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joshartblog · 9 months
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Final updates
I have finished my film! I am unable to show the final product here however here are the changes I have made.
I have finished the boss fight.
I have recorded the voices for the protagonist Jay and the antagonist depression
I have added royalty free sound effects to the animation courtesy of “Freesounds.com”
Using adobe premiere pro, I have pieced together and edited my film to run smoothly.
Thank you for following my progression on this journey.
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joshartblog · 10 months
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loading screen
Both this and the prior post will be places between each level. in terms of this specific post, this rendition will coming into play after the "comeback scene", in which that scene ends with him running through the screen. the intention behind this is to sort of break the fourth wall, having the protagonist break through the game, with the help of his friend, to reach his goal.
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joshartblog · 10 months
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joshartblog · 10 months
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First level part 2
This is what will happen straight after the previous comeback scene, i have translated what I have intended to do clearly in terms of comparing my storyboard to this scene.
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joshartblog · 10 months
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first level development
After talking with my peers i was able to slow down the panning of this scene, allowing the protagonist to stay within frame. i have also included a bubble trail behind him to indicate when he is underwater.
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joshartblog · 10 months
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Comeback scene
Here is one of my finished scenes for my upcoming film, this scene will consist of the protagonist close to giving up, this scene will be longer once i have included audio to the scene. this is my strongest scene yet.
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joshartblog · 11 months
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Boss further development
I have now taken the sequence into toonboom, in doing so i was able to effectively time each frame to provide a smooth sequence, i intend to edit the previous incarnations of depression in terms of his hand, to allow it to make more sense
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joshartblog · 11 months
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Final boss development
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After colouring depression, i felt sommething was missing, it did not feel genuine in terms of how it has both tried to overcome myself and the protagonist, after discussing it with my peers i have added a scratch/scribbly effect towards the outline to display the rage of the antagonist. i will then further develop this into displaying the glitch effect as seen in prior posts.
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joshartblog · 11 months
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Depression development
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instead of going with the giant wolf theme for the final boss, i decided to turn depression into a sort of glitch werewolf. Being the antifices to the protagonists friend, the white wolf, having a humanoid form seems right. And with the help of one of my friends, i have decided to have the skull of the monster on show, to further capture the horror of depression, or as she put it, "it rears its ugly head".
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joshartblog · 1 year
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Glitch effect development
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After considerable thought, the initial idea of showing depression in this intro did not translate well to the overall scene, i decided to take the protagonists shadow, which casts beside him, to begin glitching and become a pool of darkness. In doing this, my intention is to, as it is depression, show the antagonist to have a connection with the protagonist, his darker half so to speak. I believe this is far more effective as it provides moments of mystery as to what this is supposed to be, my next task, apart from tweaks and fixes of other sections is to then design depression in the game.
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joshartblog · 1 year
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Animatic
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joshartblog · 1 year
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Updated areas
In these three gid, i have went on to update unfinished areas, the second level being the closest to being fully finished, in terms of the scenes with the white wolf character, vocals and sound are yet to be done, this will be done in the next semester.
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joshartblog · 1 year
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Third level development
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Over the easter break I have continued to work on each level separately, as shown to my prior posts. I have wanted each of these levels to have a theme that not only refers to its title, but also a game. With this third level, "Hatred", I decided to refer to old horror games like resident evil, and certain retro "creepypastas" (sonic .exe). my reason for a horror theme is simple due to the fact that I intend to show the protagonists hatred of himself in a monstrous hulking mass that will chase him down the train, attempting to swallow him like the other versions of him found in this mass. I still need to decide on the overall design of self hatred, as it needs to both look similar to depression, but also stand out amongst the background.
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joshartblog · 1 year
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visual development: second level
Due to the limitations of my current laptop, I am unable to finish the first level, whilst I wait to get a replacement I have carried on working where I can, mainly into the second level. Although this is just a test, I do believe the overall sequence is exciting and refers to the name of the level itself, with a small reference the tetris, the game this level is based on.
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joshartblog · 1 year
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Visual development
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Here is a demo sequence of the second level the protagonist encounters, to prevent a strobing affect I've added purple lights which have worked effectively. I have also panned the background at a different speed to give the illusion of depth in the level.
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joshartblog · 1 year
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visual development
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the intro scene, I am proud of how this turned out when comparing this to my initial idea
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joshartblog · 1 year
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Visual development
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