Monday, June 8, 2015

Final Fabrication

3d printing is an amazing tool that modern day designers use to print objects that actually take the form of the 2d picture that is initially used.

I had originally envisioned the design to come out like a ring with an engraved lightning bolt.  This is an example of the ring my partner created.  The difference between a machine and human making a design is that a machine creates the design flawlessly while a human design is prone to many mistakes.  Drawings are always necessary otherwise, the person making the design would have to make the design using their imagination which would not be exactly as the person might have wanted.  3d animated designs can help create the blueprints for what you want to design and can also be a template to even create the design thanks to 3d printing beyond just the design process.

In the Intro-to-Deign class, I became a better designer.  I have been working towards my class goals by following the design process and creating different designs.  I learned how to CAD my models which I had never knew how to do before.  In the Principles to Design class, I hope to further my skills as a designer and create more complicated designs.  

Wednesday, May 20, 2015

Maker Faire Reflection

MAKER FAIRE WAS A SUCCESS!!!!!

Our beta tested game attracted a lot of attention throughout all three days of Maker Faire.  The feedback we received will hep us edit the game so it might actually be a success.  However, for a beta-test of the game, I say that that the game was a success because of the fact that we were able to create a prototype of the game within a two month time limit and met all of my expectations for the test.  The survey we gave out showed us that people would like our main character to have more functions and that is exactly what we plan on doing next time, specifically making weapons for the character.
The 3-D printing at Maker Faire really influenced me because it gives me proof that a world of unlimited possibilities exists and I can be involved in that world.  I loved Maker Faire and i would love to go there again.

Wednesday, May 13, 2015

Maker Faire Showcase

For our showcase of our game at Maker Faire, I wanted to present our game in a similar fashion of exhibits in the Tech Museum in San Jose.  I wanted a table with posters about the game and creators with a laptop and the game in the center..  Something like the picture below
I intended our design to have a shape  of a dome because our main part of our game involves a Colosseum.  My role in this game design team was to research material for any requirement necessary for my teammates and also help them succeed in their tasks.  My role changed for just working on Unity to helping design the main character, improving the story line, making the game functional, and finding out how to deal with problems in coding such as programming the AI's. I feel that we reached a little short of our goal because the game has no been perfected.  I wish we had more time to make our game because we had limited time to make it.  My greatest achievement in the game was programming the AI's to follow the main character and creating the enemies in our game.

Sunday, April 26, 2015

Reverse Engineering




Today, we tried to see how reverse engineers do their work.  We got an Automoblox Car toy and took it apart to see how it functioned and how it was made.
We found that the car had:
4 wheels
1 4-seat base
4 seats
Back Base
Front Body
Wind ahield
4 Axles
Reverse Engineers use the information they gain by studying the parts of the item they dismantle to fix it or rebuild copies of it.
The car is made child friendly and is appealing to consumers because of it sturdy and realistic look.

Functionally, the Automoblox car's function is to roll and act like a car so children can dismantle it and rebuild it.  Thus, gives education to children about building and allowing them to play with toy cars.

The car is structurally designed to withstand all the damage a kid could do to it and is designed to look like a car.  The axles, wheels, and main body make the car have a realistuic sructure resembling actual cars.

If I could change the Automoblox design I would make the entire car smaller so that it is less heavy and not a threat to children. I would still keep the parts at a decent size because the parts are removable and children swallow the small removable parts.

Friday, April 24, 2015

Things on UnityCont.

  This week I was trying to find out if I could help with animations research to incorporate text and animations for our main character into our game.

These are some of the things I discovered the following:

Character animations:

and how to import the animations:

Animation from External Sources

Overview of Imported Animation

Animation from external sources is imported into Unity in the same way as regular 3D files. These files, whether they’re generic FBX files or native formats from 3D software such as Maya, Cinema 4D, 3D Studio Max, can contain animation data in the form of a linear recording of the movements of objects within the file.
In some situations the object to be animated (eg, a character) and the animations to go with it can be present in the same file. In other cases, the animations may exist in a separate file to the model to be animated.
It may be that animations are specific to a particular model, and cannot be re-used on other models. For example, a giant octopus end-boss in your game might have a unique arrangement of limbs and bones, and its own set of animations.
In other situations, it may be that you have a library of animations which are to be used on various different models in your scene. For example, a number of different humanoid characters might all use the same walk and run animations. In these situations, it’s common to have a simple placeholder model in your animation files for the purposes of previewing them. Alternatively, it is possible to use animation files even if they have no geometry at all, just the animation data.
When importing multiple animations, the animations can each exist as separate files within your project folder, or you can exctract multiple animation clips from a single file. You might want to do this if your file contains multiple separate animations arranged on a single timeline. For example, a long motion captured timeline might contain the animation for a few different jump motions, and you may want to cut out certain sections of this to use as individual clips and discard the rest. Unity provides animation cutting tools to achieve this.

Importing Animation Files

Before any animation can be used in Unity, it must first be imported into your project. Unity can import native Maya (.mb or .ma), 3D Studio Max (.max) and Cinema 4D (.c4d) files, and also generic FBX files which can be exported from most animation packages (see this page for further details on exporting). To import an animation, simply drag the file to the Assets folder of your project. When you select the file in the Project View you can edit the Import Settings in the inspector:
The Import Settings Dialog for a mesh

Friday, April 17, 2015

Things on Unity


This week, my team was looking up the features of Unity and to see how to implement them into our game.  The above picture shows some of the features Unity already has and things that we would have to make.  With knowledge of these features, we will be able to make our game faster. 

Tuesday, March 24, 2015

Game Design Team and Game wishes

Structure, Mainframe, Coding are the key things and engineer has to do.  I believe I have the skills needed to be an Engineer in developing our game.  I know I can collaborate with others and make this idea work.
i-have-no-words-i-must-design.png (1280×800)

gamedesigner.jpg (400×250)

I want our game to be similar to the Legend of Zelda because I feel that it is a very influential game which incorporates action, adventure and puzzle. Zelda was created by Shigeru Miyamoto and Takashi Tezuka because they wanted to create a fantasy world game filled with action, adventure, and puzzle. It was developed by Nintendo and had a team of designers working on each of the game for more than one year per game making the entire virtual world of the game.
the-legend-of-zelda-wallpaper.png (1024×576)