Tuesday, 21 October 2014

Back into it! (PBR textures)

So here it is, the big finale…3rd year. Our first project was an introduction to Unreal Engine 4, mainly importing textures. The textures in UE4 differ to what we have been already taught, but only slightly. Mainly just that the names of the textures differ.
We were asked to produce 9 textures to apply to ready built material balls in engine.   




UE4 has real-time reflections built into the level, which adds a really nice touch to the effected textures. It allows to make highly realistic materials with little work in the textures themselves. 

The 9 textures I had to create were PVC Plastic, Car Paint, Rust, Wax, Leather, Stone, Gold, Iron and Copper. Below are some more screenshots of the textures close up.











I found this project to be a great start to the year to ease me back into uni work. Also a not so daunting start to using UE4.

With the final year on a roll, the focus is finding work once I graduate and this project was a great confidence boost to start the year. I feel I could’ve maybe worked on the textures more and maybe tried out different textures of my own. I feel confident about using this engine and hope produce great work throughout the year in this engine. 

Wednesday, 30 April 2014

Personal review of the second year: Where do you want to go, and how do you get there?

Approaching the end of second year, the prospect of the final year is dawning on me fast. In fact, it has dawned and thinking about what is beyond university, is a near constant thought. University has shown and taught me the ways of the industry, that otherwise would go unknown. The experience of my first 2 years of Uni have also shown me just how much work needs to go into any career. Unlike any other area of education, higher education is all down to the individual. There will no one to pick up the grades and self-motivation is paramount as lecturers, will never go the extra mile to make sure you get a decent grade. This is a large, very dry spill to swallow and for many, the tipping point to their university career.

(Train station project final)

University holds a lot of life lessons, in so many aspects of life. A big life lesson for me, was that the world of work and especially a career, is a give and take process. You put in the hours to earn a pay check. This helps a modern day human survive comfortably. With a career, it’s an even bigger personal input, as your reward, as well as an income is the enjoyment and fulfilment for something you’re passionate about. Trying to make this happen however, can sometimes suck then fun out of the thing you once loved.


This link is a harsh talk on what is needed of somebody to work in industry. I’ve found, I get into the habit of hating the majority of the uni work I do. Whether this is because it is forced and has a time constraint or I just feel I can do better, is irrelevant. If I want to work in the industry, game artist, especially the 2D design departments, need work by a certain time and need to work efficiently on various types of work. They are a crucial link right that the base of the chain. Other departments are relying on your work to continue the project and move it forward to the next stage. With this in mind, I use it as an incentive to improve on the speed and efficiency of my work. This has something that I have learnt during my second year. Also I now realise just how much a need to rely on yourself to make my career happen. This is a scary but empowering thought at times.


I use current games and the art within them as inspiration, and also a window into further understanding when it comes to the world of work. I feel I’ve grounded my findings during my time at uni so far, and now over summer I really want to perfect them. With no pressure from grades and deadlines, but pressure from myself to improve and begin to feel real pride in the works I make. I’ve made a portfolio. even though I have very little to no confidence in the work I have to show. I decided to make it and use it as a goal. To create work that I feel is worthy and really captures what I can do, when I try my best.

Thursday, 24 April 2014

Life Changing or Career Building

More than ever universities across the globe are claiming to have courses that teach aspiring young gamers, the tricks of the trade when it comes to the games industry. This has led to a whole generation of academically taught game artists, games programmers etc. With the games industry growing, more and more people want to work within the industry. It’s a field getting highly competitive, with jobs being sought out by hundreds at a time. Even though employers are looking for portfolios and proof of what the applicant can do, the increase of educational courses giving people a qualification in the field, is growing fast. With this increase, there are hundred upon thousands of people applying with freshly taught skills and portfolios bursting with work. It makes it harder to stand out, especially when they are all taught the same things and therefor have very similar work for portfolio.


A big thing for me when I started studying on a Game Art course was that it shattered a lot of misconceptions that novices tend to have. For instance, the myth of Concept Art. A lot of what is shown to be ‘Concept Art’ is nothing of the sort. Those images are publicity paintings used to advertise the game; created by illustrators. The real concept art in the gaming industry, very rarely sees the light of day. So the Games courses tend to reveal a lot about the industry, that otherwise, may go unnoticed. This can also teach people whether they definitely want to continue on the path to the world of games. For me it was a little bit of a shock, but I stayed open minded to the industry as it was still something that interested me.

The technology within games is always evolving. This raises the issue of whether educators can keep up in teaching what is needed, for an industry that is forever changing. It’s also crucial that educators are aware of what companies are looking for when it comes to potential employees. More and more members of the industry are turning their hand to teaching, to share their experiences of working in industry for several years. They have much needed advice on how to cope with, and what to expect when working for either a large company, or smaller more personal projects. Obviously not all companies claim to look for the same thing. Some claim they want a person who is highly skilled in the field, well trained and can work in many different areas and skillsets to a high standard. Yet there are others that want a creative individual with an arts background, which they can then mould and teach how to do what is expected of them. This is obviously a risky investment and not many companies would be willing to do this, it’s just not cost effective.

(Insert generic photo of job interview situation here)



The latter is the dream option for anyone starting out. Just to get that foot in the door, and to have the opportunity to grow in the environment you’re craving to be a part of. Education in this field is needed and it wouldn’t make sense if education didn’t jump at the chance to start up these courses, seeing how big the gaming world is becoming. There may be some negatives to Games education, outdated teaching, creating a bigger generation of people all going for the same jobs. But on the whole, they teach a lot and can help gain so much insight into such a world so sought after, by so many people. 

Tuesday, 22 April 2014

Creativity, the talent myth and craft

A subject with a huge breadth of discussion, in this blog I’m sure I’ll barely scratch the surface in answering the question, What is creativity? Many sub questions follow, is being creative a talent people are born with or something people can gain throughout their lives? Creativity can be enhanced by influence, seeing something that resonates, and a lust to create something in order to feed that creative hunger. I personally feel creativity is some form of personality trait.

In this article, science has proven that creativity can be a born gift for some.


As everything I feel it’s a mixture of elements. The talent side behind expressing creativity, I feel is very much a natural gift. However creativity can be interpreted in so many ways, especially when it comes to  the ways in which It is portrayed. For example, there are several members of my family, including my father, that are exceptionally good at drawing and art. It seems to be an aspect of character that is inherited. Although, there are countless books, tutorials, classes all claiming to teach people ‘how to draw.’ Teaching them the processes, understanding your subject in order to transfer what you see onto paper.  



This is seen as art and people, in turn, would view it as creativity. However being taught something, is a process of implanting knowledge into people’s heads, it’s a very academic act. Therefor not the most creative, its following rules on how to get a particular outcome. Creativity is a lot more fluid something that can’t be controlled and sometimes cannot be explained. The talents and the skills we are either born with or gain through practice, are purely the tools we use to express creativity. The two seem to go hand in hand, and with more technology, the different mediums and tools we have at our disposal, make for a wider range of expressions.

Whether videos games can be seen as art or not, it’s certainly a hot topic, which is constantly being debated.


To me it’s no doubt that video games take a lot of creativity and even more so that it takes skill. From 2D design to technical 3D modelling and animation. Especially the writing that goes into video games. It’s easy to get distracted with all the flashy, incredibly detailed graphics but for a game to really work, for it to keep the player engrossed in the narrative, the writing has to be second to none. A perfect example of complex and intricate writing, for me, would have to be Final Fantasy 7. Again, I’ve mentioned this game on my blog before, but it’s a firm favourite for me. The story has so many elements and it really was a journey, referencing to the past, getting into the minds of several characters. That alone was a creative expression within itself.


The imagery created in games drives the story as well as the music, but none of this would be possible without the technological knowhow, knowledge and skill. These are referred to as the talents. Everyone from, animators, to programmers, sound editors, to motion capture and voice acting, these are all talents that pull together to express the creativity.



For me, the definition of creativity is something unique and beautiful that reaches out to a deep part of a person’s mind and soul. It’s an expression of deep lusts, thoughts and dreams that a person has to express. For as long as there’s creativity there is always a place to escape and reason for people to come together and share ideas to produce something memorable.

Thursday, 17 April 2014

An introduction to the Game Industry

The games industry is being pushed further and further into the spotlight, as it becomes a high grossing media. It’s evolution throughout the years has changed the public view of the gaming world. Stigmas of nerds and geeks locked away in their rooms coding basic games using simple technology, are but a distant memory, blown out of the water by an industry driven by a mass of huge projects featuring cutting edge technologies with big name actors and veteran voice actors such as Troy Baker. It’s becoming a glitzy and glamorous world with acknowledgment from a wide range of areas. Many games of recent are rival ling high budget films, with their ever more intricate story telling with innovative play and stunning graphics.


All this work and intricacy needs a big team, full of creative, business minded, dedicated people to make these projects what they are. Sure this is rivaled by small developers such as indie game creators. But on the whole more specialist roles are required which make games. A build-up of many small cogs working toward the final goal. With a smaller team, the individual will feel more ownership then a huge triple A title, with a team of hundreds. This is where differences in games are seen. As a majority, big flashy games tend to have the visually stunning content but lack the ability to resonate with the player with lasting fond memories.
http://www.gamesindustry.biz/articles/2012-06-13-so-you-want-to-work-in-games - This page offers employment advice from a game designer working for Arkadium. It seems to state that no matter what higher education you had, it’s all about the work you produce, portfolio is key and it seems the more skills you can show you have, the more employable you are; despite an increase in more specialist jobs. For a first job, you won’t get to pick and choose it seems, you’re most likely to end up working for a smaller company, where you’re expected to handle a large workload which varies in the type of work you’d be doing. This is purely for cost effective reasons, getting as much as they can from one individual. However, proving your skills, especially when they are specialised, employers of bigger companies would want to take you on. You’d be a small part of a huge team spanning across the country, and in some cases even the world. If you’re excellent at one skill and that job is available, you have a good chance at nailing it.

The employee structure varies from company to company. Generally, the different roles for any games company would include:

- Producer
- Publisher
- Development Team
- Designer
- Artist
- Programmer
- Level Designer
- Sound Engineer
- Tester

Each of these would be made up of several people, with each section having a team leader that passes on their progress to the producer.


To run smoothly, games companies need structure and a work flow that all members of all teams can adhere to. More than ever, companies are looking for talented, creative individuals who work well as a team and are a keen people person. Unfortunately, these are things that no fancy degree can teach or show, the industry of today, asks a lot from its many thousands of hopefuls, desperate to ‘make it.’

Sunday, 13 April 2014

Elements of game technology, part three: interaction design

With current technology becoming more and more sci-fi as the years, even months go by. Gaming is benefiting from new radical technologies that allow for near full player interaction. Games are becoming more and more believable with stunning visuals and high quality graphics, and use of actors for voice and motion capture. This teamed with interaction hardware such as the ‘Oculus Rift’ the virtual reality goggles, allowing the player to look around and explore a world in a fully functioning 3D experience, is becoming a more and more desirable commodity.


 The Nintendo Wii brought along the first motion controllers, which lead to a whole generation across a wide range of consoles. However for me personally, this wasn't the first form of motion controlling in games. The Eye Toy for the PS2 was a small webcam which allowed the player to play games and interaction with whatever was going on with the screen, also allowing extra’s like filming and special camera effects; those similar to the photo-booth on a mac computer. Many a day me and brother spent filming funny scenes and him fake punching me in the face, made all the more obvious with my slow reaction, shattering the illusion.


















Game pads have matured over the years. With this came more intricate controls and player comfort. These can have a big impact on a console. For example, I had a friend that always played Playstation, never went near Xbox and never really wanted to. However the moment he held an Xbox controller, he said ‘it just felt right.’ It fit his hands perfectly which eased strain from intense gaming and allowed for more play-ability. The now seemingly primitive joystick, in its hay day, was a revolutionary gaming tool, again allowing for better control and boosting the popularity of arcade gaming. http://www.shortlist.com/tech/gaming/history-of-the-video-game-controller

As great as new fancier technology is, Indie games are highly popular as they tend to emulate a lot of the old classic gaming style. Simplistic gaming visuals and therefor simplistic controls as classic games allowed for minimum control by the player. This could be a sign of what a generation of gamers are yearning to have. New technologies come with fairly sizable price tags, and with indie games offering revamped nostalgia, for a much lesser price, we have a gaming community that in some ways could be divided. However these radical new controllers are creating a whole new outlook on game design. These controls are influencing the way games a being made. For example, sports games are growing in number, simply because you can perform the actual motions the sports require. These new ways are designed to make the player feel more immersed in the world of the game.

Super Meat Boy




However there are games that are relying on graphics and storytelling to drive their games. Games such as the multi-award winning The Walking Dead by Telltale Games and also The Wolf Among Us by the same creators. This is basically a point and click adventure that allows the player to make tough, seemingly game altering decisions. For me, this is the most immersive form of play, as you feel your actions have a definitive effect on the game and the outcome itself. You feel as if your moulding the morals and personality of the character as the game progresses.  




In today’s gaming world there are so many new ways of play, and a vast range of formats of which to experience them on. Like anything it’s down to a matter of choice and what people choose to play. I feel, no matter how advanced in technology we become, gaming nostalgia will still be there, and gamers of generations past will still choose the gaming they know over any technological advance that swings their way.

Saturday, 15 February 2014

Task 19: Elements of Game Technology, part 2: Sounds of Games

Sound is used in many different ways in games. Background music that plays throughout levels as well as the music in the cut scenes, tend to be the musical selling point of the game. It gives a game its signature sound which is an aspect that become recognisable, drawing people to the game. Music and sound that is used throughout the level, from the sounds of the footsteps of your character, to the sounds of distant enemies. Teaming this with background music to make an incredibly atmospheric level. However, games can also understand how the absence of music and sound can also create tension and an uneasy feel. In game sound effects also need to echo the same tone as the actual score. All sounds need to link together to make a game flow.

These are a couple of links to lists of music composers that worked some very well-known titles, that really highlighted the importance of a good music score.



Everyday I’m discovering soundtracks to games I’ve never played but love to listen to. I’m a big music fan and I listen to music pretty much every day. Game scores have this ability to completely remove you from this world and take you into theirs. As well as relaxing, a lot of game soundtracks send shivers down my spine, and the hair on my arms stand on end. The power of music shows no bounds especially when used well in games.

In terms of my first memory of getting that goose bump feeling from hearing music was from the game Final Fantasy 7. I’ve mentioned this game in this blog before, purely because it was part of a huge chunk of my life and I almost feel it’s shaped my outlook on life. As well as the intricate story teamed with this soundtrack, it’s left a lasting memory that will never fade from my mind.


The above link is the original full FF7 soundtrack, as soon as the  music started playing the biggest smile on my face emerged. Nobuo Uematsu is responsible for the music of the whole final fantasy game series. He’s not as involved in the later, most recent releases and I can see why. I personally have become less of a fan as the series continues. Seeing as Nobuo’s input is becoming less and less, my love of the game follows the same pattern.  His staple sounds are always a loving memory to the fans of the earlier series, including myself. I stumbled upon these videos from the ‘Tour de Japon’ where by a full orchestral band play the most memorable tracks from the game, below is the video to the main theme. (just to let you know, listening to this particular piece of music makes me weep like a baby)


Also classic Sega mega drive games are part of my earliest memories of games. These obviously come with instantly recognisable soundtracks, thanks to their simplicity. Below is just a quick list of some lasting Sega Mega-drive soundtrack memories and just gaming, childhood memories in general. 

Sonic 2, Streets of rage 2, collumns, golden axe 1&2, General Chaos and many more.



My most recent discovery of excellent use of musical score in games are The Last of Us (surprise surprise) and a beautiful game called Journey.The Last of Us has a very unique sound. The music was composed by Gustavo Santaolalla and Argentinian musician. He specialised throughout his career with instrumental music. He created a whole album, making instrumental music with an instrument called Ronroco, which features in the soundtrack for The Last of Us. The music is quite sombre and muted, but within its simplicity, its simply beautiful melodies where what created that staple sound that rung true with the genre for this game. This is the same with the game Journey. This game was purely about visuals and the look and feel drove the story, as well as the epic orchestral music, teamed with the grand scenery that features within the game. 


Video games are becoming a credible media. Cinematic cut scenes with full music scores rivals film and television. However games have the extra ability of player interaction, this can fully engulf the viewer into the virtual world of the game for a more intense experience.