MGGA Plays – BattleHeart Legacy – Art

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Today, we start to look at gameplay footage in the eyes of a game developer, looking how how variables for a variety of different things creates gameplay experience.

Whether it is an experience system using a variable for XP to achieve levels, where you modify your character to create the character you want, or questing lines with their own local variables for the quests progressing as you achieve objectives, gaming mechanics are important and we need to see them when we are playing the game.

Reddit – – this is brand new – expect good things from this starting in May.
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This week in Make Gaming Great Again, April 29th, 2019

This has been a very stressful week. I’ve had some issues with modelling my character all this week, the head didn’t turn out just right, but I can see where I was going wrong now. That puts me a week behind in my schedule.

Other than that, this week has been going fairly well with the two new series – MGGA Plays and MGGA marketing. They’re basic little series that are not hugely in-depth, but should put people in the right direction.

The videos include – – MGGA Marketing – The Big Four

Over the last couple of months, I’ve come to realize that, even though we don’t like the big four, they still work, and any kind of social media presence can’t be put just in the alternative platforms. You need both. – MGGA Plays – BattleHeart Legacy – Review

I do a comprehensive review of everything in the game, like most review videos, looking what was done right and what needed improvement of the game. – MGGA Plays – BattleHeart Legacy – Mechanics

This episode focuses on game development mechanics – how I would have done the things that was done in the game, both in the questing and character customization mechanics in the game.

This week is going to be exciting.

I’ll be creating a trailer for GamerGate Trolls this week.

I’ll conclude the final review of BattleHeart Legacy with all the art stuff and storytelling.

And I will be creating a marketing video focused on BitChute Vs. YouTube.

Thanks for supporting my channel!

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MGGA Marketing – The Big Four

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Social Media is one of the biggest advances in human history. It’s never been so easy to share your thoughts, ideas and work with so many people all at once, and getting a huge amount of feedback to improve and to gain a following for your work.

While there are issues with the big 4 social media providers, they are still the best option to create awareness of your products and work – with thousands of engagements instead of dozens.

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Principles of Animation vids – Block 2

I’m glad I decided to create this series of videos when I started this block. I wanted to keep on working on traditional art type series in this block, because I started to feel I was really gaining some mastery with drawing and concept art in January, so I wanted to expand that.

The Principles of Animation were introduced to all animators and artists by Frank Thomas and Ollie Johnston in the “Illusion of Life”, while they were working as Disney animators. In other words, this is the gold standard for people who want to animate anything. IOW, if you want to make good animations in video games, this is a must series to watch.

As I went through this and the Blender and Coding lessons, there was a huge amount of overlap, because everything about animation touches on Blender and coding because it is all about creating a story for your audience, and animation is all about story. – Appeal

Whether it is sex appeal, humour, and hyperbole, everything about Appeal is invoking an emotional reaction in our audience. It is vitally important to keep your skills up and keep drawing and creating. – Solid Drawing

Sure, if you use Blender, you can start ‘faking’ 3d very easily, but it is important to know how Blender operates, so you can start working on things, seeing how you would create that in Blender itself. – Exaggeration

While some people may think some kinds of exaggeration is ‘sexist’ and other buzzwords, it is important to over exaggerate things in animation so that they will read – allowing our audience to really connect with the material. – Timing

An attack too slow, problematic. Grabbing something goes to fast, looks like a push. You need to learn how to slow or quicken things up so it looks exactly like what you intended. – Secondary Actions.

Every action has a complete and opposite reaction. As characters do things, the environment and other characters need to respond that those actions. Trolly grabbing Trollette’s breasts too fast get’s the finger, while just holding her gets a pleasant surprise. – Arcs

By careful observations, you will see almost everything moves along a pendulum, and hence, they arc all the time. It’s important to work those arcs and lines to make sure everything moves properly. – Easing in and Easing out.

In most movements, using easing in and easing out, which is accomplished by tweening on a computer, the start and ending of an animation has less movements than the in between actions. – Follow Through and Overlapping Action

Just as environments respond to actions, so does things on character’s bodies, like long hair taking time to catch up with a running person, or a cloak following behind someone, etc, etc, etc. – Animation Types

In gaming an animation, there is a bunch of animation types we need to be aware off.

Sometimes, in animation, it is one event after another after another – so it is one pose and another pose and another pose – like something rebounding off a bunch of walls.

Other times, it is a pose to pose cycle, like walking, running, jumping, etc, etc, etc.

In game development, MoCap is similar to both these, because it saves everything frame by frame and pose by pose. As a result, it can really look, and if nothing is done with that data, you get games like Mass Effect Andromeda! – Framing

The Rule of Thirds, the Golden Ratio, lines of force – if you’ve never heard of these things, than you need to. Whether you make a painting, a blender scene, or take a photograph – always think of these things – what do you want your audience to focus on! – Anticipation

Every action can be summed up in this – preparation to take the action, the action itself, and the termination of an action. In animation, we need to create a sense that these characters are about to do something, like Trollette looking around before she opens her legs right up. – Squashing and Stretching

One of the biggest ways to exaggerate is Squashing and Stretching. Whether it is squeezing your eyes so tight because you’re excited, or wrapping our arms around your legs, or opening your legs up, squashing and stretching is all about making things look real and exciting.

Coding Lessons for Block 2

Coding can be one of the hardest and most intimidating things to learn when you first think about learning game development. But it can be learned one lesson at a time, and it’s just like any other skill – learn it and practice it, and you get better and better at it all the time.

In this block, we start with Virtual Coder to learn the basics and the terms and how they work, from functions and function arguments, to For Loops, to While loops, the basis of a lot of different coding blocks for video games.

After that, we looked at ideas for how to create Cutscenes in SwiftPlaygrounds and solve puzzles as well, to get the practice we need before we went into Codea, a coding and app development program for iPads.

And then we went straight into Codea to learn how to create a Cutscene, by bringing in elements and characters, animating the characters, importing sprites to add text bubbles and animating them, adding sound effects to our scene and then exporting the scene to work on later. – Exporting in Codea

This was a small lesson on how to export your coding and work out of Codea. It isn’t that much, because my current computer doesn’t have the capability of working with Xcode, but it gives the basics on how to do that. I may redo this lesson once I get my new computer, because both the new OS on my iPad and the new computer can do what we need. – Sound Effects in Codea.

While Codea doesn’t have the ability to add sound effects you create, which is why you will want to use Xcode, it does allow you to add theme music and sound effects to your scene in a variety of different ways, so lets look at them. – Adding Sprites to Codea.

Codea allows you to import PNGs and other graphics into it, so lets add some dialogue graphics for our Turd Throwing Monkeys into our scene to give it more storytelling elements. – Animating in Codea.

In this lesson, we look at how we code animation in Codea through tweening (a computer calculating movements between two spaces in time) and inputs. – Welcome to Codea.

This is the first part of the Codea series, where we setup our cutscene and we look at all the elements within Codea which will help us on our way to using Codea as a coding program. – Programming and Puzzle Solving.

Using SwiftPlaygrounds, we look at how to create a good puzzle, so we can create similar puzzles in our video games. – Programming and Cutscenes.

Using SwiftPlaygrounds, we can look at ways of creating cutscenes, and interactive animations that will entertain our audience. – Virtual Coder – While Loops

While Loops are loops with a conditional on it – as long as X variable equals Y condition, than do this, else, do something else – so we learn how Virtual Coder handled those puzzle levels to start thinking about how to incorporate that into game development. – Virtual Coder – For Loops

For Loops are still loops with Conditionals, but the condition is i = number, meaning the number of iterations of those actions will continue until the interactions equals the number – like 4 or 5 iterations. – Virtual Coder – Functions and Function Arguments

Functions are the basis of programming. Self contained blocks of code that keep on doing something when they are called, so you only need to call one line, while defining the function.

Enjoy guys!

Blender Videos – Block 2

I teach the basics of how to use Blender by creating the solar system within the program, and we’re up to the point where we are setting our planets to revolve around the sun.

More importantly, my latest tutorial is on creating a portfolio of your work, so you can start looking for work in the game development and animation industries. Having good renders and great animations helps you get your foot in the door. Most of these companies don’t care if you went to YouTube U or The University of Wisconsin, if your portfolio and demo reel is great.

Portfolio tutorial – In this lesson we go over the basics of creating a portfolio of our work. To do this, I go through the rendering settings, and we look at the differences between render file types and the 8-bit and 16-bit rendering and what to use and when. We also look at composition, and the ability to tell a story using the camera.

Animation tutorial – In this lesson, I show three different ways to animate in Blender – keyframing the deformations of an object, keyframing a parent, and using a bezier curve to make an object move along it.

Parenting tutorial – When I first took college, my professor gave us a lesson to create the solar system, after he show us how to parent and object to a “Null” and moved it around, showing how to create things that rotated around parents. This lesson is the exact same – where I show you how to parent the planets to Plain Axis, so you can animate the solar system.

Lighting tutorial – Up until now, we have been relying on our emissive sun to provide light in our scene, which is good, but we need to take it up a notch, with our first basics on lighting, teaching 3-point lighting, what kind of lights are in blender, and by using an enviornmental texture.

Environmental Texture –

Particles tutorial – In this lesson, we are adding asteriods to our solar system by using the particles engine in Blender, so we only need to make a few and then using particle emitters to spread out 1000s across our scene.

Asteroid Textures –

Texturing tutorial – We’re going to start working on the ability to make our scene to ‘read’, where the audience can instantly just see our work and immediately recognize it – and texturing is a major part of that. A texture with millions of pixels can provide the details that can be modelled, simply because it would be very hard to get the same kinds of details.

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Modelling tutorial – Today I show you the basics of modelling, how to extrude, inset, combine two objects together and how to bring reference drawings into Blender to create our ship. While I am creating the MAGA ship, because it is hilarious to see people’s reactions to MAGA hats, you can take these lessons and create anything you want.

MAGA ship blueprints (badly done) –

Materials tutorial – This is the first in the process to teach materials and texturing, to show how to create ‘clusters’ that have their own unique materials – useful for creating what you want to create on a complex object, and how to start to develop an eye for colour.

Planetary placement tutorial – In this episode, we use the links I’ve provided below, to place our planets (just spheres for now) in the right positions and with the right sizes in order to create our Solar System.

Welcome to blender tutorial – This is the basics of using Blender – how to move things, how to move the camera around and how to start working with Blender.

Planetary info –

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