Thursday 28 February 2013

Elements of game design: Part 2


These blog posts are really visually unstimulating.. I apologise for that.
So what is an Art Director? From the looks of things, they’re essentially the bees knees, the commanding officer, the over lord. They’re responsible for setting not only the visual tone, quality and style of the game but also have an indirect responsibility to every object, texture, level, character and effect in a game. They must consider how each single object, character, prop, set, location and each individual aspect of these areas will look from any area in the game in any level. That’s a hell of a lot for a single person to be responsible for if you ask me. Hell, I can’t even imagine the stress that would come with such a job title.
Personally I believe it’s an incredibly creative role – being responsible for each aspect of the game, making sure the appearance is correct and in place, and focusing on a variety of detailing in the game in order to portray what they want. Simple things like what colours would correctly define the mood of the environment, to in game item detailing in textures or environment accuracy. The art director works closely with the game designer to shape the game world, and attempts to communicate their vision of the game to teams of artists. In order to convey this vision in an accurate manner which will be understood by all, yet leave room for enough interpretation to have a more collaborative feel to a design; I’d say they’d have to be incredibly creative. Just because they aren’t creating or painting the items first hand, it doesn’t mean there would be no creative process necessary for the world of a game to envisioned.
In comparison with a film art director, I don’t think there’s much difference - especially when you consider the increasing cinematic narrative styles popping up in video game stylisation. They both go through similar visualisation processes with story boards and having to portray an idea through visual means. And then the accuracy, realism of certain aspects, in reference to films 3D elements when necessary and CGI being pulled off with correct texture detailing, then concepting for characters, personalities, clothing and so on.
If I wanted to become an art director? Oh jeez I’d have to improve a lot. My ability to concept would have to improve about tenfold, alongside my technical ability as well as colour knowledge and application and understanding the psychology behind such apparently simple aspects. My knowledge on stylisation and application would need to improve, as well as perspective and the way layouts of areas or scenes work. Oh, and self-confidence with my ideas, the way I handle stress and responsibility, and the ability to talk to large groups without freaking out… the usual thing I end up having to improve on. 

Elements of game design: Part 1


Gameplay. What is gameplay? Basically it’s the way that players interact with a game. This involves the pattern defined through the game rules, connection between player and a game, challenges and overcoming them, plot and player's connection with it.

There’s said to be 9 different gameplay styles – Asymmetric, Cooperative, Emergent, Hack and slash, Leveled, Micromanagement, Nonlinear, Passive and Twitch gameplay - each of these attempts to create a unique way to play a game, whether it is through reaction speed or aiding one another. However, as each style is not necessarily limited to a single game genre you have to question the uniqueness of that experience. In the end, no matter what the gameplay style it relies on the playability of the game and how the player reacts and interacts with the interface presented to them – the more repeated an interface, the easier a game will be able to play and understand. In theory anyway. Sometimes this repetition can become drab and boring, even within the same game. I personally know that the due to the over use of a single style in “Borderlands” found myself leaving the game untouched for a few months.

Nowadays, more mainstream games tend to be developed in phases. Initially starting with pitches, prototypes, and the design documents and moving onto full-scale development once the idea is approved and funding received. A team of about 20-100 people, each with various responsibilities, focuses on the full scale development - such as designers, artists, programmers, testers, etc. The games go through development, alpha, and beta stages until finally being released.

Game designers focus on the content and rules of a game, as well as the gameplay, environment, storyline, and characters. The majority of the time, these designs are simply modifications of pre-existing ideas but focusing on upping the graphics and giving a more immersive experience – which arguably isn’t always the case. Different genres within the design process will possibly need to consider alternative things whilst concepting – for example the psychology behind certain aspects in order to create an emotive response from the player, whether it be a characters personality and actions, aspects of a game which may follow a “horror” genre, or the colour palettes used to portray certain themes, emotions and certain game mechanics – for example whether an area is hostile or safe. Then again, with the constant merging of genres within designing video games a lot of these would possibly cross over.

There are multiple designer types for each game, sometimes smaller companies or indie companies relying solely on a single person to do all of it – from lead design work, to game mechanics designer, level and environment designs as well as writing the narrative.

“I had no special training at all; I am completely self taught. I don't fit the mold of a visual arts designer or a graphic designer. I just had a strong concept about what a game designer is. Someone who designs projects to make people happy. That's a game designer's purpose. 
Toru Iwatani” 

What a cunt. In my opinion, being a game designer isn’t any different from other designers – you have a similar process but with a separate outcome. “Don’t fit the mold”. Unique snowflake syndrome much? From what I can tell, design processes in different areas such as graphics are very similar to the process taken for game development and design, just alternative considerations and outcomes are considered and produced.

Personally, when I play games I look for an unnoticeable repetition on quest/mission style, with well panned out levelling. More importantly however, is a good story line, with a large amount of lore behind it. A level of interaction and control over a game, with interesting narrative and engaging dialogue, not to mention a level of beauty to the games appearance.. I’m a super fussy game player I guess.

Saturday 2 February 2013

Naked ladies everywhere.

Term two began, and the reintroduction of life drawing on the syllabus was a lovely start. If no one could have guessed, I enjoy drawing the human form.. whether I'm good at it or not doesn't matter to me, finding natural curves on something is what I love.
The same life drawing models as the foundation year was quite nice, as I'm sort of used to the way their body looks. Although I'm somewhat disappointed there aren't any males... not for the heterosexual "oh so dreemy"  aspect but because I'm not used to drawing the male form, and it would have been enjoyable to do something new in that aspect.
The first session was simple pencil sketches on any paper we deemed appropriate, so I decided to go with my A3 sketchbook - usually I like to focus on smaller scale with the human form, I can work quicker and mistakes aren't as noticeable - and as I pick my work apart piece by piece it gives me a break.

1 minute poses
1 minute poses


2 minute poses

2 minute poses

5 minute poses

5 minute poses
15 minute poses
So as seen, despite working on a larger scale I still naturally go for a smaller image.. irritating but something I will soon overcome I'm sure. The drawings themselves didn't turn out half as bad as I anticipated, seeing as I hadn't done life drawing for many months. It's made me realise my drawings don't necessarily start in a logical way - with the head and working down, or marking out the scale - but instead finding the most interesting curve and working around it - so the curve on the shoulders, breasts or spine. I find it somewhat peculiar that this helps my issues with scale, so I guess it's something I'll continue when I don't find the time to measure a pose.
Second session of life drawing we were given charchol to work with. I loathe charchol with a passion - it's messy, wasteful and just difficult to work with. It's obviously visible with the first sketches, the proportions are off, and they're sketchy and heavy handed. The longer poses were easier to work with but I still find myself working too small, considering this session was on A1 paper it's a bit disappointing how I seem to limit myself. 



I find myself  pleased with the "final" outcome of this session, surprising myself with the foreshortening representation and reflection on the pose actually seeming like it's reclined. And the rendering on the body turned out much better than I anticipated - an improvement from the beginning of the session.









The third session continued on charchol, but instead on mid-toned paper and introducing highlights to the scene. I apologise for the quality of these, they're photographs and I went a little mad with the hairspray, hence the damp appearance to some of them..


 
 
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I really hate the way blogger displays pictures... But yes, these images were temperamental to produce. However it's interesting to see how my ability to use charchol has improved in such a small amount of time, even if it isn't that much. Foreshortening and scale werent working so much that session, but shading was improved, as well as the weight of the line. Hopefully I carry on improving, or I'll at least plateau in a somewhat decent place.. more likely the latter but I'll somewhat content with that.
There has been additional life drawing sessions after these, however I am yet to photograph my work and I feel this blog has enough images spamming up the place as it is. So I shall bid you a semi-drunken adeau until next time.