extra-Workshop – Modeling with Blender

Modeling a Whale with Blender


Neilblevins.com. (2020). CG Education. [online] Available at: http://www.neilblevins.com/cg_education/primary_secondary_and_tertiary_shapes/primary_secondary_and_tertiary_shapes.htm [Accessed 12 Jan. 2020].

Spout DirectX/OpenGL interop error

Problem: Using diferents GPUs in diferent Software

Solution: Change default GPU (Windows 10) by Software

Goto Win > Settings > Display > Grafic Settings

Browse the .exe File that you want to chage

Options > and choose yours Preff GPU > Save

PROYECT 4 – 2D/3D/4D


I started this super-motivated project with many ambitious ideas, which have gradually been reduced to more realistic results. I left Unity aside even though I wanted to go deeper in the future. I have focused on Proccessing because it is more related to external interactivity, from different sources. And it is also more complex when it comes to programming. This is another reason why I chose Proccessing to loosen up more with the programming.


My game is about an online node that wants to get all the data on the planet to take control of humanity. And it has to get as much data as possible from the different platforms that are known to everyone.

The idea of this game is that it would be combined with video mapping and people could interact with the game directly by moving their body.

So far, so good… But I found it very difficult to start working… the simple things like the movement of a sphere in proccessing or the displacement of an object with the keyboard, has made me take longer than expected



Given my limited knowledge of programming it’s taking me a long time to get what I want from the game. But on the other hand I’m starting to understand the basic concepts such as what One Class is, a builder, a function and how to use them.

The most complicated thing for me is to make good use of the arrays. I feel that I don’t get enough out of them.

Luckily I already have my main character moving in the X-axis and releasing independent projects from his position.

I also have different Spwane objects appearing from above, but I think I’ll have to change the way I’m creating them because it’s all the time the same object appearing in different places. However, the projectiles are totally independent objects. And why haven’t I done the same with the enemies? Because at the time of creating the enemies I didn’t know any other way to make them.



After that I had something to play with, but I didn’t really have anything, just a character moving around shooting projectiles and other objects spawning from top but without interaction!

So I was thinking for a long time to check ALL MY PROJECTILES AND MY SPAWN OBJECTS in real time and know if any of them comes in contact with another one of them.

The first thing I did was study more about objects, classes and functions. Then I transformed my projectiles and my enemies into different classes with their builders and functions.



This is where I start generating new objects for every time I press a key that causes a new object to be created and added to an ArrayList.
ArrayList enemies = new ArrayList();
And of course why I don’t use a normal Array instead of an ArrayList, because I tried it and it’s more complicated. Difficult for my current skills. However I can use ArrayList as if they were normal arrays, and also with extra functions like add(), which adds an object to the array and increases its total length! Likewise if I use remove(), I remove an element from the ArrayList and modify its total length as well! This is great! With only one line of code!

ArrayList<enemies> enems = new ArrayList<enemies>();
// contador para spawnear nuevos enemigos
  if (frameCount % 120 == 0 || spawn > 98 ){
    ene1 = new enemies();
  player.display(); // player controller

After this I discovered that by using a for I could show all my projectiles at the same time. And I did the same with the enemies

for (int i = 0; i< projs.size(); i++){
    //println("  Projectile nº: " + i + " Position : " + projs.get(i).pos);

Now I only needed the “simple” ones, to delete the objects from the array when they are intercepted or disappear from the screen. This process took me several long days.

I was going to post the code, but I don’t think anyone’s going to take that long to figure it out.

Once I managed to finish making it work, I implemented a point system for those functions to have a “solid” Prototype with which to continue adding material to it.


I was a little scared because I didn’t know what to use as 3D since I was working on a 2D project… But I came up with a great idea! To create a StartScreen for the prototype that was in 3D! So I was researching and watching several videos about processing and 3D, I have to say that it is VERY complicated and it takes a relatively good level of Arithmetic and Trigonometry. But there’s nothing you can’t learn by putting in the time and effort! Luckily I discovered that in the College Library there is a book called “Processing, A programming HandBook for Visual Designers and Artists” and there I learned a lot about sin(), cos(), pow()… And more that I will learn!

I thought a couple of objects in a 3D environment with a little text wouldn’t cost me much… 250 LINES OF CODE!

The first I got something that at first glance does not seem much but … only the cube and its movement with the mouse is 98% of the function StartScreen()!!!

The cube was difficult because I didn’t use any primitives! I created 8 points on the x,y,z axis and then linked them with lines. A lot of work but I can use each part of my cube individually, or use it all at once.


With the sound I had clear what I needed from the beginning, a background as a base. And some more for the movement, the shooting and the destruction. What I was looking for in this section was to go deeper into the capabilities of Processing.

I wanted a sound with rhythm, to bring out its sound spectrum, with 4 bands is more than enough. and to use the amplitude of each band as input for the temporal size of my enemies in real time.

Everything magnificent to work! But I see that it doesn’t work on the . mp3 and .wav files… I investigate and discover that Processing by default only takes AIFF files! So with Audition and Media Encoder I took my files and exported them again with the format I wanted and crossed out!

After that I only had to load the files following the Processing.Sound documentation and I haven’t had many problems to implement them, since my special effects are directly related to events I already have programmed in the game. I only had to go to each part and play each sound with a simple sound.play().


Processing has in its sound library a function called FFT that analyzes the waveform of an audio.

I’ve only taken four to load minus the program. This function does if you put it inside Draw() it analyzes in real time the audio track and updates at the same time all the values in an Array in this case Array[4] where 4 is the number of bands we have chosen previously. Then we have to normalize those numbers because they give us a few useful raw results. And then we will assign them to the size of our enemies in real time!

I leave an exaggerated example to be understood, this will not exist in the final Prototype.

Dots resizing by the low amplitude of a song

Finals Conclusion

This project has challenged me and I have learned a lot, but I have not focused as much on my audience. I have decided to focus more on my needs as a designer, programmer, artist or whatever. It doesn’t help that I know how to solve a problem with a specific target. If I don’t have enough skills to develop the problem. I think we need to develop more our skills as individuals and create what we like. And not create for others to like. Following this methodology only reaches people in a cold way.

When a person creates something they should create it in which they would like to transmit to the world based on their point of view and their philosophy. The targets that we seem to be talking about are enemies rather than people will appear on their own if you create things with desire and good energy. No pressure, no stress. Because then all that is reflected in your work.

For my part, I know that the Prototype I have designed is far from being something consistent, leaving aside the visual design that I have not spent much time on, I have developed my programming skills a lot. And that make me very happy.

0003 Workshop – Simple animation task

This week’s task has been complicated. Encouraging curved, natural-looking moves is very difficult. I don’t really understand the… basic “laws” of animation. What would be the lines of action, the shapes, the timing, the displacement. All of them together have to function as a perfectly joined whole. But it’s not easy.

Flag Cicle

Animating a flag may seem simple, but it is not and even more so if you want to create a cycle. Cycles help to optimize the animations and speed up the work but getting a good loop needs time and a good eye.

Wave cycle

The principle behind the wave cycle is really very simple and may be applied to a wide range of animations. If donewell it can create some elaborate actions to very good effect.

My Cicle Flag Animation

Walk Cicle

Here I’ve tried to do a cycle of a baby walking, I think it’s funny. I’ve had difficulty with my hair and my arms. But maybe I need a little more work to get a more fluid result.

Modeling a Whale with Blender


Neilblevins.com. (2020). CG Education. [online] Available at: http://www.neilblevins.com/cg_education/primary_secondary_and_tertiary_shapes/primary_secondary_and_tertiary_shapes.htm [Accessed 12 Jan. 2020].

0001/0002 Workshop – C.R.A.P

Task of this week I’m working in design posters banners and webs using the basics design priciples.


First we need to understand propely this principles to apply that in our profesional or personal proyects. There is like kind of Laws of Grafic Design that works and if you know how to follow you can create Easy, Friendly dinamics Design that can Convey feeling emotions ….

For this task I have decided not to spend much time on the background. I preferred to focus on the content and how it should be distributed. I have also thought about the colors and how to play with them because it is one of my weaknesses.

After looking for several examples of inspiration I have decided to use Oranges, Browns and Yellows as a base color. And to generate contrast the blues.

Banner- Task
Poster – SteamPunk


Alejandra Ávila. (2019). 4 Principios básicos de diseño para diseñadores instruccionales.

Available at:

4 Principios básicos de diseño para diseñadores instruccionales
[Accessed 18 Dec. 2019].

Project 2 Design/Play/Disrupt (Task 5)

Final conclusions of my project (Escape Higgs)

This project has been for me a run without stopping, In an organizational chaos that to my surprise we have managed to finish with results that sincerely exceed expectations.

I have to say… in my group there were defined roles but they have not been taken into account at any time by practically no one. This has clearly proved that there is greater involvement of some than others. But this… so that we are going to deceive ourselves… can always happen when working in teams. And I have to keep that in mind always.

Days of research in forums, blogs, internet tutorials and books. Dedication and a lot of error testing were giving little by little form to the game.

What research methods did you use and how did you measure the reaction of your target audience?

At the time of developing the game concept I have never had my audience, for several simple reasons. The first is that I do not like to design for TARGETS AUDIENCE, I design what I like, what motivates me, what inspires me and I do not seek an audience, I seek to convey an experience without objective. And the second is… that I don’t know how to look for a useful audience for my objective.

The truth is that from the beginning I thought of a game accessible to most people. That’s why I thought of a DRAG AND DROP. Oriented to SmartPhones.

What research tools were most effective in developing ideas for the game concept?

The VideoTutorial platforms have been my inspirers and instructors. I have to say that the Tutorials offered by Unity leave a lot to be desired and don’t have much rhythm. Their creators should put it on themselves to see without being able to complete any without despairing or falling asleep…

Every time I needed to create something on Unity I would search the internet and get the information I needed to adapt it to my idea. Then I searched the official Unity Documentation to add more personal details and let’s fly!

On the other hand, In my concept Art-Design I think I have invested too much time in small animations for the game. I really don’t think they’re much use for a prototype either. But I also wanted to learn how to apply them in Unity and how to work with them. So it was also a necessary task that I’m happy with.

My designs are easy and without complications I have not wanted to spend much time in aesthetics, because I do not know what to give yet.

what you have learned during this project?

in this project I learned a lot about C#, A create Patrol Routes for NPC, A make attack Npc. A that Npc launch projectiles towards different positions. Let the Npc follow another Object. To create interaction between objects, Disable Complements in Unity. How to export and work with Sprites.
How to generate a dynamic TileMap… How to use conditionals to change the priority from one action to another. I’ve also learned that the X,Y position of the mouse on the screen is not the same as the X,Y position of an object in the game and that to relate them you have to use a different code.

Thoughts about the task

Our project seemed simple but when I began to develop the mechanics, the movements of the AI, I realized that my knowledge was far from the necessary to create them.

Thanks to another matte who got to run the DRAG AND DROP in the UI made us take a huge jump in the progress of the basic mechanics of the game!

But it didn’t take long to realize that running DRAG AND DROP with the rest of the Sprites in the game was more complicated than expected… Once again…

At one point I felt quite frustrated because in theory I in the group was the only ARTIST (kind off) and I had not devoted enough time to this part for my taste but on the other hand (my part of DEVELOPER), I felt I had to prioritize in the mechanics of the game rather than in the artistic. After I remembered the concept of the uncaved valley. So I saved the art for last if I had time left.

I remembered the concept of the uncaved Valley

On the other hand! The documentation, The papers.. Writing everything… I didn’t do it because I felt I didn’t have time and I had to prioritize! Now I regret it, because I find it very difficult to compile everything.

I feel like I’ve done most of the work in the team, but I’m happy because I’ve learned a lot more. Although on the other hand I would have liked to go further…

I believe that as a conclusion for future projects… Improve team communication. Distribute tasks and roles more effectively (organization) and improve my documentation techniques in the development process.

And the most important thing! Everything is harder than it seems!


What’s the plot?

Higgs Logo

A scientist Called Hipo has emulated the creation of the Univierse and the birth of the Human in a virtual machine.

But now Hipo encounters a serious problem! Virtual scientists try to discover the Boson of Higgs.

But if they do, they could make the real and virtual universe collapse into a temporary PARADOX!!

Hipo has too much sympathy for his virtual world to erase it, so he only has one way to remedy it. Interfering without humans realizing they are really a Virtual Machine!

To do this the Hipo will use the elements of nature to go undetected and save Higgs Bosson from being discovered!

Target specs:

Genre: Puzzle-Strategy
Target Rating: PEGI 3
Target Systems: Pc/Android/IOs
Average Game Lenght: 365

Promotion Video

Game Play

Short Mecanics

Its a click, drag and drop game. In which the player must decide between the 4 elements or the combination of them to complete each different level.

In each level you will find different challenges and Enemies in which you will be able to test your God Skills.

It is an evolutionary game in which the Higgs will change his attributes throughout his advancement.

It all depends on how you use your skills. Do you want to be good? or…?


Project 2 Design/Play/Disrupt (Task 4)

Reflections on Escape Higgs

The new task that has hit us now is to create a prototype of the game we show. My team has chosen mine. And I’m very happy and motivated by it! In this part of the task, technically we would have to be working each on the basis of the roles they handed out at the beginning. But I see that we are all doing a little bit of everything. We can’t focus on just one task no matter how much we want to. We are in this to learn as much as possible. And that proves that everyone wants to do things so as not to lose learning… It’s logical.

The Roles that I am in this task are of artist, designer and developer. I do practically everything in this group within the project. But I have realized that I am a good mediator between the rest of my colleagues. I try to make everyone understand each other and share what I know with the rest of the group. Thanks to sharing my skills makes the project move forward in a more fluid way between everyone!

Out of rolls, it’s been a somewhat stressful race … because I feel that there is not much organization and we have concentration problems. But it seems that when we get into it things go better than we expected… so

Estress? Yes… But on the right way!

It took almost a week to make the map, in theory I had to do the characters and so on. But of course, if I didn’t focus on the mechanics, nothing would come out. So I put aside the artistic part and focused more on research on C# and Scripts.

I feel like I’ve done most of the work. Sprites… Logos…. Code… in the end I also had to do the paper work. I feel that they haven’t been involved at all in the project. Only one of the Designers, who moved to Developer has created a basic part of the GamePlay of the game. If it wasn’t for that.. I would have eaten the project by myself… But I’ve learned a lot in the process and that satisfies and motivates me.

If I ever work in a team again I hope that people will be more committed to their responsibilities. And don’t have to fall all over one person.

// Links Reference

Solution to the problem of Placing the mouse X,Y with objects inside the game


Project 2 Design/Play/Disrupt (Task 2)


Violence is an unavoidable part of our culture, and an even more unavoidable part of videogames. So, I am not, and cannot, say that violence can’t or shouldn’t be there. I am saying however, that we should be looking at why violence is there . . . and how it affects us, as individuals who are presumably not planning to murder a large house full of people.

Liz Ryerson “The Monster Within”, Midnight Resistance, 11 May 2012

I decided on violence in video games because it was the topic that I wanted to take.

Thinking about it I’ve realized that most of the video games I’ve played in my life are violent in one way or another. Some more… others less… Somehow…

Let’s say that Learning games, games that promote Love, empathy, care, exercise, that teach healthy lifestyles don’t sell much… Because this society is too conditioned by the big media.

These are the ones who MORE encourage violence. And the problem is that they normalize it in so many areas it is normal that when you play violent games people want them! Because you give them the possibility to act as their leaders in the movies! With total freedom and without consequences in the real world…

Effects of Reward Violence

Here I show a scheme in which it shows the problems of Rewarding violence, but not only in video games! If not in all life situations!

Real or Digital Affects Us Equal

Many studies claim not to have actually found a direct relationship between violence in video games and violence in reality. They say that the problem with video games is that they make people more selfish and with more social problems and more problems to relate.
What proves frustration when it comes to not being able to do things more normal and everyday like the rest of the people around you.
And it is this frustration in some cases that proves that individuals react with violence.

But here’s the problem… Both violent and nonviolent games cause the same symptoms…

Variable Proportion Rewards

Seeking to compensate for the use of nonviolence in video games I found techniques that make you think a lot. But the problem is that most companies use them! One of these techniques is variable proportion rewards.

To make the player see that he has different possibilities to get something or better still to give him a reward when he does not wait for it. That makes them want more! And since the rewards can vary and only depend on the number of times you repeat an action to achieve the desired causes the player to play longer than expected and with more desire.

Slot machines are basically Skinner boxes for humans.

Skinner boxes is a laboratory apparatus used to study animal behavior.

Slot machines and online games are sometimes cited as examples of human devices that use sophisticated operant schedules of reinforcement to reward repetitive actions.

Social networking services such as Google, Facebook and Twitter have been identified as using the techniques. Critics use terms such as Skinnerian marketing for the way the companies use the ideas to keep users engaged and using the service.

Gamification, the technique of using game design elements in non-game contexts, has also been described as using operant conditioning and other behaviorist techniques to encourage desired user behaviors.

Skinner Box

Trick players into having fun



Davidow, B. (2019). Skinner Marketing: We’re the Rats, and Facebook Likes Are the Reward.

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Weekend Hot Topic, part 2: Best non-violent video games
[Accessed 12 Dec. 2019].

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The Courier. (2019). Design/Play/Disrupt: ‘Complexity of videogames’ explored at new V&A Dundee exhibition – The Courier.

Available at:

Design/Play/Disrupt: ‘Complexity of videogames’ explored at new V&A Dundee exhibition
[Accessed 12 Dec. 2019].

Vam.ac.uk. (2019). Videogames: Design/Play/Disrupt. [online] Available at: https://www.vam.ac.uk/shop/videogames-design-play-disrupt-154922.html [Accessed 12 Dec. 2019].

Project 2 Design/Play/Disrupt (Task 1)

Task 1: Critical Perspectives and Contextual Research

This project has been for me more complicated than I expected, a lot of information to look for, many websites, books, opinions…..

There is so much that many times you don’t know where to spend more time researching or reading than in another. Sometimes in official pages or books you find a lot of information. other times you find more information in a comment! of a post of some unknown that in entire pages of books and webs…

It’s difficult to move between link and link… you jump from one side to the other thinking… and who will be this person who says this… who is dedicated… ohh look has its own website we will look… and when you want to realize has spent an entire afternoon and you have not pointed anything … It’s frustrating because you always think that the answer may be somewhere else and not where you are.

But in the end you realize that… Of course you find useful information! but it is important to take notes of everything! at all times!

Real Time Art Manifiesto


This was the phrase I chose from the manifesto. When I read it, it reminded me of a friend who always spoke to me about these types of poems. And the point is, like allways in life… make things simple… or at least try to not complicate yourself too much if you dont know some task. I have created a BrindMap for that, to make more visual the concept or at least how I understand that.

+ info about Haiku Poems(Wikipedia)

Extra Reresearch Terms

The Triangle of Weirdness

It’s a term he mentions scott in his book Level Up. According to him, there are certain barriers that you can’t overcome when it comes to innovation. Within those 3 variables you can only use your creativity to create something different in one of the 3. You have to Choose. Word, Activites, Character.

Don’t do more than one of these things because you can alienate the public. A game about unicellular perriform monsters playing an asymmetrical strange linguistic sport of ambivalent rules in a volatile world of dreams and planets made up of delusions and cream… no!

The Elemental Tetrad -of Games

Aesthetics: This is usually put at the top of the chart because the aesthetics of the game are the most visible aspect. Aesthetics aren’t just the appearance of a game, but everything that appeals to the senses. How does it sound? If it’s a board game what does it feel like, or smell like? Make sure that when creating your aesthetics that they reinforce the other parts of the tetrad.

Story: This is the sequence of events that take place in your game. Who are the characters of your game and how do they interact with eachother? What is the plot to your game and does it contribute to the experience you are aiming to create? Does it reinforce your aesthetics?

Mechanics: This is the core of what makes a game. These are the rules of the game. Some examples of what constitutes mechanics are; Mario can jump, pressing B shoots, players cannot play more than one card a turn, if the soccer ball gets into the other team’s goal your team scores. Mechanics are what make a game interactive so think, “message through mechanic.” Make sure your mechanic isn’t offset by your story or art.

Technology: This is what makes the game work. What is the hardware, or what is your board game made out of? The technology of a game is the least visible part of the Tetrad and is at the bottom. This might not seem important to the aesthetics but the technology limits what is possible. Mario only looks the way that he does because of technological limitations. His mustache is used to define his face and nose. He wears a hat because there wasn’t enough room to animate his hair when he fell. And last he wears overalls so that it is clear that his arms move while running.

The fourth wall

“l” is an expression stemming from the world of theater. In most modern theater design, a room will consist of three physical walls, as well as a an imaginary fourth that serves to separate the world of the characters from that of the audience.

In fiction, “breaking the fourth wall” often means having a character become aware of their fictional nature. This can range from a character advising the player to “Press X” or “Press A” in a tutorial, (referring to a controller button that does not exist in the game) all the way to Psycho Mantis reading the player’s memory card and mentioning the other games they’ve been playing.

However, the most conventional violation of the fourth wall is when a character (or the game itself) openly acknowledges they are in a video game, or directly refers to the player.

Uncanny valley

Uncaved valley talks about the thresholds of perfection and the imperfect, the real and the abstract. Many times we invest a lot of energy in creating something perfect that our abilities do not even allow us and the result is the fatal…

Many times it is better to make a sketch relatively close to reality than to try to imitate it.

Our sense of aesthetics and visual perception becomes more tolerable, unconsciously, with imperfect things.
However, with perfect things, the smallest erroneous detail makes us see trash.

From left to right. Last point, Second Point.
3º Point.



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