Posted in Unit 9

S.M.A.R.T targets/ Reflective practice Unit 9

30th September 2016

S – I am going to complete all my research for Unit 9, talking about stories that will help develop Heath throughout the game but also about the audience his character is aimed at

M – Complete all research

A – Have done research for previous units

R – 5pm – 10pm

T – I didn’t finish the task I set myself due to the mass amount of distraction around me. However, I only need to write one more paragraph of research then everything is complete

5th October 2016

S – Draw the front t-pose of Heath Quinn so I can make a 3D model of him for my final project

M – Draw one front t-pose – 2 if enough time

A – This will be my second time doing a t-pose for a character I am creating

R – 1:40 – 2:00 am

T – I managed to finish the pose within the time limit I gave myself, having a complete front view of the t-pose for when I model my character in 3D for my unit 9. The proportions of the character are quite semi realistic as his head and neck are quite big to show that he is a a physically strong guy. Some proportions are accurate, however, as his hands reach the middle of his thighs

S – Draw the side view of Heath Quinn for when you make a 3D character of him

M – Draw one side pose

A – This will be the first time I am using the t pose method to draw my character

R – 22:00 – 22:40 pm

T – I didn’t manage to complete the task within the time limit I set myself – I did however managed to do the body of Heath. The head was quite difficult to do and will require me to do it another day. What I could change about the side view of the body is maybe make his chest and stomach a bit bigger to indicate that Heath lifts weights – I will alter that tomorrow when I have enough time

6th October 2016

S – Use the software 3DS Max to model the waist and and the chest/back

M – Carry on with solider

A – This is the first time I have used 3D modelling to create a character

R – 13:00 – 17:00

T – Today we learned how to create the chest and waist of a character and – if far ahead – create the arms. Beth taught us with making the chest to use a single polygon plane, no length segments and width segments, using the technique we learnt last week when we first got introduced into low poly modelling (Click edge/border on the edge you want to add a new section on and hold shift and pull it in the direction you want it) However, I used the process Beth taught us but unfortunately it messed up – the chest becoming extremely slanted with no hope for saving it. I decided to use my own technique of carrying on from the hips and extruding upwards (using the technique Beth taught us) forming the waist and torso. To me the process is easier and you have better control of scaling the polygons in an even manor.

S – write down notes from the video in class

M – One page of A4

A – We have watched videos in the past where we have to write down notes as we watch it

R – 10:45 – 11:05 am

T – Besides finishing off the soldier, we watched two videos: one to do with the most memorable character in gaming of all time and the most annoying characters of all time. What these videos gave us is an insight on how to leave a lasting effect on an audience – be it bad or good. The first video shown very iconic characters like: Solid Snake, Lara Croft, Mario, Sonic and many more fan favourites. However, I disagreed with a lot of the choices they put on the list. Though the video was naming characters that were very famous in their time, the most memorable character to me are the ones with the deep backstory and a great personality. One of these characters I think should of been on the list was Nathan Drake from the Uncharted series. Nathan Drake is comedic, adventurous and is someone everyone can relate to in some way.

The most annoying characters helped with how to not make a character that makes people angry than actually like them. Notes that I gathered in class from the video were; Do not use repetitive dialogue, do not use a voice that’s annoying and squeaky and do not have a character that is dependant on the protagonist. The character that I created (Heath Quinn) does not fit into these categories, so I think he would be well perceived in the gaming world.

7th October 2016

S – Create an Alien head using FFD

M – Create one Alien head

A – We have only briefly touched on FFD so this will be a new experience

R – 15:00 – 15:30 pm

T – Today we did a rec-cap on the modifier FFD by making an Alien head. This modifier will be useful in my project if I ever wanted to get a very accurate sculpture of Heath’s head.

12th October 2016

S – Write Heath Quinn’s backstory

M – Create one backstory

A – Have already done the backstory for Heath but I will make a much more developed one

R – 23:00 – 00:00 am

T – I finished the backstory for Heath Quinn but I went over by an hour as a situation arisen within the time limit. What the backstory was showing was how Heath had quite a rough childhood, suffered depression, was quite abusive to his wife and then finally how he finally decided to change for Sarah. I wanted to show how he developed throughout his life until the present point of his life. I am going to write an after math of Heath’s attitude from the situation of his daughter being kidnapped and how badly he had been affected.

13th October 2016

S – Write a word document about Heath Quinn, giving the basic idea about him

M – Create one word document

A – This is the first time I am writing a document like this, talking about the archetype of the character and his appearance

R – 13:00 – 14:00 pm

T –  I finished this document which talked about Heath’s appearance, his archetype and his personality. It will give Beth an idea of how my character will look at the end of the project (If I do not decide to change something within that time) and how he will fit into the archetype or chaotic good and anti-hero.

20th October 2016

S – Do concept art pieces that relate to your character that you plan to develop

M – Create around 4/5 pieces of concept art

A – Have already done concept art pieces for this project and in previous projects

R – 10:oo am – 16:00pm

T – I have done four pieces of concept art that relates to Heath Quinn. The first concept art piece was to draw a very detailed version of Heath’s face, that could be pushed into further development. His face is quite realistic and shows some features

21st October 2016

S – Write up a report of your findings in Unit 9 that will help you with how your character will be developed

M – One blogpost

A – I have done a report on Unit 10 of this year so I get a basic understanding of how to write a report that explains your findings

R – 21:00 – 23:00pm

T – The report has information about how Lara Croft, Naughty Dog and Chris Redfield have developed throughout the years they’ve been active. As I created my character in another project, I could develop that from him, making it easier to show his development.

29th October 2016

S – Do a quick sketch of Heath in a suit to get a basic understanding of how big it should look compared to his head

M – Draw two sketches

A – Have done concept art previous

R – 22:00 – 22:00 pm

T – From the two sketches I can see that I need to do more pieces to get an accurate version of Heath. How I will do this is to do a t-pose with the right measurements and draw the suit onto there. I have a t-pose in waiting so I can draw onto there on another day. I will do several version to show the development of the suit and the changes I will do to it, alter it so it fits Heath’s character.

11th November 2016

S – Do one animation of a walking cycle, using some of the principles of animation

M – Do one walking cycle

A – This is the first time I will be using Flash to make a walking cycle

R – 15:30pm – 16:00pm

T – Though it was my first time using Flash to make an animation walk I think it was quite successful. It did give me an idea to maybe make some animation of Heath walking, or maybe Heath hitting something with the axe to show his movements and how they would look in the game. Doing this walk cycle also made me want to discover more about this piece of software and maybe collaborate it into my final major project.

15th November 2016

S – Draw Heath holding persuasion

M – Draw one image

A – Have drawn persuasion for my Final Major Project

R – 13:00pm – 13:30pm

T – As I have drawn Heath holding an axe previously, it was much easier to draw Heath holding the knife. Why I drawn Heath holding the knife was because I wanted to show how he would hold the weapon in the game. I could of drawn different poses of him with the weapon and then decide on a final one, but when I drew the first pose I knew that would be the best one. I will develop from this and maybe add some animation of him using the weapon on someone or just moving the weapon — that depends on if I have enough time

16th November 2016

S – Take pictures of settings or textures that will help you in your project

M – Take several pictures to get a deeper understanding of what you want to do

A – Have took pictures for previous project to help with my project

R – 13:00pm – 16:00pm

T – The pictures I took will be very useful for when I make my forest environment in photoshop. They helped give me inspiration of what I could make and how I could come about it. These pictures will come useful when I start doing my thumbnails of my forest enviornment, giving me an idea of what paths and roads would look surrounded by forest.

24th November 2016

S – Finish off Heath Quinn in photoshop

M – Continue with the digital art piece

A – Have created a character in class before

R – 11:00am – 16:00pm

T – I didn’t managed to complete Heath within the time I set myself as I had a few problems with hair that morning. However, I have now completed the hair but I still need to add more detail onto his face to make him look more realistic. What I do enjoy about my digital painting character is his eyes as they look very realistic; it did take me awhile to create those eyes. But I didn’t like about my character is so harsh the shading is on his face as it looks like he is wearing a cheap highlighter on his cheeks, I will update that when I get the chance tomorrow.

25th November 2016

S – Continue with Heath Quinn

M – Carry on with my one piece of work

A – Have made a realistic character before in photoshop

R – 14:00pm – 16:00pm


1st December 2016

S – Finish off the thumbnails for Unit 9

M – Finish all three thumbnails

A – I haven’t had much experience of doing thumbnail drawings in class but I have learnt how to do them

R 10:00am – 10:45am

T – I completed the task within the time I set myself and I am happy with the results. With the tumbnails I was trying to get across with how I want my environment to look without doing a full concept art piece, which would take me two days to perfect.


S – Finish Heath Quinn

M – Complete his face

A – I have had experiences with drawing realistic characters

R – 12:00pm – 16:00pm

T –

8th December 2016

S – Begin the production of Heath Quinn in a t-pose

M – Get most of the t-pose done

A – Have not created a t-pose in photoshop before, so this will be the first experience

R – 10:00am – 16:00pm

T – Even though I said I will ‘begin the production of Heath Quinn in a t-pose’ I manged to excel this task and complete it within a few hours. I do really like the way he looks, even if this is my first time doing this sort of task.

9th December 2016

S – Start piecing together the t-pose and Heath to get a character design sheet

M – Make one character design sheet with these two pieces of concept art

A – This is the first time I will be doing this process

R – 15:00pm – 15:30pm

T – I have completed the task I have assigned myself within the time limit I set myself. This task it wouldn’t take long as I am bringing two concept art pieces together, but it was all about position and if it fit together. Fortunately, I managed to fit the two pieces together so it doesn’t look tacky. In my opinion I think these two pieces do look together as one shows how his outfit would look, giving the person looking at my work an idea that Heath is someone who has a high paying job without reading his biography or backstory. The background is also a good asset to have as it is an office — an office Heath would work in as it is a CEO office. This background is a much better than a typical blank background as it adds much more character; a blank background would just make Heath look boring and dull: that’s not what I want.

Posted in Unit 10

Unit 10 ideas

Idea 1 Horror/puzzle

You are Sandra Parks, a detective trying to find information on the disappearance of Brook Adams – a 10 year old child who’s been missing for 1 month. Information has led Sandra to an asylum – an asylum that has been abandoned due to an outbreak of a disease that turns those infected into creatures, causing large amounts of insanity to be pulsed into the air, infecting those in range.

The genre of game is a puzzle/horror games, the player having to use tactics along with their brains to solve certain puzzles. One of the puzzles – that will be on the first part of the maze – is to decode several letters to make a sentence/word. The player must bare in mind that they are being followed by a creature called the unknown, having to either be quick or hide from their offender.

How the player will indicate when the creature is near by is by the vibrations of the controller. The slower the beat is the further away he is; the faster the beat the closer. I am also going to include a handheld heartbeat monitor that Sandra can equip to indicate which directions the pulses are strongest, making the experience that extra more terrifying.

How you will advance to the different parts of the asylum is using your flash light to shine against the walls to find encrypted codes – which the player will have to decode. However, it will not be that easy as there will be several codes littered in the same areas. What the player will have to do is search for notes that give hints to what the password for the door may be. For example;

“Stay away from it: you never know what can lurk within its corners”

“Light is the only thing that can kill it”

These are hints to the word “Dark”. But further you progress into the maze several words could match with the hints, the player having to use chance to unlock the door. However, the longer the player takes to open the door the higher the risk of the creature catching you.

Idea 2  Adventure

You are Michael Parr, an archeologist searching for the Tuitzu tribe within the forests of the amazon. What you have to do is navigate yourself around the forest without coming into contact with dead ends or the creatures that lurk.

The character has to find different amber that leaks from certain trees to unlock the caves to proceed further, however, as I stated in my previous paragraph; you will not be alone. Unlike my first idea, you can defend yourself against these creatures by finding weapons from the tribe you are looking for to hunt them down.

To make it harder, the longer you stay in the maze the harder the characters get so you need to get out the maze at a certain time.


Posted in Unit 9

Historical context character research (Unit 9)

Some characters have been around since the start of the gaming era, developing to fit around recent social situations or political views. Characters that have been around for 20+ show some very obvious changes – either due to the development of technology and graphics or the social/political views of the new world. The character I am going to research is Chris Redfield – one of the originals from Resident Evil franchise.

Chris Redfield has been around since Resident Evil 1, being one of the originals that still get used within all the different types of media. It’s safe to say he is one of the most well-known and popular characters in the horror genre of gaming; even if you haven’t played the Resident Evil games or watched the films you still know who is. Chris was first created in 1998, meaning his character has gone through a lot of appearance changes but also personality changes, something I will go into detail later on.

Shinji Mikami was the character artist that created Chris Redfield, along with Leon (another key character within the RE franchise) but after Resident Evil 4 Shinji Mikami left the company and stopped developing the Resident Evil franchise: Jun Takeuchi taking his place. After Shinji’s departure, Jun and Capcom wanted to ‘explore Chris further‘, which led to Chris Redfield getting his own game and solely focusing on him and his story – a little.

Chris Redfield can be seen as the ‘typical tough guy’ with his straight cut military hair and a love of bowie knives, which was true at the start of the resident evil franchise and something Capcom wanted to depict at the time. The development of Chris Redfield is quite drastic as in Five they ‘increased (Chris) muscle mass in the game was to show that he had trained heavily in order to fight the series’ powerful villain Albert Wesker bare-handed’ which people deemed to unrealistic as his arms were massive compared to how he looked in the previous games. In 6, Chris ‘has been redesigned slightly, as he now has a slightly disheveled look due to his alcoholism, and has been slimmed down to a much normal musculature along with a slightly shaved head’. They got the looks of Chris from the Gamecube version of the game as they wanted to ‘make a realistic facial structure’

What I enjoy about their development of Chris is how they made him tackle real situations like alcoholism, a subject not spoken much within the gaming industry, along personal loss of his team and the betrayal of Albert Wesker – someone he deemed a friend and mentor. These events have certainly hardened Chris and made him someone who does not trust people easily only if they are in his team and are his close friends.


Posted in Unit 10

Unit 10 research

report that looks specifically into the Deaf community. This document will help me learn the characteristics of the audience, how many  Deaf people are currently in England along with Deaf children (0-19) in England, Scotland, Wales and North Ireland,  what percentage of Deaf people use sign language and many other points.

Even though Deaf people are not very common within England, a big chunk of the population still suffer with impaired-hearing. In 2010 there were 56,400 people registered as being deaf in England (HSCIC 2010). This is only the population of Deaf people who have registered as being Deaf, some Deaf people may be ashamed about having impaired hearing and don’t want to tell people or simple do not want to sign up.  In 2014 there were at least 48,125 deaf children aged 0 to 19 across England, Northern Ireland, Scotland and Wales (CRIDE 2014a) If you compared both of these results you will see that they do not really add up as the children Deaf audience makes up nearly all makes up the Deaf population – but that is not true. I also took into account that the results were recorded at different times – the first set of results being recorded in 2010 while the next set were recorded in 2014 – it doesn’t really make the most accurate results.

Why this information is important is because I need to get a basic idea of how many of these Deaf people could be gamers. On another document the largest portion of gamers seem to be 35. A document that I found that shows the amount of Deaf people that are Deaf within different age ratings was quite useful. It gives me the opportunity the 30-40 mark – the results are quite useful. A large proportion of the Deaf audience – according to this document that are within the 30-40 age rating – 234,000 are recorded to be Deaf within the whole of the UK. Why this will help me is because the number is quite large, so mixing that with the average gamer of 35 a big sum of this Deaf audience will most likely be gamers.

This website shows the different games that are tailored to the disability the gamer has – for example Life Is Strange is suited to gamers who suffer with “low vision, colour blindness, tremor, no voice, deaf, illiterate, epilepsy” It will give us – the creator – a deeper understanding of how to make a good game that will suit the needs of our audience (deaf people). What these games will help me do is try and fit within the similar criteria they have done to make their games much more accessible to those with disabilities.

Limbo is one of the horror games that have been included on the list. What I enjoy most about Limbo is how simple the game is, yet it holds that fear inducing element – even without the sound! Another thing I enjoy is the art style. Though I want my interactive space to look realistic, I do appreciate the colours that are used – black and whites. I will adopt the colour scheme of black and whites to give it that extra creepiness to my maze.

In some rare cases some Deaf players still play games that are very dependent on sound. My mum has several friends within the Deaf community that play games like Call Of Duty and Battlefield that requires the player to listen out for enemies. However, some Deaf people would prefer to understand what is happening. For example a group I came across called the “Deaf gamers network” have a list of games that a quite bad for the Deaf/hearing impaired players. All the games on the list have issues with games not having subtitles and too much dialogue, not letting the player have the full experience to that of someone who can hear the dialogue.

Luckily, my game will not have much sound within the interactive space as it’s solely based on sight and wit. But I will not exclude sound completely as some of the audience will be gamers that are not Deaf/deaf so to indicate when the enemy is close I will use footsteps or a scratching of nails against the wall. Yet, I could give gamers that are not Deaf/deaf and insight to what it is like to be hearing impaired – it will add to the horror experience of not being able to hear the creature that lurks around the map.

I decided to ask some questions to my mum’s friend, seeing how she deals with games as a full Deaf person and which games she prefers.

Me: What are your favourite games?

Kags: My favourite game is Call Of Duty – mostly zombies

Me: Do you sometimes find it hard to play these games as they focus more on the hearing group?

Kags: It doesn’t make a difference to me. I can play any game if the instructions are clear enough

For some Deaf people they don’t need games that suit “their needs” they can play them without the extra help due to their impaired hearing. These handful of people prove that sound is not important to how the game is played. Any game can be played if you give the instructions and the objections clearly in the game

This website gives a clear instruction on how to make a game fun for Deaf people and hearing people. It talks about close captions so the player and either select or not select subtitles to help the game. Majority of people I know who play games have subtitles on because they enjoy reading the text as the people speak – I know I personally enjoy that. It adds to the experience and gets the cutscene/objective embedded into your head. For Deaf people they only need to focus on the captions to know what to do next – their attention only on that. It helps both sides at the end. The website also talks about using vibrations to indicate when something is happening: an example they used was Counter – strike. When the bomb goes off they could use a vibration mechanism to tell the player that someone has planted the bomb – that would definitely help. As I stated previously the vibrations would used with the heartbeat monitor, speeding up and slowing down depending on how close the creature is.

In class we had the chance to speak to a Deaf person who plays games. He was telling us basically on which games he liked and why and how we could make a game to help the Deaf audience. Games he prefers were platformers because they were much more visual and did not require sound to get the full experience. What he doesn’t like in games are the mass amount of conversations – in some that is – because he just wants to get into the game. That I do agree with him. Though he both have completely different hearing abilities and I can hear the conversations that are happening, I always skip the cutscene because I count them as unnecessary plot details. Dragon Age does this a lot.

Games like Dragon Age and Mass Effect where you have to speak to people to progress in the games are games that bother me the most. Dragon Age is my favourite franchise but I don’t like the constant “got to speak to Varric to make the game go forward” because you just want to get into the game play. That’s why I don’t want to make a game that focuses on conversation – I want to make a game that focuses on game play and action.

What he wanted to be brought into the game was either the choice to have subtitles or an interpreter to voice parts that had sound. However, they would not be needed in my game as it does not have any conversation throughout – maybe at the start of the game if I ever develop it in the future.

One of my fellow peers asked about what he thought about horror, which he replied as comedic but with certain aspects he could see himself get invested into the game. Even though it’s the opinion of one Deaf individual I am going to go ask my mum’s Deaf friends on how they feel about horror and how I could make a horror game to fit around them and make them enjoy it.

Another one of my classmates asked about the use of vibrations to help immersion – in which he replied “On the whole body except hands” This gave me an idea on how I could use the vibrations on the hands but also make it so the vibrations and be felt through the body. How I will create that is by having a vest that straps around the player, sending pulses throughout the body that links to the heartbeat monitor.

A game that was suggested for me to look at is the award – winning game Thomas is alone. What I really enjoy about this game and what inspired me the most about it is its use of simple shapes, yet the story is very well written which makes up for the simplicity. For my maze I am going to make it low-poly, as Thomas is alone does, but somehow making it a horror. Instead of using bright colours as the game does I am going to use black and white, which links to Limbo – another game that gave me inspiration.

Another game that gave me a lot of inspiration is the well-known horror game ‘Fran bow’. Fran bow is a 2D horror game that follows the story of Fran bow Daegnhart, a young girl who gets sent to an insane asylum after her parents death. What I enjoy about this game is the simplicity it holds just from the style. This game has actually gave me a push to make a maze in the style it has. The game is also set in an insane asylum, very similar to my game except my asylum is abandoned and will only have one creature following my character. I will do some concept art in the style of the game and see if I want to either make just the concept art of the maze or make a 3D maze.

Due to a change of heart, the style of my maze had turned to a quite realistic route, wanting the game to look more erriry and horror. If I did follow through with making my maze look similar to Fran Bow I feel like it would take the immersion out of my game.

Posted in Unit 9

Unit 9 Context + Characteristics research

For unit 9 we are looking at the context and characteristics of characters. To start off we looked at the different type of characters (protagonist, antagonist, side-kick, patri/matriarch, NPCs, anti-hero…etc) I, however, have already made a set of characters that follow an archetype – example Dara Samuels would fit in the sidekick category as she is much younger than Heath; not taking most of the attention away. But she does posses her own unique qualities that Heath does not have. She is lithe, making her much harder to get spotted by the creatures that lurk throughout the game.

What I am going to do for this unit is develop my character Heath Quinn and Mr H – if I have enough time – showing their journey in depth but also show how some events can change the character completely from how they were at the start. The research that will be be a big factor in this unit will be from real life encounters that follow a similar path to my character. I want to know about their reaction to the incident, along with the development of their emotions. It will help me give a realistic representation of Heath, making people really feel how he feels about the situation at hand – almost interactive, in a sense.

Heath Quinn was based of James Sunderland from Silent Hill 2 along with part of the story. Why I chose James Sunderland as the main inspiration for my character is because his story matches with my characters own story. James Sunderland will go to any lengths to find his wife, even when gets attacked from creatures, it still does not scare him in finding his wife. Just like Silent Hill 2, Heath doesn’t get a happy ending like James as James find out he was the one to kill his wife, ether causing him to commit suicide or be killed at the hands of Pyramid Head.

This story about Sean Felton, a dad who’s wife stole their son and flew out to Thailand. The article talks about the lengths the father went to to find his son, even resorting to catfishing the mother to find the location of Jobe. Sean had no help from the government or the British embassy to find his son – only using himself. However, the mother didn’t give up Jobe without a price, asking for £1000 of Sean’s £6000 property – he happily traded.

The Mirror also talks about the kidnapping, going further into depth about how Sean felt throughout the events that occurred.

The article talks about the “pure terror and panic” that gripped Sean when he found out his son was missing. He also talks about how he was “shaking” when he was going to be reunited with his son.

Sean Felton is someone who would react like any parent would in this situation of their child being kidnapped – going to any lengths to get their child back. That’s how I want Heath to be portrayed. I want to show the player that their are no lengths that Heath wouldn’t go through to get Sarah back. I also want to play with his emotions through certain situations, similar to that of Sean when he found out Jobe’s kidnapper was the mother. In my story the kidnapper was a close friend of Heath. Someone Heath deemed the closest amongst his friends. When Heath finds out who Mr H is you can almost see how his reaction would be; mixture of betrayal, hurt, heartbreak and pure anger.

Jagram, a shop owner from bachriach district’s Turaini Rajab Kudiya Village had his three sons kidnapped and taken to Nepal, forced to work in a brick making unit. Jagram’s journey was not a simple one; mortgaging the family farm to make his way to Nepal. 20 days after his departure from his town he found his children working in the factory, along with four other children from his town.

He got a job in the factory as a laborer and pleaded to the children to not reveal his identity. Late at night, Jagram snuck one of the children out but security raised the alarm before they could leave the city. They took him into a room and got mercilessly beat to which Jagram gave in and said “Keep the children”. However – after they released him – Jagram went to the local police who went and arrested the owner.

What I enjoy about this story is how Jagram – as Sean did – didn’t care about the length of the journey because their child/children were their main priority. Jagram is a selfless person, saving not only his children but also other kidnapped children who returned home to their parents. I want Heath to be portrayed as selfless at first, showing the player that he would risk everything for his daughter, but slowly becoming more selfish and for his own need when he finds out who Mr H is.

The audience that Heath is aimed more towards are the 20 – 34 year old – the audience that can relate to Heath. I want the audience members to feel exactly what Heath feels and put themselves in his shoes. Really feel how he feels on the journey to find his daughter.

Why I chose that audience in particular is because that’s the majority that have kids in that age rating, according to this document. It is sympathy for Heath the audience that have children will feel as his daughter has been kidnapped – a parents nightmare.

Another reason why he is for that majority of the audience is because the game is an 18 and the way I portray my character is not sfw. He is quite unstable when it comes to certain points of the game which could be quite distressing for a younger audience. There is a scene where you witness Heath killing his daughter – that’s if you play a game in a certain order that is – at the very end of the game as she tried to kill you first. It is quite distressing the situation and is only advised for those over 18 to play

The look of my character was heavily inspired by actor Hugh Dancy, most known for his role in Hannibal and confession of a shopaholic. What I enjoy about his look is the seriousness about him. Though he looks young – compared to my character that is – I have enough freedom to alter small parts of Hugh Dancy to fit a much older depiction. I am going to carry on playing around with his looks, selecting different male models that could fit within my character arch. However, the way I picture Heath in my head is a man with a strong, set jaw, a quite muscular build, slightly chubby due to his luxurious lifestyle, greying around the temples and vivid blue eyes – Hugh Dancy is definitely the picture perfect model

Another person I feel like would match Heath is Mads Mikkelsen. Like Hugh, he has a sturdy jaw but Mads is around the same age as Heath. That could give me a good basis of how a man should look at that age, giving me the best results. What Hugh has that Mads doesn’t is the serious look. The look Mads has is quite sinister – something Heath will become as the story progresses – but Hugh has the serious eyebrows, the emotionless face, a feature I heavily associate with Heath.

However, as Hugh Dancy is quite a slim person I cannot use his body as inspiration for Heath. In my Heath Quinn – Biography I talk about how ‘he’s athletic and quite muscular due to his love of weightlifting’ A person who does fit this criteria perfectly — and is also Australian — is Chris Hemsworth. When I think about Heath I automatically connect him to Chris Hemsworth – body wise that is – as Chris Hemsworth himself does weightlifting which gives me the most accurate proportions of a body that does this type of sport.

Heath – when the game progresses and his insanity gets higher – will develop an empathy disorder. Though similar to the definition where he can feel what the other person feels, I altered it slightly. Heath only feels empathy when he picks up a weapon and it sends him into the mind of the person who used the weapon – very similar to how they portray it in Hannibal with Will Graham. Instead of Heath being a killer and killing people around him he will see the the character who used the weapon and see the way he can use it – almost like a dream sequence or a ghost following someone but cannot be seen.

This website will help me get a basis of what alignment my character Heath Quinn will follow. If you’ve read the Synopsis – Where is she? you can see that Heath is quite a chaotic good character according to the website.

A “chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he’s kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.”

This fits perfectly with what Heath represents as he follows his own moral compass which is to save his daughter from her kidnapper. He doesn’t like the attitude Mr H has which is kidnapping children from parents who seem to not ‘love’ their children and will do anything to stop him, even if it means killing. Heath could also fit perfectly within the anti-hero archetype, even though he is saving his daughter from the antagonist he will kill anyone who gets in his way or prevents him from achieving his goal.

Some research I did decide to conduct – as it will help me with the development of Heath – was to look at longstanding characters that have been around in the gaming world for 5+ years. These characters have to have similar characteristics to Heath so I know how I could develop him – due to the fast moving progression that is the modern world – to make him fit in with society. One of these characters were Chris Redfield (who I have talked about in another blog post) who – if you’ve read the blog post – I talk how since they’ve had a new artist for Resident Evil they’ve made him much more realistic and making him develop from the stereotypical-tough-guy-from-America-who-has-no-problems to a guy who’s had so much going on in his life he decided to stop exercising to gain his muscle mass, making him much smaller in Resident Evil 6 than he did in 5 and also making him develop an alcohol problem.

Due to a slight change of plan, I decided to use Johnny Depp as my character inspiration model. He matched my character much more than Hugh Dancy has. Hugh Dancy is quite a happy character, someone who is approachable – unlike Heath Quinn who takes pleasure in being by himself and running his company, which is quite stressful. Johnny Depp, however, has the look that shows seriousness and stress as he has bags under his eyes and wrinkles forming due to his age. Johnny Depp was definitely a better choice than Hugh Dancy.

I am planning on doing an animation for my project which either has Heath walking or an axe swinging. As I am quite new to animation it will be quite hard for me to make a top, industry standard product. With the help of this website and the workshops in class I might be able to make an alright animation that follows the principles.

With walking I have already learnt how to do that animation in class, so I could easily make that again but add detail to the character but I want a challenge. Doing an axe swing might seem easy but I want it to look realistic. The principles I will have to follow is arch. When you swing an axe you do not hold it to your chest, you swing your arm out into an arch, hoping to hit your target. To help me get this visualisation I asked some people in my class to replicate how you would swing an axe and all of them did the same: their arms were stationery at their side then they swing their arms up, making their arm curve as the ‘axe’ was behind their back then swung it down. It is almost quite slow the lifting of the axe, probably to show the weight before it moves down with a striking force.

This website gave more archetypes on what makes up a anti-hero. It mentions;

Some common attributes are: rarely speaking, being a loner, either extreme celibacy or extreme promiscuity, father issues, occasional Bad Dreams and flashbacks relating to a Dark and Troubled Past

Heath Quinn has father issues due to his father committing suicide when he was very young, causing him to not have that father/son bond; very similar to that of Bruce Wayne who was also young and witness the death of his father. It also mentioned how Heath will kill anyone who gets in his way – very true when you read the synopsis, he is willing to kill Dara (Sarah’s girlfriend) so he has a better chance of saving her. He also has flashbacks thinking about when he was a kid up till the time when he mentally abused Claire and caused her to leave his side.