Visual Literacy S2 Week 6

This week was about animation and expanding on knowledge from the previous semester, the recap on how the timeline and graph was very helpful, using these was for our first task to make this small animation:


The next part was learning how to edit a scene, we were free to edit the scene however we wanted to, these are parts of my take on it:


From editing this scene i learned that you can animate the actual camera as well as group objects together as they move as one. Once i got there elements remembered animating the scene to this extent wasnt too bad.

Visual Literacy S2 Week 5


This class was about lighting and covered some more of maya’s tools. Above is the final outcome of the class

Before the lighting was applied i had to make the table and pots, to do so i learned new tools that i know with help me alot when creating my pre visualization scene. The first of these tools is the extrude tool which is used to directly move a face whilst creating bridges between it and where it was before. Using this i made the table legs by extruding them from the table

At first i made the mistake of selecting the option to extrude the edges instead of the face and it started to tear the model, it took some trial and error but i was able to find what i was doing wrong.

Another two things i learned were for the pots, inserting an edge loop and object smoothing. Using the insert edge loop i could select a circumference along the length of a cylinder and resize it, however this made very rigid edges. This is where i smoothed the mesh to make the pot look more believable. Finally i extruded the top of the pot inwards to create a hole.


For the lighting i added point lights and using the attribute editor to change their strength and colour.

I was able to pick up all these knew features and remember them however it will take time for me to get used to the different types of lighting and how to use them.




Dynamic Communication S2 Week 5

This lecture i was given a task of finding contrasts in text based on Size, Form, Weight, Structure, Direction and Colour


This menu demonstrates contrast in size and structure:

Size – The heading “MENU” and the subheadings are a different size to show the reader that they are titles that tell you what is listed below, using the bigger size to show what is more important.

Structure – At the top of the menu a different font is used for the name of the restaurant, this makes it stand out and lets the reader know that piece of text is not completely relevant to what is below and has a standalone purpose


This one demonstrates use of colour and direction:

Colour: The colour is used in the titles to help the reader deduct that it is a title, the size of the text also helps but the contrast in colour draws attention to the title so that the reader will see it first.

Direction: Paragraphs of text are slanted in different was, this is to make the menu seem more quirky and fun which helps promote a family esque atmosphere for the restaurant.


This leaflet combines use of form and weight:

Form & Weight – There are sections of the text where words are highlighted by changing its form, the way this is don it by increasing the weight of the text, this makes it stand out to the reader and tells them that it is important information that should be taken note of.



I learned how to create buttons using flash, i found it helpful that once you turn a graphic into a button then it’ll let you set different images to use in different stages of the button. For example Setting an image for when the button is untouched, clicked on and hovered over.

Adding the script was simple and i understood what was happening with it, in my own time at home i learned more about this and found out about using buttons to navigate the timeline, also how to reference a button inside of a movie symbol.


Dynamic Communications S2 Week 3

In response to the lecture we were tasked with creating 5 images that are animals to represent something, here are mine:

I based these off of the type of food (meat) that comes from these animals, i kept is simplistic and this exercise closely resembles the “boiling an egg” task from last semester. The symbols have a good sense of consistency with the style and disconnected lines

Camera Angles

Looking at some camera angles i could use in taking shots of my pre visualization scene i recapped and learned what type of connotations they can have.

Establishing shots used in both films and games in order to give the audience or player an idea of the environment they are about to be placed in, this shot is usually a very wide or extreme wide shot. This can be further changed to an angle perpendicular to the ground, in the air but at an angle and then a birds eye view.

Of these shots i will be including the establishing shot that is perpendicular to the ground, since i will be creating a pre visualization centered around a building i do not think that a top down view of the area will give much information about the surroundings

A few more camera angles i am interested are low angle shots and long shots. The low angle shot make the subject seem more powerful or imposing on the viewer, something what will be complementary to a scene with a sinister atmosphere


The long shot can be used to fit alot of information into one scene, i will use this at least twice for inside and outside of the building. Angling it right can create a sense of balance or symmetry  around a point or subject.




Deciding to go into my idea of a lab or facility and develop the idea further i have moved onto looking at existing games to see how they use and place objects and lighting to creat an environment and atmosphere.

Portal 1/2

In early parts of the game the game often does not have a visible source of light however the rooms are significantly bright, nearly vibrant however near towards the ends of the game alot of shadows are used to help create the atmosphere, the atmosphere itself makes the player feel more uneasy as they progress through the story and discover secret. The use of shadows is something i will look into making the best out of as it will help with the sinister and uneasy atmosphere im hoping to create with my scene.



The gameplay environment itself in this game, when going into missions etc, wont help my ideas however the facilities available to the player on the ship will help me to identify the types of things one might use when conducting research on things not yet possible in reality.


Payday 2

The third main game i will be drawing inspiration from is Payday 2, the research facility will be located in a shed or small warehouse and payday has plenty of these and can show me how the lighting works in a building as such.


Other games i will be considering looking at are Kerbal space program, Penumbra, Omikron and Half-life


  • -Lab/science facility
  • –Experiment
  • —Hologram
  • —Equipment
  • —Test Tubes
  • —Portal
  • –Table
  • —Computer
  • —Paper
  • —Devices
  • –Sinister or quirky atmosphere


  • -Hotel room+ corridor
  • –Furniture
  • —Lamp
  • —Desk
  • —Mirror
  • —Chair
  • —Bed
  • –Carpet
  • –Overall warm and inviting feeling


  • -Park
  • –Grass
  • –Fences
  • –Frames
  • –Tarmac


  • -Opening
  • –Far off forest
  • –Trees
  • –River
  • –Bridge
  • –Rocks
  • –Pathways