
Tuesday, 5 March 2013
Generalist to Specialist
As the gaming industry rapidly expands, young budding
artists need to know the real deal with what is needed and wanted in industry.
It is a completely competitive industry so knowing your weaknesses and skills
and changing them according to what is desired by the industry.
Once upon a time
in a land far different from our own, there was a bedroom coder. This boy would
have to be generalised and good enough at all areas of game making to create a
fully functioning game. This covers everything from concepting art, creating
models to scripting and introducing assets to the gaming industry. This seems
incredibly difficult, to be able to be good enough at all aspects of game
creation to make and sell a fully working game.
Nowadays,
multi-million dollar industries require specialists. It is better for the
average jack-of-all-trades to be able to be superior in one aspect than good in
many. This is because the industry is in constant competition with each other
and require workers to be absolutely godly in what they do and can achieve.
Because the industries have a large amount of money, they can afford to pay
many people to cover many jobs. They need an expert covering all areas to get
the best from the employees. These include such things as artists, lead art
director, concept art, 3D artists. Programming roles such as scripting, engine
work, animators. That’s not even including such things as overall game
management and researchers. There is a wide variety of jobs in the industry,
it’s knowing which role is best suited to your abilities is the key to success.
For me, I would
prefer to go into the 2D art side, being a concept artist or something similar.
There is an incredibly, super majorly slim chance of becoming a concept artist
in industry. You have to be able to use both traditional and preferable digital
art skills and are able to quickly produce rough and interesting concept ideas.
Now, I can be quite quick at drawing, but I am no way near good enough to
become a professional concept artist. I practise to try and better myself, but
it is going to take many, many months until that is even a slight option. This
reality check is something I need to keep in mind. However I will not let it
crush my ambitions. I do not want to enter the industry blind and foolish. I
need to be able to recognise my strengths and weaknesses so that I can change
in accordance to what industry needs. Instead of faking reality and
thinking everything is fine and dandy.
If you want to get into the industry, you need to be absolutely amazing in what
you specialize in and you have to want it like your lungs want oxygen. This
course is not for the faint-hearted, I’m overjoyed that I have got this far,
I’m going to chase this dream until I physically can’t anymore. The only way to
improve is practise.
Interaction Design
Gaming interfaces
are changing rapidly with regards to the ever changing advancements in
technology. This means that the industry has to keep on top of the ever
changing needs of the gaming audience. Gamers are in constant need of the new
technology so it is wise for companies to keep an eye on the oppositions
advancements.
The GUI (Graphical
User Interface) needs to look appealing and allow audiences to easily navigate
through the image driven menus in order to begin gaming. If this is not done
successfully then it could cause stress and upset for the player, making them
dislike the game before even properly starting. Menu navigation is key for
setting a smooth and interesting visual for the
players to interact with. Messy and confusing menus provide a dull and
annoying experience for the player. Menus are important features and are easily
distinguished in game if not done correctly. If a game has a well made
navigation system then it doesn’t stand out, it makes an easy flow and minimal
disruption for the game.
The interaction
with the actual console is important also. If you compare the early PS1 with
the new PS3, you can clearly see the amount of change manufactures have put
into the design. It comes from a grey boxy large machine, to a sleek, slim,
black design. The big bold buttons and flip lid have been changed to a
insertion area and small touch-screen-esk buttons. This is to make the console
fit the technology advances. People want the sleek designs to fit there (most
likely) designer lives. The industry strives off consumerism and audiences
wanting the latest, must-have gadgets and they need to look tech-savvy.
Game interaction
is also a key point. Consoles such as the wii have motion sensors in order to
provide advanced features to make you feel more “involved” in the game. Another
interesting upgrade is the aspect of 3D technology. The large expansion of the
need for 3D is rapidly growing, and in order for consoles to stay up to date
with technology they now need to start including such elements into there
systems. The motion sensors on the wii are impressive and with the majority of
the population worrying about weight issues it also allows for exercise with
such games as zumba and wii fit. As well as attracting gamers, this now also attracts
the health conscious. A wider audience means more sales, and more sales means
more money. More money is always good.
In the future
perhaps we could such things like total emersion into games, were we feel the
effects of the game. This will be a long way off but it still nice to imagine
what the future and technology has to offer us as gamers. Lets hope we don’t
get any advancements were we end up in situations like from “Gamer” and “Stay
Alive”. Thinking that would be a creepy future, you die in the game you die in
real life! Considering the amount of deaths I’ve racked up over the years in
games, I wouldn’t stand a chance.
Monday, 11 February 2013
Update
This is just a
post to revisit the last few projects and mull over them.
In visual design I have
found that I have been lagging behind slightly. I sometimes find it difficult
to get “in the mood” to draw certain things. I get the projects done, but I feel
like 3D has taken up the majority of my time. I feel like my 3D needs more
improvement than my 2D, which is why I’m focusing on it more. I have to keep
re-educating and experimenting with aspects of 3D because I still don’t really
know what I’m doing with it.
However, the last “Mortal
Engines” project I was quite happy with the 3D work. I managed to work to a
better timescale. So instead of panicking that I wont get it done on time. I
set out a timetable and worked to it. It definitely worked out a lot better
than I expected.
I’m nervous about
the group project because I’m scared of letting my team down. I am someone who
likes to listen to others’ ideas and go with the flow of things. I am very
individualistic, but when it comes down to working in a group, I’m happy to go
with most ideas. I don’t want to appear uninterested, but I get inspired by
what other people say, so all the time I’m getting ideas….
Sound in Games
Sound is a very
important aspect of game design. When you think about game design you tend to
skim over the sound area as you don’t necessarily pay much attention. Hearing
is more of a passive sense, therefore making sound something where you don’t
tend to notice it is there but if there’s no sound or incorrect sounding then
you realise.
Sounds are used in
games to help provoke an emotional response in the audience. Whether it be,
fear, anger, sadness ect. This is done by using different strategies to convey
meaning. For instance, sharp, high jolted notes are used, in essence with
disjointed silence, to scare and disorientate the audience. Whereas, soft, long
notes are often used in sad or dramatic sounds. For example;
Listen to the incoherent shuffling tones, which seem to have
no sort of rhythm too. The human brain is conditioned to respond to rhythmic
noises, so the lack of flow in the music and sound creates an eerie confusion
for the brain to handle.
Diegetic and non
diegetic sound is used in the gaming world. As well as the music you must
have item response noises. To create a
convincing level you must integrate the appropriate sound convincingly. For
example, a dripping tap wouldn’t look right if you couldn’t here the water
dropping. Our eyes and ears have to work together to get a sense of realism,
without one, the other one becomes distorted.
Theme tunes are also
useful for gaining recognition.
Some key composers
working in industry are;
-Harry
Gregson Williams – who created the theme tunes for Metal Gear Solid 2, 3 and 4.
- Inon Zur – who created the theme tunes for games
such as fallout 3.
- Koji Kondo – Who created the theme tunes for
Zelda: Orarina of Time, Super Mario Bros and Super Mario 64.
- Michiru Oshima – Legend of Zelda: Twilight
Princess.
All of these inspiring composers use interesting
melodies to create the desired effect. For example, the melancholy tones of the
fallout 3 music differs greatly from the adventurous music for Zelda.
As I play
a lot of horror games, sound is one of the most iconic aspects of a horror
game. It is used to create tension and
to scare the audience. In addition with interesting visual components, this can
create a very frightful, heart-pounding experience. Some key sound aspects for
me, come from games such as FEAR (As I spoke previously about) and games like
amnesia. Here are some links to gameplays of some of my favourite horror games
with amazing sound techniques;
- http://www.youtube.com/watch?v=ArJlSWm8bTc
In regards to the
quote “Nile Rodgers/Bernard Edwards composition 'Good Times' is the most
influential recording made in the 20th Century”, I believe that this quote is
purely based on the individual. I personally disagree, as I listened to the
music I tried to think of what it had been in. I couldn’t think of much, to be
influenced by something is a personal thing. I’m influenced by horror stories,
people and life in general. This is not true to everyone, it is a matter of
opinion.
Monday, 3 December 2012
Game Engine
The gaming engine
is a very important part of developing a game as it allows you to piece
together aspects which you have designed and created, allowing them to be given
meaning and “life” within the gaming engine.
There are many
different game engines, I have only had experience of using Unreal Editor. For
me, getting used to the game engine was difficult at first because I was not
used to navigating through the level as if it was a first person shooter, I
kept forgetting that the controls were different to 3ds Max. Below are a list
of different gaming engines and information about them;
- Rage Engine – Rage engine has been used in games such as GTA IV and Red Dead Redemption. The original author was Rockstar Games and was initially released in 2006. The platforms include Micorsoft Windows, Playstation 3, wii and xbox 360. This engine can handle large streaming worlds, complex AI arrangements, weather effects, many gameplay styles and fast network coding.
- CryENGINE – Far Cry and Crysis are among other games created with CryENGINE, developed by Crytek. It works with operating systems such as Windows, xbox 360, ps3, wii and android. And has features including Parametric skeletal animation, dynamic pathfinding and a tactical point system. According to Crytek, CryENGINE 3 is next-gen ready and doesn’t need additional support as it can handle it’s own sounds,physics and animations.
- Naughty Dog Game Engine – This engine has been used in Uncharted and Uncharted 2. This engine was designed specifically for the playstation 3. It provides crisp environments and interesting physics.
- EGO Engine – EGO engine has been used in Colin McRae:DiRT, Operation Flashpoint: Dragon Rising and F1 2010. EGO engine is usually used for driving games as it offers a highly playable driving engine across many different terrain types and allows clean details. It has a dynamic damage system, top quality AI and it makes great use of lighting, it is a very flexible engine that can be manipulated into the developers needs.
- Unreal Engine – Used in Deus Ex, Killing Floor, Bioshock and Mirror’s edge. Developed by epic games, first illustrated in the 1998 first person shooter “Unreal”. Unreal favours First person shooter creations, however it has been used for other gaming abilities such as MMORPGs and RPGs. It can be used on a variety of platforms.
- Avalanche Engine – Seen in Just Cause and Just Cause 2. An impressive collection of seamless gameplay, such as swimming and driving. The physics and AI is highly advanced and looks stunning. The visual effects are dramatic and eye-catching which makes this engine appropriate for open-world games.
In conclusion,
engines vary immensely, some are better for effects and some may be better for
environmental reasons. Before making a game you need to make sure you research
the pros and cons of using each specific engine, whether it favours a certain
type, how easy it is to navigate and whether you are able to learn the
programme. It requires a lot of thought as to which engine you choose, as you
want the best result.
Wednesday, 28 November 2012
Documentation
Documentation is
key for a smooth running operation, it allows you to understand when and where
you should be at during the project. This blog entry is a practise for the FMP
in the third year, doing this will allow me to see where my documentation is lacking
and therefore can be improved before the real thing.
Project Outline:
This project is
designed to test my technical abilities and design plans. My personal aim is to
improve my skills, plan efficiently and be able to create a scene that is believable
to be in a ps3 game. The objective is to complete the task to a standard that
would be acceptable in a game.
As stated
previously, I will be creating my project for the ps3 platform. As I have a
penchant for the horror theme, I will be dedicating this task to that
particular genre. This will allow me to express my gratitude and fondness of
the genre.
The audience will
be for teenagers around 15+ and will not favour a particular sex. I chose
teenagers, as I am currently in that age range so I will be able to project how
I’d feel about the project as if I hadn’t seen it before, allowing me to change
ideas and plans on how it appeals (or doesn’t) to me. Teenagers are the
targeted audience for most games, which is another reason to base my game on
this audience.
The software and
technology I intend to use are, 3dsmax 2012, photoshop cs5 and udk as these are theoftware I feel most comfortable
using which will allow me to create the project at the best of my ability and
time set. Instead of instigating time to learn new software.
The project will
be based on the idea of a female protagonist fighting an apocalyptic world full
of mutated, dangerous enemies ranging from small creatures to large bosses. The
character arc will be that in order to protect the people she finds along the
way, she has to make difficult choices which define her leadership qualities as
well as overall, making her a better and redefined person from what she used to
be, which was a nobody. She learns to respect the life she has been given.
Technical Specifications:
Lead Character (Protagonist):
- Female, Aged 25, white, English. Strawberry
blonde with blue eyes.
-
3 x (512 x 512) diffuse texture sheets. (6 x ((512 x
512)) normal and speculars)
-
2,500 triangle budget
-
Functionality: Being the protagonist means that the
game will be set around the character arc of this character specifically. This
means that most effort and work will be given to the protagonist. This is so
that the audience will become emotionally involved with her.
Non-playable character:
-
Male, Aged 11, Caucasian, black hair with hazel eyes.
-
3 x (512 x 512) diffuse texture sheets. (6 x ((512 x
512)) normal and speculars)
-
2,000 triangle budget
-
Functionality: The first person the protagonist saves.
Represents her childish needs and the ability to be an authoritive figure to
him.
Vehicle:
-
LandRover, black, 4wd, factory fitted body kit, leather
interior.
-
1 x (1024 x 1024) diffuse. 2 x (512 x 512) diffuse. (6
x ((512 x 512)) normal and speculars)
-
3,000 triangle budget
-
Functionality: Mobility. Represents communism by being
the newest land rover version, stolen from a rich, selfish man.
Enviroment:
-
Hospital waiting room, including stacks of chairs, a
desk and a small childs play/waiting area (Similar to the ENT specialist
waiting room at Leicester general).
-
2 x (1024 x 1024) 1 x (512 x 512) diffuse maps. (6 x
((512 x 512)) specular and normal)
-
8,000 triangle budget
-
Functionality: Hold up area for the survivors to fight
off mutations and gather important medical equipment. Comments on the
reliability of the human race on quickly learning the difference between what
is needed and what is wanted. Also comments again, on communism as they
encounter items which are not useful but are taken anyway.
Props:
Scalpel
-
Surgens scalpel found in the overrun hospital, blooded
but in good use.
-
1 x (512 x 512) diffuse (2 x ((512 x 512)) specular and
normal maps)
-
250 triangle budget
-
Functionality: Weapon, protection.
Bone Saw
-
Surgical bone saw found in operation room, un used.
-
1 x (512 x 512) diffuse (2 x ((512 x 512)) specular and
normal maps)
-
250 triangle budget
-
Functionality: Weapon, protection.
Desk
-
Circular desk and reception area, with two chairs and a
computer monitor and processor.
-
2 x (512 x 512) diffuse (4 x ((256x256 specular and
normal maps)
-
1,000 triangle budget
-
Functionality: Hiding area
Childs area
-
Small childs table and 3 plastic chairs, small amount
of childs plastic toys scattered on the floor.
-
3 x (512 x 512) diffuse (6 x ((256x256 specular and
normal maps)
-
1,000 triangle budget.
-
Functionality: Another hiding area, comments on
childish behaviour and oppressive psychological aspects hidden within the
protagonists childhood.
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