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Normal maps and stamps

Today we delved deeper into normal maps. Normal maps are a texture that is put over a low resolution model to make it look like a higher...

REEF Studios work experience

The developers at REEF Entertainment in Croydon invited us all to test their game. It was a lot of fun travelling down there, and they...

Robot designing

We were tasked with creating our own robots to model. The rules were that the robots had to be biped, and humanly built (having only two...

Noise Terrains

Today we learned about noise terrains, which are a way of creating a landscape by using an algorithm with a mathematical pattern. This...

Animation Development

I found a fun interview on Skwigly, which was with Roger Mainwood, the Director, and Robin Shaw, the art director of the animated film...

History of Animation

Animation is the illusion of movement, which was developed at fast speeds during the 20th century. Animations used to be viewed through...

Engaging Elements

Today we learn about the parts of games that compel people to play them. A game needs to be compelling to play otherwise no one would...

Texturing an X Wing

We had a go at texturing the models we made in Maya in Substance Painter. I started by spreading out my UVs and scaling them and...

Hexadecimals

Today we learned about hexadecimals and how they are used. Hexadecimals are what people would most commonly recognise as the 'hexes' of...

Binary and decimal

Binary is a system which simplifies numbers down to ones and zeros. This systems in used for computers or organizing a vast array of...

Formal elements of game design

We started learning about the core principles of making a game, and learned about the different rules. I'll be going over the rules, and...

Mudbox and Normal Maps

Today we learned about normal maps and used mudbox to do some texturing. We started by finding out about the different types of texturing...

Vectors

We learned about vectors, and how they are calculated. Vectors have magnitude and direction, which determine what angle it is at and the...

Creating a Lamp with Nurbs

In Maya, we learnt about Nurbs, and how we can use them in modelling. Nurb is short for Non-uniform rational b-spline. It isn't used as...

Changing code

Today, we learned how to change images in code, using Python. We downloaded a ready-made game, which was a Fidget Spinner Arena. The code...

Object Oriented Programming

Today we learned about object oriented programming, and different ways we can do this. Object oriented programming is where objects are...

Radians and Degrees

Translating degrees to radians is important in programming and coding. We learned how to turn one from the other with some very simple...

The Cosine Rule

The cosine rule is a formula to work out the side or an angle on a triangle. Usually you will be provided with two sides and an angle to...

The Sine Rule

The sine rule is a way of calculating the length or angle on a triangle. The main principle is that everything should be equal. the...

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