I was hoping that you guys might be able to offer some advice and ideas to me with my situation
Basically, Im about to enter my Junior year of college in my schools animation program, and since Im a bit of an overachiever, and like getting an early start on my work, I was planning to start on my senior thesis and at the very least, get all the prep work and planning done before my senior year. Part of the reason I want to start now is simply because I like having a big project to work on.
Unfortunately, I have no idea what I should do. The program Im enrolled in is geared toward film, and most students (who are hoping to get jobs in the film industry rather than in games) make a short film as their thesis, however, the instructors are very lax about what we can do for our thesis, and the head of our department basically told me that it can be whatever I want, as long as it is animation and I have something to screen (by screen, I mean that everyones thesis are played in a big theatre with all the other animation majors) at the end of the year. Also, it cant simply be portfolio work. It has to be a single cohesive project. People in the past have made everything from highly experimental abstract animations with oils and liquids, to elaborate flash games, to cartoons and CG films.
Now, my main interest is with games, and while Id love to actually make a video game (god knows I have all sorts of ideas floating around in my head. Im sure we all do), unfortunately any sort of programming makes my head explode. I want to make something that I could actually use (at least most of) in a games related portfolio, and right now, I really dont know what Im gonna do.
So, basically I was hoping some of you might have some ideas for a type of project I can get started on....
Replies
You'll have textured character models and a bunch of animations left over for a portfolio after the course is done.
I think what I'm getting at is that games characters often have to communicate aspects of themselves through appearance and movement that film characters don't, because you get to know film characters through stacks of dialogue and acquaintance gained through the story, but a lot of the time you don't get that in games. Demonstrating that aspect of games character art explicitly in a short film, where a single mesh does a series of 'impressions' would rock. Just an idea
It might be a very silly idea, but good animators really stand out for me in their ability to convey character through movement alone, and if you're good at what you do it'd be a damned good portfolio piece. Of course, if you're not that good and can't convey character through animation don't do it!
If you want to focus on games, simply do everything game res. Bear in mind that by the end of your college career specs will have gotten up a lot, so I wouldn't be afraid to go crazy on polycounts and normal maps - whether you do machima or prerendered.
I'd personally go for someting at least slightly stylised, as generally very realistic characters come of very uncanny when animated. Check out the Team Fortress 2 trailer or some of Daxter and Jack's animations to give you an idea, though both of those are extremely stylised.
Speaking of the Team Fortress 2 trailer, that one basically was a character reel. If you go for that type of character intoduction type trailer presentation, perhaps your teachers might let you do a more conventional demoreel, just don't pitch it as such.
And what's with all of the character recommendations? There's a lot more work to be had in environments and effects.
If I were going to do it all over again, I'd do a small outdoor scene. A building or two, a tree, some grass and shrubs, a burned out vehicle with smoke coming out of it. Paint a big skybox/digital backdrop to finish off the world in the background. Camera pans across environment. Helicopter/flying vehicle flies by at low altitude, dust kicks up, hovers, raises up, and it begins firing at something off camera. It gets hit, explodes, drops onto a building, crushing it.
That would be very ambitious, but would totally kick ass for getting a job doing environments, vehicles, or fx. It could apply to either games or film. Just go with something that seems interesting to you, and you'll be best off.
Don't try to do too much, just try to do a couple of things very well.