Thursday 22 November 2012

BA4 - Game Design Document - entry 7

I've been considering what we are going to have as box art, or a 'front cover'. Obviously, this is a very important aspect of how the game is finally presented to an audience. Generally, box art can be changed right up until a release date. Personally, I think good cover art is; bold, simple, striking, clearly communicating the idea of the game straight away. Cover art can be iconic and eye-opening, or it can me mundane, generic and uninspired. For our game, I created a couple of example of possible box art, very early in the game's development.



These examples above were completed within the first week of the project. At that time, we knew we wanted to create a cavalry-centric game, in World War One, but not much else. We also were looking at the 2010 'Medal of Honor' game, which resulted in our artwork being heavily influenced by it.The top example, with the German lancer, was very similar to the actual cover from the 2010 game. Looking back, I feel it would be unsuitable now, as our ideas have grown so much since then. Also, I feel that this piece was simply too closely related to its original. The piece below it, shows a British cap badge, fallen in the wet mud. I think that it just looks to boring now. It's just too grey and flat. Also, the composition isn't perfect, with the two black shapes outlining the image, not being of any use.


Later in the project, I sketched up these three ideas for box art, as shown below.

I thought that this image was too violent, even when the game itself is very violent. The depiction of a German soldier being run through with a lance may show what a player will get to do in our game, but it would be too graphic I think. Also, what would German audiences think?! Not very good as a multinational hook.
 
 
 

This image shows the player galloping through a battle, shells exploding all, the ground rushing by them. A metaphor for how the warhorse is only a creature within the war, rather than something directly involved, like a human officer. The player's presence in the war is not wholly attached, after all, they are simply a beast of burden, being lead about by their human masters.


This image both me and my partner like the most. It shows the player, the horse, with a human rider. Fittingly, the focus is more on the horse, rather than the soldier. Obviously, this is a rough sketch, but it is just a simple, straight view of what the game is about, playing as a warhorse.

BA4 Game Design Document - entry 6

It's important to have characters in a single player 'campaign-mode'. In our game, there will be a small circle of characters, that surround the player character of 'Dirt Rust'. These additional characters add flavour and diversity to the game. If the were absent, the player would be alone, fighting alongside an army of faceless NPC's, which wouldn't be very interesting. I aim to create a small selection of characters, that will in turn, epitomise some aspect of the British Army in the First World War.

Some of these characters will be heavily developed, interacting with the player often throughout the campaign, others may simply appear in a single level, acting only as a disposable device relevant to the mission. It is important to differentiate these characters from their other nameless NPC counter-parts.


In brief, this is a list of the characters I propose to devise;

-An old, pompous General, detached from the realities of a modern war in 1914. He will act as somewhat of an antagonist to the player, albiet one that is on the player's own side.

-An obidient, courageous Platoon commander, someone who will be with the player on the frontline for most of the campaign. His feelings on his often suicidal orders will reflect the player's.

-A farmhand. This character will be found in the 'tutorial level' he will be a guide and supervizor to the player whilst they learn the basic controls of the game.

-A dashing RAF pilot. In one mission, the player must rescue a downed pilot. He will be aloof, aristocratic and dissmisive towards the player. He will be somewhat of a coward whilst on foot.

-A kindly private. He will be with the player when they are back behind their own trenches. In the game, this will be the 'hub' or main menu section of the game. He will be a welcome respite in a hostile world, offering advice and guidance to the player.

Ideally, I would produce a portrait of each of these characters, so to give an idea of what they will look like in game. In other words, a peice of concept art for each one, derived from a handful of 'buzzwords'.

BA4 Game Design Document - entry 5

I had the idea of representing the overall structure of our game in the form of a flow chart, as this would give a simple, visual breakdown of our game, as a whole. Firstly, I looked at a game that already exists, and that I know well, and attempted to do a flowchart for it. I chose 'Call of Duty: Black Ops' (2010). I broke the game down into it's main constituent parts; single-player campaign, multiplayer, and Zombies. I also went into each major 'artery' to a small degree. For example, with multiplayer, I expressed that you can choose from offline splitscreen mode, wager matches, creating custom classes, view past games in 'Theatre mode' etc.

'Black Ops flow chart'


My next step is to create a flowchart for our own game, illustrating it's framework. I feel that this will be a good way to summarise our game to people .

Saturday 3 November 2012

BA4 - Game Design Document - entry 4

Studying films for research and inspiration

'Warhorse' - Steven Spielberg (2011)


Our game is based upon the 'Medal of Honor' series of video games, and is set during the First World War, where the player assumes the role of a warhorse, rather than simply a soldier. As such, I thought it would be an excellent idea to watch the film, 'Warhorse'. Of all the WW1 films I could get hold of, 'Warhorse' had the strongest connection to our game, and it is also the most recent (2011) which means it was intended for an audience closely matched to our intended game's. 

'Warhorse' is the story of a life of a single horse, born and raised by a boy called Albert Narracott. The horse, Joey faces trouble and many trials before and during the first world war. The film describes how Joey encounters several different characters throughout his perilous travels, and is eventually reunited with Albert on the frontline. The film finishes with the war ending, and Albert and Joey returning home. Surprisingly, the 'Medal of Honor' series has often been directed by Steven Spielberg, who was the director for this movie. The main reason we decided to watch this film, was to try and get ideas on how to create an effective, emotional relationship between a human audience and a horse. I feel that it is very difficult to characterise a horse for either a game or a movie. Although Steven Spielberg is doubtlessly a brilliant film director, with decades of experience, I felt after the film was over, he had struggled to create that connection between the audience and Joey. I realise now that it is genuinely a difficult task to accomplish. With that thought in my mind, I am at a loss on how we will fare when we make our own attempt at the same thing.


My Boy Jack - BBC TV Drama (2007)



'My Boy jack' is the personal tale of Rudyard Kipling and his only son, Jack, as he sends him off to fight in the 'Great War'. Jack firstly attempts to join the Navy, but is deemed unfit to fight, as he needs his spectacles to see. Clouded by his own fevourous patriotism, Rudyard is adamant that Jack gets to fight, and so with the help of an old friend, Jack is surreptitiously accepted into the Army. Jack is a very young man, only 18, who then trains to become an officer and is asked to be a leader of men. He is suddenly sent off to the front, where he goes missing in action. Back at home, Rudyard and his wife launch a massive campaign to try and find out what happened to their son. In the end, they find an injured soldier who served under Jack, who tells them the truth, that their son was killed in battle.

The drama was an intimate look into the life of one of histories greatest writers, Rudyard Kipling, and the sad story of loss he experienced with his son, Jack. It is a tale of prematurity, where a young boy rushes off to fight in a war that his own country is unprepared for. This is referred to at various points in the film, for example, when it is stated that the old, and outmoded British artillery gun's shells, fall short of the enemy trenches, killing their own infantry as they advanced. Or that Britain has only a tiny professional army, which now must face a German army many times greater than itself. The film did a good job of creating effective relationships between characters, something vital for any game narrative. It also helped to build up a picture of how bad Britain's military situation was before and during the war.

'Joyeux Noel' - Christian Carion (2005)


This film is about the famous truce that took place over christmas, 1914, where French, British and German soldiers emerged from their trenches and showed compassion, friendship and humanity towards one another, whilst their comrades elsewhere were trying to kill each other. The film divides itself between three viewpoints. It tells of the personal stories from each the German, Scottish and French sides. I enjoyed the film, I thought it was done well. I empathised with the some of the characters, and thought the film told a remarkable story. 

Thursday 1 November 2012

BA4 - Game Design Document - entry 3

When I get a spare moment, I dedicate my time to constructing 3D models in Maya. I haven't thought of a specific place in my submission that they can go, but my hope is that the models I am creating are so ubiquitous, that I will be able to find a place for them somewhere.

So far, I have modelled a 1907 pattern British bayonet, a Mill's bomb, (the grandfather of the modern hand grenade) and started working on a SMLE rifle, or 'Lee-enfeild'. I have also modelled the .303 bullet for the rifle, as well as a 'stripper clip'. All of these I expect the players of our game to utilise at some point during their gameplay.

SMLE 'stripper clip'

SMLE 'stripper clip'

The beginnings of the SMLE rifle

British bayonet circa 1907

British bayonet circa 1907

The Mill's Bomb



Wednesday 31 October 2012

BA4 - Creating Coherent Worlds entry 3 - Transmedia Storytelling

What I learnt from today's talk:

Henry Jenkins is a academic who promotes the idea of participatory culture being used as a tool for good. He proposed that teenagers, who don't have a good image when it comes to activism, becoming politically and socially active to the benefit of their communities. He first talked about the  history of participatory culture. He referenced the first home printing presses in the 1850's , where children would produce material similar to modern 'zines'. Or the amateur radio operators or stations, which thrived in the 1920's, where it was commonplace for young people to set up their own radio stations. Also, he talked about the 'Underground press' of the 1960's, or 'Super 8' film. The point he was trying to make, I thought, that people have a history of using the technology avalible to them at the time, and utilisze it to create, produce and construct their own culture.

We were shown an example of a transmedia product; 'The Matrix'. As well as being a popular film, The Matrix was translated into; an anime, a series of comics, several video games and action figures. The first video game made off the back of The Matrix, was 'Enter the Matrix'(2003). Instead of playing as Neo, the game placed you in the role of two secondary characters of the film.

'Drillibility' is an important concept for a game to have. Creating a game world which is open-ended, propagates people to take away from and add to it. The world of the game has to be complex, as people 'drill' down into it , so to sustain the audiences's interest. In addition, it seems to be important for a game to be planned as open-ended from the outset. As if it isn't, any transmedia will seem 'bolted-on' and meaningless.

Another exampe we were shown, was Batman. This has gone from being avalible as a disposable comic book, to graphic novels, numerous films, television serials, action figures, halloween costumes, Lego and video games. Although Batman has been cast in various forms, in a wide range of media, there are some elements that remain constant throughout. Things like, the cowl and cape, the batmobile, the batcave, Alfred the butler etc. These things are 'integral elements', and help bridge the gap between the vastly differing medias.

Various itterations of Batman

Wednesday 24 October 2012

BA4 - Creating Coherent Worlds entry 2 - Vladmir Propp

Vladimir Propp - How his theories on narrative reflect in Video game worlds



Bioshock
2K Games
Released: 2007
Platform: Pc, Xbox 360, Ps3
Genre: First-person-shooter w/ elements of Role-playing-game 

Bioshock is solely a single-player, narrative driven game. It has deep roots in Ayn Rand's work's, including; 'Atlas shrugged' and 'The Fountainhead'. It also focuses around the ideology of Objectivism. Bioshock is a game that consistently changes, and one that is governed by the player's choices.

One of Vladimir Propp's 'sphere's of action', was the sphere of Villainy. This is basically supposed to be the bad guy the hero of the story struggles against. Villainy comes up a great deal in Bioshock. 

Bioshock is set in a grand, underwater dystopia, called Rapture. It was a city free of any government, religion, or ethical bindings. When the player arrives in Rapture, the city has recently fallen from grace. The shining idea it was built on has gone sour. The city is collapsing around the player as soon as you arrive. As such, water plays a key part in Bioshock. From playing through the game,I found that the city itself seemed to be trying to drown you. Everywhere you turn, the Ocean is patiently finding ways inside. Cascading down walls, leaking in through window seals, flowing from broken plumbing, water gets in. Some sections of the game require you to run away from rapidly flooding chambers, and bulkheads buckling under thousands of gallons of water. Water is your enemy in Bioshock. Although, fittingly, this can change. 

Water as a 'villain' in Bioshock
The Helper - Bioshock's game world can be turned into a helper, with a bit of ingenuity from the player. Water, as previously mentioned, is prevalent throughout Rapture, but can sometimes be a valuable asset. If the player spots enemies wading through shallows for example, they can shock the pool of water with the Electro Bolt plasmid, and fry their opponents instantly. Other elements also exist, namely oil slicks, when can be set ablaze, creating fiery hazards for adversaries.

The player uses 'electro bolt' on a couple of unsuspecting enemies 
A large puddle of flammable oil, which could easily be ignited...
Additionally, the machinery of Rapture can be turned to the player's side. Vending Machines, Ammo dispensers, flying security bots and CCTV cameras can all be hacked and made to work to the player's advantage. This is an example of how usually mundane objects in games, can be interacted with and aid in the player's quest. 

The Princess - In a way, the 'Little sisters' of Bioshock can be considered the ultimate rewards or prize. They populate the world of Rapture, playing an integral part of the city's life cycle. They gather and harvest ADAM, a genetic wonder-drug, from corpses all over the city. The player interacts with them by killing their guardians first, then deciding to either harvest or rescue each one. Bioshock is a game of choices, and if the players saves the little girls, by 'rescuing' them, they are eventually rewarded with the greatest gift of all. Where simply 'harvesting' the girls will kill them, but will make you significantly more powerful.

The pivotal choice in the game


Tekken series
1994-present day
Developed by Namco
3d-arcade 'beat em' up'

Tekken is a game which is about the furious combat between two opponents. It has it's beginnings in dingy saturday arcades, with a line of kids waiting to battle it out with each other.

The world of Tekken is very much secondary compared to the actual fighting. There is brief description of the Mishima Zaibatsu, the corporation who run the brutal tournaments. There are rival companies, various relationships between the fighters and a narrative that revolves around the Mishima family. But little else. The locations where the fights take place are called 'stages'. Literally, they are like theatre stages, supporting where the action takes place but adding very little by themselves. 

The stages could be almost anywhere, and sometimes Tekken takes it's fighters to some extreme locales. Tekken also seems to know that it's stages are thin in substance. There are some comical stages, which are supposed to be fun to look at, but that is all.




Sunday 21 October 2012

BA4 - Creating Coherent Worlds


Contextual studies 
CTR Crash Team Racing (1999)

1. How is the game structured? Does it have levels?

There is a single player story mode, where you start on a central island, or ‘hub’ from which; you can choose to participate in races of your choice. You drive onto a teleportation pad, and the game whisks you away into another part of the same world to play the race. You go onto unlock new ‘hubs’ by completing levels and beating bosses. There is also battle, time trial and arcade mode, which are not directly joined to the narrative story in single player, rather they are there for people to enjoy together as a group, in a lighter spirit of play.

2.Do you have to follow a set path to complete the game? How much freedom do you have to explore the game world?

CTR is more about having fun racing, as opposed to a deep, immersive narrative. To ‘complete’ the game, requires the player to win each race, and finally race and win against a boss character. But to complete the game 100%, the player must, in addition, collect all the CTR tokens, Relics, Gems and beat each track in Time Trial mode.  The entire game is assumed to be present day Earth, although this isn’t really important for exposition or gameplay. Exploration of the game world is very limited in some senses. You must complete the majority of the game in a strict order, and don’t really have a chance to explore the world by yourself. There is some choice however; you can drive around the ‘hubs’ of the game, indefinitely. The ‘hubs’ are each supposed to represent some portion of the Crash Bandicoot world.

3.What does your game look like? What is the visual feel?

The style is typical of previous Crash Bandicoot titles, in that it’s very cartoony. The game is primarily aimed at children; therefore the art style is friendly, fun and comedic. 

4.How do the visuals affect the player?

The visuals are a reflection of the nature and tone of the gameplay. The visuals are exciting, they encourage the player to keep playing. In the past, Crash Bandicoot has been a 3d  platforming game. The player assumes the role of Crash, running through levels etc. In CTR, players of previous Crash games suddenly find themselves with Crash now strapped into a 'Kart', unable to move in the same sense he did in the previous games. But this is a vital change due to the nature of the game.


Saturday 20 October 2012

BA4 - Game Design Document entry 2

So, we have chosen our game; Medal of Honor (2010), or less specifically the Medal of Honor series as a whole.  We are yet to decide if we want to take influence exclusively from the 2010 game, or the entire series. We went out and bought a copy of the Medal of Honor game from 2010, simply titled 'Medal of Honor'. We wanted to experience the game first hand, and see it from the player's perspective.

After playing through the first few single-player missions, I can't say I think much of it. The game tries to feel gritty and realistic, telling the story from behind the eyes of a 'Tier One' operative, in Afghanistan, 2002. You (the player) go through various covert missions, using assault rifles, handguns, sniper rifles, as well as more hi-tech equipment to complete the levels. The game rather tastelessly puts you up against Taliban fighters with AK-47's. Although I'm certain that the enemies are accurate, it seems to be a shooting gallery aimed at a western audience. You are the elite American soldier, blasting through lacklustre scenario's full of generic enemies. Additionally, it's plain to see that Medal of Honor takes from super-successful, other games like Call of Duty 4 : Modern Warfare. Which from a financial standpoint, can't be faulted on.




BA4 - Game Design Document entry 1

We have been tasked with creating a concept for a game, from a game that already exists. So in other words, we are to re-imagine it. I suspect this is to test our innovative capabilities, or how well we can create original content from something already established.

The five games we have to choose from are ; Fatal Frame 2: Crimson Buttery, Moshi Monsters, Flow, Medal of Honor and The Portopia serial murder case. All are very distinctive games, with differing art styles, tone, target audiences, genre etc.



Me and my partner have settled on the idea of creating our own iteration of the Medal of Honor series, set during World War One. We want to boost up the idea of cavalry, where the player acts through a warhorse, rather than a generic infantryman. To make the horse idea work, we have been thinking about altering the technology of the time of WW1, so as to make cavalry combat more viable. Maybe we could set back the development of gunpowder, so as to remove bolt-action rifles and machine guns, and replace them with far more primitive weapons. In doing so, we would be making a great deal of  work for ourselves, given the detail and accuracy of the Medal of Honor series so far, as we would be creating a greatly altered world, albeit one grounded in reality. 


Friday 11 May 2012

BA3 - 40k Door Update 6

I'm nearing completion in adding the textures to my objects. I'm really pleased in how it looks now. I have also experimented with lighting. I wanted to create a similar look to that found in my chosen game, 'Fire Warrior'. Which has a harsh, orange sky casting a warm hue over everything in the early levels. Also, I learned how to add a small green light to illuminate my control panel. Furthermore, I decided to try and add a flame to the inside of the oil drum.



This is the oil drum I have recently added to my scene. I wanted it to have a custom emblem on the side of it. So, I took a screens shot of its UV's, once I had organised them. I then loaded it into photoshop and could work on it as I liked from there.


BA3 - 40k Door Update 5

In this image, I added a background for the door to sit in. Additionally, I've added the corrugated iron sheets, to sit alongside the sandbags, and the basic floor plane, to give my scene realism. Rather than my door just hanging in space. I plan to add in a couple more objects to be strewn about the scene, maybe some rifles, oil drums, crates etc.


I do think, however, that the earthen wall my door sits against is too high poly. I could probably get away with less geometry. But if I were to reduce the number of polygons in this shape, I would risk losing the detail of the uneven, natural surfaces. These many surfaces give the illusion of war-torn ground, where the barbed wire sits.

Tuesday 8 May 2012

BA3 - Contextual Studies

Our group finally decided to look into the theme of 'Children'. How children have been portrayed throughout game history, and wider history in general. This might envelope film, literature, classic fairy tales and cartoons.  How do both east and west decide to present children in different mediums.

We spilt our subject into three areas. Jac, has decided to look into the overt sexualisation of children. How the image of a child is sometimes twisted, perverted into something erotic, more 'adult'. Tyrone has gone to look at children in a positive light. For example, when children are shown to be heroes; brave, independent, good-hearted individuals. People who suceed against overwhelming odds. Myself and George have both gone into the dark side of children. To look at what it is to take a good innocent child, and show them as malevolent, violent or evil. Often even sweet, innocent children are found in horrific circumstances, sometimes nightmarish and bloody situations.
As we delved deeper into our subject, we found an ever richer selection of material to write about. The 'dark side of children' seemed to be a popular theme amongst video games and film. Both Japanese and American culture contained a lot of children in a 'horror' setting. Japan epspecially, being reputed for such modern classics like; 'The Ring' and 'Ju-on:The Grudge'. America appears to like taking films from other countries and remaking them to fit their own audiences. It has done this with both 'The Ring' and 'The Grudge', but also with other films, including 'Dark Water'. Which isa film about a mother and daughter, who are haunted by a ghost of a little girl.  Thus, highlighting not just a crossover, but a direct copy from one culture to another.

Thursday 26 April 2012

BA3 - 40k Door Update 4

I remade the barbed wire, but added spikes, as it didn't look dangerous enough in my scene. I think it looks a lot better now, but maybe I could get away with even less geometry.


I've also begun to play around with texturing. I find it really fun, adding whatever skin you want to an object. Its a whole new medium to work in. I came to the course wanting to be a concept artist, but more interesting things keep coming up!



Even in the 41st millennium, there are runtime errors.

BA3 - 40k Door Update 3

In these screenshots, I have finished the basic structure of the door. I made my design intentionally quite simple. With it's major components numbering very little.



As you can see in the picture above, I have also begun to add extra objects to my scene. Namely, the three sandbags near the control panel. They were really easy to make, just a rectangle, subdivided a few times, with either end's verticies squished down a bit. In addition, I made a single sheet of corrugated iron. This will line the earthen wall, either side of the main door.



Recently, I found a great little tip on how to make barbed wire in maya. I used the helix polygon, then made some alterations in it's attributes box, to stretch it out. I made up a rough, war-torn patch of ground to place my wire on, then created a small scene which I will eventually add to my door.


BA3 - 40k Door Update 2

The first thing I decided to make, was a model of the Imperial Aquila. I knew I would need this, regardless of any design alterations in the future. So I grabbed a good quality reference image from the internet, and began tracing over it with polygons.





Still need to make width more even