Thursday, 20 November 2008

Studio 8 | Concept Art

The sections in the design document that will benefit from concept art are:


I think the basic concept heading; at the start would be a good idea to have concept art, just to give a basic overview of the game. There could be a character or a background of the world map.

In-game user interface heading could use some concept art, as the user interaction. The buttons and icon can be used for showing how the player uses them and what they do i.e. health, weapon, lives, etc.

There could be concept art in the shell menu, like different cars the player can choose, different characters the player can pick.

Detailed game mechanics heading in the report could have concept art. Could show weapons the player character will use; armour and items they will find.

World back-story heading can have concept art. There could be art of the game world or a map of the area the player could run around in.

The Character background can really use concept art, there can be NPC the player character will interact with and even the player’s character.

There can be concept art in Level, Mission Design section of the design document, there can be a top down view of the map the player will use and move around in.

In the Cut Scenes, there could be storyboard art, showing the different cut scenes within the game.

Concept Art

World back Story

A back ally in the city of black water rush, a locations in the game world.

Character background


The Goddess Sashelin.


An elf scout.

A cleric female

Tuesday, 18 November 2008

Studio 7 | Exploring Playability


http://www.audio-surf.com/

Notes on observation of AudioSurf

1. In multiplayer mode, I found the two players concentrating more and trying to help each other, by getting the same coloured blocks.

2. All the colours and graphics, on screen made the player a bit dizzy.

3. The player needs an audio file i.e. music file to play the game and if the player does not have an audio track on them, he/she will not be able to play.

4. The players enjoy that they can use there own music and not have to put up with the in game soundtrack.

5. The control were picked up very quickly for the player as there are only a few controls the player can use and they are left and right, because the vehicle moves forward on its own and there is not reverse.

The exercise was useful, because it showed how easy to use the game is and pick up. The controls are simple; all the participations could pick up the controls and do well. The ship is controlled using the mouse or by the keyboard. The concept was pretty easy to pick as well, as all the participations have played WipEout and Tetris.

Collect blocks by hitting them. Clear clusters by grouping like-colored blocks together.


The lack of alternate play modes is disappointing and become repetitive after a while. Unlike other rhythm games, there's no penalty for missing blocks or mucking things up. Whatever the participations do, you'll reach the end of every song you play - they just won't get a great score.


The observation could have been improved by develop a good rating instruments, while using clear descriptions for the points on the evaluation form. It also could have been improved by observing out of the way and not in the part-participation role.

To round up, the game is simple, addictive, and easy fun, and the way the track moves and shakes to the beat of the music will keep your attention much better than most casual games.

Monday, 17 November 2008

Studio 6 | Exploring Playability

Summary of chapter 1 how do you make a game

A game project could last six months to six years from the idea to completion. The development consists of two parts, the pre-production and production. In the preproduction; the project moves from the idea, to an organized plan. In the production; development team put the plan into action, and creates the game and technology.

The development team will mostly consist of: programmers, artists and designers. The concept will be the first stage of development.

The game will need designers, who game balance and work with other designers, who place enemies and events. The Artist works from the concept art and create the game, using the art as reference. The programmers will be responsible for creating tools, i.e. level editors, which will be used by the designers.

When the art, technology and tools have been made the game will go into the production phase. The first aim in production would be to build a prototype level, which will show core gameplay. When the level is made, it needs to be internally tested. When everything is ok the level will be passed over to the artists for final texturing, modelling and lighting. From the level the rest of the game is made.

Sound effects and music is added for the final touch.Once the final build has been approved, the game will go into gold, which is the game that will hit the store. At this point the project is finished, but the development will begin brainstorming the next big project.

Tuesday, 21 October 2008

Studio 3|Use cases




Player Input


Players will be able to control the game via mouse and keyboard, as well as use predefined keyboard shortcuts. The ones who never played RPGs or action games before can easily control the game by means of mouse only, so no troubles with game control should occur.











Game Object Interaction

Combat action (carry four weapons at a time) combines with potion combinations (i.e. sign elements) and item collection processes to produce approximately 250 special abilities players can use to win any task they might face in this immense game. Attacks incorporate the left mouse button, while the supernatural sign spells utilize the right mouse button. After the carnage, players press the ALT key for object/character interaction while they see what items to collect.





Display System

The HUD have been designed so that you can easily figure out what you need to do to accomplish simple tasks. Tooltips abound, in case you cannot. So many RPG’s have inexusably bad interfaces that a game like The Witcher deserves praise for making a good one.










Audio Interaction


A great international voice talent cast anchors a choose-your-own-adventure type plethora of storylines/endings. A great soundtrack by Adam Skorupa and Pawel Blaszczak really heightens the action and represents stronger musical support than most movies get.

































































































































Wednesday, 15 October 2008

Studio 2| Exploring games and identifying games concepts 2

Gears of War

Definition of games concepts

Gears of War, a game that blends tactical action with survival horror. The gameplay is focused on a fire team co-op so advanced that your A.I. teammates are indiscernible from human players. Voice recognition and real-time lip synching heighten the absorbing experience. The Unreal Engine 3 technology brings out the smallest details in the largest of battles. With Gears Of War you're sure to experience a rich, dynamic world where characters spring to life.

How different parts of the game are impacted by the concept

Audio

Sound effects (gun shots, explosions, chainsaw, vehicles) Weapons and explosions in Gears of war need to be big, loud and raw which contrasts quite nicely to the squishing of bullets piercing flesh or a chainsaw cutting through a torso.

Voiceovers (player character dialogue, Locust Horde dialogue and narrative) Gears of war has player characters and whole army of COG soldiers and Locust Horde soldiers, so actors voices will be needed for the cinematic cut scenes and intense combat.

Music (background music, Music indication of events, like Locust attacks music) Gears of War will need intense orchestral score.

Audio Programmer, who will be in charge of voiceovers, sound effects and music and will be audio programmers job to implement these sounds into the game.

Art

Texture, skins (world buildings, characters, models, animation/motion capture)

The action in gears of war will take place in ruined cities, underground locust strong holds and even on a moving train. These environments need to be modelled, so a Concepts Artist will design the environments and vehicles for the modeller to look at and create them into 3d. Then a 3D modeller will create environments, buildings and backdrops for the game.

Gears of war feature character models for the locust and cog which give an impression of how tough the cog soldiers are with the scars on their faces and there bulky armour and huge muscles. The locust models are no different they show how terrifying the locust are and in some cases show you the remains of what they have done. Concepts Artist will be need, to design characters and a later on a character modeller. Depending on creature (locust soldier, cog soldier, a boss creature, vehicles) a Animation/motion will be needed. Motion capture will also be need for the more complex movements and cinematic.

What Makes Games Development Hard?
  • Some games are not very profitable. There could be a number of reasons for this, such as publishers taking a large slice of profits, as well as wages and ever royalties. The games company needs to sell a certain amount of units (break-even) before it can start making its money back.
  • Games companies could waste their time on projects that have no real likelihood of making a profit.
  • Games could take around 1-3 years from planning to finish although it can take more or less time than this, which costs the development company more as the game takes longer to produce. The games company could also go way over there budget, such as Daikatana and Messiah did.
  • Games can be very complex and detailed; therefore will need additional QA, to ensure the success of the game. If very little QA is done the media and consumers will pick up on all the bugs within the game and if not fixed quickly, may affect sales.
  • Games developers and producers must make a striking impression, with there game, on the executives or publisher, for the project to go into production or their games ideas will be cancelled.
  • Making a successful game, comes with a huge fan base, who would demand, bigger, faster and cooler features. Releasing a game is not the end of the game development, there must be a relationship and getting feedback from fans, in post –release as well.


Tuesday, 7 October 2008

213CR studio 1|Exploring games and identifying games concepts

List of Computer Games and there Genres

  • Call of Duty 4 (First Person Shooter)
  • Company of Heroes (Real Time Strategy)
  • The Elder Scrolls IV Oblivion (Role Playing Game)
  • Gears Of War (Action/Adventure)
  • Need for Speed Most Wanted (Driving/Racing)
  • Thief: Deadly Shadows (Stealth)

Rating and some reasons why?

Rate the game 1-5:

1 Outstanding

2 Excellent

3 Good

4 Indifferent

5 Bad

Call of Duty 4

We rated this game 2, Infinity ward you have out done themselves, online play isn't just complete in a fast time you have ranks and challenges which makes the game a 2 rating game, and the storyline is action packed

Company of Heroes

We rated this game 1, despite hailing from that most overpopulated of genres the World War 2 Company of Heroes is utterly refined and slick. Relic have taken the best bits from strategy games and stripped out bad, leaving you with game that’s fun, intelligent, accessible, taxing, tactical and exciting. With so many positives in one sentence, you know it must be good.

The Elder Scrolls IV Oblivion

We rated this game 1, Oblivion’s sublime graphics, intuitive character-creation and massive freeform gameplay, put paid to the myth that you have to own a beard to enjoy RPGs

Gears of War

We rated this game 2, skirmishes against the aggressive Locust Horde are enjoyably tactical, while its cover system and difficulty level combine to make you genuinely fear the bullets flying around you.

Need for Speed Most Wanted

We rated this game 2.5, Combining illicit street racing and tuner customization with the intensity of strategic police pursuit that surpasses any Hollywood-style chase scene. Out-race rivals, evade cops and exploit hundreds of miles of open road as gamers make their way up the Blacklist

Thief: Deadly Shadows

We rated this game 1.5,Brand new game perspective - Go to 3rd person to see Garrett sneak up on guards, climb walls, fight with his dagger, peek around corners, and more! Cinematic 3rd person and classic immersive 1st person views are both fully supported and can be changed on the fly during gameplay
Identifying the games concept and what makes the game good

Gears of War (Action/Adventure)

The player takes control of a character called Marcus Felix. Who is let out of prison and drafted into the elite COGs squadron, which is the last remnant of humanity and send on varies missions to destroy the alien race who have waged a war on humans.

From the concept and what makes this game good, is the fact that it has engaging and disturbing cinematic story. Movie-like cut scenes, cinematic camera moves and in-game storytelling bring the brutal, emotionally charged narrative to life.


Need For Speed Most Wanted (Driving/Racing)

To become the most wanted racer, players must build up their street cred and Rap Sheet with gripping, white knuckle, head-to-head races with the top drivers on the streets, as well as pull daring, evasive moves to out-run and out-fox the cops that patrol the open road.

What made Need for Speed Most Wanted good for me was the features new and exciting gameplay that incorporates strategic cop pursuit and skill-based evasion techniques with illicit street racing.



Thief: Deadly Shadows (Stealth)

Thief: Deadly ShadowsGarrett steals from the wealthy and gives to himself, making his living in the dark and foreboding City. Thief: Deadly Shadows allows him to walk the city streets between missions where he can steal from passersby, spy on the townspeople, and complete the occasional side quest in addition to major story missions.

The implementation of games concept that makes the game good is, plotting and acting are as good as the predecessors but the sound is vastly improved and still look good several years on. The look; style; gameplay; cutscenes; characters; and story are beyound any other game you might play. Yes the graphics look very outdated now but the fantastic gameplay and perfect levels shine through still and make these games better then any others you might find. There are not words invented to describe these fantastic games correctly, all I can see is buy them now; what have you got to lose?


Reading Week 1

Reasons for making Games

1. Playing video games enhances the ability to think quickly as the game proceeds. The mind can make quick-fire decisions on the next strategy to be taken.

2. Video games sharpen thinking abilities and problem solving skills. Both these qualities are much appreciated and valued in our fast paced world. Playing improves co-ordination of hand movements and the ability to concentrate without getting disturbed. The games captivate the children and the kids can play with huge levels of focus blocking out all sounds and disturbances from the surroundings.

3. Since many games are based on facts kids learn a lot about pioneers, business planning, town architecture, communicating and more. Researchers feel that the three-dimensionality of the games makes history easy to learn. Video games, research proves enhances hand-eye coordination as well as reflexes.

4. When the Army went looking for its next generation of war technology, it took a trip to the video arcade. Thanks to massive improvements in graphics technology over the last few years, the video game software industry has produced shooting, flying, and fighting games that look so real they can be used for actual combat training.

5. Making games, by definition, are entertaining and amusing. They are meant to be fun, enjoyable, and ultimately used to pass the time. As time, fashion, and technology changes, the underlying objective behind gaming does not: kill time while having as much fun as possible.