Saturday, 16 February 2013

BA6 first ideas

Its BA6 time!!!

So BA5 is over now and its time to think about what you want to do for BA6. For project 1 the brief is:

Whatever you want to do:
  • Choose your own learning outcome, based on what area of games you want to focus on, 2D or 3D.
  • Create a learning agreement which has a solid amount of work towards an outcome. 
  • Decide on one learning outcome which sums up what you want to focus on. (Concept Art)

So, focusing on Concept Art you have the following choices for your final outcome to work towards:
  • One large detailed piece of Environmental concept art
  • A collection of concepts for a new game design
  • Working towards a gameplay video of the whole start to our previous game concept

Focuses on creating detailed and professional environment art and using different techniques.
1. One Large detailed piece of Environmental concept art:
  • Lots and Lots of reference images.
  • research into the environments you want to look at
  • more research into the one you decide to do
  • lots of rough practise images
  • research into textures
  • final concept, large scale with lots of detail!

Gives the opportunity to create a new unique concept and be unshackled in your artwork.
2. A collection of concepts for a new game design:
  • Think of a game genre you would like to explore
  • Do some research into originality of your idea, and find some concepts for similar games
  • do a design document for gameplay ideas 
  • reference images!
  • Environment art concepts
  • character concepts
  • a few final images showing the overall feel of the game
  • a design document outlining the gameplay idea, narrative and art style

Follows on from your previous concepts and lets you use different pieces of software to create a trailer.
3. Gameplay video of The Osaka Case of Helianthus Annuus
  • Continuing where you left off from BA5, create more artwork for a gameplay video
  • using some animation create a trailer for our game
  • use your work from BA5, plus do more research
  • collection of artwork and screens
  • final trailer for our game, featuring gameplay examples and cut scenes. 

Post this onto your Blog, and think about what are the benefits of each one. Decide on one to do and start on some research but your brief isn't until March. Be thinking about what you want to do though and be thinking of ideas in your head. A few ideas off the top of my head:

  • New concept, focusing on a time period that hasn't been explored entirely (Western, Victorian Britain etc.)
  • A large detailed image of American plains.

Tuesday, 12 February 2013

500 word evaluation


Working together with Liam, following up on our previous game design document has lead us into creating part of our game in depth and giving life to it. As Liam focused on the 3D side to this project, this gave me the opportunity to help him out with floor plans and concepts for rooms etc. I designed the exterior and interior of the flat in depth, using lighting and colour to create the mood we wanted in our game. The joint collaboration meant that we would get more work out of the time we had, and with our joint vision, we knew what to create. The main source of our joint work would be the floor plans, as I helped him by creating a floor plan for him to make in 3D. I set out where everything would be placed, and from this he could place 3D assets and make the room whole.

I am really pleased with how my 2D Art has come out. I worked harder this time around to find many pieces of reference material before I began my digital painting, and I found that this made it all a lot easier to complete. The gameplay side of my work had me looking at how we can make our game different, and also a challenge for the player. I looked back at how we had originally made the game play out and thought it sounded too easy for the player. The original concept was to have pieces of evidence that the player must find in the flat, three pieces would be picked up and the rest were unimportant. The player would be told which pieces were important and the character would automatically pick them up. After discussion with Liam we decided that this was no fun, and is far too easy for a detective game. That is when we decided to have a new gameplay mechanic, which would be the option for players to pick up any of the pieces of evidence in the flat. They would only be able to collect three items, so they must choose which ones they think are the most important. They would then be given a score at the end of the level. This also makes the gameplay experience more unique to the player, and if they miss an important piece of evidence they miss out on a cut scene linking to the narrative and case. This can mean that if a player misses lots of pieces of important evidence, the case takes them longer to solve altogether. It also means players are more likely to repeat the game after they have finished to try to get all the cut scenes and gain 100% completion.

After changing bits of the gameplay, I moved onto created a start menu and examples of our game. I enjoyed this thoroughly and am so pleased with the outcome. Using Premiere Pro I gathered sounds and music that fitted the mood of our game and with a mixture of effects and lighting, our game idea had finally come to life.

Sunday, 10 February 2013

Rest of the Evidence (Unimportant)


This is the rest of the evidence the player can find in the house. These are pieces of evidence that aren't 100% relevant to the case and the player must decide what is the most relevant.

Evidence Image 2 + 3

Another piece of important evidence is a blood stained knife found in the Kitchen. 


Found in the Bedroom is a Journal, another of the important pieces of evidence.


Gameplay Video

Using these Images I created an example of the gameplay where the player has to decide whether to collect an object.


The image below shows the speech over the scene, and the options for the player.


In the video I used pan and zoom to create what the scene would look like after they interact with the object. I then created a glowing effect on the words to show the players selection.


Example of Narrative Cut Scene Video

I wanted to create an example of a cut scene for the narrative of our game, so, using some of my artwork I created this.


I first used the image of the Journal to create the back story. I used text and music to create the opening to the narrative.


I then used the image of the shop front and a pan to set the scene. Using rain sound effects and a title to give the time and date, it gives a feel of the location.

 I then used the image of the entrance to the building to show the character entering the building. I used a sound effect of walking up stairs, and a door opening, and used pan to show the whole scene.


Start Menu and Loading Screen Video

So, After no help as to whether I have to do something interactive or not, here is my attempt. Using Photoshop and Premiere Pro I put together three examples of our game:

Start Menu and Loading Screen:

This was the initial drawing for the Start Menu. I actually animated the rain to move in Photoshop and exported it to Premiere Pro.


This is the start screen after putting into Premiere Pro. I added a bit more lighting, the title as well as Continue and New Game. I also added a yellow glow to show the selection, and music we had in mind to match the mood and theme of our game. (Petri Alanko - A Writer's Dream)


This is the Loading screen image I drew. It should introduce the narrative to come, so it shows that the character is in the police and has had an important call of some sort, thus the title of the chapter; 'The Call'.


In Premiere Pro, I added the text as well as an animation on the text 'Loading'.


Here is the finished video of the Start Menu and Loading Screen:


Friday, 8 February 2013

Evidence Image 1

The first piece of Evidence I created is the Smashed Photo frame which is the one of the Important pieces of Evidence in the Flat. This is one piece that the player should pick up.


I then created an example of what the gameplay will look like when the player interacts with the item. They have Jason's interpretation of the evidence, and then they must choose whether to collect it or not. 


Thursday, 7 February 2013

Digital Painting of Entrance

This is a digital painting for when Jason goes around the side of the building to enter the Flat.









Tuesday, 5 February 2013

Floor plan for Flat

We decided to have our opening house as a flat above a shop. This is the floor plan and my progress images for the design.

This is the model that Liam had made in 3D, featuring 3 rooms of the flat.



Using this screenshot I created the plan.



This is the initial outline for the floor plan.


 I then added tone where the light will be coming in from windows and creating shadows.


I then added floorboard detail, as well as doors and windows.


I then drew the furniture, and added tone on them.


I then added titles to the rooms, using English and Japanese to follow our theme.


Finishing off the image, I added lighting around the outside and created a slight yellow glow from the windows.


This is the gameplay version of the floor plan, with a walk through of how the player will go through the rooms.

Sunday, 3 February 2013

First draft of my essay

How has the enhancement of technology increased the strength and depth of narratives in games and altered the way in which we interact and respond to them?

Throughout the years, games have become substantially more advanced in their technology, with the way they are created being pushed to the next level with every new release. From the earliest games played on the EDSAC Computer in 1952 to games we play today on Xbox 360's , PS3's, Gaming Computers, Handheld consoles etc. there is a extremely prevalent correlation to how the enhancement of technology has changed the way we play games. In particular, there is a strong correlation in the way narratives are formed and used in a gameplay situation. Narratives have always been apart of games, however looking at a timeline of games a definite link to the creation of a story and the technology used to develop the game.
Looking at the earliest examples of games, there is one thing that is clear. Games haven’t always had narratives, as the technology was not developed enough to support a story. Although, as the technology was developed further, narratives began to emerge. Sometimes they weren't always crystal clear and the gameplay wasn't solely driven by them, but they were present in some way. Looking briefly at the history of games, this is noticeable. Looking way back at the first computer games, 'OXO' (1952) was written for the EDSAC Computer and featured a digital version of the famous noughts and crosses game. This was the first digital game to be run on a computer, and can be said to be the first ever computer game. Another of the earliest games, 'Tennis for Two' (1958) was also one of the earliest digital games. It was created to run on a Donner Model 30 Analog computer which uses an oscilloscope to simulate a game of tennis. These two games, because of the lack of technology and the fact that this was a completely new and unique idea, have no narrative present. They are merely competitive games that players can play against one another to gain a score. The earliest example of a narrative present in a game is in 'Spacewar!' (1961) for the DEC PDP-1 computer. Even when hearing the name of this game, you already think of a story in your head. The game is played with two players, each controlling a spaceship with the intent to destroy the other players ship. This is while avoiding a star in the centre which pulls in the players. Even though the narrative is not given to the player , it is prevalent as it is one which the player themselves creates. Another example of this is 'Computer Space' (1971) which was the first ever arcade game. It featured a 13” GE Television which was encased in a fibreglass cabinet, with a paint can to catch the quarters fed into the machine. It was heavily influenced by 'Spacewar!', as the player plays as a spaceship fighting flying saucers. With the same conclusion, 'Computer Space' has no set narrative which is spoon fed to the player, but there is still a story that the player creates themselves.
A bit further down the line with the release of more advanced computers as well as systems such as Laserdisc players, more advanced games came on the market. These games showed an extreme leap in the advancement of narratives in games. Text-based games were the first to implement strong interactive narratives into gameplay. Instead of the game being driven by the gameplay, in text based games the gameplay is driven by the narrative. Early examples of popular text-based games include 'Star Trek' (1971), 'Zork' (1977) and 'The Hitchhikers guide to the Galaxy' (1984). An innovative twist on text-based games was created by ex-Disney animator Don Bluth. 'Dragons Lair' (1983) was created on Laserdisc and for arcades. It features similar gameplay to text-based games, where the player follows a story by clicking options, however it is much more immersive. This is because the game runs with animated cutscenes where the player chooses where the character goes in the castle. It is basically a animated movie, where the characters choices are made by the player. In the same year as 'Dragons Lair' was released, so was the first technological leap in gaming. The 'Nintendo Entertainment system' or 'NES' was released in 1983 in Japan and in 1986 in the US. The NES was the first gaming console to sell well, as it was marketed towards families. It set the bar technologically for all games consoles to come.  The first major game to be released on the NES was the famous 'Super Mario Brothers' in 1985. This is a prime example of where narratives in games began to grow into something more. This tale of a Mexican Plumber named Mario and his Brother Luigi and their quest to rescue Princess Peach is one that is still strong today, and is also one of the most famous game narratives ever. The enhancement of technology with the NES allowed this side scrolling game to be created with its narrative as strong a part of the experience as the gameplay. Before 'Super Mario Brothers' games were either gameplay orientated or narrative orientated as the technology was not enhanced enough for both. 'Super Mario Brothers' set the narrative bar for future games, and from this more similar games followed.
The first true adventure game released on the market was ‘The Legend of Zelda’(1985+). This 8-bit adventure classic was released on the NES and followed the story of Link and his quest across the land of Hyrule to save the princess Zelda. Following the same classic fairy-tale story arch as ‘Super Mario Brothers’, the twist that was given to this classic tale created unique and beautiful characters. The technology put into this game was very similar to that of previous games, however its open style roaming gives the player the opportunity to become Link, rather than clicking options. This makes the game that much more immersive, and this started the era of interactive storytelling, with the player able to make choices for the character and seeing the story unfold before them. This classic game still continues to this day, with each new release pushing the boundaries onto the next available console, with the graphics and narrative slowly evolving over time. The next game which evolved narratives in games to a substantial level is the ‘Final Fantasy’ series. Also released on the NES, the first installment of the game was released in 1987 and the series is continuing to this day, now being on its 14th game. The story of the series focuses around an intricate weave of many different characters tales, each in a different era of the planets life. The most popular of the series is ‘Final Fantasy VII’ focusing on the industrial revolution type stage of this world. The beginning of the series began simple, with small sprites as the characters which resembles the style of ‘The Legend of Zelda’. It is also similar to ‘The Legend of Zelda’ as this game was also an open adventure game, with the player controlling a character around a fantasy world. However, this series also pushed the technology of game development by implementing a new type of gameplay. As the first of their kind, the turn-based fighting sequences in the final fantasy were completely unique and still remain ‘Final Fantasys’ trademark. The success of this innovative idea, with the mixture of adventure, action and strong narrative, continues to grow in popularity and the development of the turn-based fight sequences continues to evolve throughout the consoles.
In 1989, the Gameboy was released. This was the first handheld console to push the technological boundaries, and this succeeded by selling 118.69million of the console since its release. Moving into the 1990’s, this decade was one that revolutionized gaming as we know it. This decade came with the release of the Playstation. It was also the time where narratives in games was pushed to its limits because of the advance in technology. The main example of narratives in games being transformed in this decade is the famous ‘Pokemon’ game released for the Gameboy in 1996. This series is one of the most well-known franchises of games ever to be made. The games followed the story of an unknown character in which the player can name, and their journey to become the Pokemon master. This was one of the first games to be shaped entirely by the players decisions. Every player would capture different Pokemon and have them at different levels, and choose to go one way instead of another etc. This made the game extremely unique and gave a whole new way of looking at how games could be played. It also had an option for the player to trade their Pokemon with their friends due to the capability of linking two Gameboys together. Utilising the Gameboys technology, Pokemon became a playground favourite with Children trading their Pokemon with each other to gain what they want for their game. The repeatability of the Pokemon games is very strong, as you can have a new adventure every time, which means they have never stopped being popular. This fantastical world enchanted people everywhere, and this series of games is a example of the beginning of transmedia storytelling. The different medias that Pokemon spread to because of its characters and world, gave background to the experience and sucked in fans everywhere. Trading cards, TV shows, Movies, spin-off games, Merchandise etc spread globally, and the popularity of this narrative has ensured that its games still sell today, and the TV show continues to be watched and the cards collected. This proves how narratives in games can make it successful or not. The evolution of technology has meant that the Pokemon series has evolved into something completely immersive with the graphics getting better and better with each new game. Looking at the Playstation, games with incredibly in-depth stories were being released on this Platform from its debut. The PS1 brought about games such as ‘Crash Bandicoot’, ‘Spyro’ and also ‘Resident Evil’. Due to its hardware the PS1 enabled game developers to explore the capibility of 3D graphics. This created a whole new way of creating games, and the new generation of 3D games was born. The beauty of the 3D graphics made these games successful with the beautiful colours and characters coming to life on the screen. The PS1 was incredibly popular, selling 102.49million consoles since its release. Because of its popularity, Sony pushed the limits of its technology and the Playstation 2 was created and released in 2000. The Playstation 2 revolutionized games, with games such as ‘Jak and Daxter’ and ‘Kingdom Hearts’. This type of game, with rich storyline and 3D graphics is incredibly realistic and its vivid characters allows players to gain attachments to characters and gain the full narrative experience. The PS2 is Sonys best selling console to date, selling 156million units to date.
Shortly after Sonys release of the PS2, Microsoft released their competitor, the Xbox. The Xbox was released in 2001, and this console also pushed the boundaries of the technology, creating more and more successful game series. The Xbox’s most popular series of game is the ‘Halo’ series. Seeing the success of their console, Microsoft released their new console in 2005. The Xbox 360 featured rich, realistic graphics which enabled games to be deep and complex. The Xbox 360 brought about games series such as ‘Mass Effect’ which is the perfect example of a next generation interactive story. Any decision you make in the game effects how your narrative plays out and makes this experience unique to the player. The realistic graphics enable characters to come to life on your screen, and more realism means players are more like to have empathy for them. Sony soon after released the Playstation 3 as the Xbox 360’s competition, with even more advanced graphics and hardware. A key example of how this shaped narratives is in the PS3 exclusive game ‘Heavy Rain’. This game featured a unique type of gameplay, with the player having to do everything for the character. However, where this game really stands out is with its narrative. Its realistic and in-depth detective narrative plays out similar to a film. With its realistic graphics and beautiful cinematics, it is difficult for a player not to feel completely immersed in the story.
With the arrival of new technology, you will not find a game today that does not have a narrative of some kind.Whether it is as simple as getting a football team into the premier league or as complex as solving a mystery, the evolution of technology over the years has enabled games to become something much more than just a game. They are Art, they are detailed stories with unique characters, and they are a completely new form of storytelling. A form that lets the player decide the outcome of the characters adventure rather than having everything already set in stone. This technological leap made in the games development industry has enabled games to be an escapism, for players to become a fantastical person in a strange world. With the technology becoming more and more advanced throughout the years, there are endless possibilities as to what narratives in games could evolve into in the future.


Around 2200 words.