Enemy and Goal

The next steps in my Fox Game were to create the enemy and the goal. My enemy is a house cat. The cat should hunt the intruding fox in the house. Its paw is forward for when I do my projectiles.


I also drew my own ‘swag bag’ as the goal for the fox to pick up each level. Part of my code works so it will delete as the fox collects it.

void OnCollisionEnter2D(Collision2D coll)
Destroy (gameObject);


Both of the new assets were done in Photoshop and are now Prefabs in my project.


Industry Standard Asset

In Matt’s class we were split into groups and had to come up with an agreeable theme for a group project. That project was to build an asset or two each and put them all together in one scene. The theme we chose was fantasy, and that meant we would make a licing space for a Wizard, where he would go to study in his house. In that space we wanted spiral stairs, bookshelves, potions and more.

I am responsible for making the wizard’s armchair. I did some research of photos of chairs I wanted to use as inspiration and also began designing how the chair would look when completed in Maya. My chair had to be tall, worn, and comfortable. I also wanted to include bare wood instead of a polished frame to give it character.


I drew up my designs which I’m liking so far, but if they don’t look totally right in 3D I will change aspects. I have made the body of the chair on Maya so far and it is low poly.  will later duplicate the model and make a higher poly, detailed model, and bake the detail onto the original. This will be done using a Normal Map- which is used in industry to keep the poly count low when assets are brought into a scene in a game. Everything will load faster, take up less storage, and look the same as the detail will be in the textures, mainly.


The next step will be to make the legs and framework of the chair in low poly.

Bouncing Ball Arena

In Ants lesson on Monday we were given the task to have a prepared bouncing ball (with a twist) ready to enter into an arena he built with everyone else’s balls.

I struggled a bit to come up with an idea and my unity at home had errors which didn’t show up at college, so I could bounce the ball, but couldn’t test any effects before the time we had in lesson to complete it.

code1The start function of my script for the ball was what got the ball to actually bounce on the platform, which is what Ant supplied to start us off. The ball needed a Rigidbody to have a mass and gravity, and to be able to collide with the plane, with force of 200 in the Y axis.



The Update function of my code holds the effect I added to my ball to make it different from the others. I originally intended to have my ball spin around constantly on the spot so it looked normal, so when it landed it would bounce in other directions because of it spinning as it hit the ground. I tried to find code for this and found a simple programme for the rotation of  a ball.

When I used the code the ball would fly off the screen quickly to the side. Turns out this was the ball orbiting the centre point horizontally with a large radius. I changed around the settings to get the transform and rotate settings I now have in my code, so the ball would fly in small circles vertically with a translate of only 1 (as the original was 50) in X.  This made the ball fly in circles rather than spin, which I actually preferred.



I didn’t have clear intentions with the ball bounce so I just kept trying things until I got something I liked. When Ant made the arena with all of the balls it was fun to see how they all interacted and the ideas everyone came up with; like size change, colour change, explosions and other original ideas. There was even a perspective camera so you could see from everyone’s balls’ point of view at different times during each round.

Portal Power Practicing

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I needed to try a lot of new things before properly starting my VFX project, last week. I decided to try the most tricky part of what I planned, the portal.
To create a video of Kyle shooting a portal from his hand I went through a lot of stages:

  1. We set up the green-screen and took the clip of him doing the motion for the shot. It had to be simple as I was trying green screens and original footage for the first time.
  2. I used Keylight on the top layer of footage I imported to after effects to get rid of the screen. I did this by adding a black solid layer in below the footage, then on the footage I used the eyedropper tool to select all of the green. I then changed the view to status and played with settings such as color grain until the black surrounded kyle, and only bits of grey touched him. Once set back to final product view it looked great.
  3. To create a new shadow I duplicated the top footage and placed it below the original, then used the curve tool to make the visible silhouette all black and set the opacity down. I moved the footage left sightly and was left with a new shadow, which followed him perfectly. For something to fall upon, the shadow was layered on top of an image of a brick wall, rather than the black solid from before.
  4. I tinted the wall, then moved the footage along to where he seems to punch it. There I added in a radial blur and keyed it in to start and finish quite quickly.
  5. Next I used the effect I got from productioncrate.com to make a portal appear. I got the effect of the portal opening and spinning , so I added 2 layers of it. My clip was short, so I had to speed up the footage of the portal opening a lot, then keyed that layer invisible, as I simultaneously keyed the other portal layer visible. I did this so I could change the speed and slow the portal down as soon as it was open.
  6. The slow opening helped me add the final touch, the destination of the portal. I took an image of a forest (which clashed the brick wall) and cut it into a circular mask.
  7. I keyed the mask to grow behind the portal and become very visible when it was open. To add to this I added in a twist effect from the effects panel, so it would twist open as the portal spins, then stop.

I am very pleased with how this turned out as some of it was trial and error, but a lot was the stuff I’ve been taught about layering and replacements in VFX. I worried I would struggle with VFX, but thankfully I really enjoyed doing this practice run for my project, which I managed to get clips for today.

I want to do all of this (and then some) for my project and feel so much more confident about how it will look when finished, now.

Sky Replacements with VFX

Space Replacement

The first of my sky replacements was extreme. I followed along Gary’s tutorial and used one of his sample images of a man walking along a path on a regular street. I then took a space themed image from Google and added it in-between two of the original images. I added a linear wipe at 30% to my sky and toggled the view of my top layer in my project off.

Next, I feathered the bottom of the image of the sky so that, with any luck, it might look natural against the street.

Then I added linear colour key to the top footage with view toggled back on. Then, I colour picked the sky so the new sky would appear through without overlapping any of the scene.

To complete the look, I used the curve tool to re-touch the colour of the top layer. That meant I could make the ground etc. purple so the sky fit better with the scene; like how the grass is greener with a blue sky  and yellow sun, in my scene it reflected the sky colour.

To add a final touch I added a space rock burning in the bottom corner and my vehicle from Tony’s project into the scene (Even though I had to edit the glass to reflect a different sky first), purely to add something to my project.

Colorama Sky

For the second sky replacement, I used 3 layers of the same image of an industrial street with a plain grey sky.

I added colorama to the top layer and tackled the ramp grey settings. I created a black and white matte by moving the arrows on the greyscale cycle.

On the middle layer I changed track matte to luma inverted matte and made the other layers invisible. Then I placed a new sky above the bottom layer with an opacity of only 70% so it looked more blend-able with the bottom layer.

Finally I pre-composed the top 2 layers and voila! Clouds.

I like both skies for different reasons; The first I liked because it was so vibrant and fun, which I could have tried with colorama, but I liked the second sky too- as the finished product seemed realistic (and that’s the real goal).