Audience


Audience

Intro

For this project I will have to find a company that inspires me to one day work as a professional artist. The end goal is to produce a fully textured 3D diorama suitable and keeping to the style of the chosen company. This can be a small environment or a prop/asset, I will probably chose a asset. Also from that I must also make a piece of 2D digital concept art of your proposed 3D work. 

I will have to research as much as I can about the chosen game company, this will help and give me a clear guide to what I want to make and how I want to design it. I will research the other games they make and how they may have a traditional style that leads from game to game. The style of a company can make the game very unique to it's its own touch. From my research I can pass the charm on that company has that makes it stand out so much which will show my inspiration from that game company.  

Mind Mapping Idea's



6 Game companies mood boards that grab my attention

Game Company mood boards 



Final 3 game companies



Bethesda Softworks LLC

Bethesda Softworks LLC is an American video game publisher based in Rockville, Maryland. The company was founded by Christopher Weaver in 1986 as a division of Media Technology Limited, and in 1999 became a subsidiary of ZeniMax Media. In its first fifteen years, it was a video game developer and self-published its titles. In 2001, Bethesda spun off its own in-house development team into Bethesda Game Studios, and Bethesda Softworks became a publisher only. It currently also publishes games by ZeniMax Online Studiosid SoftwareArkane StudiosMachineGamesTango Gameworks and BattleCry Studios.

History

Company name and origins.

Bethesda Softworks was founded by Weaver in Bethesda, Maryland in 1986 as a division of Media Technology Limited, an engineering research and development firm of which Weaver was founder and CEO. He created Bethesda "to see if the PC market was a viable place to develop games".
Vlatko Andonov, who serves as President of Bethesda, recalls that Weaver had originally wanted to call the company "Softworks", but found the name taken. "So, our founder, sitting at his kitchen table in Bethesda decided after laborious thought to add Bethesda to Softworks and there you have it!" 

1986–1994: Gridiron!, Electronic Arts lawsuit, The Elder Scrolls

Bethesda Softworks is credited with the creation of the first physics-based sports simulation, Gridiron!, in 1986 for the Atari ST, Commodore Amiga and Commodore 64/128. Early games scored respectably in the gaming press. Electronic Arts was working on the first John Madden Football at the time, and hired Bethesda to help finish developing it. At the same time, they acquired distribution rights for future versions of Gridiron!. The next year, after no new cross-console version of Gridiron! had been released, Bethesda stopped work on the project and sued Electronic Arts for US$7.3 million, claiming EA halted the release while incorporating many of its elements into Madden.
In 1990, the company moved from Bethesda to Rockville, Maryland.
It is best known for its next major project, The Elder Scrolls RPG series, based on the original programming of Julian Lefay. The first chapter of the series, entitled The Elder Scrolls: Arena, was released in 1994. Since that time, numerous other chapters have been released. Bethesda Softworks is also known for publishing titles based upon popular movie franchises, including The Terminator, Star Trek and Pirates of the Caribbean.
Julian Lefay: 





1994–1999: Company expansion.

In 1995, Bethesda Softworks acquired the development studio Flashpoint Productions, and its founder, Brent Erickson, became the Development Director of Media Technology's West Coast division, MediaTech West. The division produced several titles including Golf Magazine: 36 Great Holes Starring Fred Couples, Noctropolis and later the Burnout Championship Drag Racing series.
In 1997, Bethesda acquired XL Translab, a graphics firm that got its start in Catholic University's School of Architecture. XL eventually moved into a new center in Bethesda Softworks' Rockville headquarters. XL Translab has previously done work for PBS as well as television commercials for Fortune 500 companies.
In 1997 and 1998, Bethesda released two The Elder Scrolls expansions based on Daggerfall's code—Battlespire and Redguard—neither of which enjoyed the success of Daggerfall and Arena. The downturn in sales was not limited just to The Elder Scrolls franchise, and the company considered filing for bankruptcy as a result.

1999–2004: ZeniMax, Christopher Weaver lawsuit.

In 1999, Weaver and Robert A. Altman formed a new parent company for Bethesda Softworks known as ZeniMax Media. In an interview with Edge, he described the company as being a top-level administrative structure rather than a "parent company" for its holdings, explaining that "ZeniMax and Bethesda for all intents and purposes are one thing. Bethesda has no accounting department, we have no finance, we have no legal, our legal department [and] our financial department is ZeniMax, we all operate as one unit."
In 2001, Bethesda Game Studios was established, changing Bethesda Softworks to being a publishing brand of ZeniMax Media.
In 2002, Weaver stopped being employed by ZeniMax. He later filed a lawsuit against ZeniMax, claiming he was ousted by his new business partners after giving them access to his brand and was owed US$1.2 million in severance pay. ZeniMax filed counterclaims and moved to dismiss the case, claiming Weaver had gone through emails of other employees to find evidence. This dismissal was later vacated on appeal, and the parties settled out of court. Weaver remained a major shareholder in the company: as of 2007, he said that he still owned 33% of ZeniMax's stock. It is unknown how much stock Weaver has in ZeniMax today, as Providence Equity bought 25% of ZeniMax's stock in late 2007, and an additional stake in 2010.

2004–present: Fallout, Capital increase, publishing expansions.

In 2004, the Fallout franchise was acquired by Bethesda Softworks from Interplay Productions and the development of Fallout 3 was handed over to Bethesda Game Studios. Fallout 3 was released on October 28, 2008. Five downloadable content packs for Fallout 3 were released in the year following its release—Operation: Anchorage, The Pitt, Broken Steel, Point Lookout, and Mothership Zeta. Obsidian Entertainment's new Fallout title, Fallout: New Vegas was published in 2010. Fallout 4 was released on November 10, 2015.
Between 2007 and 2010, Bethesda raised US$450 million in new capital from Providence Equity Partners to fund expansion efforts. In February 2008, the company opened a European publishing arm in London, named ZeniMax Europe, to distribute titles throughout UK/EMEA territories under the Bethesda Softworks brand.This was followed in by opening publishing offices in Tokyo, Frankfurt, Paris, Benelux, Hong Kong and Sydney in 2008, 2010, 2012 and 2013 respectively.
On June 24, 2009, ZeniMax Media acquired id Software, whose titles, including Rage, would be published by Bethesda Softworks. Between 2009 and 2012, the company expanded publishing operations, with games from independent third party developers such as Rebellion Developments's Rogue Warrior, Artificial Mind and Movement's Wet, Splash Damage's Brink, and inXile's Hunted: The Demon's Forge.
Since 2012, Bethesda Softworks has been publishing games such as Dishonored, Wolfenstein: The New Order, and The Evil Within.

Research from: https://en.wikipedia.org/wiki/Bethesda_Softworks
Square Enix 
Square Enix (株式会社スクウェア・エニックス・ホールディングス Kabushiki gaisha Sukuwea Enikkusu Hōrudingusu was founded in  September 22, 1975 42 years ago. Square Enix is a Japanese video game developerpublisher, and distribution company that is best known for its role-playing video game franchises, which include Final FantasyDragon Quest, and Kingdom Hearts. Several of its franchises have sold over 10 million copies, with the Final Fantasy franchise selling over 115 million, and the company as a whole made over ¥150 billion in revenue in fiscal year 2014. The Square Enix headquarters are in the Shinjuku Eastside Square Building in ShinjukuTokyo. The company employs over 3800 employees worldwide.

The original Square Enix Co. It was formed as the result of a merger between Enix Corporation and Square. In April 2003, with Enix legally absorbing Square. Each share of Square's common stock was exchanged for 0.85% shares of Enix's common stock. At the time, 80% of Square Enix staff were made up of former Square employees. As part of the merger, former Square president Yoichi Wada was appointed president of the new corporation, while former Enix president Keiji Honda was named its vice president, and the founder of Enix, Yasuhiro Fukushima, the largest shareholder of the combined corporation, became its honorary chairman.

This is where I got my research from ~ https://en.wikipedia.org/wiki/Square_Enix 

History



    Enix

Something that is making a bit of a comeback in the industry today is outsourcing; Ubisoft are the kings of it at the moment as evidenced by the amount of teams who work on an Assassins Creed game each year. But it was Square who dabbed their hands in it first. Secret of Evermore was released in 1995 and was the very first game developed in the US by Square themselves. It featured a distinctive Western tone setting the game in fictional Podunk, USA and featured many associations with 80s B-movies in accordance with aiming at the American market. It featured a more tactile combat system that allowed the main character to move around in battle, letting you see the enemies before deciding on fighting them, and spawned a typically decent soundtrack to boot. It's debatable if this game was up to the standards of other Square RPGs of the time, but one thing is for sure; it captured a real cult following - one of which has endured for nearly twenty years. With this game you can see the beginnings of Square looking to conquer the American market and it is something that many Japanese developers have attempted to do since. Most recently Dead Rising 2 and 3 being outsourced to Blue Castle Games. No doubt about it, this game might not have been the roaring success of Final Fantasy, but stateside there is no doubt this was a big hit for the Japanese giant.


9. Front Mission



Despite feeling and looking like a ridiculously Japanese game with giant mechs (Known as Wanzers... honestly), Front Mission and its sequels have developed the kind of hardcore audience that is only known in the biggest of the industries gaming series'. Set on a fictional island called Huffman which is based in the Pacific Ocean, two opposing forces argue over who owns the island escalating into a war between two giant mech armies. The player follows the character known as Royd and the game allows the player to work through different scenarios by not just fighting. Cutscenes flesh out the story and towns give the player time to fully customise the wanzers to their own liking, making this tinkering the most important and most technical part of the game. Released in 1995 for the Super Nintendo, Front Mission showcased that Square was quite capable of developing systems that were far more complex than their previous RPGs. Focussing on the actual battle and borrowing many systems from Nintendo's Fire Emblem that released five years prior, Front Mission can be seen as an experiment by Square which led to the release of the equally successful Final Fantasy Tactics in 1998.



8. Bravely Default




Seen as a revolution of sorts by some fans; Bravely Default released in time for Christmas (in Europe at least) in 2013 and introduced a brand new IP by the company that was heavily inspired by its biggest titles like Final Fantasy and the newly acquired Dragon Quest (Which Square inherited from the merger with Enix). The idea was to create a game that would be easily accessible to fans of the old-school Final Fantasy games like FF III and V. It worked in a complex job system reminiscent of those games, blended it with a familiar yet fresh storyline that leaned on the tropes and idiosyncrasies of Final Fantasy scripts, birthing Bravely Default in the process. One of the key reasons for its inclusion in this list is that, were it not for the huge success of the 3DS exclusive title, Square Enix might still be trying to conquer markets they have little experience in. It was this games success that spawned the rethink of the company president Yosuke Matsuda who, when interviewed by Siliconera said "For the new games well be developing from this point on, while this may sound a bit extreme, we've been talking about making them as heavy JRPGs. I believe that way, we can better focus on our target, which will also bring better results". Due to this very small 'Final Fantasy game' in everything but its title there is a chance that the spirit of one of gaming's greatest developers could not have been saved.



7. Secret Of Mana






Beginning as a spin off of the Final Fantasy series called Final Fantasy Mystic Quest, the Mana series grew into something far bigger and far more important in 1993 with the release of Secret of Mana. Using the battle system of Mystic Quest, Secret of Mana was a sequel in all but name yet developed into a series of its own with a breathtaking storyline, some utterly inspiring music and mechanics feeling like an early precursor to the exceptional Vagrant Story with a ring that surrounded your character when you wanted to attack. If an enemy entered the ring, you could do the action you wanted... if they weren't, simply get closer. The game turned out to be a surprise success of sorts and held within it one of the major keys for Square to abandon its relationship with Nintendo and jump over to Sony in 1996. Producer Hiromichi Tanaka claims that the game was originally in development for the Nintendo CD add on, which led to the team having to trim the game right back to its bare minimum. Bare minimum or not, Secret of Mana was a gem of a game. One that deserves far more love.


6. Kingdom Hearts





Picture the scene for a moment and imagine Shinji Hashimoto, one of the main producers at Square Enix, walking into an elevator. A few floors later a Disney executive walks in. They travel a few floors and as they walk out Kingdom Hearts was born. Okay so it wasn't so simple, instead the idea had been banded around Square for a while at that point, but this single chance meeting bore fruit in 2002 when Kingdom Hearts was released. Directed by long time Final Fantasy artist Tetsuya Nomura, the game crafted a story revolving around Disney's worlds, Final Fantasy characters and an original cast. Sora, voiced by the creepy kid from The Sixth Sense Haley Joel Osment, was thrown from his island paradise into the Disney paradise trying to figure out the mysterious keyblade and the connection between the worlds of Disney and his own - all the while fighting off the young Sephiroth clone Riku, and trying to find his best friend Kairi. It evolved into Square's number two series and one of the most financially beneficial deals in the company's history, saving them from a financial problem escalated from the distinctly average Final Fantasy movie only a year earlier.


5. Super Mario RPG - Legend Of The Seven Stars






If there is one thing that Square seem to be really good at, it is meeting people in random places or nailing a bizarre deal with another company. In this case, Square were asked by Nintendo to create an RPG in the vein of Final Fantasy but starring the iconic red plumber Mario. Set in the Mushroom Kingdom, Square stuck to the same themes as developed into the Super Mario games and has Princess Toadstool kidnapped by Bowser. Dragging fans of both Mario and Final Fantasy in the mix, they then created an entirely new enemy named Smithy who using a giant sword destroys the Star Road. Mario goes on a quest to defeat Smithy, eventually teaming up with Bowser himself to stop the evil blacksmith. The game stuck to the turn-based battle system of Final Fantasy, but simplified it in many ways to open the game up to the younger Mario fans. The result was surprisingly brilliant with the game introducing the idea of timing a move correctly to increase the damage on the enemy - a feature later used in Squalls gunblade attack in Final Fantasy VIII. Many developers may have been put off by the restraints of such a large video game character, one who was more well-known than anything Square had done previously. But under the watchful guise of Mario, Zelda and Donkey Kong-creator Shigeru Miyamoto, the job was not only complete, but it was also some of the best work Square had ever done. It was an RPG that almost usurped their very own key franchise from the top of many top RPG lists, boosting their standing with Nintendo and affirming them as a truly heavyweight developer.



4. Vagrant Story





It's a game that slipped under many people's radars when it was released in 2000. Set in a fictional classical French town known as Leo Monde the game wasn't exactly something that would cause flocks of followers. Yet over the years the game has become appreciated for what it was, leading to a serious cult following. There was something mesmerising about the game back on release which people really clung to - be that the Shakespearean style of writing or the incredibly complex battle system that to this day can stump even the most hardened RPG gamer. Creating a battle system based loosely around that found in the Secret of Mana game, pressing an action button brought a wireframe'd mesh that dictated as the range of the lead character Ashley Riot. Correct weapons were needed for every enemy, for example one that had just dispatched a super tough boss would be completely useless against the lowest level rat. This led to manic inventory management, customisation and almost sadistic levels of detail that only the most very patient of people could stomach. Square simply don't make games like this anymore and they really need to go back to this style of gaming, although they are getting there with Bravely Default, as it really captured the old style feel fans love. Titles like Vagrant Story are a reminder of how varied and brilliant Square used to be - certainly a time when the had the edge over everyone else in the industry.


3. Xenogears


One of the most well-regarded series in the entire Square arsenal, Xenogears was released on the Sony Playstation in 1998 to extremely positive responses. Despite never venturing to European shores, it continues to feature on nearly every list naming the greatest games of all time and is one of the most requested remakes Square are possibly sick of hearing about. What sets Xenogears out from the pack is its storyline which, when broken down, is possibly the largest and most complicated of all those on this list. It has heavy religious and philosophical meanings hanging on every word. It features mechs known as Gears and revolves around the protagonist known as Fei Fong Wong. In amidst the culture and religious connotation, the game effectively boils down to investigating different religions throughout the game world. Though the game is more about the combination of human beings and robots - the most obvious being the human and gear integration being symbolic for the cohesion between the two - it's heavily explored in the existence and meaning of synthesised humans in-game. Telling anything else would be spoiling too much of a great game; one filled with rich characters fleshed out with more sensitivity and class than many a Hollywood movie. If Square want to go back and release games that were heavily inspired by JRPGs of the past they couldn't do much better than looking back on Xenogears.

2. Chrono Trigger





Coming together with other developers or staff has been something that worked for Square, from their partnerships with Nintendo and Disney, the gambles they take always pay off. One such gamble was made by what can only be classed as a dream team. Hironobu Sakaguchi (Creator of Final Fantasy), Yuji Horii (Creator of Dragon Quest) and Akira Toriyama who was a manga artist who worked on Dragonball came together to create what some people call Square's very best game. It was a title developed in the golden age of Squaresoft and released for the Super Nintendo in 1995, combining the elements of Final Fantasy with brand new mechanics including the removal of the random battles that featured in Square's other series. The battle system received an overhaul and despite retaining the trademark ATB (Active Time Battle) mechanic, the idea of combining moves called 'Tech's was revolutionary. However it was its time-spanning storyline that became the game's biggest draw. Featuring time zones from the beginning to the very end of time, Chrono Trigger had the player fight off an evil called Lavo's that lived within the planets core, among many other things. When the year hit 1999, Lavos would destroy the world, and so the story had Chrono and his friends travelling through time to find out where the being came from to stop it. There was something about the game that perfectly encapsulated the way Square were crafting their epics at this time in their history, and it's a time that if they looked back they could probably learn a lot from.


1. 90's Final Fantasy




Final Fantasy are two words synonymous with not just the gaming industry but as a brand representing gaming in general. Put into perspective, the series in total has sold over 100 million copies throughout the world, making it one of the gaming's biggest institutions. Not many people can say they have missed Final Fantasy or not noticed it as it swept through the collective childhoods of multiple generations. Yet even the great Final Fantasy has taken a few missteps of late. The brilliant but flawed Final Fantasy XII seemed to be the start of it. After that the utterly terrible and drab Final Fantasy XIII dragged the series into a mire its still seemingly sat in. Final Fantasy XIV released to a critical slapping, with the game officially pulled and re-released a year later with the subtitle Realm Reborn. The game is now finally playable and quite good, making the company some money - but the damage is already done. Final Fantasy XV looks brilliant, but whereas in the past people looked forward to the game with bated breath, there is now a casual 'Hmm' from the collective masses of disappointed Final Fantasy fans. If Square Enix are really going to go back to their roots with their future games they need to channel the years between 1994 and 2000 especially with the Final Fantasy series. Final Fantasy VI (1994) was the first game that evolved the series past its cutesy image, bringing with it a mature storyline about identity and finding a place for yourself in the world. Final Fantasy VII (1997) needs no introduction or explanation. VIII (1999) and IX (2000) were the exact opposites of what a Final Fantasy could be and yet retained the brilliance of the series before the downward spiral started off by Final Fantasy X in 2001. In all, these ten games (or series') are the ones that Square Enix should be looking at if they are to reclaim their title from the pretenders like Bioware, Bethesda and Blizzard. Arise Sir Square, how we've have missed you.


ALL PHOTOS AND RESEARCH FOR TOP 10 SQUARE ENIX GAMES CAME FROM: http://whatculture.com/gaming/10-best-square-enix-rpgs-time?page=11



Tetsuya Nomura


The artist behind the game's

Tetsuya Nomura (野村 哲也 Nomura Tetsuya, born October 8, 1970) is a Japanese video game artist, designer and director working for Square Enix (formerly Square). He designed characters for the Final Fantasy series, debuting with Final Fantasy V and continuing with various later installments. Additionally, Nomura helmed the development of the Kingdom Hearts series starting in 2002 and was also the director for the CGI film Final Fantasy VII: Advent Children. He is currently directing Final Fantasy VII Remake and Kingdom Hearts III.
Nomura received the "Excellence in Visual Arts" award by the International Game Developers Association for his work on the first Kingdom Hearts game, alongside Shinji Hashimoto. In IGN's "The Top 100 Video Game Creators of all Time" Nomura was listed at number 84.


Nomura's Style

Nomura considers Yoshitaka Amano one of his biggest inspirations when doing artwork. His four "seniors" Hironobu Sakaguchi, Yoshinori Kitase, Hiroyuki Ito and Tetsuya Takahashi were also described as major influences. He even compared Sakaguchi to something "like a godly figure" during his early days at Square. At that time, Nomura was also taught the basics of game design by Ito. He told Nomura never to stick to existing concepts but rather to reuse just specific ideas and explained concepts such as ease of control and effortless accessibility of magic spells. Ito's work as a battle system designer inspires Nomura when thinking of the gameplay system for the Kingdom Hearts games. When designing characters, Nomura wants their names and outfits to be related with their personalities. An example occurs in Final Fantasy X where the protagonist Tidus was given a colorful uniform in order to reflect his cheerful personality and to contrast with the previous moody Final Fantasy characters. His name as well as Yuna's, another character appearing in the game, also have a common theme, the former being Okinawan for "Sun" and the latter Okinawan for "night". Various characters such as Squall Leonheart and Lulu are given multiple accessories, making the games more challenging for the programmers. When directing Advent Children, Nomura explained how the film was different from Western films due to the lack of direct answers from the plot. He added that he wants viewers to interpret certain scenes themselves and then discuss them with friends as another way to enjoy the film. The same occurs within the Kingdom Hearts series where the scenes that show unknown characters are left to the player's imagination until the following scene reveals it.

Research above: https://en.wikipedia.org/wiki/Tetsuya_Nomura

The Iconic Final Fantasy Art Of Tetsuya Nomura




From Final Fantasy VII through to XIII (and Kingdom Hearts in between), one man has stood as a beacon of everything people love — and loathe — about Square Enix. And that man is Tetsuya Nomura.
Joining Square over twenty years ago as an artist, Nomura had his first big break designing many of the monsters for Final Fantasy V. His responsibilities increased with 1994's Final Fantasy VI, but it was Final Fantasy VII, in 1997, that shot both Nomura and the series itself into the stratosphere.

Between Final Fantasy VI and VII, a lot of things happened. Having previously appeared on Nintendo consoles, the series made the jump to Sony's new PlayStation. This move also meant that Final Fantasy's traditional 2D presentation would be replaced by new 3D visuals. But there were personnel changes as well: Yoshitaka Amano, who had long definedthe look of Final Fantasy with his bold and beautiful artwork, stepped aside and Nomura took his place, meaning he'd be responsible for all the character designs in what was shaping up to be Square's most important video game to date.
While Final Fantasy games had been a big deal until VI, the series really blew up with VII's international (and mainstream) success. A traditional JRPG series was now one of the biggest franchises on the planet, and it was Nomura's character work that was front and centre. Characters like Cloud and Sephiroth, with their sharp, modern and iconic designs became instant gaming legends, characters that captured the imagination then but which still live on and endure today.
Final Fantasy VII's success meant that Nomura would spend the next 15 years almost single-handedly (Amano returned for FFIX and has remained on logo duties, while Akihiko Yoshida played a big part in FFXII) defining the look of not just Square's flagship series, but other games like Kingdom Hearts, and even movie projects like Advent Children. Over that time, he doubled down on what's become known as his trademark character design style, which usually features long, angular hair, over-sized weapons and ornate, overly-detailed clothing.
For fans of his work, that's been fine! But his work has not been without criticism, particularly of late, as many feel that just as Final Fantasy itself has become somewhat stale, so too have his character designs become predictable and clichéd. Venture into any conversation online about Nomura's work in the past decade and it doesn't take long before people are making cracks about too many belts.
Maybe, like most JRPGs themselves, he's simply grown to comfortable with a familiar template. Or maybe, as his responsibilities increased at Square over the years — he's progressed from a mere artist to a game director, on titles like Kingdom Hearts and Final Fantasy XV — he'd spread himself too thin over too many responsibilities.
Which might explain why, at least partly, Nomura is no longer the director of Final Fantasy XV, having been replaced recently by Hajime Tabata.























Research and photo's from: https://kotaku.com/the-iconic-final-fantasy-art-of-tetsuya-nomura-1686180995 








Final Fantasy weaponry style

Over the years weapons in final fantasy have changed, from basic well know weapons like swords or staffs too weapons called Gun-blades and Buster sword. I am going to research more into the weapons an show the time cycle of how they have changed. 

Final Fantasy weapons between 1 to 6 pretty much remained the same. This is because the lack of graphic's back then, the main graphic style in those Final Fantasy was pixel so the deep design in weapons was needed or asked so they kept to a generic theme. which you can see in the picture below. 


https://www.spriters-resource.com/resources/sheets/29/31558.png

From Final Fantasy 7 upwards graphics became much more invent full so they could produce more and give weapons more of there own personality. 

Final Fantasy's most known weapon. 


Project proposal 











Concept art








Buster sword FF7


https://cdn.instructables.com/F02/DG2M/G8QJJDVA/F02DG2MG8QJJDVA.LARGE.jpg

This sword belonged to the main character in the game 'cloud strife' this final fantasy was the FF that brought out 3D graphics and instantly this sword in the game captured peoples eye. Even though the design of it was very bland and basic looking back at it at the time this was revolutionary. Over the years they have re made the sword and given it up to date graphics. 


  
http://wallup.net/cloud-strife-buster-sword-final-fantasy-vii/



Gun Blade FF8


Gunblade (ガンブレードGanburēdo in Final Fantasy VIII or デュアルウェポンDyuaruwepon, lit. Dual Weapon in Final Fantasy XIII) is a recurring type of weapon in the Final Fantasy series, first appearing in Final Fantasy VIII. Originally designed by Tetsuya Nomura, a gunblade is a fusion of a sword and a gun. The Final Fantasy VIII gunblades do not fire projectiles, but later versions in other games, like in the Compilation of Final Fantasy VII and Final Fantasy XIII, work as both a gun and a blade, although seem to work more of guns with blades rather than swords with firing mechanisms.

http://finalfantasy.wikia.com/wiki/Gunblade_(weapon_type)


Mythril Dagger FF9







A double-edged dagger with a blade forged from mythril steel from Eisenberg. Thanks to its extremely sharp blade, it has the potential to deal damage on par with an iron long sword.
Bravely Default description
Mythril Dagger (ミスリルダガーMisuriru Dagā) is a recurring dagger in the series.
http://finalfantasy.wikia.com/wiki/Mythril_Dagger

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Evaluation

For my project I chose to do a weapon that was inspired by the game company square enix. For this I looked into all the famous Final fantasy weapons and kingdom hearts weapons e.g. ( bustersword, Key blade and gun blade) I also looked over how square enix did the retro weapons with the pixel art style and how they made it look effective. In the end I picked the Final fantasy styled weapon and went with that. What I noticed with this style of weapon is that the incorporate life material with man made so that why I picked a fish skeleton and made it in to a type of dagger. When modelling I found it quite easy to create the basic model for it. The biggest issue I came across with my model was that I lost all my work from a corrupt file so I couldn’t finish it but luckily enough I had enough to just get me a pass into the next topic. The thing I found the most difficult was the UV’s I had to cut the skull into different sections and place them out to the UV. I had to get my tutor to help me with my UV and he showed me how top cut my UV’s up and put them onto the texture.

For my next project I’m going to make sure I save my files correctly and make sure I save multiple ones and save it with 001.mb so when I save it in the future it will make multiple copies. Moreover I will make sure I will track more of what I’m doing on my blog, I will also make sure I’m recording my progress on Maya too. For my next project I will make sure my folders are organized and that I have my textures saved in the correct folder. I will also plan my ideas out more and not come up with ideas while working on Maya. Further more I will come up with more ideas because I feel like I jumped straight to my last idea.

For my next project I will make sure my saving is a lot better so I don’t get a corrupt file again. Also with my next project I’ll get to talk more about UV’s because hopefully my work will not corrupt before I can even get to that part. Overall I enjoyed the project and just wish I could have done more but because of the reasons of my work being corrupt I couldn't do more but what I did get chance to do I was happy with.   




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