Monday, December 14, 2015

Designing Your Game

-->
Designing and Creating a Video Game
 (pre-Unity)
1.        Decide on a concept
2.        Genre
3.        Outline: 2D or 3D, Setting, Players, Characters, Enemies, obstacle, difficulties, and core mechanics (what is absolutely necessary)
4.        Sketches
5.        Story
6.        Research
7.        Know your limits: 5 weeks to create game
8.        Game Title


Wednesday, December 09, 2015

Digital Photography Portrait Treatment

Please email me the answers to the questions below. Please use complete and detailed sentences. Tell me everything. My email is trent.mitchell@shorelineschools.org

Portrait Treatment

Wednesday:
Who are you working with on Wednesday? 
What is your concept? Please be specific.
What will your subject wear?
What accessories or props will your subject need?
What will you wear?
What will you need to bring?
Are you shooting at school or off campus?


Friday:
What is your concept? Please be specific.
What is your concept? Please be specific.
What will your subject wear?
What accessories or props will your subject need?
What will you wear?
What will you need to bring?
Are you shooting at school or off campus?

Digital Photography Portrait Assignment

Digital Photography Portrait Assignment

You will shoot portraits next week on Wednesday December 16th and Friday December 18th. 
One day you will shoot at school using the lights in the studio and the other day you will shoot off-campus at a predetermined location. 
You will shoot AT LEAST 24 pictures of your subject each day (most of you will shoot between 50 and 75 pictures.
You can, and probably should, take pictures on the weekend as well.

1. Find two interesting human subjects. The people you choose should WANT to be in the picture and they should be willing to cooperate. I highly suggest working with people in this class.
2. Talk to your subject. What type of portraits do you want to create? Use colors or lighting to create a concept for your portrait. Costumes or uniforms work great. Imaginary ideas are OK. Choose an interesting setting based on your concept.
3. Change angles between shots. Shoot at least 24 pictures of each subject.
4. Use props if they will help the audience learn something about the subject. 
5. Vary the lighting. Use filters, flashlights, lamps, or multiple lights to enhance your picture. Use the different lighting techniques that you will read about in class (see above).
6. Encourage different emotional looks. Pretend you are Austin Powers taking pictures. Tell your subject they are "groovy".
7. Having your subjects "pose" in action is just fine.
8. Most importantly for this assignment don't forget your compostion rules. Use framing, leading lines, rule of thirds, color contrast etc. to enhance your photo. Fill the frame.

Please take detailed notes on the readings below. You will (literally) reference these notes when you take pictures next week.
Wednesday Reading # 1:Portrait HintsPart 1
Wednesday Reading #2Portrait Hints Part 2

More Hints

Even more hints











  
Here is an early list of the different types of portraits photos you will turn in. More will be added.

  • A Vignette Photo
  • A Grayscale Method Photo
  • A One Item Kept in Color Photo
  • A selective Focus Photo
  • A minimally adjusted photo
  • One WHACKY anything goes portrait (change the colors, use the liquefy tool, and make this as unique and interesting as you can)

Finally, you will turn in your best picture as well.
Lighting!!!
http://mrstorydigiphoto.blogspot.com/2011/12/different-lighting-techniques.html 

Friday, December 04, 2015

John's Boss Script

using UnityEngine;
using System.Collections;

public class BossController : MonoBehaviour {

    public float bossHealth;
    public GameObject explosion;
    public int scoreValue;

    private GameController gameController;

    void OnTriggerEnter (Collider other)
    {
        if (other.CompareTag ("Boundary") || other.CompareTag ("Enemy"))
        {
            return;
        }
        bossHealth = bossHealth - 1;
            if (bossHealth == 0)
        { 
            Instantiate (explosiontransform.positiontransform.rotation);
            Destroy (gameObject);
            gameController.AddScore (scoreValue);

    }
}
}

Editing Abstract and Macro


·   You will turn in 16 Edited jpeg Photos on a 4*4 Contact Sheet called Abstract Macro Adjusted
·   Try to have the same amount of Abstract and Macro pictures
·   8 adjusted exactly as described in the tutorials
·   8 adjusted free choice

Sunday, November 22, 2015

Monday Nov. 23rd Digital Photo 1: Abstract and Macro Photo Assignment


  • Please sign out at the beginning of the class period.
  • Please take abstract and macro pictures all period long away from Shorecrest. Pick someplace fun or interesting.
  • Import photos when you return.
  • Please turn in a 24 picture 4*6 "Abstract and Macro CS2" at the end of the period.

Friday, November 20, 2015

Updated Destroy By Contact Script

using UnityEngine;
using System.Collections;

public class DestroyByContact : MonoBehaviour 
{
    public GameObject explosion;
    public GameObject playerExplosion;
    public int scoreValue;
    private GameController gameController;

    void Start ()
    {
        GameObject gameControllerObject = GameObject.FindGameObjectWithTag ("GameController");
        if (gameControllerObject != null)
        {
            gameController = gameControllerObject.GetComponent <GameController>();
        }
        if (gameController == null)
        {
            Debug.Log ("Cannot find 'GameController' script");
        }
    }

    void OnTriggerEnter(Collider other)
    {
        if (other.tag == "Boundary")
        
        {
            return;
        }
        Instantiate (explosiontransform.positiontransform.rotation);
        if (other.tag == "Player") {
            Instantiate (playerExplosionother.transform.positionother.transform.rotation);
            gameController.GameOver ();
        }

        gameController.AddScore (scoreValue);
        Destroy (other.gameObject);
        Destroy (gameObject);
    }
}

Awkward Family Photo Assignment

Awkward Family Photos

Your homework over break is to create awkward family photos like those seen on 
http://awkwardfamilyphotos.com/
and
 https://gma.yahoo.com/photos/awkward-family-photos-thanksgiving-edition-slideshow/tis-the-season-for-awkward-family-thanksgiving-photos-photo-1447712366536.html

You can also recreate old family photos like shown in this video:https://www.youtube.com/watch?v=CfXa-ol1fZ8


Wednesday, November 18, 2015

Photo 1 Abstract and Macro Photo Assignment

Macro and Abstract Pictures

What is an abstract photo? What makes abstract photos interesting? What is a Macro photo? How is macro different from abstract?

Abstract Photo Hints: please read and take notes.

Macro Photo Hints: please read and take notes.

Earth Photography

Photo.net

40 Great Examples of Abstract Photography 

70 Great Examples




























For the abstract assignment I want you to throw out all of the "rules" we've discussed in class this semester. This is your chance to be as creative as possible. I would recommend looking for patterns, colors, and shapes when deciding on pictures to take. Also try to take pictures of things you don't normally see in pictures.




Tuesday, November 17, 2015

Updated Game Comtroller Script

public class GameController : MonoBehaviour {

    public GameObject hazard;
    public Vector3 spawnValues;
    public int hazardCount;
    public float spawnWait;
    public float startWait;
    public float waveWait;

    public GUIText scoreText;
    public GUIText restartText;
    public GUIText gameOverText;

    private bool gameOver;
    private bool restart;
    private int score;

    void Start ()
    {
        gameOver = false;
        restart = false;
        restartText.text = "";
        gameOverText.text = "";
        score = 0;
        UpdateScore ();
        StartCoroutine (SpawnWaves ());
    }

    void Update ()
    {
        if (restart
        {
            if (Input.GetKeyDown (KeyCode.R)) 
            
            {
                Application.LoadLevel (Application.loadedLevel);
            }
        }
    }

    IEnumerator SpawnWaves ()
    {
        yield return new WaitForSeconds (startWait);
        while (true)
        {

        for (int i = 0;i < hazardCount;i++) 
            {
                Vector3 spawnPosition = new Vector3 (Random.Range (-spawnValues.xspawnValues.x), spawnValues.yspawnValues.z);
                Quaternion spawnRotation = Quaternion.identity;
                Instantiate (hazardspawnPositionspawnRotation);
                yield return new WaitForSeconds (spawnWait);
            }
            yield return new WaitForSeconds (waveWait);

            if (gameOver)
            {
                restartText.text = "Press 'R' for Restart";
                restart = true;
                break;
            }
        }

    }

    public void AddScore (int newScoreValue)
    {
        score += newScoreValue;
        UpdateScore ();
    }
    void UpdateScore ()
    {
        scoreText.text = "Score: " + score;
    }

    public void GameOver ()
    {
        gameOverText.text = "Game Over!";
        gameOver = true;
    }
}