For the second year I
knew there was going to be a sharp increase in the workload, and more self-management
was going to be involved, which I was quite looking forward too
I was very excited about
the game production projects going in, as I knew what they were going to be,
and had some tips and tricks learnt from the previous cohort. Also as the
projects were to be set simultaneously, allowing us to manage our time
independently, I was keen to get ahead, but after I had done a substantial
amount of work on the trash project to get it out of the way, I realised I had
miss read the brief. I assumed it allowed alphas, as they are a great way of
cheaply creating believable ground debris, but it turned out it did not allow
alphas, which I had based most of the model on. It was a irritating setback, as
I thought I was getting ahead, I was now in fact behind the majority of my
fellow students. I then chose to complete the chest project first, as the
majority of students chose that first, so it made more sense to work on that as
we could tackle problems together and help each other out. The
self-time-management didn’t have much effect on the group, as the midterm
checks on projects acted as hand ins and as people were working on the same
projects simultaneously, everyone still worked roughly at the same pace. This
continued through the next two projects up until the start of this year, when
we began the dreaded group project.
The part of the group
project I was most worried about before beginning was the group itself. As I
dreaded a group of lazy people, or people who lacked initiative. But I was
pleasantly surprised by my group, and found them very motivated and good
workers, well for the first few weeks anyway, but as the project went on, we
fell back as a lack of a strong plan made some people lose their work ethic and
initiative, making the project as a whole stutter. I’m not happy with the final
outcome of our group project, as I don’t believe it shows the work of seven
creative people work over nine weeks.
Coming into the second
year, I had heard about “the second year blues” which I was determined to
avoid, by using good planning, but this was kind of took care of itself as the
group worked together up until the group project. I really enjoyed the first
stages of the group project, but later I lost my enthusiasm as much of the
group’s efforts waned, and I had to increase my own workload to make up for it
which caused some stress.
This summer is going to
be a very long one, and I don’t plan on wasting any of it, so I have already
planned numerous projects to complete over the summer, with the goal of
producing a portfolio of at least 6 new, professional quality projects. Also I
have started a new blog separate to my critical studies blog, where I want to
show personal work, and show my progress on projects throughout the summer and
beyond. The projects are primarily hard surface modelling projects, leaning
towards vehicles, but I also want to create a character, building upon what I
learnt in the mortal engines/self-portrait project, but this time utilize the
current standard character workflow, of a low poly base mesh to high poly
sculpt, then retopologised and baked to the final mesh.