Introduction

My name is Jack Dingwall I am a seventeen year-old student studying at Newcastle College, My current Course is animation Games and special FX. I am generally really enjoying this course. Other than my love animation and games, i also have a huge passion for Concept Art. If i had to pick my most enjoyable hobby, it would be gaming because i love art and process that goes into designing games. My favourite game is Halo, no other game even comes close to my love of halo, maybe other than Destiny. I use many types of software to create my art, I primarily use a graphics pad on adobe photoshop to create my art pieces so that i can literally draw on the computer as i am fairly useless with a mouse, however i still love to do a lot of my designs by hand. On this Blog you will see a wide range of art, scaling from animation to concept art, and general designs of logos and art that i have simply created for fun, i hope you enjoy the content that i will be uploading and i would love to gather some feedback if you ever think that there is ways that i can improve my art. You can contact me at: jackdingwall14@gmail.com.

Tuesday, 7 June 2016

Further down the line in the construction of our city, I was tasked in to create some houses that will be located on the river side. I had a lot more freedom in this task that I originally thought I would, I still used tradition Venice houses to inspire my designs, but I also took this opportunity to look at current modern houses. After researching both the architecture of the modern houses and the architecture of the current houses in Venice, I took it upon myself to try merge the two and surprisingly it worked. The house had a fres, new and slick design, but still with holding the architecture of a Venice house. I really liked the way in which this turned out. I believe ther I some changes I could make that would make a change for the better, maybe the color and some reflection on the windows. However I will have to see how the design looks when placed in the island first. Heres a look at the current version:








Monday, 6 June 2016





This was a task that I was recently assigned on, I was tasked to create a café, however I was told that the café will not be placed on the river side like most of the cafes in Venice, I looked at some designs that were placed in the center at venice however non suited the current designs we had already made. I believed getting the design spec right. In the end I decided to create my own fresh design based of the designs that we had already created. I really enjoyed the freedom of this design and I believed it came out very well. This was also the only design that contained a texture, that being the floor. This café will be placed near the clock tower near the center of our city so I thought it had to be small, as the center would be very crowded with buildings. I would say the most difficult part of this design was actually the tables and they required me to be very accurate and it also used a lot of booles (a tool in Cinema 4D) and these can be a struggle to control, however, again I'm very happy the way in which this design came out and I cant wait to see how it looks in the final model.





One of my major responsibilities in this brief was to create the famous clock tower that Is placed in the city centre, originally I was very nervous about creating this colossal object however thanks to the reinsurance and support of my team I was able to create the tower with minimal problems. I didn't want the tower simply be a replica of the original tower so I took this chance to add some of my own design features. Two of the main features can be seen in the images that I have provided. I added new columns to the side of the tower to give the design and more ancient feel. Additionally I added a bell in the opening at the top of the clock tower, again I wanted the building to hold an old feel, I didn't want to just place a speaker at the side of the building as I thought that would take away the atmosphere of the structure. Finally I would also like to mention that I created my own colour scheme to suit the rest of the structures that we have already created. Ill end this post with the finished design of the enormous Venice clock tower:


For my final show project, me and my group had thrown many ideas around and eventually came to the conclusion that we had to create something that was fresh and had not been done before for the final show. This allowed us to think more outside the box and after a day of creative specs and ideas, we all came to back to one thing. Virtual reality, since we began college, we have always wanted to do virtual reality however it was out of our skill reach, until now. we all liked the idea of having a fly through of a beautiful city that the participant would be able look around as the camera was moving around for them. We all decided to go with Venice, this was because after we researched and evaluated other cities it was easy to tell that they simply weren't enjoyable to look at, or it had been done before. After through looking at what I can tell was at least 100 pictures of buildings, landscapes and overall structures, it was fair to say we had a good understanding of both the architecture and the art style that would have to be used to create the illusion of Venice. We decided to go for a low poly design. This is because is because I believed that many of the structures that we were going to build would look crisp and beautiful, however still retaining the overall architecture of Venice's structures. I created the water and the docks, and I believe that I got the water almost perfect as I created the water also using low poly, combining that with the reflection, transparency, and bump tools, it really gave the water a beautiful design, I also believe that I got the colours perfect, it makes it look tropical and vibrant with also a small sense of mythology. Ill end this entry with a mock-up that we had created in the early stages of development:



Monday, 11 April 2016



This is one of three pieces of concept art that i created for my game 'StandAlone.' I thought this concept piece was worth showing due to the story that it contains. As you can see there is a man looking over at the landscape that he knows that he has to venture across. However you can see behind him that there are a long streak of foot prints getting more jagged and twisted as he goes on. I creates them like this to show the struggle that he is having to take to find his children and him looking over at this landscape is showing him that his journey is not done yet, not even close and its only going to get more dangerous and lie threatening. But he will do it....to ensure the survival of his children.

Wednesday, 6 April 2016




These are the character designs that i am currently designing for in my new game. 'StandAlone.' I thought that it was improtant to show the characters faces in game through a cinematic or through a picture that you keep hold of throughout the game as a reminder for what your fighting for. The older brother is a traditional older brother in some sense, always bullying the younger sibling. I believe that this would be important to show due to the fact that if you succeed in finding your children. You will be able to see the drastic change that they have went through. The story takes place after the mother of the two children and the wife of the husband has tragically passed away. This was the reason in which they moved to the alps, to separate themselves from there dark past life. However in doing so they have put themselves in more peril. I thought it was important to mention this due to the fact the older brother knows how much his younger sister has changed fro the events of there mother dying and he now finds its his responsibility to care and look after her when there alone. One last brief note, i thought it was drastically important not to give an age to the father. This is because to some people his age may come as a scale on how he performs in agility and strength, i thought that should remain untold in the story to keep players shocked at what he can do, due to the fact that he's a veteran.

Tuesday, 5 April 2016



This is an in game concept that i have for my developing game, 'StandAlone.' As you can see, there will be no menu pop up, there will simply be the option for you to look into your backpack for supplies. I made the backpack light orange due to the fact that i have always loved the contrast and the battle between orange and blue. I believe if i had the backpack a lighter colour such as light blue, grey or white. The image would use come dull and unattractive, however through making the backpack orange one can see what the source of image should be, and what should be capturing the audiences eyes, the backpack. I didn't really want a menu pop up in game as i believe it would take the sense of realism and survival away from the game, i want the player to put there and into the back pack and grab what they need to be able to survive, not being able to see around you whilst looking into the backpack will give the player a sense of suspense and tension that i want the game to create.



This is the box art for a game that i am currently designing. The game is called standalone, due to the fact that throughout the game you will be searching for your children through dark, harsh conditions that are presented in the alps. Your children were taken from you by the unknown, and as your duty as the father, you have to track them down... and bring them home. As you can see, the game will be available on three platforms, the Xbox One, the PS4 and the WiiU. The WiiU was a tough choice however through looking at multiple different games that have been designed for the WiiU, i decided that the the tablet that comes with the console could be acted as a way in which you can look through your inventory and use your map. Being able to hold the map in your hands, will the give the player an added sense of realism, almost like being in the game, this will give the player an added sense of realism and hopefully more enjoyment of the game itself.

Friday, 12 February 2016

During my previous brief i was given the opportunity to experiment with motion capture were i was able to rig a fully operable iron man suit. There are many issues with the rigging currently which i am trying to fix the weighting tool.




Wednesday, 13 January 2016

Just finished my current brief. This was a very stressful task and I had encountered a lot of problems down the line of my development, but I over came them and the task at hand was finished. Additionally, during this brief I was also given the chance to experiment with motion capture this was easily one of the most highlighted events that I have ever had at my time at college and I cant wait to experiment more.