Sunday 27 April 2014

Coraline

One of our visual design projects for this year was to design a book character referring solely to the description of said character in the book, as well as their personality.
I decided to do Neil Gaimans "Coraline" - a sweet, twisted childrens' tale with a curious main character. Coralines description mainly relys on her personality, her appearance is basic - brown hair, with an iconic yellow boots, red scarf and blue coat. Initially, I felt I had chosen the wrong character to design - such a basic, every-day description surely couldn't produce an interesting character?
Then I considered her personality a bit more. How would I represent that in pure aesthetics? To begin with, I looked at imagery of young girls - mainly on dolls, in order to get an exaggerated personality in a purely aesthetic way.
 From here, producing silhouettes to attempt to explore poses, as well as how to give her an iconic look. Wild hair or fluffy hoods seemed to do the trick - but getting across certain aspects of her appearance without making her seem too old was difficult. Ideally I wanted to get across she was young and small for her age, but give her practical enough clothes so that she could be adventurous and explore with ease. In reality at the age Coraline is - of which I envision to be around 10, she would still be being brought clothes by her mother - so no doubt they'd have feminine aspects to them.

 Exploring with how wild I could make her hair was good fun, as well as focusing in on her features. In the end, wild short hair seemed to fit best - not to say that I wasn't tempted to play around with cute hats and hoods.
 Further developments found me experimenting with the aspect of how girly I should make her - playing around with the level of doll-like clothes, dress coats and hoodies. Honestly, I liked the majority of these choices - but some of them were either too over the line of doll like, and others made her look a bit too old for what I was going for. In the end, I decided upon the first one - simple, noticeably feminine yet with the wild hair which made her stand out silhouette wise. Finding a colour for the shorts to match the somewhat large cluster-f of colours that was going on with her design was a bit of a pain. In the end, after playing around with the hue, a purpley burgandy seemed to fit best - paired with yellow highlights and blue shadows it seemed to fit well.

As a side project, I had a go at modelling her face entirely in ZBrush. Childrens faces are difficult to do, I now understand why in so many games you rarely see accurate children.



And so it comes to and end, once again.

The second year has flown by! It’s actually scary. In a years’ time I’ll be almost finished this course completely, searching for employment and hoping to land my dream job.. or join mum in Asda making pizzas. No, wait, I discussed this with my parents – aim high in retail, go for John Lewis for the bonus.
Now to question everything I’ve done this year, and everything else in life. What are universities for? I’ve spent 2 years on this course – 3 years at this university specifically. For me, who considered not going to university at all due to “omg student debt” and the impending judgement of not being as good as my siblings were, university has acted as a huge guidance for not only my career opportunities and progression in my ability, but for everyday life. This year especially, university and this course alone has helped me through some pretty crappy times, and I’m unbelievably grateful. It’s allowed me to rediscover what I love, and enjoy everything again.
And that’s one of the things I want to get out of university – passion, enjoyment, showing myself and others that I can do it and that I don’t compare to either of my siblings. And then there’s the fundamental aim of university allowing myself to enter into the world of employment – and I understand that it’s as much my responsibility too. Slowly I’m getting there, more confidence to display my work, and even seeing progression in ability and understanding. Thinking back to last year, getting so frustrated with how everything would turn out, and to now, how I can produce things much smoother and quicker.
For example, 3D at the end of last year, my gladiator. I never wanted to look at him again but I guess we must all laugh at ourselves at some point. The project where I made him too baby-faced so I just added blood and scars to make him look older. Oh dear. The texturing isn’t the worst though I guess.. But the anatomy is poor.
In comparison to the Mortal Engines character project, to which I’m not happy with the final outcome in the slightest due to the textures not baking down correctly, and design not coming across as effectively as I would have hoped, the anatomy is there and I have learnt new skills, building on my knowledge and finding more things I enjoy about character art. Sculpting in ZBrush is one of the most enjoyable, therapeutic things I’ve encountered yet!
My environmental assets have improved a hell of a lot as well. Going from the beginning of the first year creating this:
To the beginning of the Second year creating this:
 Looking at this progress, as well as creating multiple environmental assets for the group project, I’ve discovered more of an enjoyment for modelling environments as well. Learning about the T-shaped skill model has allowed me to realise I shouldn’t ignore any aspect of game art just because I don’t enjoy it as must – because surprisingly enough, you might actually enjoy it in due time.
In regards to visual design? I feel I may have neglected it somewhat this year. My thumbnail prep sketches still take too long, but I’m finally getting the grasp of perspective. And watercolours have been reintroduced into my life this year – love love love this fact!
In the final term of this year, before the summer, I hope to get a chance to revisit traditional mediums and redo some of my finals from the beginning of the year. I see that they aren’t my strongest, and my returning motivation is the best thing about this year as a whole – just even considering this is a huge step for me at the minute and I can’t wait to continue developing next year – not only my skills as a student and potential industry employee, but as a human being as well.

Too deep, lolkbye.

Life Changing or Career Building?

Education is a pain in the butt. It’s fun, satisfying and rewarding being taught, but in a class of students there’s always be a few who are unhappy with how things are being taught, or what they are being taught. I really don’t envy tutors in the slightest. The decision making as to how to teach students, as well as what’ll be more beneficial for them in the long run must be incredibly difficult.
Fundamentally, in my opinion it narrows down to providing the motivation and support to inspire a student to learn themselves – none of this spoon-feeding high school crap. It’s a large leap, but incredibly beneficial to everyday life.
Now a journey into the life of little Rachey-poos, or twinkle-toes, whichever.. A-level psychology, we were literally spoon-fed everything. One tutor would write down the entire lesson on the board, we’d sit the entire time copying his notes and expected to learn them that way. He was good at distractions and motivational life speeches, but giving us the motivation to go away and learn the notes? Not so much..
Another would give us a workbook per topic we did. Lessons would consist of filling in up til a certain page through copying from a book, then homework would be to do the same. Not learning, not motivating, not inspiring.
The third changed too many times I can’t remember how each of them taught – the other teachers  would joke her chair was cursed, as each tutor was either went on or was returning from maternity leave.
In reality – there isn’t necessarily any “choices” with teaching methods and providing the correct knowledge at university.. that was worded wrong. Correct knowledge is needed.. brain fart moment. But the providing of basic and fundamental technical knowledge is an essential part of learning – learn and master the basics, and from there you can manipulate and learn more from them. However, with a course such as Game Art learning “soft skills”, this referring to our personalities and personal traits, how we come across, is important to employability. We’re game artists – the majority of us are hermits drooling at the mouth when faced with stressful situations. We need to learn to be human for once in our lives. Once again – basics, which we can develop on ourselves. No one knows what skills we’ll need in the future, so only us as students can prepare ourselves for that by taking in the fundamental basics.
Education doesn’t solely rely on the tutors, and in modern days I feel they get a lot of beatings in regards to student grades and attendance – a tutor can only do so much, they can’t piggy-back us across the grade threshold because we tried and did a pretty picture. If we can do better, there’s no point pussyfooting around it.

Some game companies want highly trained graduate artists and programmers, whilst others claim they really prefer creative individuals with a good Liberal Arts background – a tricky dilemma as to what to focus on. And once again, I answer this by repeating myself – the sudent-tutor relationship relies on both parties participating to help one another. Show us the basics of each, then it’s up to us to seek out further information, or hell, just ask.

Creativity is everywhere!

Wikipediea – you know, the most valued and reliable of all resources.. – describes creativity as a phenomenon whereby something new and valuable is created. The ideas and concepts so conceived can then manifest themselves in any number of ways, but most often, they become something we can see, hear, smell, touch, or taste.”.
It is also said, from Human Motivation, 3rd ED. By Robert E Franken that “in order to be creative, you need to be able to view things in new ways or from a different perspective”. This is something that I don’t necessarily agree with – creativity doesn’t have to be something “new” – very seldom do we see anything new anymore, it’s all been done before we just get a refreshing reminder as to its existence being replicated and appreciated. Creativity can be expressed in a whole range of different mediums, and by a whole range of individuals – creatures and humans alike.


Would you deny this elephant the title of “creative” just because it could possibly be simulating what it has been taught? It’s an elephant painting. That’s pretty damn creative if you ask me.
Fundamentally, creativity spawns from the ability to create – not necessarily demonstrating its way in an artistic form.
For example – my brother at university is studying electrical engineering. At first glance, would you say this is an uncreative course? He had to design a working robot, and was designing and developing high tech jet helmets on his placement year at BA Systems. Design and create – essentially, be creative in a functional and practical way. Don’t tell him that – he’ll deny it. Creative courses aren’t real in his eyes. He still can’t draw to save his life.
Game art could be seen to resonate with this somewhat – as artists, we create to entertain and provide a function in other people’s lives – creating and designing the assets or concepts to provide entertainment. Not only this.
But that’s just one side of creativity – it doesn’t necessarily have to have a practical use. The fashion industry strives on impractical outfits and footwear. Since when did heeled shoes become a good idea? Let alone when the heel is a rabbit.

Irregular Choice shoes.. irregular indeed
But still, they are an incredibly creative, impractical design that provide entertainment and adoration for others. They also come in purple with grapes.

In terms of technology hindering or furthering creativity?  I believe it furthers it. My brother would not have been able to create his robot without the technological advances to make it possibly, and those shoes would not have multiple styles if not for technology to create the shape simply.
And 3D printing, this does not necessarily hinder the creative process – if anything it once again enhances the possibilities of expressing and presenting said creativity. An idea can be creative, however the means to express said idea may not be obtainable, or the ability may not be had. Technology helping with creative expression – to some extent, not where it’s programmed to create masterpieces itself – does not mean that expression is any less valid. And I suppose in some way the creation of such a computer programme would be creative in itself…
And cake. Cake is creative.

You’re not coming at anything new. But there’s a creativity behind the flavour combinations to create a taste sensation. It’s neither practical nor necessary. But its cake and it needs no reason.

Cake designs can be super creative as well – not just fancy wedding cakes or cute little cupcakes. It’s not nothing new – the creator didn’t create the sloth or cake itself, she didn’t necessarily have a new take on cake making, as 3d cake sculptures aren’t a new creation, she simply combined the two into one creative outlet. A cake sloth.
https://www.facebook.com/pages/Conjurers-Kitchen/344642805569135
This is more creative Imagineering. I don’t question its existence. It’s beautiful.
I also think cake is a good place to finish this post.
https://www.facebook.com/pages/Conjurers-Kitchen/344642805569135

An introduction to the Game Industry: From generalist to specialist?

I think in the past I have mentioned how I wish to become a character artist, correct? Moving on in the course we have slowly come to focus slightly on the area we wish to “specialise” in. However, if the course has taught me anything it’s that you should always cover your ass. In the majority of industry companies – predominantly indie companies due to the lower funding and such, it seems that individuals will take on a “T-Model” – this meaning that they have a breadth of knowledge about multiple subjects which accompany one main area of expertise – or a specialisation.
For example, a character artist will specialise in, well, characters – however have knowledge on additional information such as rigging and animation. It’s very rare for a specialist to appear as an entry-level job without a dazzling portfolio. I believe Valve tent to hire more T-shaped people than I’s.. Google images inspired that, it’s terrible. This makes sense though – people with a general number of skills will be able to switch work and collaborate easier, and in generally function more comfortably within a team.
In general, a team’s structure will look something like this:
The majority of game teams will be made up of the same core elements – however, specialists are more likely to occur within the art, design or programming teams. An individual will originally start as a junior, being given a range of tasks with limited responsibility, then have the opportunity to move up the corporate ladder. 
And if you want to view it in the dickish way – hiring more generalists will mean you have to hire less people, as the knowledge is broad amongst the whole team. This makes sense as to why many companies are outsourcing for specialist jobs, rather than hire numerous amounts of specialists – especially if a role is temporary and will be lost on game completion.
Essentially the game industry is one big huge “cover your ass” lesson – but we can’t really cover our ass on outsourcing. Unless we move and get hired by a company which is outsourced. Unless they outsource as well.. A never ending loop of disappointment and shattered dreams.

Elements of game technology, part three: interaction design

Over the years, looking at game technology itself, the general aesthetic hasn’t necessarily changed – cartridge or disc slot, eject button, an on button.. The only thing that really has changed is the obvious existence of a reset button on consoles. I would say this is due to technology improving issues with console issues but... red ring of death and so on.

As games have become more demanding on a system, fans and vents have been introduced, but fundamentally they all have the same core aesthetic practicality as always. And this is for good reason – change what is considered the norm, challenge generations’ knowledge of a console then the ability to market it to the majority falls through, unless they’re willing to learn an entire new way things work.
The same applies to controllers – the SNES had it sorted, laying the foundation as to what we consider a controller pad today. The d-pad and 4 action buttons, with ‘start’ and ‘select’ buttons became the default on all controllers, as well as the layout. Obviously they were doing it right. Joysticks, shoulder buttons and a new way of gripping a controller were added with the N64, and although slightly modified, these continued until the current and next gen consoles. The joysticks made game interaction a lot more smooth – adding in the ability to control the camera direction whilst still moving the playable character.
It is simply the “unnecessary” aesthetics that have changed over time – the sleekness of the design, materials, and additional features such as sensors to accommodate the introduction of new technology, such as motion control and alternative tracking technology. These all being done to attempt to increase the interaction with a game environment.
However, new technology which adds a new level of immersion to the gaming world would be the Oculus Rift – completely isolating the user’s sensors to focus entirely on the game in front of them. This combined with the stereoscopic 3D view allows the player to experience depth different to that of a 3D film of TV, allowing a different experience to simply playing a console game on a 3D screen. The ability for the headset to track the wearers head turning in real time allows a more intuitive interaction with the gaming level, giving the camera control a more natural feel.
In reality, the oculus rift takes a lot of 90’s kid sci fi dreams and creates a virtual reality headset, and no doubt the boxy aesthetic of it will change as time progresses as it has done with controller pads.
Before I finish this post, I want to share a video of someone using the Oculus Rift to play a game called “Alone”, it demonstrates how the technology can give a game an entirely different feel and disorientate the player due to the sensory focus and situation the game has them in.



Elements of Game Technology, part two: sound for games

A game could have the most visually awesome effects, smoothest animations and tastiest plot but without sound – whether it be ambient or a full-on orchestral masterpiece – then a game is lacking so much that could add to mood, emotion, narrative and a connection between characters and the player.
Music can characterise so many emotions, feelings and even themes in a game, putting a player on edge and engrossing them further into a story. One game which really springs to mind on its use of ambient noises is that of Amnesia – of which everyone has probably gone on about to death about the way it manipulates sounds to terrorise the player.
The sound in amnesia is also used to symbolise danger and safety – changing the tone in the ambience and sounds to create either terror or a moment of necessary calm when the game calls for it.

This in comparison to the “monster chase” sounds really demonstrates the variety of emotions a soundtrack can produce – and not only link to the players feelings and letting them know key events in a game, but also linking to the in-game characters ‘emotions’ during a scene, this causing an immersive link between both player and game.

Even from the title screens music, from staying idle on the screen to when you click “play” it sets the tone for what is to come. Paired with the animation of moving towards the door it just screams the tone for the game, instantly setting the player up for what is in store. Playing this same scene whilst muted definitely does not have the same effect – losing all sense of terror and leaving too much of a vague air about what the game could entail.

Soundtracks on games can also indicate the era in which it is set, for example Dragon Age: Origins’ soundtrack has a more Celtic-inspired origin, and could possibly dignify the progression of the games story itself – beginning calm as all the character origin stories do, then varying in temp and introducing more “violent” and dramatic sounds to the theme. Not only that, it’s beautiful to work to.
On the other hand, it can additionally be used to fill space and stick in your brain, making you do nothing but think about a specific game and make you want to play it for old time’s sakes. For example, the original “Sims” ‘Build & Buy’ soundtrack is now what my mind links to the penultimate shopping song. On first listen it seems like just mindless background noise – of which is more than likely is knowing EA and the way they produce their Sims expansions – however each some somehow captures a specific feeling of “lets shop”. From playing the game on mute it shows how it does add something to the enjoyment of the game, no matter how annoying the songs actually are.