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Unity Games
Examples of games made in Unity:
Cuphead 2017
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A 2D sidescrolling bullet-hell about two cup-men defeating all their opponents for the Devil, so that he doesn’t take their souls.
Guns Of Icarus 2012
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Guns of Icarus is a game about being part of the crew of an air-ship in a steampunk world. Repairing your ship, captaining it, or attacking enemy ships.
Kerbal Space Program 2015
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A complex game about constructing rockets to successfully reach other planets without running out of fuel, or crashing.
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Ryan Nagata
Ryan Nagata is an artist and prop maker who makes replicas of (mostly NASA) space suits.
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He’s also made a few ray guns.
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Soviet Space Dogs
Starting in 1951, the Soviet Space Programme launched dogs into orbit. They were confined to small “environmentally controlled safety modules“ within the rockets.
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The Most famous of the dogs were Laika, the first animal to go into orbit, who was sadly left to die in space, and Belka and Strelka, two dogs who were the first animals to go into orbit and come back alive.
Laika
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Belka and Strelka
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Schiaparelli ExoMars
The Schiaparelli mission was a joint mission between the European Space Agency and Roscosmos, and was to test soft-landing gear put onto the Schiaparelli EDM Lander, for future use.
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It launched on the 14th of March, 2016, and on octorber the 19th, it reached Mars and attempted its�� landing. However, the signal from the lander was lost about one minute away from touchdown, and it seems to have crashed, as shown by images released by NASA, captured from a Reconnaissance Orbiter.
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Apollo-Soyuz test project.
The Apollo-Soyuz test was a project to connect two spacecraft from rivalling nations, the US and the USSR, using Bill Creasy’s version of the “Androgynous Peripheral Attach System.“
The crew for the Apollo team were:
Thomas P Stafford
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Vance D Brand
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Donald K Slayton
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And the crew for the Soyuz team were:
Alexey Leonov
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Valeri Kubasov
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The crews flew different ships, the US using the Apollo Command/Service Module (CSM) and the USSR used a Soyuz 7K-TM.
CSM
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Soyuz 7K-TM
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On July 15th, 1975, both ships launched from their countries, and, on July 17th, they both docked with each other.
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The mission was a success, and after about 2 days, the ships parted and returned, Soyuz landing on the 21st July, and Apollo on the 24th.
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https://www.nasa.gov/
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Astronauts
John Glenn
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John Glenn went on the missions Murcury-Atlas 6 (the third human space-flight in history), and STS-95. He, however, never stepped foot on another planet.
The rocket he used for the MA-6 mission was called the “Friendship 7″ and this is what it, and his space suit, looked like:
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Fred Haise
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Fred Haise was the Lunar Module pilot for Apollo 13, a flight that was supposed to land on the moon, but went terribly wrong, so they had to capture pictures of the moon’s surface instead.
This is a picture of the shuttle they used, while it was taking off, and a better look at the suit.
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Yuri Gagarin
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Yuri Gagarin was the first man to enter space, using the Vostok 1 rocket you can see below. He then did a full orbit of the earth before landing in Smelovka. Unfortunately, he later died in a MiG-15UTI crash.
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MiG-15UTI
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Planets, or something.
Uranus
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Uranus is the coldest planet in our solar system, and has a lot of cloud layers, with its’ surface mainly consisting of ice and rock.
Venus
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Venus is a rocky planet, similarly sized to Earth, and the hottest planet in our solar system. It has thick clouds of Sulfuric Acid
Mars
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Mars is another rocky planet, with a very low atmosphere pressure. It’s also the home of Olympus Mons, the largest volcano in the solar system, and Valles Marineris, one of the largest canyons in the solar system.
Neptune
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Neptune, the farthest planet from the sun, is covered in water and has an interior-surface of ice and rock (like Uranus.) Its’ outer atmosphere is one of the coldest in our solar system. It’s also beleived to have been birthed nearby the sun, but slowly moved away.
My game world was mainly similar to Mars, with a bit of inspiration from Neptune (with the little sea.)
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M.A.R.S
The M.A.R.S Project stands for Maths, Art, Religion, Science. We have to incorperate each of these into our work/research.
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Evaluation
For this term, we created dead astronauts for our model making, and for my digital work, I decided to make a small location to walk around in.
For this I much preferred the work for the model-making, and I had a lot of fun learning to sculpt with Super Sculpey.
Dead Astronaut
For the dead astronaut, I ended up making a penguin, creating a little frame using garden wire, wrapping it in paper mache, and filling it out with Super Sculpey, before painting them with acrylic paint, and creating a little display-box out of the same types of wooden cases that we used last project for our paper 3D displays, and themed them based around our characters (mine ended up being a Cryo-tube). This was really new to me and I’m incredibly proud of how it turned out.
I took inspirations from Starbound for the original idea, since it already has penguin astronauts in it (I’ll stop using Starbound for my work now,) and I developed it with design ideas from various other cartoon penguin characters.
For the most part the project went really well, and has definitely been my favourite so far, so much so that i really want to do model making in my FMP, with my only problem being my Worksheets not being too well-designed at first, but I eventually got around to making them look good. 
I need to practice with creating appealing-looking posters and illustrations, and making strange concept-design blueprints, to help make my worksheets look a lot less boring.
Game Test-Location
Creating my Game-location was incredibly annoying, and quite a lot kept going wrong. For the first week I tried to make an acceptable-looking landscape using Unity’s landscape sculpting tools (cinema 4d’s landscape sculpting just didn’t seem to do any of what i wanted,) and after that turned out okay-looking, i just started throwing random things into it.
I created a sci-fi hallway in cinema 4D as an example for my Penguin’s display-box which ended up being unused, so i just imported it into my world and slapped it onto the cliffs, along with some turrets (definitely not inspired by the star wars spider-droid,) and a Hangar with a Starship (definitely not a horridly deformed Tie-fighter.)
I tried to paint normal-looking textures onto the landscape, but it ended up looking really bad, so to sort-of get around this problem, I just went crazy using random pictures from the internet to texture everything (I know, this isn’t exactly the best way to get around any problem, but it’s better than nothing.)
Finally I tried to create a little interactive object in the game that you could pick up and put down, and, surprisingly enough, after stopping it from randomly floating away, and actually giving it gravity, it started to work correctly (though it still spins around if you’re holding it and it knocks into anything.)
I should’ve spent more time using and practicing with Cinema 4D and Unity at home, and generally managing my time when using computers (I get distracted incredibly easily when using the macs, so I’ll try to focus on Workshop work for my FMP to be more productive.)
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Finally, I finished up my penguin-model worksheets, creating a title and compiling good bits onto single sheets.
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Today I finished up my game by making an object in my Unity world to pick up and drop, following this tutorial to create a Java script for it:
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I had to create a Game Object as a child of my First Person Controller, acting as my character’s “hand,” and the position that the cube would be when i pick it up. 
I also had to use some extra code (definitely not found in the comments of the video) to stop the cube from floating away when you pick it up.
The design for the object was inspired by 343 Guilty Spark from Halo
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Gravity (2013) review
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The films uses a lot of smooth camera-movements to disorient you, and to make the scenes flow together, rather than jarringly cutting between them, particularly at the start, making you feel like you're with the characters in the movie, up in space. In fact, it uses a lot of tactics and camera-tricks/types to really drag you into the film, and put you in their position. One example is the First-person view that the film employs quite often towards the beginning of the movie, which works really well, not only because of how it quite literally puts you in the position of the main character, Ryan, but also because of the film's sound design. You start to get used to how quiet the film is at the start, trying to be as immersive as possible by making the scenes viewed from space almost completely silent apart from the astronauts and the soundtrack, but then when it switches to the POV camera, you hear everything as Ryan does, the loud echoing breathing, the sounds of the suit, and the tinny-sounds of the voices from the other astronauts, completely contrasting from the previous scenes.  
Another thing they often do is flip the view of the characters' positions around, often ending up with scenes where the cast are upside-down, again disorienting you.  
At the start of the movie, the film also uses a very distant camera, and slowly zooms into the scene, showing just how small the characters are in comparison to the dark void of space. In fact, a lot of detail seems to have been put more on the background and distant objects, drawing your focus to what the characters can't see. A good example of this is when Ryan is trying to untie the Russian escape-pod from the Space-station. The camera switches focus between Ryan, fixing the shuttle, and (unknown to her) the space-station, being pummeled with debris. Speaking of the space-station, the actual CGI work on the film was amazing, really taking advantage of that new recording-style, and making the film feel even more immersive.
The actual story itself, while basic, worked well with the context of the movie, and overall really drove home the idea of how scary it truly is to be lost out in space.  
This all works well with the soundtrack, being comprised of shrill and thrilling music, keeping you on edge when the film gets intense.
As for things I Disliked about the movie, there really wasn't much. The only mildly annoying thing was how all you could hear during most of the intense scenes was Ryan's panicked breathing, but can you really fault a movie that tries to be a life-like as possible for being too realistic?
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Also, after painting my penguin, I made the box look like a cryo-tube, getting the design idea for the design from aa Smeg Fridge.
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The internals were inspired by the designs for vacuum cleaners, and this TV remote (i tried to use really strange objects as inspiration.)
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Because it’s supposed to be made out of scavenged scrap-parts, I also tried to make it look as old and rusty as possible, and make the parts look really mis-matched.
Overall i’m really happy with how it turned out, with my only regret being that i didn’t paint the outside details for the box a little bit better.
In comparison, George made his box look very clean, and putting many more wooden parts inside. Ajay decided to turn the entire outside of his box into a spaceship (definitely not an x-wing,) using much more detail on the outside, and Jordon turned his box into an alien space-coffin, even engraving the wood with some patterning. I should have used some of their ideas too, putting more detail on the outside.
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On wednesday I finished painting my penguin with acryllic paint, and dry-brushing it afterwards to add rust/blood spots on his helmet and jet-pack.
The painting went really well, with the only problem being thaat he ended up being rather shiny, thanks to the paints i was using.
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Today I started work on my landscape, adding in a spaceship that i modelled in cinema 4d, some cannons built-in to the landscape, and a hanger, as well as re-using my old hallway. I also found out about adding textures onto objects in Unity.
This landscape was inspired by volcanic landscapes, and i wanted to make it sea-side, so i also took some inspiration from the white cliffs of dover (only with less white.)
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My spaceship was inspired by Modern drones, and a mix of the Imperial Shuttle, and the front of a WW2 Lancaster Bomber. I used the rounded housing for the propellers of the drone,  mixed it with the top-fin from the Shuttle, and I added on a rounded cockpit-area from the front of the Lancaster.
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Life (2017) review
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I liked:
-The Camera movements. Throughout the film, the camera remains very dynamic, particularly during the opening of the movie, having very smooth movements and pan-shots that would shift the viewer's attention around seamlessly. This also acts to show how confined and claustrophobic the ship is, and makes it look more interesting. In fact, the film had a nice habit or using very atmospheric lights and colour tones that helped define the scenes and areas in the ship, and also making these areas quite distinctive, allowing the viewer to get to know, and become attached to, this location.  
This design for the ship also works to contrast well with the alien's design, being extremely jelly-like, resembling some aquatic creatures like Jellyfish, Squids, and Starfish. This makes it look very, well, alien to its' surroundings, so we more clearly define it as an enemy.
Speaking of the creature, the idea that it originates from a single cell, more like a weird bacteria than an animal, is a cool concept, and gives the whole idea of the threat from possible undiscovered bacterial infections out in space a whole-new, and much more physical, meaning.
The only other thing I can think of is the sound design, and more importantly, it's main score. The music that plays at the beginning and the end of the film is very jarring, which doesn't so much fit the setting of the film well, but it does fit with the tone of the movie, making the viewer feel dread.
Dislike:
Despite the interesting idea behind the alien, the film's story was anything but. It just came across as an odd mash-up between "Alien" and "The Thing," creating this strange abomination, borrowing too many ideas from either movie, and not coming up with many of its' own. The finding of an unknown species, everything quickly going down-hill, the alien being parasitic and growing in threat throughout the film, the crew being wiped out one-by-one. It's not a terrible story, just done many times before, and often much better. This makes the entire thing seem really predictable. Even at the end of the movie, they try to be smart and use kuleshov effect, and a bayton-switch of the two escape craft, making you think that the alien is being pushed out to space and the survivor is going back to earth, when in reality it's the opposite. Although the camera-work here is clever and might deceive you at first, the reality starts to become really obvious as the clip begins to draw on for far too long, and the "big reveal" that the alien survived just falls flat on its' face instead.
The title, "Life," is ironic, given the nature of how this new life-form that has been found, and the film knows this, so it doesn't hold back on repeatedly patting itself on the back for being such a clever little boy, and constantly mentioning how special new life could be, and how "old life must die for new life to thrive." Though, I'll admit this is a nice statement, it just gets incredibly annoying, like hearing someone praising themselves for how brilliant they are.
The actual introduction to the alien is a bit short, too. They pretty much introduce this new life form at the very start of the film, and although they do wait to reveal Kalvin's sinister side, by the time they do reveal it, they've shown Hugh interacting with the alien a bit too directly, and it becomes really obvious almost immediately that the alien is, at some point, going to mess him up and break out. Also, the actual CGI work on the alien can look a bit strange at times, though, this does just seem to be down to the design of the alien being really soft and constantly moving, making it difficult to get quite right.
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On Monday, I mainly focused on fixing up my model, adding the super sculpey around the rest of the model, making the details for the gloves. I also decided to try and use an old heat sink as the jetpack/backpack, however, later, i ended up changing this descision.
On tuesday, we started work on the clay models for our helmets. Mine ended up coming out surprisingly well, but I should’ve put in some more details, and thought about how i was going to make the penguin look dead while wearing it. For instance, Jordan thought ahead, with his idea that one side of the helmet was going to be cracked and ruined, so he made the opposite sides of his helmet separately (shown above). I wanted to have part of the visor deformed, but I completely forgot about that idea while making it, and I had to improvise later.
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