Thursday, 23 May 2013

My Personal Review of the First Year



So it’s over, my first year gone in what feels like a flash of stress, long working hours and panic. But it wasn't all that bad, I feel as a whole I've dealt with this whole new experience well.
The curriculum was set at a very fast rate, this was a shock to the system to say the least. Especially finding my way around 3dsMax, which seemed to be an abyss of technical jargon and an endless list of problems and hurdles to overcome. 

In the early days, I felt completely lost in the 3d side of the course. I am in no way a technical buff,
nor I think I ever quite will be. I felt like nobody wanted to teach me and if
they did I would be a burden to them, so I guess I suffered in silence. Which I
learnt wasn't the right thing to do. So I began to speak up and ask questions 
and listen to advice, I watched tutorials and quickly realised that I would have 
to learn the majority of this stuff myself. Which made me feel cheated out of 
an education. I knuckled down whilst all the while I felt my visual design work 
was being pushed aside. I didn't want this to happen as the 2D work is the 
stuff I prefer, but I feel that my skills in this area, have begun to slide. 
Critical studies helped me understand, made me realise how the industry 
works and also how the degree wasn't going to be handed to me on a silver 
platter whilst I sit there. I was inspired during every lecture and my mind 
would open up to new things and to new ways of thinking. 


So I pushed on and worked hard, on 3D especially. I felt I did my best, even surpassed myself, but it turned out to be not quite enough. I failed 3D after my second formative assessment, it was by a mere 5 marks but it really shook me. I felt that no matter what I did it wouldn't be good enough. But I was reassured by many people, my peers, my friends and my loved ones that I just have to do my best but I needed to push further. I realised not being the best at 3D isn't the end of the world as this course offers so many opportunities in a wide range of industries.
I want a roll that allows for creative design, not so much the making. My technical skills require a lot of improvement, but I’m fairly confident my art and design skills can be improved with enthusiasm. I want my creativity to be my selling point. The demand for individuality in order to be noticed when it comes to employment in this industry, is growing higher and higher as each year passes. I want to make sure I can keep up and stand out. I plan to do this by building on my strengths in things I enjoy, as the main goal is to have a successful but above all enjoyable career.


Each project required responsibility for our own learning, even for the first year, a lot was expected of all of us. 3D in particular I felt completely alone which, was the bulk of my stress. I knew nothing of this technology and was left alone to deal with it. Now I feel I’m at a level where I can begin being creative and not be held back by a lack of technical knowledge. I enjoyed the amount of free reign we had on a lot of the Visual Design projects. I particularly enjoyed the character projects such as the reef character and the 70’s character. Also using UDK to create a level, I felt like this would be a good opportunity to be creative and begin to develop my industry standard of work but this again back fired due to my lack of technical knowledge on a new piece of software.


However, this has made me more than determined, I plan to spend my summer practicing my skills in particular 3D and painting using Photoshop, as well as rebuild my own hobbies and interests, because as the saying goes, all work and no play makes jack a dull boy.  



Tuesday, 5 March 2013

Elements of Game Design, Part 4: Environment


As the years go by these become for more visually stunning and become more interactive and explorative than ever before. A level designer needs to give instruction to guarantee flowing gameplay, but not so much that it is obvious to the play. There still needs to be a challenge and a sense of discovery once you uncover the next task or stage of the game.
So many aspects of an environment can influence the atmosphere. The biggest being lighting and weather. How the light plays with object surfaces and textures can really highlight and intensify the desired atmosphere. Dark and gloomy lighting, with stormy weather can obviously create a very sinister feel, whereas a breaking dawn with a beautiful sunrise, casting an autumn coloured glow, would to create a feeling of hope and adventure, a new beginning. Scenery and surrounding also influence the aesthetics of a game environment. Built up cities, or open fields support many different ways of gameplay. Open fields and wide spacing, leave players to roam, giving a wide scope of exploration. A city environment could be controlled, cities are mapped out in real life to create flow, allowing people to reach certain destinations, this is true of video games also. Even though a huge city would leave room for exploration, but many games that use this type of layout are usually quite linear, you go in a certain direction to reach a certain goal.

Depending on the game style/genre, the levels of realism and stylisation have to be measured carefully. As well as other things, the environment of a game plays a key role in making a player believe the world they are in. With greater technology as the years progress, the level of realism to the visual graphics of a game has reached high levels, with recent releases, it becomes more and more difficult to determine what is real and what is game graphics. Such as the very recent release Tomb Rader, I personally was stunned by the graphics and the quality of realism that was obviously present. In terms of whether an environment is physically possible to recreate in our world, the level and practical realism is a rough area. For me, if It looks right and doesn’t bend any laws of physics, then it wouldn’t drag me out of my gameplay. But I love highly stylised visuals just as much as I love revolutionary, highly realistic looking graphics. The environments in games such as final fantasy 10 and Halo are visually stunning and encapsulating, and have just as bigger impact as realistic environments, but it is entirely dependent on the genre of the game.   



Personally one of the most amazingly breath-taking environment I’ve seen of recent belong to ‘That Game Company’ title Journey. Its style is highly simplistic but simple beautiful. The environments rage from huge desert, to an underwater world, to a winter wonderland. They are all environments, unlike any others. They were so well executed that you could feel the cold when battle through the snow storm, my throat felt dry when wondering through the dessert. Everything was so complimentary even though you went from sand to snow, hot to cold, everything still flowed. 

 


Environments in games give it identity and style. So much can be said through just how a building looks, or how an environments flows from one extreme to another. Without cleverly executed and though out environments, games would not have that power that they have on the human mind and allowing us to explore the form of escapism it gives us. 

Elements of Game Design, Part 3: Character


A set of interesting and well-designed character are what drive a game and its story. Characters help us, the viewer, form a bond with what’s happen around us, giving us a first person insight into the world we are driven to explore. They help us interact and be a part of the story. In books, TV and film this is also apparent. Seeing a characters emotion and reaction to situations, we are able to see for ourselves, we see into the characters mind and empathise with this person in front of us, bearing our soul. In games you do anything to stop your character from dying or being injured, there is an embedded fear of being attacked or anything bad happening to a character. It makes us cautious, we change how we are, our mood, our body language, anything and everything to do whatever it takes to make sure your character succeeds by any means necessary. It's this bond that immerses our emotions into a game, as the link below shows, all be it in very extreme ways:  


From personal experience of characters in games, I grew a close bond to a certain game. To say these characters felt like family is highly cliché, but there is no other way to describe it. I saw these character from a young age and they have always been in my memory. I’m talking about final fantasy 7………again, but this shows what I mean by how much this game means to me and how much it has impacted my outlook on life. 


To me every aspect of the game, makes it the perfect game, but a big part is the characters. Even though technology wasn't its best at the time, to the point where the characters couldn't even speak, but this didn't stop characters from developing personalities. Everybody is seen and ‘heard’ even though they don’t speak. This is where script comes in, and how it is more important that the script is right. With modern games, the script is still important but it’s the voice acting that makes the script shine. Back in the days of final fantasy 7, the player had to gauge a characters emotion from written words alone. Script in terms of punctuation was crucial. Sure it could make for lengthy conversation and cut scenes having to read what a character is saying, but it still managed to grip you and keep on hanging onto every last word. 



In a game like Metal Gear Solid 4, acting and body language played huge parts in the cut scenes. Again, as the above video shows, the cut scenes are lengthy in this game, and I did find myself fading in and out of conversation, but it was the acting and body language that distracted me. The emotion in characters faces and the pain in there body when they twist and contort, makes for a realistic, believable scenario. 

To me, a story that shows in depth character development and a heavy focus on an interestingly intricate story line, is key to a memorable experience. Whether it be film, TV, books or games, a story can be gripping when all the ingredients are well balanced and of good quality. Characters help us become part of the story. We look for qualities in the characters that we can also see in ourselves. This gives us connections, makes us feel a part of what we’re viewing and this is so true in computer games, more so than any other form of media.

Elements of Game Design, part 2: Art Direction for Games


Art direction in games is a crucial part of the development process for a game. The art direction tells us, and the people working on it how to make things look and feel. This makes or breaks how a player reacts and immerses themselves within a game. Without it a game would have little or no identity. The art director is responsible for pretty much everything a game has to offer visually. They are responsible for the overall look of a game, this relates to everything from textures to cracks in the walls, they decide how things should look in order to keep in line with the theme and tone that has been decided upon. http://my.safaribooksonline.com/159200430X/ch11lev1sec2?portal=oreilly

This role requires a highly creative mind and a visionary type of character. Someone who is always thinking ahead and constantly thinking of the work ahead of them. Ways to improve and to better the quality of work they have to produce as a team. To make an exceptional art director, you don’t only need creative flare; something that is just as important is a good team leader. As is stated in this link http://www.gamasutra.com/view/feature/3115/common_methodologies_for_lead_.php :

The best teams I've worked with had an art director and lead artist who worked closely together and respected each other's roles. They communicated openly. They agreed upon the visual direction of the product and discussed their respective responsibilities that were required to carry out the execution of the design. Not surprisingly, they were relatively stress-free teams. With the definitions out of the way, we can look at the methodologies and stages of production the lead may encounter.”

In order for a team to create a highly detailed, flowing game, that has all the qualities the art director is looking for, they need to have close communication with everyone on the team. Collaboration is another crucial part of art development, many ideas working well together is usually a highly successful technique if done properly. Collaboration cannot work without good communication and understanding of one another. A team leader (art director) needs to be able to collect ideas from different areas and work them together. This calls for decision making, every decision counts to the end result in some way and it’s up to the art director to make these tough decisions. 

Game art direction is one daunting role to be a part of, let alone be the leader of. In comparison to an art director in film, the roles are quite similar. According to the step by step guide on wiki how, http://www.wikihow.com/Become-an-Art-Director-in-Film an art director has to design a set, right down to the smallest detail. This is similar to an art director for a games company, designing an environment then deciding what to use and what not to use. However from reading the above webpage, it seems to be much more of a solo career in the films industry then in games. There seems to be little collaboration or signs of working with a team. Also, an art director has to choose the feel and mood, and set the vibe for the entire game through its visuals. This stretches beyond the environments, and right to characters and vehicles as well.


From this comparison, I understand just how much an art director has to take on when helping to create a game. As well as having to lead a team, it adds further social pressure compared to a more solitude design process that an art director for a film would have to endure. Game production has such a wide scope and needs a lot of peoples help. Communication in order to make the story flow from its different areas of creation, seems crucial to making an iconic game. 

Elements of Design, Part 1: From Pong to next Generation


As technology and people’s exposure to so much more of the world becomes more imminent, the next generation of games have to keep up and follow along with the rest of the media. With the arrival of next generation hardware, we were given highly realistic and believable surroundings. This undoubtedly sparked our imagination, but was there a specific reason for this? Games in terms of plot don’t hugely differ from own to another. There are goodies and badies, you against another, in order to succeed you must be the best at what ever task it is that is in your way. 


Gameplay allows us to do things we could not normally do. It is escapism, and all areas of a game must work together to make it successful. Industry wants to sell and starting with Pong, the selling point was it was new and technological for its time. Ping pong could now be played on screen and you had to beat your opponent in order to succeed. The look was minimal purely due to the available technology at this time. Comparing computer games with traditional board games is often done, but for what reason. Board games are constrained and rule bound, there is a certain way to play and a certain way to win. With game play or ‘play’, especially with modern hardware, there are so many different ways to play, the world is yours to explore and in your own way and on your own terms. 


Next generation games allow play instead of just taking part in a game. You are the main attraction in whatever world you desire to be a part of. Ranging from different types of playing style to the interactivity that different platforms have to offer. The task of designing is a team effort resulting in pages and pages of story idea’s, character, genre, environment style, play type etc.   http://www.gamasutra.com/view/feature/2156/game_design_theory__practice_.php  

These however, sometimes back fire, (hyperlink above explains) overload of ideas and cramming the entire game is too constrained, (almost like the rules of a board game) Designing a game, especially in the early stages is all about concept, the main idea and theme, which from that further development in production will shape the story line and other key aspects of the game. The genre inspires all visual and indeed plot aspects of the game, and would require research into past games that are the same genre. No matter how much a game claims to be new and innovative there will always be some past game,that was used for research purposes. It’s unavoidable, you need to know what your competitors are promising and see what you can do that’s different, and that’s all the games industry is, ‘One-up’ manship. From the dawn of computer games like Pong, to the present, there has always been one company, one game genre at some point that was above the rest. Games will continue to try and get better until nothing more can be done. 

Impossible right? Where the future is heading for games is very uncertain, I’m sure when people first got to experience Pong they never thought the virtual and physical would eventually be one:  https://www.youtube.com/watch?v=9VKptjKW83Q  

Wednesday, 16 January 2013

Game Review - No More Heroes


Watching a friend play, I thought to myself, “hmmm this is actually something I could get into.” She failed miserably and handed me the Wii remote, yes you heard right, ‘Wii’ but bear with me on this, hard-core gamers please don’t start pelting me with Xbox controllers. I asked for the controls and instantly I had it, button mashing to my hearts content. Let the character have all the flare whilst I continuously press ‘A’ on the controller. Then that glorious moment, I defeated the boss and felt great pride in doing so. I had to continue, but this wasn’t my game and I was hooked and in awe of what I’d just accomplished. I got the green light and was able to borrow the game.



I inserted the disk and an instant rush of excitement as a montage of action, violence, vulgar language and revving engines forcing me to turn down the volume. It was a game like no other I’d experienced. The comic book style and colourful cast of characters, the opening video catapults you into the first level and very quickly the first boss. Assassin number 10 in the UAA ranking. As your character, Travis Touchdown reveals his weapon of choice, which appears to be a light saber but is identified as a ‘Beam Katana.’ Kind of looks like a florescent light with a handle, but can be upgraded to a light saber that looks like a samurai sword…awesome. You and the control are one, luckily you don’t have to swing the remote around like an ape, simple button mashing releases an insane near unrealistic combo of slashes and jumps. The over the top back and fourths between you and these assassins should be cringe worthy to hear, but I’m afraid the hype got to me, loud noises and bright colours just threw off any sanity. I was a giddy child, full of hope for this new addition to my life.


As the game progressed, I became more and more involved, discovering side tasks not impending on the main game. I’m the type of person that enjoys a story, so anything in a game that is unrelated to the main story doesn’t receive any attention. Being more of a viewer of someone playing, rather than playing myself, I enjoy the story and the adventurous journey I’m about to be taken on, but I became near OCD when completing all the non-compulsory tasks of the game. I had to get them all, I had to complete everything, and I god damn enjoyed every second of it. This game exceeds any expectation you’d have for a Nintendo Wii game, this is far beyond ‘My Sims Kingdom’ and ‘Wii sports’, this is an epic thriller with highly explosive feel. It was a 16+ rated game, so it did have some ‘naughty material, from bad language to sexual innuendo and violence, even to saving the game by ‘relieving’ yourself in the bathroom, but it’s all childish harmless fun, these are comic book characters, who have permission to be as outrageous as they were created to be.



The whole thing is one giant pantomime. It’s a wacky, purposely over the top, action packed game, with a unique look and concept, a script and story that doesn’t take itself too seriously. This game in my opinion, is one big theatrical laugh that’s cheesy, funny, original and exciting to first time players. For a Nintendo Wii game to be that awesome and to pretty much slip under the radar is a mystery to me. I was praying for a sequel and when I finally got my hands on it a couple of years later I was seriously disappointed and only got a quarter of the way through. It goes to show, sometimes things just work and you can’t put your finger on it and ‘NO MORE HEROES’ is exactly that. I would seriously recommend giving it a try, just defeat the first boss and I am pretty sure, you won’t want to put that nun-chuck down anytime soon. 

Tuesday, 18 December 2012

Writing about Games, Previews, reviews, commentary and lies

Alongside the video games industry there are games reviews and games journalists. These people tell us what is right and wrong in the gaming world, and what we should spend our hard earned cash on for a bit of entertainment. Not being a very hard-core gamer myself I really don’t know much if anything about games journalism and reviews. After a tiny amount of research I’ve learnt a few basics. A lot of games reviews come with a score, usually a number out of 10 or even a percentage. But as we progress many other forms of game reviews are cropping up. One that I particularly pay attention to, and doing this blog I’ve only just realised I do, are lets play’s on YouTube. Whereby a normal everyday game lover films him or herself playing a game and commenting as they go through. A lot of these are for entertainment purposes but some do voice their opinions on many aspects of a game. I’m pretty sure that game companies and reviewers work incognito to help each other, the whole thing is clinical, controlled and edited as they see fit. THIS IS NOT GAMING and has led to the public creating their own reviewing and advertising network. Being a spectator rather than a player myself it takes a lot more for me to consider actually purchasing a game and play it hence why gaming reviews do nothing for me. I don’t watch someone play to find a number, a score out of 10, I watch for the experience. The NGJ are redundant in many ways to the public they claim to serve, they are there purely as a business outlet, an extension of the games industry. As a race we have become lazy in this modern world, we will always pit for the easy option and pretty much want everything handed to us on a plate. We choose not to think for ourselves when it comes to retail. When buying a product online, from websites such as Ebay, before purchasing, you’ll read the review before purchasing. Everywhere we go we look to others to show us the way and what they think and this fuels our decision almost making it for us if we’re really feeling lazy and zombified at the time. Gaming and reviews are in a world of their own. Purely working for themselves within a system that actually alienates the gaming public. Money circulates between them Underhand payments from games companies to games reviewers such as IGN, to write about their game in a positive light to boost sales. What they make and the press surrounding them is something entirely different to what we as gamers actually experience when exploring these worlds they have created. Something that springs to mind as an example, being a game watcher I’m quite the fan of the YouTube channel PewDiePie.  http://www.youtube.com/user/PewDiePie?feature=watch
For those who don’t know, he makes videos called ‘let’s play’ where he plays a game and films himself playing it in episodes for the viewer to watch as a series. He’s popular for his funny comments and has a huge fan base spread right across the globe. I hadn’t been watching him for long when I came across his series for the game The Walking Dead which funnily enough was a highly acclaimed game, winning countless awards including 2012 Game of the year.
http://en.wikipedia.org/wiki/The_Walking_Dead_(2012_video_game) I watched the series not expecting much, if anything the visual style of the game put me off a little, but being based on a comic book series I can see why they went for this particular style.


I became hooked, drawn in and the clever decision making that affects the characters and also change the flow of the story. I was up watching it until the ridiculous hours of the morning. Like a book I couldn’t put down I had to find out what happened next. The story takes a turn for the worst and as the story drew to a close, PewDiePie himself was becoming incredibly emotionally involved in the characters and story line. So much so that the ending scene reduced him to tears and so was I. I had never cried at watching a game like that and it amazed me. Writing this blog I realised, if I were to read a review of this game and hear it won awards, I may have batted an eye lid but never would’ve attempted to experience it in any way. Watching the story unfold before your eyes, hearing the comments and the thought process of the player, you couldn’t help but become emotionally involved. If I had to read a journalist interpretation on the game I seriously doubt they would be able to hook and completely immerse all my emotions into the game and story. What I’m saying is, the idea of a review where none of the gaming is being viewed by the public and writing is all they have to go by. This is then supposed to help us decide whether we would enjoy playing a game, the whole thing just doesn’t work. A game is a world, it evokes and awakens all your senses, apart from the obvious taste and smell. The only way writing would evoke these feelings, would be if it were a novel. That obviously isn’t the intention of a review, deadlines and word counts are what matter. In my opinion I would never judge a game by what review it got. No matter who gave it or where it was published. I have to be shown it or at least be told face to face with someone who has experienced it first-hand. This is a true test and a closest insight to a game you can get, without actually playing it. Depending on your preference in terms of your relationship with games, for me there’s no better review then seeing it with your own eyes.