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Add transcription for: frames/LearnSquared_VFXUnrealTylerSmith_DownloadPirate.com_Video Game Inspirations_mp4_frames.zip

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transcriptions/frames/LearnSquared_VFXUnrealTylerSmith_DownloadPirate.com_Video Game Inspirations_mp4_frames_transcription.json ADDED
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+ "text": " We're going to start with inspiration of visual effects in video games over the years and how they've really grown into this amazing art form in itself. Looking at some of the examples that you can see here, we have a mixture or a wide range of spectrum of different styles, different technical elements and different elements of storytelling that you can see. So starting from the top left here, you have hyper realistic representations of the natural world via Naughty Dog and their series of The Last of Us and the Uncharted series. You can see some of the best examples of realistic natural elements in their VFX. Their waterfalls, their smoke, their water splash effects, the way that it affects the characters. It's really some top-notch understanding of capturing the beauty of the natural world in the most realistic sense that you can. To the right of that, we have a ghost of Tsushima, which I have some personal experience with, but this was a more stylized artistic representation of the natural world and putting a more expressionist artistic spin on it. So while at the same time it's not stylized in the sense of a cartoon or anime sense, it still has that really wonderful element of an artistic expression where you're not directly copying what you're seeing in the natural world as it would be represented. Examples of this could be the constant blowing foliage, the gusts of wind that guide the player through the game, the way that it was represented with how blood and sorts wipes are used in that game, it really creates together this beautiful symphony of what the final product was. On the very right that you see here is your effects based visual effects, which would be things like effects that emerge in combat, effects that emerge with healing or interacting. You can see a lot of this in the Blizzard and Riot games, Element of Visual effects. Your League of Legends, your World of Warcraft, your Starcraft, and there's a lot of beautiful visual canon that those two companies have developed that you can see with casting spells, with casting damage and how the players react to it, how the players heal, how they level up, things like that. And this will fall into the category of combat interactivity while in this course we'll be focusing a lot more on the elements of the environment because you'll mainly be free of portfolio pieces developing visual effects that can benefit an environment that you have created and we want to emphasize on that. On the bottom left here we have the game Abzu, one of my personal favorite games, which just does this amazing, most of the game is represented by visual effects itself because all of the fish that you see in the game are driven by particle parameters. And we'll be going into this terminology over time because there's a lot of technical labels that are attached to the art of creating visual effects that we're going to break down one by one. But one of those words is parameter that you'll hear me using again and again. One of the most visually striking games, Abzu, I would definitely recommend checking it out. To the right of that, again, we have something that's a little bit more interesting and driven by gameplay in the Uncharted series, which is the spiders, which will be covering a bit on how to swarm insects, birds, fish, things like that. Here we have Batman Arkham City, and we see some really beautiful visual representations of clouds and smoke that emit from the Batmobile. And then on the bottom right, one of my favorite videos on YouTube I watched to relax, which is just campfires in Legends of Zelda, Breath of the Wild, which is this really beautiful representation of stylized anime or anime inspired and cartoon animations inspired visual effects with their fire, their smoke, their elements of magic. It's really beautifully striking to see and it's extremely stylized. But at the same time, you know exactly what you're looking at from a visual representation and it carries an artistic power in itself and the game itself, Breath of the Wild, can speak for itself that it all just, like Osasashima, sort of unites together in this beautiful visual symphony.",
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+ "segments": [
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+ "text": " We're going to start with inspiration of visual effects in video games over the years and how they've really grown into this amazing art form in itself. Looking at some of the examples that you can see here, we have a mixture or a wide range of spectrum of different styles, different technical elements and different elements of storytelling that you can see. So starting from the top left here, you have hyper realistic representations of the natural world via Naughty Dog and their series of The Last of Us and the Uncharted series. You can see some of the best examples of realistic natural elements in their VFX. Their waterfalls, their smoke, their water splash effects, the way that it affects the characters. It's really some top-notch understanding of capturing the beauty of the natural world in the most realistic sense that you can. To the right of that, we have a ghost of Tsushima, which I have some personal experience with, but this was a more stylized artistic representation of the natural world and putting a more expressionist artistic spin on it. So while at the same time it's not stylized in the sense of a cartoon or anime sense, it still has that really wonderful element of an artistic expression where you're not directly copying what you're seeing in the natural world as it would be represented. Examples of this could be the constant blowing foliage, the gusts of wind that guide the player through the game, the way that it was represented with how blood and sorts wipes are used in that game, it really creates together this beautiful symphony of what the final product was. On the very right that you see here is your effects based visual effects, which would be things like effects that emerge in combat, effects that emerge with healing or interacting. You can see a lot of this in the Blizzard and Riot games, Element of Visual effects. Your League of Legends, your World of Warcraft, your Starcraft, and there's a lot of beautiful visual canon that those two companies have developed that you can see with casting spells, with casting damage and how the players react to it, how the players heal, how they level up, things like that. And this will fall into the category of combat interactivity while in this course we'll be focusing a lot more on the elements of the environment because you'll mainly be free of portfolio pieces developing visual effects that can benefit an environment that you have created and we want to emphasize on that. On the bottom left here we have the game Abzu, one of my personal favorite games, which just does this amazing, most of the game is represented by visual effects itself because all of the fish that you see in the game are driven by particle parameters. And we'll be going into this terminology over time because there's a lot of technical labels that are attached to the art of creating visual effects that we're going to break down one by one. But one of those words is parameter that you'll hear me using again and again. One of the most visually striking games, Abzu, I would definitely recommend checking it out. To the right of that, again, we have something that's a little bit more interesting and driven by gameplay in the Uncharted series, which is the spiders, which will be covering a bit on how to swarm insects, birds, fish, things like that. Here we have Batman Arkham City, and we see some really beautiful visual representations of clouds and smoke that emit from the Batmobile. And then on the bottom right, one of my favorite videos on YouTube I watched to relax, which is just campfires in Legends of Zelda, Breath of the Wild, which is this really beautiful representation of stylized anime or anime inspired and cartoon animations inspired visual effects with their fire, their smoke, their elements of magic. It's really beautifully striking to see and it's extremely stylized. But at the same time, you know exactly what you're looking at from a visual representation and it carries an artistic power in itself and the game itself, Breath of the Wild, can speak for itself that it all just, like Osasashima, sort of unites together in this beautiful visual symphony."
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+ }
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+ ]
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+ }