DUCK POND (hero)
I’ll hold my hands up straight away and state that this is a development on someone else’s notion, SB’s for that fact, check it out here (play the game at the end)
... click to enlarge.
a blog about me and my work.
I’ll hold my hands up straight away and state that this is a development on someone else’s notion, SB’s for that fact, check it out here (play the game at the end)
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Gav Cooper
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Chief project this term is to design and produce a Flash game, a five minute (average) level / stage, based around Phidget sensors used for the player control interface.
Check out my concept design below, click to enlarge image…
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Gav Cooper
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After the initial success (a fair working game system & pleasurable to play) of my card game I decided to start work on a digital version of “Connect Wars”. The two main advantages of a digital version is accessibility (more people can access and play) and playability, basically the game system is enhanced by the pros of it being on a computer.
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Forza Motorsport 2 has a unique facility with-in the game that allows the player to take a photograph from ANY angle at anytime during a single player race. Then if the player is hooked up to Xbox Live they can upload their photos to the web, allowing PCs and other devices to download and view them. (The whole process takes seconds)
What makes taking and uploading in-game photos “worthwhile” is that Forza 2 also has a massively deep paint box tool that allows players to paint and customise their rides layer upon layer, like how Photoshop uses layers. This combined with a vast library of material at the user’s disposal makes for creating very unique looking cars every time… like a Texture Artist would texture a 3D model. (I’m sure there’s much more to the job role than that)
Below (1st photo) is my Audi TT, its my first car in the game as I’m a n00b!
I’ve spent little time in the paint shop on it, more of a test really.
Bottom (2nd photo) same Audi... moments later... I’ve just slammed it head on into a brick wall… nice damage effects…

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3D modelling and audio by Andy Love (NTU)
Animated by Gav Cooper (ME)
WARNING: integrated swearing ahead... F&@*!
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Gav Cooper
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On Wednesday I produced my final deck of cards. The image below doesn’t do my cutting out skills justice, but it shows you what the final product looks like.
I’m still trying to refine my rules so that they squeeze onto 1 side of A4, so I thought I’d experiment with photographic diagrams… does a picture say what 100 words can’t?
ABOVE: You can play the SPRAY card on top of any of your opponent’s suit cards; this instantly changes it to one of your own symbols.
ABOVE: A BOMB card is played into an empty space, exploding in one turns time. On explosion the BOMB takes out every connecting card.
This card can be DEFUSED.
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In a seminar this week I was given a dark room to light in 3DSM.
With some guidance from Andy I placed 3 lights in the room, an omni light
(in the bulb), a spot light (above the lamp shade facing down, to reinforce the omni light) and a rectangular spot light coming out of the TV set.
... and then Gav said – “let there be light”... *see below image*
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My main project at the moment is card game – “To devise, design and refine an original Game System to be used in a non-digital card game.”
Defeated, I went back to the drawing board and after weeks of playing many casual games… Solitaire, Hexic, Chess, Go, Tetris Attack… just to name a few, I finally came up with a card game system I was happy with.
I prototyped the game and played it out countless times with various people, changing and adapting the rules to produce an all round fair, enjoyable and tactical game.
Here are the final designs for my cards. I’ll be posting a printable deck along with the final rule sheet around hand in time. I do have to say that I really like the outcome of my efforts on this project, I love playing my card game and it seems the people I play with like it too…
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Spent the last two days working on my 3DSM skillz. Started back at the beginning learning the basic toolsets and trying to build my confidence with modelling. Below is a park bench I made as a bit of possible level scenery for an FPS or 3D adventure game. Managed to get a stick to a low poly count (122) and still get some good shape in the bench. I didn’t copy the reference image exactly, used it more as a guide, I think it looks pretty cool.
After some research I found out how to set up reference images properly with-in 3DSM. I found some pretty sound head profile images HERE and started an attempt at modelling them. (There is a special box to be used for a human head. This box must have one length and width division, and two height divisions - read that in a tutorial
I’ve taken screen shots at regular intervals to illustrate my progression, see below image. I’m find the facial features pretty hard going… best keep at it.
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As per usual I’m fighting to comprehend 3DS Max.
Andy Love (my animation tutor) has been great, helping me model and rig my first character. Below is a screen shot of said character, he’s some sort of weird slug type thing and yes Andy… he is looking pretty cool.

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It’s a game designed to test the player’s reactions and observational skills. I’m still in mid production with it, but I thought I’d push a demo out there to see what people made of the concept. I got some great reactions along with some positive reviews. (even had a few people ask me to e-mail them with the final version of the game, as they liked playing it that much, which is a nice feeling)
Play the DEMO by clicking on the above "PLAY THIS GAME" image, which will take you to newgrounds.com where you can launch the game. If you do play please leave your comments and feedback, this is a work in progress and I’m wide open to hearing your thoughts / suggestions...
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Inspiration surrounds us in everyday objects. I have chosen two hardware interfaces to look at and examine. These two objects have found their way into my hands on a lot recently… if you know what I mean.
On first impressions this current game pad from Microsoft looks very similar to the first Xbox pad before it, but with some slight alterations. Most game pads seem to have evolved into this sort of boomerang shape, smoothing out over the years from boxy hard edge devices that kind of hurt your hands over long periods of gaming, to smooth polished devices that are a pleasure to hold in comparison.
The whole system is smoothed off and is very neat. It reminded me more of an I-Pod instead of a next generation Game Boy. Personal I’d prefer the ‘power button’ and the ‘volume controller’ to swap positions on the device.
My reasons are that the volume slider would be in a more ideal position to alter when playing games and that the power button would be tucked out of the way, making it less likely for the user to switch it off accidentally, which has happened a few times with myself.
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Since the start of the multimedia course I’ve avoided 3DSM for a number of reasons, but now it seems like it’s now or never… so now it is then.
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Since last Thursday (25th) until this Sunday evening (28th) Nottingham has been host to

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Recently I was asked to choose someone in my prospective industry that I admire and value, and then compose a short blog presentation about him / her.
Yu Suzuki works for AM-2 (Sega Amusement Machine Research and Development Department 2) He first worked for Sega as a programmer and then quickly moved onto the role of a producer, working on such classic titles as Space Harrier (1985), Out Run (1986), After Burner II (1987) plus many more…
If I ever accomplish a back catalogue of work like the mighty Yu Suzuki I will be a very happy man indeed.
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Second year studies are slowly starting back up again at NTU and I’m yet to have my first ‘Games’ lecture and seminar, which I’m much looking forward too. I’m still working on my text adventure… slowly… but for now I thought I’d post about what I’ve been devoting most of my “play time” too. I use to PC game a lot and still do from time to time, but I’ve recently been playing Microsoft’s 360 console and Nintendo’s DS Lite (mine's black)
Ghost Recon Advanced War Fighter (GRAW) – Ubisoft
Although this game is getting on a bit in terms of shelf life (I picked my copy up for £8) it’s an amazing game and one of the first benchmarks in “next gen” gaming. It’s a 3rd and 1st person tactical shooter with some great movement controls that allows the player to move and use cover in a very realistic way. Apparently the soldier’s outfits, communications kit and weaponry are based on actually items in development for the
I’m just a Zelda fan boy and I wanted to plug this game! Although it isn’t out till this Friday (19th) I wanted to post a review I’d seen to reinforce the how much I’m looking forward to its release. From what I have seen it looks like it’s taken the DS to a whole new level of interaction with the touchpad and stylus controls. Watch below...
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To keep myself occupied on the creative front I have been looking into creating my own text-based adventure game. I came across a great program whilst searching the net that constructs your text-based game for you, minimal programming talents are required and it’s simple to use.
Check it out at www.adrift.org.uk
I’ve spent the last few days trying to come up with a suitable narrative to base a text adventure game on, but after coming up with nothing but generic fantasy themed stories I came to the conclusion that conjuring up exciting, gripping narratives isn’t one of my ’skillz’. (also made me realize why 95% of MMORPGs are fantasy based, the narrative writes itself).
Without a narrative, a text-based adventure would simply be a series of puzzles. However, the reverse is true; without at least the odd puzzle, there isn't much to do except wander around, waiting for the story to expose itself. So I decided to put the story telling aside for the moment and focus on the puzzles that would make up my text adventure. This method of writing the game has proven to be much more manageable, focusing on the gameplay first then building a narrative around that. I have posted a quick screen shot of what my text adventure looks like so far, no exciting 3D graphics here...
this is old skool!
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* game my take a few seconds to load *
* there is audio *
* also available to play HERE @ “newgrounds.com” *
This game is the result of my spare time over the summer months.
Produced using Flash it’s a side scrolling space game inspired by such titles as ‘Zero Wing’ (Toaplan) and ‘R-Type’ (Irem).
I’ve also added a little sub story, mostly to support the game’s object and end goal, but also to attempt to draw the player in a little more and add to the overall feel.
I also had some great help from my tutors, which without I’d still be sat here scratching my head.
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Gav Cooper
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A quick update about my game progress and also an excuse to show you a Flash game gem that I stumbled across whilst browsing the net.
My game is coming along nicely, adding the finishing touches and piecing the last parts together. Also a good friend of mine from Leeds has done some great 8-bit music for it, which really gives off the feel of an old 80's Sega game!
Until my game reaches this domain check out this funny take on the Zelda style games, just click the link below to play. I’ve really enjoyed playing through some of the Nintendo Zelda Classics on my DS this summer...
IT WAS RESEARCH!
The Legend of Zelda: The Lampshade of No Real Significance - Get the lamp to the temple... |
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