Wednesday, 5 December 2012

Island.

We're doing a project where we design an island. The whole year is working as one group. I am enthusiastic about this. 



   
     I drew a thing to go in the island. Its not the best thing in the world but its mine and I'd miss it if it left. Maybe I will take the time to alter and improve my thing until it is as good as some of the better things.

Thursday, 22 November 2012

Finishing the project

     This is my final post for this project. My contextual studies is finished, and our various Game Design Docs/ Pitches etc. are close to completion. My eyes are throbbing from staring at this screen so it will be a pleasure to rap things up. I look forward to the opportunity to spend some time on my own work in the next couple of weeks which will be uploaded here in due course.

CS Update

     My contextual studies presentation is coming to a close. I have looked at the relevance of Proppian theory to the player's own narrative within open world games- and whether this changes with a non traditional setting.



     My three games I looked at are "Fallout 3", "Fable 3" and "GTA4". As mentioned in the presentation I deliberately picked open world games where the player has a choice of narrative or quest to follow. Without this I decided Proppian relevance depend simply on whoever wrote the game.
     I have also compared Propp theory in traditional folktales to the game examples in order to show where similarities can occur.
    Going over these features allows me identify what elements, if any, sustain the relevance of Proppian theory in modern games.
    In conclusion it came as some surprise to me that all three games conformed surprisingly well. To some extent the most contemporary of all three (GTA) turned out to harness similarities that even the more traditional (Fable) did not.
     I would have liked to spend more time on this cs project, I feel that along with some other members of the group, so much time and attention has been spent on the other project that I have neglected this somewhat. At the same time however I do feel I have some interesting points to talk about, and plenty to talk  about for the ten minutes I will be presenting. CS over.

Update

     At this point the majority of our work is done and we are preparing for hand in. I have just finished my summary of research and we have all been proof reading our Game Design Document to clear any errors before we submit it. I now need to begin getting my contextual studies presentation ready to be handed in and finish off with a personal evaluation of our project. Large amounts of coffee and high energy sugary junk to be consumed in the next couple of hours.

Future Potential

     After a string of fairly non productive days I have finally got round to the future potential section of our game design document. An important piece of artwork to produce for this was a page full of examples of avatar items.
 To help me with this I had a look at my own avatar on Xbox Live and some of the items that were available to him. Interestingly after some research I came across a couple of sites such as this http://www.examiner.com/article/no-guns-for-xbox-live-avatars-2012-means-bye-bye-gears-of-war-rifles which have stated that since 1st Jan 2012 guns will not be available as avatar items, although people who have already purchased them may keep them. This was important as, considering we are designing a WW2 game, guns would have been a likely choice.









The picture above shows a fairly basic avatar form which I will use to create some sort of template. The picture to the right shows a prime example of game related avatar items. Here we have the King's Attire (crown, clothes and boots) which are all earned by getting to a certain point (being crowned king) in "Fable 3".





      I used the basic image of my avatar to help me create templates. On top of these I added the features seen below. I considered that for an item to be important enough for someone to want to purchase it should probably be relevant to some of the more iconic elements or characters of the game. This also contributes to some of the player's personal identification with the characters. Some of the avatar items I picked include Georges makeshift attire, Nancy's camera and the Juggernaut uniform




     The following is the final edited version of what I have contributed for the Future Potential section: "One of the major elements for the future potential of our game is DLC or “downloadable content”. As with many other games a large portion of this will be dedicated to sustaining the enjoyment of player’s online/multiplayer experience. The ability for players to access new maps and locations for their games to take place in will keep their online play original and exciting. Furthermore, as mentioned in the multiplayer section, characters and weapons will be customisable, with the ability to add changes such as new skins and attachments. Being able to personalise how your character and his/her equipment looks has proven to be a major appeal to online players, as opposed to a large group of players from across the globe all meeting up with the same default equipment. Additionally being able to choose the manner in which you handle a combat situation was something we considered to be important within our main gameplay, therefore it makes sense that we should carry this through, where possible, to the online play, by allowing players to adapt equipment and modify how it functions for them. This also becomes a major enhancement of a player’s personal identification with their character which is surely one of the major pros of first person perspective gameplay.
     This personal identification and representation through characters carries through to another element of DLC- avatar items. A major disappointment is that due to the Xbox Live rule brought in at the start of 2012, gun accessories are no longer allowed, which sadly rules out any of the multiplayer weapon skins as avatar items. Examples of accessories that have been included are George’s makeshift uniform, Nazi juggernaut armour, Nancy’s camera and the French Resistance uniform. Again online players seem to appreciate the ability to alter the way their avatar represents them, especially as avatars can feature in some Xbox Live games. It was a conscious decision to include some of the features of the more iconic characters, as these are the ones that players will most likely want their avatars to emulate.
     There are also downloadable missions for both George and William which have been listed in the mission descriptions within this document. For the George mission this will act as something of a prequel to the invasion, explaining how Britain reached the point where it could be occupied. There is also the option at a later date to create further DLC, possibly further missions for the male characters, or new features that modify the open world gameplay for Nancy. Availability of any additional missions for George and William, that are set after the events of the game will be dependent on which one has died as a result of the player’s decisions.  These missions will function within a campaign of their own, furthering the narrative of the game.
     At some point after the release of the game and it’s DLC, there will be a “full edition” version that combines all of these for players to purchase at once. This version will be released with an alternate cover distinguishing it from the original.
     The remaining further potential for the game would rely somewhat on its success. If characters prove to be popular and iconic, as with many other franchises they could be made into statues/figurines. If fans of the game wish to see the narrative explored in further depth, animated shorts and web comics could be created featuring the characters backgrounds or side stories. Should the game really catch on, a good idea would be to open websites where followers of the game can indulge in discussion forums and fan art, and generally just get more involved in the game."



Wednesday, 14 November 2012

George- A Portrait

     As mentioned in my last post, the previous picture I did of main character "George" has been reassigned for the mood art section. Therefore I decided that another piece, this time a more portrait style, would be in order. I was inspired by the cover image from the fallout game design document that we have been using as a guide (pictured below).



 Here one of the characters has sent a photo of him self in army (or the fallout equivalent) uniform home to his mother. I thought it would be good to have a similar theme with george having sent home a photo to his wife Nancy saying how much he misses her. What makes this even better I believe is that the game focuses so much on the relationship between these characters, making it quite relevant as imagery for character representation.


new george picnew pic guys

The two images above show my WIP and final stage. I am pretty happy that the tone of this piece is intouch with what I intended when I first started. My main disappointment would be the fact that my handwriting is so appalingly crap, the message dosnt look quite so romanticized. Overall however I am pleases with the result. My next work now is to look at marketing and future potential of the game, and also to crack on with my contextual studies work.




















Friday, 9 November 2012

Gameplay Image- Stealth Attack

     I dedicate this post to my friends and family...but mostly to the new concept work I have for our game design document. As stated before our tutor mentioned that we should try to fit the images around the document. With this in mind I opted for a gameplay image as we didn't have any pictures for this yet. To begin with I was a little unsure whether the camera should remain in first person for stealth kills, or whether it could follow suit from games such as "Skyrim" where it can temporarily switch to a third person cinematic kill, pictured below.


I ran it by my group using our facebook page and getting them to compare the following two images. (Taken from "Dishonoured" and "Socom 4")
Socom 4 45 Stealth Kill

      It was generally agreed that there had to be a beneficial effect generated by breaking the first person camera, for it to be a logical thing to do. Otherwise it is just disrupting the players personal identification with the character. Which incidently was an issue brought up in our most recent contextual studies session about 60s themed spy game "No One Lives Forever" which does exactly that. This decided I opted for the first person approach.

This is certainly not my finest work however at the moment it is very much about getting the idea across as quickly as possible. I have tried to emulate the same visual style as the artwork being produced by the other members of our group, particularly relating to the line work and the almost sepia overall colour of the piece. I am reasonably pleased with it as a representation of how stealth kills, potentially a key part of the game mechanics depending on the players personal style, would appear in game.
      I intend to use my previous image of main character George standing in the rubble of a building as a mood piece, therefore I require now a more close up and personal image of his character. This will be my next image. A side note, I brought up my concern that aside from my character's bio and mission structure, I didn't feel like I had contributed enough to the writing within our game doc. Therefore I have now been put in charge of looking at marketing analysis and future potential of the game. More information on this will follow