As suggested, I put some additional consideration for what we'll be doing for the remainder of the semester, where I stand now skill-wise and what I'm hoping to achieve by the end of the year when I graduate.
Speaking with Professor Sanders, I think that as great as working hands-on with a team would be for this course, I still have further to develop in my own respect. It will be wiser for me to concentrate on just one aspect of this project, at the very least for this first semester, and develop it further into the Spring course. What I'm considering, as I've laid out using Bubbl.us (mind map linked below) is that it may be smarter to work with the same concept of working on a fighting game, but only in the pipeline of art asset creation, not an actual prototype with interactive functionality, but making enough quality animation to have a mockup showcase of the character's attacks by the end of the semester. I would pool my time and resources into creating models, rigging and animating them with a variety of standard animations expected in a fighting game (attacks, blocking, wincing from damage, super moves). From there, my presentation may take form as a cinematic intro sequence as a sort of showcase for the worldbuilding and character designs intended for the game should it ever become a full-fledged project, alongside the aforementioned mockup collecting all the animations I'll have worked on over the semester. Essentially a good basis to hook viewers and interest developers either seeing me as a potential hire or as someone to collaborate with in a small-scale development company to create a full-on interactive project in the future. I've laid out my considerations, interests and ideas for both team-based and individual projects below.
https://bubbl.us/9281172
Speaking with Professor Sanders, I think that as great as working hands-on with a team would be for this course, I still have further to develop in my own respect. It will be wiser for me to concentrate on just one aspect of this project, at the very least for this first semester, and develop it further into the Spring course. What I'm considering, as I've laid out using Bubbl.us (mind map linked below) is that it may be smarter to work with the same concept of working on a fighting game, but only in the pipeline of art asset creation, not an actual prototype with interactive functionality, but making enough quality animation to have a mockup showcase of the character's attacks by the end of the semester. I would pool my time and resources into creating models, rigging and animating them with a variety of standard animations expected in a fighting game (attacks, blocking, wincing from damage, super moves). From there, my presentation may take form as a cinematic intro sequence as a sort of showcase for the worldbuilding and character designs intended for the game should it ever become a full-fledged project, alongside the aforementioned mockup collecting all the animations I'll have worked on over the semester. Essentially a good basis to hook viewers and interest developers either seeing me as a potential hire or as someone to collaborate with in a small-scale development company to create a full-on interactive project in the future. I've laid out my considerations, interests and ideas for both team-based and individual projects below.
https://bubbl.us/9281172
Not quite satisfied just creating the mindmap above, I also wanted to let my ideas flow a little more freely specifically on the topic of fighting games, with my understanding of existing samples and tropes of the genre transitioning into my vision for what would be my own dream fighting game I'd actually like to make. It's a lot of content but the general gist is a sci-fi/cyberpunk fighter with a cast of brightly pastel-colored characters contrasting a dark dystopic future that would occupy the stage backgrounds. Some character examples include reporter Belb Loomy, a zoning/trap character who lays down tangled cords, camera flash devices and drones to 'capture' her opponent and smack them with heavy recording equipment for damage, and The Horror, a bumbling mercenary who uses a unique resource meter to lengthen his attack range in addition to providing an accessible all-rounder playstyle with good short and long-range attack options.
https://bubbl.us/9281172
In short, I've been making appropriate changes to the project to best suit my situation. I have a solid groundwork to begin work on, and by the end of the semester I hope to have a few of these characters fleshed out, modeled, and animated to be used in cinematic intro sequences and mock-up fight scenes using animation techniques I would expect to use for a real fighting game project not only for visual clarity but mechanic functionality and snappy player feedback.
https://bubbl.us/9281172
In short, I've been making appropriate changes to the project to best suit my situation. I have a solid groundwork to begin work on, and by the end of the semester I hope to have a few of these characters fleshed out, modeled, and animated to be used in cinematic intro sequences and mock-up fight scenes using animation techniques I would expect to use for a real fighting game project not only for visual clarity but mechanic functionality and snappy player feedback.


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