We showed Joshua Fauntleroy Brand our logos. For me personally, he told me to work on and further develop test 2 due to it being simple and less obstructive out of the three. We were also advised to begin creating our presentation for the pitching of our ideas
Later that day we had a team discord call at 7pm and we began to create our presentation via Google slides due to it’s collaboration features along with working on our logos.
Thursday 20th – Group meeting
We began to show off our mid developed logos amongst each other while also preparing our presentation. My logo has gone through several versions, trying to adapt the Blink Industries logo into the Nippets style. I had also experimented with adding the logo to the game background.This work continued through out the weekend.
First “Blink” testSecond “Blink” testBlink Industries testSummer Blink testCorporate blink test
Today the mysterious blink ink project was revealed and it turns out we have to slightly redesign their logo to fit the art style of their game, nippets, while also incorporating bits of their game into the logo via 2 second animation at 24 fps shot on twos and also one of the four seasons featured in the game.
I’ve teamed with Mahtab, Emannuel and Yeyint. We came up with ideas but decided to hold off on them and play the game itself to try and get a feel for it before jumping in blind. We plan to play the game at 7pm as writing at 3:20pm
Side note
I have been approached by my friend Thet Phyu Phyu for background and blender help with their third year final major project: Heartbreak.
20:14
We beat the demo it was tedious. We spent so much time trying to find the last few objects such as the books and the dreaded bird behind the post van. Though despite all that we have an idea for the logo. We currently plan on doing the summer season and the main idea is having the “blink” part of the logo floating and bobbing in the sea and the other letters reflecting the point and click parts of the game.
Weekend – Saturday 15th – Sunday 16th
We have had a team meeting on discord where we all began to draw concepts and share ideas, though Yeyint was not able to attend due to an emergency. But from what I know, Yeyint is doing the “blink” part evidenced by his concept drawing he sent earlier during the week. Emmanuel has begun making stylised concepts for the letters and Mahtab has done concepts for the big “i” part as that is a letter we are struggling to create a neat spin on.Lastly I have currently made 3 logo concepts in blender. I’m currently trying to find an in-between the game’s artstyle and the logo’s corporate look.
Test 1: Drag and clickTest 2: Squash and stretchTest 3: Blind “I”
This meeting the first meeting back after the winter holiday and was mainly a refresher of what our roles will be and the state of development so far. Pelin, Mahtab and I are on the 3D team, with Pelin doing the environmental props, Mahtab doing the character modelling and I doing the main environment. However I did do a rough turn around/minor redesign for the character, however it seems Mahtab will be going for a more faithful and version to Ronzo’s original design.
Nabil’s “Cutesy” redesignMahtab’s faithful redesign. Credit to m.koohi0320221@arts.ac.uk
Friday 23rd – Brick lane team meeting
This meeting was the first main team meeting I’d say. The first part of the meeting was about the status of the mural done by the 2D team. The second half of the meeting was about the game in general which is when I learnt that It is going to be a first person style game with the spray painting sections being a 2.5D side scroller where the brick character will be a 2D sprite. We are still deciding on the name of the game but for now, we have currently decided on the name “Ronzo’s Brixtape”
Attack concept sketch I did.Current state of the environment as of 23/01/26
Monday 2nd February – Loop festival
At this point in time I had not left my home in over 2 months and I could feel it wasn’t good for my own mental health shutting myself away and so I decided to attend the Loop festival lecture at Uni. First of all it was honestly relieving and also healing to see familiar faces again after so long and secondly I mostly enjoyed the guest speakers.
Comfort Arthur, founder of comfort studio in Ghana and Seth Saint Pierre, animator at DreamWorks were stand out speakers to me. Miss Arthur’s long road and multiple career switches throughout her life to where she is now was inspiring but also a bit of a warning of how the road isn’t always point A to B and even after getting into a studio such as the BBC,a lot of studio meddling can happen and higher ups changing how a film or episode will turn out.
Mr Saint Pierre’s showcase of his art and concept sketches for movies such as Kung fu panda 4 and short films like “Wednesdays with Gramps.” He also shared how to get into the industry, particularly starting from low level positions such as runners or assistants before progressing the ladder, along with how he personally got to first work at Sony pictures animation through a mentorship. Other things he explained, such as being your own studio and posting work online like Facebook specifically as that is a main place where all the senior animators will look, along with Instagram.
One speaker I did not like at all was Andy McNamara. Though he is not at fault for working on bad animated films such as the 2019 animated Addam’s family movie, the 2025 animated Smurfs movie and the upcoming Animal farm remake which despite their plot, look visually stellar, what I did not like about his talk was the fact of his usage and embrace of generative AI. He talked about how his studio trains generative AI to not only make short clips, but also uses it to render 3D animation by feeding it an outline/3D block-out animation and have the AI fill in the gaps.
The parts of his talk I did like and in fact enjoys was how he explained that AI is being used to improve tools in software and programs better such as photoshop or after effects for rotoscoping, tracking or detecting what is a person and what is a background, making it better for CGI editing and VFX. However this part was not about generative AI but instead the AI in software and programs and boiled down to “editing tools are getting better” which I suppose explains why I enjoyed this section so much.
Friday 6th – Brick lane break off meeting
Today we showcased what we have done so far and how the project will be on pause due to use now being focused on the Blink inc. brief for the next 7 weeks. I have been working on the 3D environment, but also struggling on my artist introduction image and deciding on which variant I should use.
Current state of the environment as of 07/02/26
Artist introductiondrawing
Variant A: “Can get 64”Variant B: “Can get sunshine”Variant C: “Can held”
This is the final version of the background, code named forge of the C stick. Here a character has to jump across the giant mixing poles to reach the forge at the centre before jumping down the chimney and entering the forge to retrieve the C stick, which will allow the player to access an extra set of abilities by clicking down on their actual C stick/right analogue stick on their controller.
Unlike previous versions, this version of my background is more “toon based.” Light does not effect most of the objects with them simply being coloured via basic gradient shaders and the objects that are effected by light use a toon shader that allows the object to show a certain type of colour depending on the light’s power.
The interior uses a toon shaderThe C stick uses a toon shader to give it a more 2D look
This is the final design of the C stick, named and modelled after the right stick on the Gamecube controller along with some pieces from the Nintendo 64’s C buttons and analogue stick.
This is the last entry before the christmas break.
I showcased my current work to Miss Stenhouse where I was given feedback to add “render” to my bricks along the cracks, and to add more to the molten metal lake area.
Today was a lesson in the basics of photoshop and it’s Gmetrix course. The exam is scheduled for Monday 24th.
Thursday 20th – Purr Point Productions
Today we had a teams meeting where we began to finalise ideas for the game. We all decided on a 3D platformer based in Brick lane, with the character spraying graffiti while avoiding the police like in Jet set radio, along with having a Y2K aesthetic and possibly being in a low polygonal style. I’m part of the 3D modelling team.
Friday 21st – Adobe photoshop class
Today we learned how to properly edit and touch up a photo in photoshop. I created a homunculus
Today we had an Adobe After effects certification intro where we signed up to the learning platform Gmetrix and how the exam will play out on the exam platform, Certiport. We had a lesson on the basics of After effects.
Friday 14th – After effects examand Isobel Stenhouse meeting
After effects exam
I failed with 559 points. I found the exam to be very laggy due to it being on a virtual machine.
Isobel Stenhouse meeting
I had a meeting with Miss Stenhouse and shared my ideas and sketches for the background and prop. She said that I would benefit it greatly if I learnt a bit of perspective. We then proceeded to get into a conversation about generative AI, with people being credited for works that AI generated which itself was stolen from other artists.
Today we had a meeting with Tashan and discussing ideas about the game we all want to make. My ideas are having the character based in brick lane with it being a sort of open world platformer like Mario Odyssey with doors leading into smaller challenge levels.
After hearing other people’s ideas and how many of them wanted to make an auto runner like subway surfers, I had the idea of a game similar to Sonic and the secret rings where it is functionally similar to an auto runner, but with more control options and the ability to stop move and break and drift if going too fast.