Top 5 Horror Games to Play During October

Here’s a list of a few video games to play if someone is interested in being scared during this Spooktober Holiday.

#5 Until Dawn

DUntil Dawn is a single-player butterfly effect based horror game that puts 8 characters together in what was supposed to be a getaway retreat in the mountains only for it to turn out horribly horribly wrong. In a game where every characters decision puts other characters in the game that they’re playing at risk of injuring them or even death if their decisions were rash. This is a game to play if you haven’t already seen someone playing it and just want to enjoy the brief popups and other horrors that await in this game that makes you want to play it from dusk till dawn.

#4 Emily Wants To Play

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Admittedly, this would be a game I refuse to play, not only because I’m scared of horror games but because I wouldn’t really have the guts to move out of the starter room. This is a game where it puts you into this haunted house and makes you try and survive by doing multiple tasks in which you cannot fail. Well you can fail, but that includes you actually dying… and failing the mission.

#3 Resident Evil VII

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Resident Evil is a highly successful survival horror franchise that is credited for popularizing the survival horror game genre. Even though it’s credited for popularizing it, it is discredited for creating the genre itself. It’s a fun and interesting series to play with its fair share of creepy and scary game play. From mutated monsters to horrifying flesh-eating zombies, this game is great to play in the dark if you’re an avid horror player. The newest of the series is Resident Evil 7 which puts a husband looking for his house while trying to escape a psychotic family that just so happened to be where the wife was located at.

#2 Outlast 1 & 2

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Oh boy, now this is a horror game that I refuse to play. Well, I refuse to play all of the suggested SO FAR. Both games make you go through an intense and horror filled story that will make you disgusted, unless you’re an avid horror fan. In a game where the character must try to complete multiple tasks while avoiding scary killers, the character must do whatever he can to survive. Play this game at your own risk.

#1 Friday the Thirteenth

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I feel as if there would be people who would be upset with how the list turns out. Do keep in mind that it is MY opinion on how this list is made and what games were inputted into the list. I put this multiplayer horror as my top spot because it corresponds with the Halloween feeling. In a game where a team of councilors try to escape a cursed camp, while running from the infamous killer Jason Voorhees.

How To Video

Just made this as a joke. It really isn’t hard to use a fidget spinner of course but its just for people who have trouble with it. I did a put of animating as well as editing in Adobe Premiere, but again most of my work was in Adobe Animate. I hope people will view this more of a parody than a how to video. Then again, at least I’m not throwing eggs at it.

Animation/Game Studio

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Valve Corporation has been one of my favorite game corporations. Although every company has its difficulties and problems, which Valve does,  this company has stuck with me for years. I’ve used their app, Steam, for more than 7 years. Steam has over 125 million active users, including me. If someone plays with the PC, most of the games will need a steam account to play, or it will be highly recommended.

My favorite work/game from them would be Counter Strike Global Offensive. It’s a game I’ve invested a lot of time to lately due to me playing it with my friends. It’s a game that has multiple modes but most of it is team vs team based. The main two that people play are Competitive and Casual. Casual is the easier of the two where both teams start off with more money and always have armor on, plus there can be 10 on each team but the matches can only go to whoever wins 8 times. Competitive is the harder of the two. It’s a 5v5 situation where you have shortened money and never have armor unless you buy it.

Trailer:

Haiku

I admit that this video is kind of sad, but it is a true Haiku. It’s a short video just to represent what the Haiku means. It is blatant and to the point.

The Haiku is:
California,
Finally getting out of drought,
At last but not fast.

Stop Motion

When I first saw Spencer Shay do this on ICarly, I knew this process would take forever to do. I was right. Stop Motion takes an incredibly long time and patience is really a key concept. This was honestly an annoying hand made project but my teammates and I managed to finish it. Bianca Miranda and Mr. Olmedo’s very own BENSON WU helped create this project.

We didn’t use Adobe Animate or even Adobe Photoshop for this. It was all purely hand made with printed out paper and a desk. If I was forced to do this again then I would under understandable circumstances. I thank my classmates/teammates with helping me with this process.

Gumball/Story Collab

The collaborative work of 5 was paid off with this finished product. It was a blast working with 4 other classmates of mine to do this animation product. We originally didn’t know what to do or how to create our group collaborative project but in the end we later just decided to make our assignment on a group of Pac Man Ghosts. It is a weird concept but it also is a hilarious video to watch.

We had to do a bit of both Adobe Photoshop along with Adobe Animate to work on our group collaborative project. It was a bit troublesome with a group working together to accomplish different things to end in the same product but in the end we managed to pull it off. I don’t mind on working with another group to get a different product. I had a lot of fun and I hope my teammates did as well.

12 Principals of Animation

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The 12 Principals of Animation help animators create and make illustrations and animations that work within the selective group. For example, if someone is doing an animation that includes arcs, they can see a quick tutorial on how arcs work so they could improve on their assignments or creative viewing.

1. Timing/Spacing

Expertise in timing comes best with experience and personal experimentation, using the trial and error method in refining technique. The basics are: more drawings between poses slow and smooth the action. Fewer drawings make the action faster and crisper. A variety of slow and fast timing within a scene adds texture and interest to the movement. Most animation is done on twos (one drawing photographed on two frames of film) or on ones (one drawing photographed on each frame of film). Twos are used most of the time, and ones are used during camera moves such as trucks, pans and occasionally for subtle and quick dialogue animation. Also, there is timing in the acting of a character to establish mood, emotion, and reaction to another character or to a situation. Studying movement of actors and performers on stage and in films is useful when animating human or animal characters. This frame by frame examination of film footage will aid you in understanding timing for animation. This is a great way to learn from the others.

Link for Timing Video

2. Anticipation

This movement prepares the audience for a major action the character is about to perform, such as, starting to run, jump or change expression. A dancer does not just leap off the floor. A backwards motion occurs before the forward action is executed. The backward motion is the anticipation. A comic effect can be done by not using anticipation after a series of gags that used anticipation. Almost all real action has major or minor anticipation such as a pitcher’s wind-up or a golfers’ back swing. Feature animation is often less broad than short animation unless a scene requires it to develop a characters personality.

Link for Anticipation Video

3. Straight Ahead/Pose to Pose

Straight ahead animation starts at the first drawing and works drawing to drawing to the end of a scene. You can lose size, volume, and proportions with this method, but it does have spontaneity and freshness. Fast, wild action scenes are done this way. Pose to Pose is more planned out and charted with key drawings done at intervals throughout the scene. Size, volumes, and proportions are controlled better this way, as is the action. The lead animator will turn charting and keys over to his assistant. An assistant can be better used with this method so that the animator doesn’t have to draw every drawing in a scene. An animator can do more scenes this way and concentrate on the planning of the animation. Many scenes use a bit of both methods of animation.

Link to Straight Ahead/Pose to Pose Video

4. Arcs

All actions, with few exceptions (such as the animation of a mechanical device), follow an arc or slightly circular path. This is especially true of the human figure and the action of animals. Arcs give animation a more natural action and better flow. Think of natural movements in the terms of a pendulum swinging. All arm movement, head turns and even eye movements are executed on an arcs.

Link for Arcs Video

5. Follow Through and Overlapping Action

When the main body of the character stops all other parts continue to catch up to the main mass of the character, such as arms, long hair, clothing, coat tails or a dress, floppy ears or a long tail (these follow the path of action). Nothing stops all at once. This is follow through. Overlapping action is when the character changes direction while his clothes or hair continues forward. The character is going in a new direction, to be followed, a number of frames later, by his clothes in the new direction. “DRAG,” in animation, for example, would be when Goofy starts to run, but his head, ears, upper body, and clothes do not keep up with his legs. In features, this type of action is done more subtly. Example: When Snow White starts to dance, her dress does not begin to move with her immediately but catches up a few frames later. Long hair and animal tail will also be handled in the same manner. Timing becomes critical to the effectiveness of drag and the overlapping action.

Link for Follow Through and Overlapping Action

6. Staging

A pose or action should clearly communicate to the audience the attitude, mood, reaction or idea of the character as it relates to the story and continuity of the story line. The effective use of long, medium, or close up shots, as well as camera angles also helps in telling the story. There is a limited amount of time in a film, so each sequence, scene and frame of film must relate to the overall story. Do not confuse the audience with too many actions at once. Use one action clearly stated to get the idea across, unless you are animating a scene that is to depict clutter and confusion. Staging directs the audience’s attention to the story or idea being told. Care must be taken in background design so it isn’t obscuring the animation or competing with it due to excess detail behind the animation. Background and animation should work together as a pictorial unit in a scene.

Link to Staging Video

7. Slow Ins and Outs (Staging)

As action starts, we have more drawings near the starting pose, one or two in the middle, and more drawings near the next pose. Fewer drawings make the action faster and more drawings make the action slower. Slow-ins and slow-outs soften the action, making it more life-like. For a gag action, we may omit some slow-out or slow-ins for shock appeal or the surprise element. This will give more snap to the scene.

Link to Slow Ins and Outs Video

8. Secondary Action

This action adds to and enriches the main action and adds more dimension to the character animation, supplementing and/or re-enforcing the main action. Example: A character is angrily walking toward another character. The walk is forceful, aggressive, and forward leaning. The leg action is just short of a stomping walk. The secondary action is a few strong gestures of the arms working with the walk. Also, the possibility of dialogue being delivered at the same time with tilts and turns of the head to accentuate the walk and dialogue, but not so much as to distract from the walk action. All of these actions should work together in support of one another. Think of the walk as the primary action and arm swings, head bounce and all other actions of the body as secondary or supporting action.

Link to Secondary Action Video

9. Exaggeration

Exaggeration is not extreme distortion of a drawing or extremely broad, violent action all the time. It¹s like a caricature of facial features, expressions, poses, attitudes and actions. Action traced from live action film can be accurate, but stiff and mechanical. In feature animation, a character must move more broadly to look natural. The same is true of facial expressions, but the action should not be as broad as in a short cartoon style. Exaggeration in a walk or an eye movement or even a head turn will give your film more appeal. Use good taste and common sense to keep from becoming too theatrical and excessively animated.

Link for Exaggeration Video

10.Squash and Stretch

This action gives the illusion of weight and volume to a character as it moves. Also squash and stretch is useful in animating dialogue and doing facial expressions. How extreme the use of squash and stretch is, depends on what is required in animating the scene. Usually it’s broader in a short style of picture and subtler in a feature. It is used in all forms of character animation from a bouncing ball to the body weight of a person walking. This is the most important element you will be required to master and will be used often.

 

Link for Squash and Stretch Video

11. Solid Drawing

The basic principles of drawing form, weight, volume solidity and the illusion of three dimension apply to animation as it does to academic drawing. The way you draw cartoons, you draw in the classical sense, using pencil sketches and drawings for reproduction of life. You transform these into color and movement giving the characters the illusion of three-and four-dimensional life. Three dimensional is movement in space. The fourth dimension is movement in time.

Link to Solid Drawing Video

12. Appeal

A live performer has charisma. An animated character has appeal. Appealing animation does not mean just being cute and cuddly. All characters have to have appeal whether they are heroic, villainous, comic or cute. Appeal, as you will use it, includes an easy to read design, clear drawing, and personality development that will capture and involve the audience¹s interest. Early cartoons were basically a series of gags strung together on a main theme. Over the years, the artists have learned that to produce a feature there was a need for story continuity, character development and a higher quality of artwork throughout the entire production. Like all forms of story telling, the feature has to appeal to the mind as well as to the eye.

Link for Appeal Video 

Information Link 

Career Exploration-Motion Designer

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A. A Motion Designer is a person that would continually create and ship world-class social entertainment.

B. Motion Designers define and articulate goals, design and ship products, define and implement user studies, write press realizes and blog posts, manage projects, and much more.

C. A List of Requirements Would Be the Following:

•BS/BA/BFA degree (or equivalent) in film, design (or equivalent)
•6+ years of professional experience shipping world-class products in the software, TV •or film industry
•A thorough understanding of motion design and film editing principles
•Highly effective multidisciplinary collaboration skills
•Personal commitment to quality, attention to detail
•Confidence with design communication tools
•Effective, articulate design communication and decision-making skills
•An online portfolio of work which conveys your capabilities

D. I wouldn’t mind being a Motion Designer for VALVE. It seems like an interesting position to have and to be in. I wouldn’t mind the challenges and wouldn’t mind working for a company in which one of their products I enjoy a lot.

http://www.valvesoftware.com/jobs/job_postings.html

Draw My Story

This is my version of Draw My Story. It was a semi difficult assignment to due considering I had to screen record, voice record, draw, and edit the video seen above. Although it was a meddlesome task to do, I still managed to overcome my challenge and complete it. If I would do it over again and try to make it better I would.

It was a bit meddlesome to screen record. From repeatedly pressing F to readjust the screens to pressing tab to pick out colors, it gets pretty annoying.