Tuesday, 31 March 2009
My thoughts on the course...
I think it’s a great idea, doubling the amount of traditional art skills on the course. Knowing the core art skills gives you more to build upon. I like the idea of getting out more. I always end up being inspired when I leave the uni to work. I suggest you should organise more trips to other places. Trips should not just be limited to Leicester and the surrounding area. I’ve found some brilliant things around the country by just going places.
Another thing you should do is build upon the success of the facebook community! You should put up tutorials onto facebook and use the events utility more often. Set random events for drawing trips outside of lesson time and trips to bars ect. Try and make the course a more close knit community. If we see these events we will go. Every now and again you should set up a social gaming session after class (Once a month or whatever). I’m really emphasising on getting the people on the course interacting with everyone else because I believe that was the one thing that was missing from this year. The lessons were brilliant (although as you said more emphasis on traditional art would be good) everything was there, but I felt a bit distanced from everyone else on the course, I’ve only really just learnt everyone’s names, I’ve got to meet some interesting funny people more recently. I had a fun trip to Bradgate Park recently and got some work done as well. This was organised by Abby through the facebook community. If you teachers make your own events (even if you don’t go) I’m sure you’ll get lots more people going along and doing more work!
I think there is room to build upon the film sessions on Wednesdays. A discussion group after the film might be an idea, or get everyone to chat about films together in a forum or something similar.
Now I think about it there is one thing that was missing this year and that is digital painting tutorials. You should think about integrating Digital Painting into your lesson plan. I had to learn by myself from books, the internet and other class mates. A bit more help in this area wouldn’t go amiss. I don’t like to bitch, but I’ve said it now so there you go.
Once again thank you for this year, I’m looking forward to what is to come!!!
Monday, 30 March 2009
Where do I see myself in 5 years time...
While on the course I’ve learnt allot about drawing and Photoshop, I’ve learnt the complicated processes that go into creating an object in max. These are things that I didn’t understand before but now, getting to grips with them has opened my eyes to many avenues. I think I still want to keep my options open. I definitely want to go into the games industry, but I haven’t decided whether I should be a 3-D modeller or a Concept Artist. I think it’s too early to decide on this, but what I do know, is that I love to draw. I have had so much fun drawing around Leicester and taking trips elsewhere to draw. I get inspired by the craziest of things. I think I want to focus on becoming a concept artist. I love designing and inventing but I don’t want my skills in max to fall behind. Maybe I have this view about becoming a concept artist, because I’m still getting to grips with Max. I won’t lie to you, I have struggled with the basics of max, but I am getting there. I am beginning to make efficient meshes, I just get caught up in the intricacies of uvw unwrapping and texturing. Maybe I might change my mind when I get good at Max. I just need to keep working at it until I can do it. Maybe When I start to use max proficiently and confidently I might have more fun while making things and my views on where I want to go might change.
At the moment I’m still unsure. My mind is swimming with ideas but I don’t know which of them to act upon. I need to keep up the learning curve so I am able to make a confident choice in the future.
My ultimate goal in life is to work for a top games company such as Bungie, Ensemble, Rockstar or Valve for example. I want to make good games; I want to be part of the driving force behind them.
Creativity Part 2
When a baby is born into the world its brain is firing off neurons left right and centre. Over the next few years and through early school life its brain will disable certain neurons and choose which ones to keep. I watched a program recently about talented and creative young people. They were crafted through early life by their parents to be excellent mathematicians, excellent musicians ECT. Kids starved of early life stimuli do badly at school, because their brain has not developed properly.
It would be excellent if we taught different kids different things, encourage them to follow their own paths but if we did that the world would be a complete mess. How are we meant to know which kids excel at which subjects before they are old enough to show off their flares? We have to teach them everything, a wide range of subjects, so later in life they can follow the path they choose. What if we give children a limited education and let them go their own way. They would all want to do what they considered fun, they’re kids. Destroying creativity is an essential part of life. We have to do it so that society can work we have no choice in the matter! If kids don’t know everything how are they meant to choose between things in later life.
How to train the best of the best
Concept Artist
Bungie Studios is looking for an exceptional concept artist who will work closely with the Art Director and Art Leads to establish a style and feel for the environments, characters and objects for exciting new Bungie titles. You will also work closely with the production art team to help them envision what the finished results can be for the in-game content they are creating. As the ideal candidate, you should amaze us with creative designs and artwork and have the capability to inspire greatness in those around you.
Essential Functions
· Collaborate closely with the Art Director and other concept artists to produce quality. designs that define and expand the look of the game.
· Create concept art for primary and secondary characters, objects and environments.
· Create thumbnails, sketches, model sheets and production paintings within deadline.
· Ensure that Concept art is consistent with defined visual style for the game.
· Contribute original visual design ideas throughout pre-production and production.
· Create additional illustrated concepts for marketing and PR needs.
Desired Qualifications
· Strong understanding of character proportion and costume design.
· Ability to quickly iterate concepts given input from the art director.
· Professional attitude and an ability to take constructive criticism.
· An exceptional understanding of mood, lighting and architecture with a keen eye towards form, shape, structure, and silhouette in regards to illustration and design.
· Superior eye for light, value, composition, color, staging and detail in environmental design. · Strong foundation in the traditional arts, including, but not limited to, figure drawing, landscape painting, and illustration.
· The ability to carry an idea from the conceptual phase to the finished illustration and an understanding of translating these ideas to real-time game content.
· Self-driven, good communicator and a great team-player.
· A passion for games.
· Experience with Photoshop, Painter. 3D software knowledge not an absolute requirement.
· AA/BFA preferred, or at least demonstrates through portfolio an industry standard level of art.
This is a top games company, so understandably, they can have high standards. How do you ready someone to be able to get a job like this over three years of teaching them? Here is a job description for Rockstar North, based in Scotland:
Environment Artists
We'd like to hear from the industry's most talented environment artists.You will be designing, building and texturing the world, have the technical knowledge to achieve great looking results and the skill to get the most from next-gen consoles.Advanced skills in one or more of the standard industry 3D packages essential. Knowledge of 3DS Max an advantage.
Both of these job descriptions stress the need for technical experience. The Bungie job description says that 3D software knowledge is not an absolute requirement. So if you’re an outstanding artist and can digitally paint you can get a job with them. This is the same for some other companies too. So why then, on this course are we being taught 3d software skills. I think I can answer that. The purpose of this course is to get you the skills needed to get into the industry. In the current climate, you have to be a fucking good artist to land yourself a job as a concept artist at a top end company. Giving students the ability to do everything makes them a valuable asset. Games companies are chucking people out or breaking up all over the place at the moment. So having fewer employees that can do everything is better than having more employees that are limited to certain fields. Putting together a course that will produce industry standard applicants is hard work. I think what is essential on any course, is to give the students the basic knowledge of everything. Then when they have that knowledge they know where to go from there, and then it’s really up to them how hard they work to build on those skills. Giving students a good understanding of liberal arts puts them at an advantage when they come to learning how to make thinks in the software. Giving students tonnes of experience in Photoshop and max means that yes, they will make things that work. But will they make things that are good without the strong base in understanding life drawing or landscape painting or they ability to understand shape and form for example. I see how it would be hard to put together a course that produces talented people, but it is my opinion that emphasis should be focused on training students in traditional and basic art skills. Students should be taught and shown how how to do technical things, yes, but only enough for them to be able to develop those ‘’technical’’ skills in their own time. Putting it even more simply, chuck a whole load of knowledge at them, give them the resources to utilise and see where they go but focus on the traditional side when teaching.
Steam Train Pics
This Last picture has to be my favorite. It shows off the three ages of rail. The steam and deisel in the forground, and the Electric main line train carrying passengers in the background. I think it holds some significance. It's almost like the Tornado is showing off to the others, saying ''Steams not dead''.
Ka-BOOOOOOOOOOM...
Sunday, 15 March 2009
Game Engines
Game engines play a vital role in every game. They hold everything together and make everything work using complex code. All the assets made for a game don’t just work when you put them together. They need the game engine to understand each other.
Game engines perform complex tasks such as, physics, lighting, rendering and A.I. Havok is a famous game engine first utilised in the game Half-Life 2. It makes realistic physics, such as Rag-Doll physics. Objects react with each other considering factors such as weight, distribution, density, buoyancy and hardness. Valve incorporated it in their main game engine ‘source’, which has been used for games such as Half-Life 2, Counter-Strike and Team Fortress 2. Proving its success many other companies have used the Havok engine in their games, such as Star Wars: The Force Unleashed, which takes full advantage of Rag-Doll physics. It is much more cost effective than making and coding your own physics engine. If you want to see what the Havok engine can really do, play a game called Garry’s Mod. It is a game that allows you to mess around with the core principles of the ‘Havok’ and ‘Source’ engines.
Another famous, more recent game engine is ‘cryengine’. This engine was developed by a European team called Crytech mainly for other companies to use. It is the most advanced game engine yet made. Crytech made a game called Crysis, which utilised ‘Cryengine’. The game was more of a showcase, as most computers at the time where unable to run it. Crysis showed off new advanced technologies such as advanced dynamic lighting. Each asset in the game even individual leaves react to light caused by the sun, the moon, explosions, even muzzle flares. The cryengine set a new standard for games developers everywhere, just as the source engine did.
Subtractive and additive editing are terms referring to the construction of in game assets using a game engine. The Unreal Editor uses subtractive editing. This means that you carve out the scenery from a solid block. An easier way to put it would be; you subtract from what’s already there.
An example of additive editing would be the Hammer editor, a program that allows you to make games using the Source engine. I have prolific knowledge of how to use this engine as I have made plenty of maps/levels for the mod Counter-Strike: Source. Instead of subtracting from what is already there, you add objects to an empty void, much like 3d Studio Max. One of the main advantages of using subtractive over additive is the lack of leaks in the game work. If you were to create a map using an additive editor you would have to seam the edges of the game world, so that the engine knows the limitations of what it has to work with. One advantage of additive is that it is easier to create large complex outdoor scenery. Subtractive is more suited to confined, or indoor scenery.
I would say that the key issues facing Game engines in the future, are creating physics based sound (all the sound’s in games are pre recorded), creating more realistic, spontaneous A.I programs and creating a proper physics engine for water. Water had always sucked in games, for one reason or another. I reckon in the future we will see some amazing new technologies emerge that will blow our minds.
Lets Get Together
I was once a regular member at a cybercafé. There were always the regulars there. It was perhaps the geekiest part of my life, ever. We called each other by our gamer tags. We used to play Warcraft 3, Counter-Strike, Battlefield 2 and many other games. It was very competitive, but still, very fun. Every now and again we used to hold competitions at the cybercafé. At one point I was part of a clan for CS:S. There were about 7 of us in the clan and we used to enter online tournaments all the time. We even paid money, each month to have our own server running. When I used to make levels for CS:S, the clan would beta test them for me on the server. It helped me to refine the maps so that they played better. I remember those days, I used to have a lot of fun, and I felt part of a close community.
More recently I have gone over into the realm of the online gaming community. MMORPG’s never really tickled my fancy; I was more of a first person shooter player. Xbox live created an online community, and the invention of ‘’the friend’s list’’ brought about a new meaning to the words: gaming culture. Instead of going to a cybercafé to meet up with my friends I would simply log online and play with them. I made some close friends that I never saw in person. I created a persona for each of them in my head. The use of the Xbox-live head set made things much more fun. Let’s put it this way; I learned all the possible swearword and cuss combinations in the English language, and some in other languages to. It was a hive of filthy people playing games with each other; what more could you ask. But of course there were always the few individuals out to ruin the fun for everyone else. You would get the occasional berk being racist, excessively swearing, and team-killing everyone. We hated these people and most of the time kicked them out of the game, chucked them off of our friends list, or ganged up on them until they left the server. It is people like this that can ruin the image of some gaming cultures.
More recently, me and my friends at university have been going to the Demon Gamers (The De’Montfort Gaming Society), were we play all sorts of games. It is kind of reminiscent of the times I used to spend at the cybercafé when I was younger. Sometimes we even have parties where we link up 4 TV’s and 4 Xbox’s at our flats. I’ve now become part of a new gaming culture here at DMU.
Writing this brings back memories I had put out of my mind long ago. It is very euphoric!
Choo Chooooooooooo, Cough......
O.k. so the main reason I went was so that I could draw complicated drawings of the locomotives and such, but I found myself just wandering around staring at things for the first two hours I was there. I got some nice photos and drawings done while I was up there. I don’t know why but I really like drawing them. It’s sometimes hard to get everything to look right but trains have taught me how to draw allot better in perspective views.
The second time that I went up I was extremely lucky. I found out that I had arrived on the day that the Tornado was being launched on its maiden voyage from York up to Newcastle. I spent about an hour and a half on York station taking photographs of it arriving and leaving the platform. This was a very special moment for me as it was the first time that I had seen a steam train in action since I was very young.
A diesel train pulled in the carriages and left so that the steam train could pull in. The main thing is... I was not ready for was how loud a steam train is. Seeing one in action was like seeing industry and steel and smoke come together as one living being, shouting at you like a lion. When you’re stood up next to one you feel like you’re listening to the train breathe. Because the engine was stationary and still producing steam it had to vent a little steam every now and again so that the boiler didn’t explode! When this happens you momentarily lose your hearing. Bear in mind that I was standing about a metre away from the front of the train when this happened. Thing of how your ears feel after coming out of a loud concert. That’s the feeling you get after five seconds of standing next to the locomotive when it expels it’s built up steam. I got some amazing pictures. I don’t know how I managed to get them, but it was like there was a small void directly in front of the engine, where people were afraid to stand.
I went up a third time with Grant to get some more industrial drawings completed, and we were lucky enough to see two steam trains in action that day. I highly recommend taking at least one day out of your life to see the NRM, whoever you are. It’s a chance to get good reference pictures and metal textures as well as drawings.
Oh and you know who you are, those of you who think I’m a train fanatic, yes it’s very funny I’m sure, but I’m having fun, so I don’t care. Oh and I counted 75 green/brown anorak’s, while I was up there one of the days, I can’t remember who asked me to do that, but there you go.
P.S
Hard Times
Competition is increasing between game companies, so arguably this could only lead to better games. I think that the games industry can survive the recession. Looking at recent innovations in the way games are played and the ways in which games have been viewed over the last three years only points to a promising future for games!
The drop of the U.K pound has seen the over-sea sales for games go on the rise. This is good for Europe and other parts of the world, and good for the games industry. I think that companies and retailers need to take a strong approach on the pricing of games in the future. Maybe this will increase sales and profit in the U.K. We will make it through; we just need to keep on making good games!
Thursday, 12 March 2009
Creativity
I’m taking quite a wide approach to creativity because creativity is a wide and complex topic. If we limited creativity to the arts, the world would be screwed! A single person uses creativity hundreds if not thousands of times every day. Everything we do fundamentally comes down to a creative thought process happening in our brain. I can’t look at a single thing outside my window that has not had some form of creative process go into its construction or purpose.
The human race is famous for two creative wonders; Art and war. While they are completely different in their goal, they are arguably the same in their creative construction. War in its many forms is terrible don’t get me wrong, but the many advances in tactics and technology have been down to great creative minds. Dr. Richard J. Gatling was responsible for the creation of the famous Gatling gun first used in the American civil war, Which went on to spawn many other multiple and single barrelled versions throughout history. The use of tanks in the First World War completely changed the modern day battlefield. In the American war of independence the rebel troops used guerrilla style warfare against the English troops. Small raids from bushes on arms convoys, and the use of flanking tactics, completely changed the way that war was fought. Before that, horizontal lines of troops would battle it out on an open field, with help from cavalry and cannons. Modern day terrorism, and the way enemy troops fight in Iraq and Afghanistan can be linked back to these advances. All this brings me back to my earlier point: creativity is vital for survival. As long as there are creative geniuses around to bring us new ways of killing each other, I see little hope in a peaceful future. Now that I think about it Creativity is not only responsible for our survival, but it is and it will be responsible for our downfall.
Art is wonderful! Art in its many forms is the way of humans expressing their creativity. Without it the world would be a dull place indeed!! Art has come a long way since cave paintings. These days everything in our lives is art. Art is the clothes we wear, the buildings we make, the cars we drive, through to the images we paint. I believe England was at a creative height in the Victorian times! I think we’ve lost a little something since then in our creativity, but I can’t put a finger on it. England and the rest of the world is losing culture, and art has a strong link to culture. This isn’t such a bad thing though. While we are losing a unified culture, all the new sub-cultures popping up all over the place are providing rich pickings for art. Humans will always make art. It is who we are.
Creativity in computer games is vast. Everything that goes into the process of making a game through to the playing of a game is creative. All games are creative, but some more so than others. Games however are becoming less creative as time goes on. I think we are becoming too focused on the target audience and what games have been successful in the past. We are basing new games on the successes of old games. It’s working for now, but soon the audience is going to turn around and say, ‘’hey I want something new’’. This is not the case for every game, but generally I believe this is what is happening. Maybe the initial idea of a game needs more creative thinking before it is put into production. The gaming community needs to stop wondering along like zombies. We need a burst of originality and creativity to be injected into the industry!
This all brings me to my final point:
Creativity in its many forms is what makes this world so brilliant. Creativity needs to be encouraged and set free, but in some cases it needs to be monitored and controlled.
Friday, 9 January 2009
Halo 3: An Obsession
By now you might have noticed the amount of times I’m referencing halo 3 in my blogs, so before I ruin any more future blogs, I’m going to get everything halo 3 related off my chest. I’m going to tell you how halo 3 affected my life, in both a positive and a sometimes negative way.
After bungie announced the release of halo 3 by showing a really cool trailer at e3, my mind went into worship mode. I clung to every tiny image, screenshot and article ever released on the web and in magazines. I was so excited; I even queued for crackdown for fuck sake, just so my place on the beta was guaranteed! The beta blew my mind; I remember how fun it was. I think the first couple of weeks of playing any game are the best weeks you will ever have, because everyone is shit and doesn’t know what’s going on half the time. Anything can happen; the game play takes a turn towards insanity. But then everyone learns the maps, weapons and tactics, and eventually every encounter end up playing out the virtually the same.
After the beta, my mind went back to scanning every information source, just to satisfy my lust for knowledge, my lust for halo 3 wisdom (god I sound so sad). Eventually the time arrived. The release was the next day and I was heading home to get some day sleep, so I would survive the night of queuing outside of the game store in Stevenage. On the way through my small home town of Hitchin I noticed that a small independent music/movie/game store was shutting its doors. I went up to the guy shutting it and asked him what time he was opening for the release the next day. He stopped what he was doing, paused and looked at me and said the magical words I will never forget ‘’do you want it now?’’. I was so shocked I just said ‘’O.K.’’ and my heart was beating all the way up to the counter. I fucking legged it home (yes that’s right, a 19 year old running through crowded streets. I looked like a right prat. But I was on a mission). Never had I been so excited in my entire life. You know when you get that feeling that anything can happen while you walking home. That gods just not going to let you be happy for once, like a chav is going to jump out of an alley and steal halo 3 from you. But that didn’t happen.
Over the next year I slowly got better and better and better. And so did my friends. The combination of split-screen gaming and online play was the perfect combination of training and fun.
Chapter 2: The Hunt for Perfection
I could never be satisfied. The time had come were I had stopped having fun, and had started to chase perfection. I knew how easy it was to get your level 50 in team doubles. But I wanted to stick it to the people by getting my level 50 in lone wolves. Only 5 % of Generals achieved their level 50 in lone wolves. I’ll tell you now; I still to this day haven’t managed it. I’ve reached level bloody 49. Yes that’s right. I just can’t seem to get that last level. It sucks big time!
My second target was to get a killionaire in lone wolves. It is the single hardest achievement in the entire game. It is impossible to achieve: no one’s done it before. People have achieved killionaires in team games and in social games, sure. But no-one’s managed it in ranked FFA lone wolves. The closest I ever got was a killamanjaro (7 kills) with the battle rifle! I was so proud of myself. The reason why it is so hard, well I’ll explain it to you. To get a killionaire you have to get ten kills in a row without dying. That’s easy you say. NO, it’s not. You also have to get each kill within 4 seconds of each other. Yes that’s right. If you get to 9 and it goes past 4 seconds before your 10th, it goes back to zero!
Queue drum roll... On the 25 of September 2008 I achieved a killionaire in lone wolves. I dropped the controller and shouted YES at the top of my voice. If I’m not mistaken, I was the first person in the world to do this. There was a bitter taste of irony that accompanied this achievement because I had achieved it on the exact anniversary of when I first played the game, in the exact same hour. Now that’s just fucking freaky.
Proof: http://www.bungie.net/Stats/GameStatsHalo3.aspx?gameid=757139553&player=XLAX%20360%20ELITE
Chapter 3: Rehab
Achieving the killionaire set me free. I can’t explain it, but I think I was finally satisfied. I didn’t need level 50 in lone wolves. I had a killionaire. I had finally completed halo 3.
Now I am like a recovered alcoholic. I play halo 3 occasionally, but just for fun! I don’t care about ranks or medals anymore; I am free to live my life!
Gamertags:
XLAX 360 ELITE - This is my secondary account and the one I achieved a killionaire with!
F1re 8lade - This is my main account
Add me and challenge me I dare you. Now that I have finally got this off of my chest I can forget about it forever. YAY:).
Press B to Reload
Grrrrr... Confusion – how to define gameplay?
This is too difficult. I’ve had enough trying to define the meaning of the word, so I’m just going to go off on one. Right. Halo 3 has the best gameplay in the world. When the Beta was released, bungie released a statement saying that they were not aiming for the level of detail in gears of war, but that they were aiming for brilliant and seamless gameplay. Do you know how much science went into designing the multiplayer maps? It’s insane. I read in an issue of edge magazine that Bungie used detailed software that showed the main density and movement of player kills and deaths, with help from an army of testers. They then tweaked tiny things in the map to try and even out the spread of deaths/kills across the entire map and to make it even for both teams, even on asymmetric maps. But Halo was all about the multiplayer, so all this is understandable. Games like Oblivion, Farcry 2 and Fable 2 are all about single player story defining gameplay. It’s all about choice; evil or good, the high road or the low road, stealth or more bang for your buck.
Why don’t all the game developers join together in one massive team and make the biggest and best game the world has ever seen, mixing all the different gameplay styles in one big pot? Why? Because it would make no difference. Halo 3 is perfect gameplay in my eyes, but I get bored if it’s the only thing I play. I like to switch between games, trying out all the different gameplay styles. Mirrors Edge blew my mind, when I first started to play it I thought it was the best game I’d ever played in my life, but after a week I got bored of it because I realised I was just doing the same thing again and again and again. I think the main reason why halo 3 works as a game for me, the reason why I can always rely on it to entertain me is because the multiplayer gameplay allows for such vast variation. Every day I find a new way to outsmart my opponent. I feel there is always room for personal improvement.
If I try to go into gameplay anymore I’m going to have a seizure. So I’m going to stop now.
''I am the voice of the covenant''. ''Then you must be silenced''.
http://www.iain-banks.net/science-fiction/consider-phlebas/
http://www.stewartandriddell.co.uk/edge/index.php
Consider Phlebas made my heart beat really fast, made me laugh and cry. The edge chronicles took me away to another world. The characters, landscapes in ‘The Edge Chronicles’ reek of detail and history. For a game to produce the same feelings and experiences is rare, if not non-existent!
For me there are 3 things that can make a good film;
1) Special affects/Set Design/Artistic Value
2) A strong moral message
3) A strong main character, well acted!!
I usually go for the first one, but my favourite film of all time is ‘There Will be Blood’. I have never seen such brilliant acting from one man before! The set design is awesome, and the story is well structured. ‘’Your nothing but a bastard from a basket in the middle of the desert’’, ‘’you see, I take my straw, and I go aaaaaaaaaaaaaaaaaaaaaall the way across the room to your milkshake, I drink your milkshake. I drink it up!’’: those are two of my favourite quotes from the film.
Books and films like these are timeless masterpieces. In my opinion, it’s gonna be a long time before we see a game that has the same affect! Halo 3 nearly got it. It came close. In my opinion, Games use story to explain the game play. There are very few games that use game play to explain the story. But for me that’s o.k. I play games for intense game play and action. I read books and watch films to get my dose of decent storytelling!
p.s. There are 2 games I can think of that have achieved story that matches that of a brilliant book or film. I have played ‘Dark Messiah: Might and Magic’ (the pc version) 7 times and have never got bored of it. The story couples with the game play so perfectly it is nothing short of epic! The game ‘Medieval’ for the ps1 is similar, but more comic. They also have excellent game play! If games companies churned out more games like these I would never see daylight againL. I’m perplexed why dm:mam did not sell better.
Game Technology
The Wii took a brave new move, by introducing a new control system. Anything could have happened. ‘Wii sports’ was the first game that my older relatives actually played. They loved it. It was a surreal sight, seeing my auntie swing a Wii remote around.
I’m looking forward to seeing the next step. What are Nintendo, Microsoft and Sony going to bring out next?
I put allot of thought into what I personally want from a controller, taking into consideration what experiences I have had in the past, I designed my own controller:
Wednesday, 7 January 2009
Why do I have to go into that cave?
Story is good, depending on the game. The burnout series is similar to the Need For Speed series, but Burnout has no story, while Need For Speed has a strong story backing the game play. Story is essential for the sale of some games. Halo 3 is an excellent example of story in a game. Even the multiplayer maps reek of story! When you play through the campaign you are immersed in a rich and vibrant story coupled with breath-taking game play. Notice though how Master Chief doesn’t say much throughout the game. This is to put the player in the game more. It makes you feel that you are the main character, instead of playing as someone else. Clever! Story is an integral part to games like halo and gears of war ect. It gives you a goal, a reason for playing. I hate first person shooters when you play through and think, ‘’what the hell am I doing here, why am I killing these people, where do I go and why and why do I need to go into that cave’’.
I suppose the use of story in a game is so that everything makes sense. Some games do not need a strong story but I suppose you could argue that everything is story; the colours on a car, the amount of lamps turned off in a street, the size of the evil spider trying to kill you! Racing games, shooting games, role playing games, they all follow the same basic structure and game play. The main thing making the different from each other and unique is the story behind them.
Tuesday, 6 January 2009
The Art Director
Being the Art Director is a creative role. He/she is essentially responsible for every level, model, texture, ect. In the final game.
They have to create and manage a timeline from concept to final product. They have to make sure the team in united as one towards a single goal. They work closely with the recruiting team to build a brilliant Art Team. They offer feedback to the artists throughout the project.
This and many other tasks and responsibilities create what I see as a daunting task indeed. I never considered myself becoming an Art Director in the future, but now my mind is completely open to the prospect. Obviously it will take time and effort to procure the skills and experience needed to fulfil the job requirements, but none the less obtainable! I would have to develop an exceptional skill communicating with people and working with a team.
Maybe I’m looking too far into the future. I think right now I have to focus on becoming a good concept artist and 3d artist!
From 'Pong' to 'Next-Gen'
Half-Life 2 took around 7 years to create. The game had a massive programming team behind it to create a realistic and working physics engine. Painstaking hours were spent on the level design process. They were hours well spent. The levels themselves set a realistic environment for the player to immerse themselves in. But the levels alone did not make HL2 what it is! Lots of teams of designers, animators, programmers, testers ect. Worked together, interlocking the process to come up with the final product.
What I look for in a game is a new experience. I liked the look of ‘Conflict Denied Ops’, but for me that game is basically the same as ‘BLACK’ but with better graphics. That’s why I did not buy it. My final conclusion is this. For a game to be good and sell well, it needs a good design process to back it, but it also needs originality and the ability to make the audience say ‘’Wow, I want that game!’’.
Nooooooooooo Splat...
I arrived at my mates flat with my TV and Xbox, ready to show off my skills in Mirrors Edge to my mates. They were all there but not doing much. I set everything up and started to play. After about 5 minutes the room was glued to the TV screen.
It was a massive jump in front of me! I ran along the vent, did a short wall run and then dived across a massive gap, only to miss the roof I was aiming for!! I knew what was coming as I started to fall to my death. So I put the controller down, put my arm in front of my face and flinched, uttering a little cry of dismay. Ben laughed and said ‘’what was that?’’. I was slightly embarrassed ‘’sorry, I got a bit carried away there’’, I said. ‘’It’s just a game’’, he said. ‘’Year, but it’s really good. Never have I been so immersed in a game before! When you play you actually feel a relationship between you and the character’’, I argued. ‘’Matt’s in love with a computer game character’’ Yogi said. Ben laughs. ‘’No I just don’t like to see her die’’ I argued. Then in my defence I said ‘’the other day I was playing Test Drive: Unlimited and I was driving along at like 200 miles an hour and missed a turn and started heading for a tree. And then I dropped the controller and crossed my arms over my face and screamed’’. That got a laugh from everyone in the room. I had successfully escaped everyone finding out about my secret love for a video games character (jokes).
The Affect of New Games Journalism
I agreed with Tim Rogers ‘Defence of Metal Gear Solid 2’. Why people thought the game was too crazy and post modern in the first place, I do not know. The first game was crazy and post modern as well. The article Gave a good defence of the game though Tim’s views on the gaming culture and Hideo Kojima.
I think games reviewers should embrace new games journalism, but I believe that the audience is not ready. I know personally when I flick though a Games magazine I don’t read the main story’s barely ever, unless I have a genuine interest in the game. I just flick though the magazine looking at pictures and there captions, and the final score. Games journalism faces a challenge. I’m looking forward to the impact that New games Journalism is going to have.