i said in a previous post I had a meeting with Lynn and she said to change a couple of things , how i have.

3D sound:
I figured out how to make the 3D sound work in blender, i remember playing with this feature a while ago but couldn't find the button when looking for it this time.
Looked up a tutorial on it and it said the option wont appear unless the .wav is a mono track.  So take the sounds i need to be 3D into Audacity and split them to mono from stereo  load into a test blender file and it worked, the further away from the object the louder or quieter it gets.

Paintings within paintings:
All the paintings within paintings are now screen grabs from the house, and the perspective of the paintings you are in .

Again these were 2 things i initaly thought about doing but have just put off till now.
There in the beta 2_3.

Sunday, 28 April 2013

ludum dare 26

Another one down. 
Heres the link to the ludum page for my game.

I got it working on PC, Browser, Blender, and OUYA :D

Ludum dare is an online 48 hour game jam with thousands of entrants each time.
1715 entries this time

The theme this time round was minamalism and as always i wanted to tie it in with traditonal art /shaders etc. But this time i had my eye on the OUYA so unity it is.(I made a blender version too)

I was hoping that my preeorderd OUYA would be her already but no luck. Insted i Used the one from the uni. I couldn't get the ODK plugins to publish properly from unity so reverted to just building normal .apk files with control scripts attached. 

The minimal theme game me more time to focus on the coding rather than the artwork. 
It took soo long to get the collisions working and the ouya talking to the pc. (thanks Antanas for helping install the drivers :D)

Unity version: 
OUYA version is just a .APK 
Defend the small blob from the big blobs for as long as possible. Drawing lines stops the big blobs, so draw lines and circles round them to stop them. Endless defender. 

wasd to move, or arrows, or OUYA left stick 
space to jump or OUYA A 
left mouse button to rub out or OUYA O 

sorry the cameras a bit twitchy 

Fingers crossed that i place somewhere in the contest but i dont have the nighest hopes, the game is realy buggy but it proved the point that developing for OUYA isnt to hard and gives soothing to show at dare interview.

And hers the video of it in action:

This was where i set up in uni:

Contest results in a few weeks.

Friday, 26 April 2013

Stuff to do!

Soooo, had a short meeting with Lynn and had the pleasant surprise that she had played my game already :D
She said i spelled Controlles wrong on the control screen and that some of the player gidence through the house could be better. and try to get some 3d sound in.
Also might do 

Anyway this weekend is ludum dare and going to try and get something running on the OUYA. 
Some thing pretty , of course. 
I'l try to post a live twitch link 2moz when im in uni working on the game.

The Theme is minimalism. hmm, im imagining things getting drawn as you progress. Anyway il sleep on it and sketch a little in the morning.

Wednesday, 24 April 2013


And ... Heres the beta2_2
Change log
A few minor fixes

Watercolor level:
The tree in the middle of the path is gone.
The wolfs grrr at you when u get close, (audio)
the riverbank flore was raised so it dosent look like your drowning if u fall in .

The train signal sign is now down at the start

House, i tried to make the bad guy push u into the paintign at the start but i didnt like the way it felt, migt try again but at this point its ok, otherwie might change diologe in the pop art level .

I think this is a pretty close version that will be at the showcase, these couple of things were just miner adjustments that were annoying me for a while.

Tuesday, 23 April 2013

Unfinished swan Critical Framework

Artwork deconstruction 1 (The Unfinished Swan (Sketch Level))
(Practical Media)                 
Pen and paper
Type of
(Paper, Canvas, Texture)
White Paper
Colour Pallet
Black and White
(Are there any, Thickness, Movement, colour, Texture, Wobbly )
Yes, sketchy
Object fills
(Colour, Texture, Brush Strokes)
Sketchy, crosshatch, messy
Solid drawing
(Dose the 3d shape remain consistent from all angles? sillowete)
Yes could be represented in 3d
Shading and shadows
(Colour in relation to rest of scene, Shape)
Sketchy, crosshatch, messy
Animation/ Movement
(Sketchy, Precise)( Dry brushes/Blur Lines)
Sometimes, motion lines, if animated in a traditional sense it would be jittery and possibly unsetteling.

Grading system how well something was achieved : very good , ok , not at all
Reconstruction in 3d implementation (The Unfinished Swan (Sketch Level))
(Get a general feel of the media)
Type of
(Post Presses 2d filter or overlay containing paper texture)
No texture overlay needed
Colour Palate
Black and White
(Post process outlines? Scaled mesh inverted normals, textured view or uv space, Animated, Wobbly displacement map,)
Object fills
(Texture, uv or screen space? Bush Strokes in texture, Animated?)
Static hand dran pen sketch textures, decent resolution for the most part, a couple of bad seems.
Solid drawing (Constrains, blend shapes, complex rigs, maintain 3d sillowete)

Shading and Shadows
(Real time? Baked? Animated Shape? Masked shading/stencil)

Static baked into the texture, in the form of crosshatching
(Sketchy, Precise, animated outlines and textures)( Dry brushes/BlurLines, bill boarded planes with blur lines)

Additional comments
This is sadly a very small room on the game, but this makes it stick out as a pivotal moment when you play as the king instead of the boy. The mood of this room is calm so a sketchy texture may have unsettled the player.

8 out of 8

Sunday, 21 April 2013

Showcase update!

I got the esil made and the mounting board in the frame, all the hard stuff for the showcase is done  :) just working on the poster and business cards now. 
I asked Ken about he esil and he told me to talk to Keith Himpson.
I sent him and email and got a meet really quick and then within an hour or 2 he had modified an esil and everything was sorted  :). Keith is a really nice guy and works really fast , if u need anything like this done , Keith is your man. He also seemed interested and exited about my project and says hes looking forward to the showcase. 
Il post a pic next time i see it , i forgot to when i was there.
I'm torn weather to make the poster about the game or the project presses  I'l make 2 and deiced later when I'm getting them printer.
I am going to modify the previous bushiness cards i designed with the 4 art styles on them, but with the new pop art and pen renders.

I updated the boy images for the poster, and vectorised the audacity logo because it is cheep and ugly.

Just need to fina a cheep plac to print it now.
Also got anoyed at vista print for pricing , I want to print 4 different bisinus cards but you only get the discounted price on one of them :( . Might get a print them yourself pack from WHSmiths or something

Anyway heres the new card designs too:

UPDATE got the poster printed at TESCO
for £12.50

Post 101 Tutorial

I made a tutorial on how to model texture and give a 3D character an outline in blender, this can be exported to other engines and should work , with a little tweaking here and there.
20 minit tutorial:
Hope it helps some people , I thought I could have been more clear about some stuff. This one isnt as noob friendly as my previous tutorials:
Wow looking back at this video i sound sooo Scottish but still think it teaches most of the things u need to know to get a game up and running in BGE.

Iv been wanting to get back into making tutorials, hopefully this is the start of a good series.:D

Wednesday, 10 April 2013

Lets catch up

So iv rushed through a lot of the stuff because of the deadline dare and a freelance project I'm working on . Its a busy time but I should probably fill in the blanks before its to late.
Since the Alpha 1, (i think might have been all the changes from pree alpha) things haven't changed too much  here's a change list and reasons why:

Music and sound effects have been added

House hub Level 0:
made the footprints show the corresponding set depending on stage in game.
-The footprints on the flore have been changed to white as they were almost invisible as the flore is realy dark. (beta2)
-The old man talks to you after every level

Pop Art Level 1:
-The shading on the character was changed. Lynn made the point that it was too dark at points and i agreed  I change it to slightly darken the dots rather than have a harsh black shadow.
-I also changed the dots on the hair back to the hard edged shadow as some people said it looked broken and I agreed, the originals don't have dots so why dose my version. 

Watercolour Level 2:
Added wolves, they growl at you when u get neer and change color when you paint them. they howl.
The bear pints depending on what stage of the level you are at.
The bear sleeps when u paint all the wolfs. 
Changed the layout of the place where you get the brush as the billboarded trees make it hard to navigate. the player can now see the brush as soon as they look in that direction.

Charcoal 3:
Changed the tunnel to have a gap to have the switch.
Made the tunnel longer.
Applied the displacement modifyers for all models.
Animated the train signal. and linked it to the switch with camera cut away.
Changed the wire which you have to follow to the switch.
Triainface boy appers on top of the train after you pull the switch.

Pen and ink 4:
Removed the tree from the battle area as the level of detail was intended for background purposes.
Made the villan be able to get hit , play animation, and get pushed back, and play noise.
Added player auto block and noise when villan attacks you.
Changed the amount of hits he takes.
Removed the villan behaviours after he is dead (slight oversight/ glitch)

Added a title screen:
Its a cylinder that rotates around the old mana and camera which creates a panning gallery effect.
added credits and controls.

Monday, 8 April 2013


Not networking in a computing sense, more in a social one. 
Iv recently been watching this guy called Eteeski. link to his youtube: 
Found him making unity tutorials on youtube  subscribed to his channel and then realised he dose live streams of him making games and excitingly he also dose Q and A and ... Show your work live. In this you send him what youv been working on and he shows it live. You get good feedback and a good amount of exposure. 
I like to think im building up a conceting with him and hope we will keep in touch.

Hes curantly working on a game for the OUYA called Recoil

Heres a link to his website:

Sunday, 31 March 2013

Carboot Time Exposition Update

With the showcase coming ever closer I decided to re-do my application form and get it approved soon. I heard back from Clare and she seems ok with the new idea.

This was the original application, I pitched to have the space look like the gallery from the game with red wallpaper and multiple pictures which  have monitors in them and they would show the final game and a slide show and other videos form the project. 

This is the revised plan. Now instead of mounting loads of monitors in frames on the wall, there will be only one monitor but on an esil. 

And this was the mock up for a single space away from a booth.

The final choice if this dose not work , is to project the game onto a large white space with a frame.

This is an old broken monitor I had in the loft and a frame i get out of a charity shop, not as fancy as i wanted but thought it could be a proof of concept if i got it mounted on the frame and on an esil.

This was the level of decorative frame I was looking for but this one was 30£ and that seemed to be the price online as well.

The next day went to the carboot  and got this stuff

2 monitors 3£ each(sturdy high quality)
1 large frame 2£
2 other monitors 1 20 inch , 15 inch (11£ the pair)

[19£ overall]

I tried this on an esil from the loft but its too flimsy and the clips only just stick out enough for a  frame . But iv been told i can borrow one from Abertay which are a lot sturdier and hopefully has bigger clips.

Luckily the monitor was exactly the right size for the frame, which is 20.1 inches

Unfortunity 1 monitor didint work , powerd on but a large crack on the screen 
and the second has a smaller crack at the bottom but might get away with it if i doubl mount the screen but im gogint o look for some monitors at the recycling centre in dundee.

to be continued!!! in dundee adventures.

Found out Where I am in the exposition ...
The HMC :D The fancy bit , I think I'm sharing a booth with Sam. So guessing that its sill the 4 corner wall set up things. 
Also they speld my name wrong on the email so might need to tell them that so they don't get it cut wrong in vinyl for the booth.(I emailed and its been changed)

And heres is the new monitor in the frame :

One small problem with this is that the frame is a diffident ratio to my laptop monitor and i had to add a paper mount to cover the edge of the lcd. This creates a slight overlap on some of the text , its all still readable but not the neatest. 
Il try to fix this, if its an easy fix. ie just changing the camera settings in the game I'l update it but it might mean that i have to reanimate all the slide in text boxes and stiff and i don't wanna do that because they all basically match up and that would be annoying to fix.

Anyway I'l see how it goes.