Monday, 4 April 2011

My first year over

I have thourghly enjoyed this year and everything has offered me. I have opened my mind into new ways of thinking and improved in all areas quicker than I could have imagined. But my year wasn't all good and thats purely my fault.
Visual design has been an amazing journey that I will continue to excel in by exploring my environment and criticaly thinking how this could be stylized into a game and how do I shows it in a 2d picture. Exploring interesting environments such as the Space museum and the pumping station has lead new ideas to sneak in. I have never understood fully the funidemtal importance of perparing a sketch before continuing with final. Unfortunately I spent a lot of my time off and with the time I had I didn't utalize. But being a learning process I know what to expect and how much of my effort and concentration should be spent on my work. I have begun to use photoshop on a whole new level and with practice, I hope to be proficient with the software. I would apreciate some session devoted to getting my head round this complicated drawing tool and any other tutorials for me to embrace.
This is the first time I've used a 3d software and now I feel I have improved more than I could imagine. Some areas I can tackle with confidence and improving my skills in problem solving. Obviously their is more to learn but that is the beauty of it for me. I learned how much work is involved with making anything in the 3-dimentional and how many "layers" are applied to create a realistic feel. Before combating the software, I never knew that their is a mass amount of limitation that can be overcome such as the polygon limit for the game engine to run. Bump maps are a new thing for me to understand, letting the engine know where to catch shadows to creat the illusion of depth even on a flat plane.
Critical studies is something I regrettingly neglected but when I dived into the content, I astounded and enjoyed writing about the content, learning in a greater depth of the history of what I'm doing and areas that I need to think about and reguard. Also the freedom behind writing is a breath of fresh air. On a personal note, I will pay more attention to this section and acnowledge it's significance.
My main issue for this year was time management. The shock of a new life and the enormous amount effort is something I have recently opened my eyes to. This issue is something I have learnt the hard way which I will adress. Learn from your mistakes and not repeat them.

Environments

Usually in gaming, environments guide the player through the game, from beginning to end. Others stick to a linear style providing the player with freedom and room to explore. This is difficult considering the limitations of the game engine. Refering to Elders Scrolls, the game engine loads certain sections depending where the player is. When the player reaches the border of the environment, the next environment is loaded or pre loaded and then launching the player to a different map. Apart from the minor loading issue, the transition is un-noticable. Other styles stick to a path that is loaded in each level before the player begins.
Objects and obsticals are carefully thought out and planned to imerse the player in to environment without disturbances or abnormalities. Referring to crisis, vehicles and objects are positioned according to realise, thinking "would that object be there in the real world?" and even giving the environment a character and personality. Some aspects that characters embrace is situated in the environment. This brings the evironment to life. For example, Silent Hill, the etire environment give the horror scene and appealing to the genre with the colours used and effects shown. The walls are gritty and the lighting is positioned appropriately.
But their is a thin line before realism and style. In some games, they can be completely stylized but is some situations, if they are based on real life places, then they need to portray that. Everything in a game is refered to something positioned in life but too much realism will give the game a very dull outcome but if the artist concentrates on the style they are trying to achieve, they get lost in the moment and creates a pretty but dull atmostphere. Every scene needs to make the player feel like they are there but also escape reality. Referring to a game to be released, Crysis 2, is based on New York and retains it's features but has that crysis style and fits the specifications.
The level designer for crysis 2, Cevat Yerli, designed the levels from New York in an apocolyptic style. This pays homege to many films that feature New York with special effects that give a very intense atmosphere.
A new and upcoming game that I am excited about is guild wars 2,that even the trailer shows the creators explaining the compostion of the game. They state that they treat the environment as a character itself and consider a scripted back story and give it a personality.

Characters

Characters are essential in creating a realistic game. After so many years of lifeless characters and cliche violence, gamers attention begins to wither. All elements to games need to be hit.
When thinking of characters I remember, what makes them realistic? I don't study phycology but their are basics to a character that follow along to a back story. Like everyone, their childhood and life make the person they are there. Characters can get different reactions and make the audience feel emtions towards that character. Usually a protagonist will gain respect, admiration, compation and other emotion enphasise the audience toward the character. Enemies with back stories will develop low reactions such as anguish, anger and in some cases hate. These emotions imerse the gamer furthur into the game and fully showing that games are not what they used to be.
I don't fully understand the ingredients to make a character but following along to a scripted history is a basics. Characters will always show what life has thrown at them. Being young, the character will show exitement, an open mind and enthusiasm. Older characters will show wisdom, care and procaughtion. But depending on a negative background characters will be synical and have a closed, negative mind about the world. When writing a script, these accounts need to be taken into consideration.
The history and script are essention but these are the building blocks for the overall picture.Without a suitable actor then the character will be lifeless. The actor will consider the accent, voice tone, the emotions they are trying to portray in certain situations and even the facial features. This is where a mood board is drawn and recreated using the 3d software.
The characters appearence is essial which is always considered by the background story and their likes/dislikes. Depending on age, the character will dress differently and act differently.
Personally I appreiciate the master cheifs back story from the halo books. This is a character with alot of combat history and constantly shows mystery throughout the games and books. Also, reguarding final fantasy 7, cloud is interesting. This is a young protagonist that has had lot of exprience is war and seen more than most people and reguarding his age its suprising. He has a very dark and synester background that has closed his mind to the wonders of the world and shows this constantly in films, cartoons and the game.

Art and games

On to an art director and this is where things become difficult. The art director will have access to the design document as soon as its finished to gain an understanding of what game they are making. He/she will assemble a team of super artists to take on the challenge of making it the next best thing. The director will consider areas that might not be known by the games designer. Communication is an important aspect to find out where in the art world will the game develop to? He/she will then write their own document to outline the paths for the artwork and get aproval to continue production but this is a long time before the game is planned to be made. This is a very heavy role but to me it sounds eye openning, to be able to pick a direction for a game go and all the ideas come flooding in. This is where your creative mind just explodes and communicate your ideas to the art team. As well as documentation, working with a team and working on the product, to me this sounds very inviting as a career. But I'm betting it's not an easy task to become one.
The role of an art director is very similar to a film director because they have to keep in mind the style, all visual representation, the characters and how they will act, roles and responsabilities of other members of the team and storyboards which all director do. Art directors have more because they have to consider the construction of the characters including the animations and software based limitation.
I researched into how to become an art director and without stating the entire job outline. Most art directors have gained qualifications from art schools but not in all situations. They have to have a keen eye of composotion with visuals and have experience in 3d and 2d software. They provide a portfolio of their work to submit to a company to analyse. Experience in the field is essencial considering the role. Usually 3-6 years in the industry before climbing the ladder to this possition and this needs to be recorded in the shown portfolio. They need leadership skills, good communication and organization skills to be able to organise the team they will be running. Deadlines are essential so a good skill in time-keeping is a big area in this. Art directors need to be profitient in all areas . This role is similar to a concept artist but with exeptions to areas concept artists don't concentrate in. Art directors will usually start lower down the employee ladder with experience gained and skills learned depending on the specifications the companies require. Concept artists will sometimes deglect 3d work but art directors are like the role models for being concept artists.
This is not an easy feat and I can imagine some don't aim to be art directors but simply gain experience and over time develop the qualifications and qualities needed.

Elements to games

‘Game design is the process of designing the content, background and rules of a
game. A document which describes a game's design used during development
may also be called a design document. Professional game designers specialize in
certain types of games, such as board games, card games or video games.’
Games design. What is it? Many people think that a game is just made by one group of people but their is so much more to it. It usually starts with an idea or concept that is worked on, analysed and repeated till the flaws are supposed to be ironed out to make a game realistic and fun. Everything is stated before continueing with the idea. A document stating everything such as concept, gameplay, features, setting, story and so on. Different genres will require different mechanics and a different concept to make it beliveable but those are the areas that a games designer will think about to begin with. For example Call of duty is not the same as Silent Hill. The camera is possitioned differently, the movement is different, the lighting and effects are different so these need to be taken into account before writing a game otherwise games would be just recycled concepts with different back stories and that wouldn't be any point in even making a game.
One aspect is so important and that's gameplay, after all you do want to play it right? Gameplay is how the character moves, the levels of difficulty, interaction and anything else that involves the players interaction. Take Final Fantasy for example, you move a character, move to a seperate screen for combat and is turn based giving the player a choice of actions to kill something.
Games designers will often play games, what a great job! But this is to keep up to date with the leading market to create the next best game that will wipe out the competition. Until something better comes along. A never ending race to a never ending finish line but how would you know what works and what the concumer wants? By playing the next best thing and trying to top it. You have to remember that these are companies out to make money and if they are in the dark about games then it wont sell and the people that make them money wont buy their product.
But one problem that games designers face is funding. They have a certain budget they have to stick to and create a game within the budget. The bigger the budget, the more content it would have. This shows the reasons why some games had so much potential but never utalized it because of being limited and obviously some companies just waste some of the budget to rush their ideas out. Some companies will design a game soley based on the game itself but the rarely happens meaning that some areas need to be taken out or ends up being stretched over more than one game but this is a big risk in the game market.
"... A game designer is a particular kind of designer, much like a graphic designer, industrial designer, or architect. A game designer is not necessarily a programmer, visual designer, or project manager, although sometimes he or she can also play these roles in the creation of a game. A game designer might work alone or as part of a larger team. A game designer might create card games, social games, video games, or any other kind of game. The focus of a game designer is designing game play, conceiving and designing rules and structures that result in an experience for players."
Written above is a previous analysis about what a games designer is and this isn't what you call a minor role but then again everyone on the team has a major role. The team usuall consist of a Lead designer, game machanics/systems designer, level/environment designer and a writer as simply working on the concept to make it work in the gaming world. Usually they will have games testers to see if the idea functions correctly to be finished.
As a gamer, my importance is on gameplay because thats where the fun and enjoyment come from. If the elements aren't there then I will rage or just be bored out of my mind. Graphics are ok, nice to have something pretty but pretty doesn't make a game, it makes an interactive movie and games like that are the dullest I've ever played which I've mentioned before. As long as it looks like what its supposed to be then I'm happy. Getting to gameplay, the reasons I play silent hill, call of duty and command and conquer are they are so much fun to play and keep me coming back for more.

Game review: Heavy Rain

The game looked promising from the cover but as the beginning of the games opening cutscene starts,it drags on for what seems like an eternity. Its good for about 10 seconds as a mood starter and getting the picture for the story but its enough! You can make food and eat it with time to spare before the actual game begins.
 The game bigins and theirs a half naked guy layed in bed. Ok. Oh you have to move him? My god. This is the worst protagonist in any game ever. He's pathetic if you have to get him out of bed yourself. Moving the character was so astounding at how bad it was. Like normal people you can move around and turn around but with this guy, he turns so slowly and when hes walking he walks in a circle and in a tiny room Its easy to get stuck trying to move away from the wardrobe.  Then he has thoughts where you can activate and he will let you know what to do. But not like anything fun, His first thought is "I could use a shower" wow. How exiting. So dragging him to the shower is mandatory and you have to shower him? then other things like shave him and this is where the players patience begins to wear thin. You can mess up actions if your too fast. So he cuts his face and after so many times I thought I could make him bleed but no, he just makes a hiss sound like hes hurt and you have to restart the action. Even if your so close to finishing this redundant task and you mess up, you have to restart it. Brushing his teeth, drying him and clothing him. Who wants to do that? Who thought it would be a good idea? I can understand they were trying to make it realistic but theirs some things you include and the boring nature of life isn't on of them!
Progressing dowanstairs where he wanted to draw. Awesome. But no its nothing fun. Another redundant action that you mess up 20 times if your not the most patient person in the world. What kind or boring game is it? Is this a means of torture like an experiment to see what negative reinforcement gets?
You progress through the game and follow a story like a rat in a one lane maze. Other times you don't know what to do. Like my "wife" told me to put out plates for a birthday party for his son. Ok Ill do it. Where are the plates? I dont actually live here! After about 10 minutes of wasting time she finally tells me where they are and once again, redundant tasks. You put the plates on the table too fast, he breaks them and she scould you for it. Why is this in a game? This is not a game. This is more like a sensitive DVD menu.
So I persisted thinking "this is just setting the mood and giving the characters a good back story". After progressing through the introduction, you come to a mall where you lose your son and constanly shout "JASON!" I will hear that forever in my sleep because its the same voice animation just repeated. He gets kidnapped and you have to find him. Finally its over. Once again I was wrong. Im not goin to go into anymore detail because I would just be repeating issues already mentioned. How could this have got made? I played it from beginning to end and the ending is the biggest dissapointment. Its like the end of a scooby doo cartoon.
This game is like playing an RPG in the early days where you have to do certain tasks over and over again to level up. But with this, you do boring and redundant tasks with no accomplishment. Just makes you doubt every part of it and yourself like "what am I doing with my life? Ive got to do something better than waste my sanity on this". This is a definately a game that no person could sit through continously from beginning to end. A comination of akward controls, dissapointing gameplay, bad voice acting, slow story progression, repeated elements make this a cocktail for dissaster.

Reviews and reviewers

Reviews are shown everywhere with many different styles and different products. But gaming views have been around since the dawn of the arcade machines. Some are informative while others are entertainments themselves.
Game reviewers attemtp to rank a game on certain elements that games always have to determine their place in the world. These topics are areas that need to hit to become a professional review. But game reviewers concentrate on flaws of games but with factual evidence and staying away from their personal reaction to the game. If it was a personal rant then gamers wouldn't be able to determine the actual game because it's a matter of opinion. And just because something is popular doesn't mean it doesn't have flaws.
But unfortunately some reviewers work for the company and only state some upsides in order to sell the product. This is a constant battle for the truth about a game but the only way to know how it is, is to play it. But keeping the gamer in mind, they want to simply know what a game is like and wether or not its worth it so an outside comany is better or even a gamer themself.
But according to Kieron Gillen's manifesto, its a constant battle between the companies and journalists as the journalists was more funding to make it better but companies want less money intruduced. He calls them "Money-men" which is a clear picture to the dog eat dog world out there. The NGJ taunt the companies to produce better products and relingquish their money and think of their customers. This is an incrible feat which I admire. He covers the fact that companies sometimes forget what they were there for and lost the passion.
But their are many ways to write about games but it should be enjoyable otherwise your writing is stale and without fact. You want to capture the readers imagination and let them make up their own mind without trying to soley promote the product.
When writing about games I wish to entertaining but informative at the same time. Give my experiences as a gamer but base this on fact. If a game is good then why is it good? What makes it good? If it's, why is it bad? What should be improved? And adress each area with a fresh outcome and then validate at the end. Common areas are the graphics, gameplay, characters, story and audio and any other areas that strike as being significant for the audience to know.