Re-Upload (original date: 07/13/2020)
Hello,
Here, I provide a little context about the process of my sketches.
The two drawings of the woman were done with a live
model, on large paper and an easel. They each took about 45-60 minutes
in-class time and then another 30-60 minutes to finish
the shading. The other drawings took longer and were focused more on
contour lines. The rhinoceros took at least 6-8 hours
over about 3-4 drawing sessions. This one was done relatively early on
in
my Intro to Drawing course. The other two, the set of
hands and the Vitruvian Man were done in the later weeks of my Human
Form
Drawing course. I would estimate they both took at least
4 hours each. I'd also like to note that, though these are all
reference
drawings, I enjoy doodling and sketching from my
imagination at times. I have done so since I was young, but I've been
drawing
more regularly since around 2015.
These are all my after the fact estimations based on my recollection.
Monday, July 13, 2020
Sketches (update #1)
Wednesday, July 1, 2020
General Update #1
Re-Upload (original date: 07/01/2020)
Hello. I would like to provide a general update on my life and game design.
On Game Design Goals:
I've been thinking one of my primary goals is to be able
to scrap together my game ideas into 2d games with a minimal time loss
between
idea and concept/prototype. This is obviously a large
goal and also one I've had a long time, but I've realized this would
require of me
deep proficiency with one game engine. Though I've
enjoyed using Unity and GameMaker and I find Unreal appealing, I've
chosen to focus on
the Godot engine, primarily for its open-source nature.
So, I've been trying to do tutorials for that more often. I'd like to do
a couple
in depth tutorials and then see how well I can put
together my own game project ideas.
I've also been thinking about applying to schools for
the Spring semester. I'd like to update this portfolio with some of the
school
projects I've mentioned, as well as potentially my Unity
PlayMaker in-school project too before applying. There's also a design
challenge
for Champlain college that seems like it would be a good
portfolio piece. It would be a tabletop game. I recognize that I could
likely
apply with my portfolio in this state, but I know I
could add more to make it more appealing, and frankly, don't feel like
I'm
demonstrating nearly what I'm capable of here, yet.
I don't have any major rush to apply and find myself
more inclined to work on these project for some real length. I partly
want to see how
much I am willing to devote to these projects in my free
time before I overly commit to this career. Realistically, to get the
Unity game
and other school projects up as is and my other projects
remain in the state they are, that would likely be good enough for
Spring apps.
I really seem to almost fear the prospect of ending up
in this games program with a strong desire to simply be working on my
own game
projects, while instead I am spending my days learning
specific tools I might not want or pursuing new projects when I truly
should be
finishing up some of my half-dozen half-pursued
projects. I fear being rushed into the formal educational systems when I
may feel my best
education, at this point after having done so much
research, lies in individual practice. I don't imagine this fear is
totally valid, even
if it is based on some important ideas, like trying it
out on my own before committing. Realistically, a good bachelor's game
program works
around my educational goals or at least allows enough
different classes/flexibility in projects and would potentially
effectively allow me
to continue my projects for credit.
I find it valuable to and hope to continue to have
monthly, career/game design focused blog updates here. I also would like
to allow
myself to write about most anything on my mind or
related here. Even if I have been focusing on other stuff, to update is a
good idea.
Even if it's "these are the games I'm playing and this
is what I like about them."