Thursday, 27 February 2014

Meeting my supervisor

This week I had my regular meeting with Lynn and spoke about handover to my intended supervisor Simone O'Callahan. Also she had a look at my updated Game Concept document and gave advice on some of the HUD/UI and gameplay questions I had. Mainly about the UI during star and firefly collection as well as during star placement in to their sky 'sockets'. Also, some advice on how to better structure Game Assets List. She also liked my moodboards and told me that she could definitely see a game now and can imagine how it would look like, which is great. I feel really excited about it and my project as a whole.

Regarding Dissertation she advised me to add my game Case Studies in to the Methods part of the Dissertation document.

For next week I will be finishing off my Game Concept document as well as creating concept art for environment, character and layout. Also if I have time I should try and create some media tests to help me decide what style I am going to choose for my game art.

My goal is to have a game design ready and polished at least to 95% and concept art with media test done by Crit presentation on 13th of March, because I would like to hear what the tutors think, take their advice/suggestions and then crack on with the parctical part of the project: creating assets.

This Wednesday I have also met my supervisor Simone. Since it was our very first meeting I have showed her the entire practical and research stuff I have done so far as well as spoke about why I have chosen this aim and what I would like to achieve at the end. She also suggested that I should look at some artists who create interactive digital art. For example Nick Bantock and his "Griffin & Sabine" (Ceremony of Innocence CD).
Can see a video of it by following this link:


Ceremony of Innocence (long player) from Alex Mayhew on Vimeo.


I think it is very intersting and I like the traditional look/feel of the art also very simple interactions. I think what I really like in art is the personal touch of the artist that is visible in the art that he/she makes. I remember watching one of  Bobby Chiu (digital artist) videos on YouTube where he talked about artist and their artstyle. He said: "A lot of times when you look at great art an then you meet the artist you understand even more about the art. You understand where it came from."

deviantart. 2013. Bobby Chiu of Imaginism Studios (Part 1). [online]. Available at https://www.youtube.com/watch?v=wJtVlMmxD2Y [Accessed 27 February 2014]


Simone also suggested that I maybe should consider using surrealist artists as part of my research (e.g Magrite) since the story I am telling in my game is not real and of course there is a lot of surrealist art which I can use as an example for the traditional painting technique part of research. Another area to look for information could be illustration art.

After hearing about my game idea and story behind it, she informed me that there is a children’s book 'How to Catch a Star' by Oliver Jeffers which has a similar story to mine. I was intrigued and had a look.



Mr. K's Reading Corner. 2014. How to Catch a Star by Oliver Jeffers Read Aloud. [online]. Available from: https://www.youtube.com/watch?v=lwXvm4qBcXg [Accessed 27 February 2014]

I think it is a really sweet story for the kids. I also like Oliver Jeffers art style: really simple but nice watercolour art. However I probably will not go for a similar style.


Regarding Dissertation, I will have to finish it more early as I thought since Simone will need at least two weeks to read it and give feedback on it. I wish I could finish my practical work first as it would make since to do that before completing dissertation however it may turn out to be the other way round. It means that it should be ready latest by 21st of April.

Tomorrow I will be attending an opening night of The Jolomo Bank of Scotland Awards* at HMC (Hannah Maclure Centre). Since it is about landscape painting I am hoping that it will be useful for my project.


* Can read more about the exhibition here:
http://www.abertay.ac.uk/about/news/newsarchive/2014/name,15841,en.html

Sunday, 23 February 2014

Pre-production

This week I was really busy dealing with my own game idea and game design.

First I made a sketch of how I have imagined the game would be: the whole layout. (see image below)




 Also made a quick sketch of the land/forest environment part. (see image below)



Then I needed to 'polish' the game idea and mechanics. Basically figure out what exactly is happening in the game, what the character can do, what are interactable objects and how they interact with the character, environment etc. Also what information got to be displayed in UI. I was trying to work that out in my mind by looking at my skech first but I was going nowhere as I kept forgetting things and had difficulties visualizing things as the 'gameplay' progressed. I know that game developers often use paper prototypes to test their ideas and seen some video about it so I did just that.

Paper prototype (see images below)


Paper prototype: up until land/forest starts


Paper prototype: land/forest and air parts

I have to say, having my game in front of me, even if it was on paper made it so much easier to understand and visualise how things worked and find 'holes' in gameplay and context. I did change environment layout and some of the items that the player had to acquire and how he/she would use them. HUD/UI requirements also become much clearer.


Before starting work on my Game Concept document I dug out my year 2 Entertainment Design module notes and an old Game Design document. I have used adjusted version of the framework for this game idea and completed first draft. I still need to finalise some minor things and write a Look and Feel part.

Also drafted  Game Asset List document. But it is far from final as I need to work out a few things related to HUD design and interaction.



To help me with game art and Look and Feel part of the Game Concept document I have created  three Moodboards. (see images below)


Colour Moodboard

Since the game would take place in the late evening and early night I decided that I want blue-violet colour palette to represent the coldness and cold tranquillity however because this story is not a horror story but more of a mystical fairytale I want oranges and yellows to balance  the coldness and create hope and warmth.

Since I am still not sure in which traditional media style I should paint all the game assets I have also created two moodboards: one for watercolour media (similar style to the boy and balloon painting I have created during week 19) and one for oil/acrylic media (similar to Noboy game underwater screenshot created during Semester 1)

Watercolour media moodboard


Oil/Acrylics media moodboard



Also this week I have met with one of the AGDS members as he wanted to find out more about my game idea and see if he would be interested to get involved. So far I do not know if it will lead anywhere. It would be good if my idea could be turned in to a game prototype, however the backup plan is just to create a gameplay video which at this point is the most likely outcome.

Tuesday, 18 February 2014

Finally, my game idea!

On Monday as usual I had a meeting with my current supervisor Lynn. We did discuss the game art I have created and showed in last weeks pitch presentation. And as I already knew she agreed that both of the collaboration games not being very suitable for the purpose of showcasing my work. This is the point where I should be talking about how terrible I am at ideas and how I have no idea what I am going to do next. However, I was feeling really excited because on Sunday night, before our meeting, as I was lying in bed, THE game idea just clicked in my head. All the 'floating' bits came together to make a one cohesive idea. I was absolutely delighted. So I got out of the bed, noted all on a piece of paper and went to sleep all happy. I knew I have nailed it. :)

I have explained to Lynn my game idea. In short its about a character (boy related to Sandman) that travels underwater, land and air collecting and distributing items. This game would be a side-scrolling game therefore it would fit well with my project idea since it is a about painting and computer screen can be that interactive canvas.

The collectable items would be string, jar with a lid, stars and fireflies.


Lynn was really pleased that I have managed to come up with an idea and game play that makes sense and at the moments fits well the idea.

My next steps regarding  the game is now to polish up the mechanics of what is happening when and how, what UI I will need and of course a Game Concept Document and an Asset List document.

So far the ideas for a gameplay are somewhat similar to Limbo (2010)* seen in this video (see below)


hayabusaDGO. 2010. LIMBO - gameplay part 1/7. [online]. Available from: https://www.youtube.com/watch?v=GCA79zPaQe0 [Accessed 17 February 2014]

or a Dust: An Elysian Tail (2013)** without the enemy fighting but perhaps with a somewhat similar environment or even UI. (see video below)


deluxe345. 2013. Dust: An Elysian Tail Gameplay (PC HD). [online]. Available from: https://www.youtube.com/watch?v=itEVq6fzKmM [Accessed 17 February 2014]



This week’s plan is to start Game Concept Document draft, Assets List draft, project Moodboard creation and if I have time left create some concept art. Also, I am going to get back to the two AGDS members to see if maybe they would like to help me with my project.

And for a change, I am really feeling excited.


* Playdead. 2010. Limbo. Microsoft Windows. Playdead.
** Humble Hearts. 2013. Dust: An Elysian Tail. Microsoft Windows. Microsoft Studios.

Saturday, 15 February 2014

Pitch feedback

Pitch feedback was somewhat as expected. They did like a lot of the work I have done during the end of the semester 1 and beginning of semester 2. Also I had been advised on looking at some interactive artists as this might help to develop the art side of my project. A couple of tutors expressed the same concerns I had in my mind  about the collaboration projects. Basically the advice was to think: “Are any of these projects really suitable to showcase my art?" Sadly, I think they are right. No matter how much I would love to see my art in the game I need to choose what is best/more suitable to my project and the answer is probably none of the two.

So now I am back in the same place I was 2+ weeks ago. The scary prospect of coming up with my own game idea, game design and mechanics is back. Can I pull this off? My mind had been racing through ideas since the end of my presentation and so far I have not come up with anything decent at all. All of this makes me really very stressed. I need to start my artwork now if I want it to be done really well and I am back to "square one".

This week I have also gone back to the dissertation: created new document for it and prepared the layout. Also added information from my Research Proposals Literature Review part and fixed some of the things up, borrowed books (mentioned in my previous post) from a library to address my knowledge gaps and get some useful quotes  for the dissertation.

Also prepared a more detailed Semester 2 Learning Plan/Timetable. Copies of it can be found here:

Excel document:
https://www.dropbox.com/s/r9cyrp8vbxscyag/LearningPlan_TimeTable%20Semester%202.xlsx

Pdf document:
https://www.dropbox.com/s/smxnttm5xue1a4q/LearningPlan_TimeTable%20Semester%202.pdf



Apart from university work I have also prepared my CV and will try to get feedback on it. Also, somehow I need to find time to put my website up. I really need it for job search as well as the exposition (for business cards). When I will be able to do all of .... I am not too sure. In any case the only thing I can think of at the moment is my project and my idea for the game which I do not really have.

Wednesday, 12 February 2014

Pre-Pitch work

Last week I have submitted my infrastructure form, but so far have not done any proper research on how I am going to present my stuff during the showcase. In fact I think it is too early anyway, because I am not sure if it is going to be a game, video or a number of still images. I guess I'll know more within next couple of weeks. Also it will depend on where I will be exhibiting, but most likely it will be just a standard bit of a wall that everyone is given. In any case I will wait and see, especially because I already have my hands full of 'to-do things'.



On Monday had my regular meeting with Lynn and we had a chance to discuss Robins feedback on my Project Proposal document. Looks like I will have to do some more research on the general game interaction stuff as well as how all the elements of design, sound and art contribute to the overall aesthetics of a videogame. So here comes more work instead of less and me going back to the books I have already looked at:
Kirkpatrick, G. 2011. Aesthetic theory and the video game. Manchester : Manchester University Press
Tavinor, G. 2009. The art of videogames. Chichester: Wiley-Blackwell and possibly
Egenfeldt-Nielsen, S. Et al. 2008. Understanding video games: the essential introduction. London: Routledge
 I may even dig out the book I have read during my second year 'The Art of Game Design: A book of lenses' by Jesse Schell. That book was really great, not only for game design but had a lot of great advice on how to evaluate any project to make sure that the work done fits the final idea/purpose.

If I was really honest here... I am starting to feel immense pressure of the project and the amount of research that I should do to really make this project up to the standard that I  think it should be. I think my topic HUGE and HARD because I need to understand and still learn sooooo many things. And some new things that should be added keep cropping up all the time. All the information I need is sparse and so scattered that I feel like I am attempting to gather all sorts of little pieces from all over the place and trying to fit it in to an image that fits together. I am starting to wonder how on earth I will be able to complete all of it the way I want it to be completed and get a really good grade. I am getting better at the time estimation on how long things going to take, but this 'ballooning' phase of it really scares me. There is only one thing that helps me a lot is the way I feel about my project: still very passionate if not even more, very interested and even more determined to make some kind of difference. It is as if my gut tells me I am on the right track not only for this project but probably for the long run in general. I think it will most likely underline a lot of my future work, especially my own, personal work.

Regarding my practical work I was not particularly pleased with the stuff I have managed to create so far.



Tile-based game


Here are sketches for the game: general idea as well as UI solutions. (see images below)




After first level is complete it would go in to a 'dual' fight screen where it will have the two characters at the centre of the screen. (see image below)




Here are some initial sketches for background and environment. (see image below)

 Work on individual tiles


Putting things together to see how it would look

It obviously looked very repetitive. What I needed to do is to create much more variation in the background tiles as well as get rid of too detailed art for the environment tiles. If I want any characters as part of environment tiles it has to have enough contrast to pop out. Sadly 'brushwork' is not really visible either.


Since I have little experience with tile backgrounds I have looked at some images of other tile-based games:










Here are the images after I have applied my ideas and solutions.


Background with a grass texture.



Background with a plane green plate.

What I have done is tried to make characters stand out from the background and colour was the most obvious solution, because texture on such small characters is not really visible. However I did not want to go with a really harsh contrast and use very pure primary colours. Wanted more subdued and not 'in your face' colour palette since there are so many games that look like that.
In the second attempt I have changed the background from a number of small squares in to single plate image with a grid that would allow of 'on top' placement of individual objects within the environment. Reason: I thought that the detailed grass perhaps was a bit taking over the view and maybe just a single plane with some texture, brush strokes etc. would fit better since it will have a larger pattern and perhaps that way contrast more with more detailed assets.
Conclusion:  I think second option is a better choice. Also, the thought that there is a restriction on what I can do to make it look 'painterly' without getting in to a more abstract art which I think would not be too appreciated by the game designer or public. Since the work I am creating this year will be evaluated I am not sure if I want to go that far, especially on someone else idea.


Assassination game

Here are sketches for the game: general idea and layout during gameplay. (see images below)






Here are images of a Peugeot car interior images which I have used as a reference since this type of car was used for Taxi service during 60s-70s.

Development process images (see below)



Since the car interior is a very definite design I made a rough sketch to mark where certain objects should be and how it is best to fit all the things on to the screen by staying true to the original car design as much as possible.



Final setup completed with a watercolour paper texture and colour. Ready to start colouring.



First colours applied.






This how far I have managed to get it painted. I wish I had more time to finish it properly and would love to have time to try and make another mock-up screenshot image (more of a comic book style), however I will have no time since my presentation is tomorrow.

What I was going for in this art style was a watercolour painting illustration because I wanted the paper texture is visible. Reason for it, the game is very much about dealing with a dialogue and it is a bit like reading an interactive book: as if the gameplay-story is happening on paper in an old book. Muted/desaturated watercolours in my opinion was suite well for this effect as well as help to keep players attention on the text. Also, I did not want the art suggest any drama or warnings that something bad is going to happen since this part of the game was about investigation and information gathering from spies. Spies, as far as history has shown, tend to look like a very ordinary people.

I think overall the arts style choice is not bad, but I wish I had more time to finish it properly and as mention before try a more comic book look. It is hard to make many comments on this image since I did not finish it fully.
Is it the right project to take it on, I am not sure. My concern is a lot of the game is based only on the interaction happening on this screen. So there is not much happening apart from the animation of a moving road. I could try and add some more art at the very start of the game when the story is introduces and then at the end when certain options are chosen by player but is it exactly the project for me at the moment?...
I will wait what the tutors will say about it and then make up my mind.

Wednesday, 5 February 2014

Supervisor meeting: week 20

Met my supervisor (Lynn) on Monday and we had a discussion about my dissertation structure.  (Dropbox link to the document here: https://www.dropbox.com/s/mj0ji2lwbbogz62/Dissertation%20Structure.docx ) I do need to make some changes to it, and make up my mind about what exactly I'm doing with my Case Studies. Also need to check some of the old materials on Aesthetics.

I have also clarified some details about the exposition and infrastructure form that is due on Friday. Hopefully, I will be able to have an Android tablet at least for the opening day which I'm planning on using to display my final work (be it a game or only a video), but also have it as a digital sketchbook.

We have also talked about the options I have for collaborating with other people. So far the decission is to try and create some artwork for the two games that I have discussed with Abertay Game Developers society members and present it next week during my pitch to see what the feedback will be and at the same maybe the creation process will help to answer some of my questions as well. Also, I need to think about a game concept I want to take on in case none of the collaboration options will be suitable.  The game idea is the hardest part of all I think, as I am not really that good with game mechanics and similar stuff. I doubt I will be able to come with a totally brand new idea for a game.

During our meeting I did not have time to show my latest artwork. This week I will be working on mock-up screenshots for the AGDS guys games so have more things to show next week. 

Sunday, 2 February 2014

Collaboration options

On Thursday I have presented my honours year project idea and work to Abertay Game Development Society members to see if there was anyone who would be interested in working on a project together. I was in luck as two people approached me after the meeting and we had a chance to discuss some ideas. One of society members would like to develop a top down chessboard based game where a character and an enemy moves on the checked board while trying to get to their destination first and another one wants to try and develop an interactive storytelling game that had been inspired by a thriller novel by an English writer Frederick Forsyth 'The Day of the Jackal'.

I have also done some research for the assassination game idea. Since the game will start with an assassin arriving at the Aérodrome de Pontoise - Cormeilles and then journey in to the Paris with a car (journey is part of the game) I have used Google Maps to see what is the landscape in that area and what if any prominent features are there, perhaps what colours to use and of course note the details (types of road signs, driving cars on the right side of the road rather than the left, etc.) Also had a look at the architecture in Paris. (see images below)








Also this weekend going to watch 'The Day of the Jackal' movie directed by Fred Zinnemann.


Rest of the meetings I had this week were little less productive. There might be a one more option to collaborate with an 4th year GDPM student, however the person does not have an idea of what he would like to do/develop and is happy to do make a lot of prototypes for me. So now I will have to try and make a decision but before I do that I will try and get some advice from my supervisor tomorrow.


Also this week I have managed to complete a one more mock-up videogame screenshot somewhat based on my second year Game Design Document. To save time I chose to copy already existing games and just create my own assets. Used Orisinal game 'High Delivery' mechanics as an inspiration. Can find original game here:  http://www.ferryhalim.com/orisinal/g3/high.htm





I was trying to adapt the gameplay to my aforementioned game and attempt to recreate a watercolour look, at least for the environment. I think the paper texture is a bit too rough/pronounced and I should change it, but I do like how the clouds and the moon look in the uneven blue sky. Also I made a conclusion that actually trying to replicate a watercolour look and feel in digital form is a much more time consuming endeavour then in real life. Some of the patterns that form while adding paint to paper or when paint is actually drying have to be recreated separately and fine tuned using multiple steps while using software. It loses that watercolour hallmark of spontaneity which I like it so much. Basically the creation process becomes quite restrictive, repetitive, forced and time-consuming. It loses the charm of the 'happy accident' because there is none. I would say, a total opposite to using software for sketching, where the layers and the undo option makes things happen much faster without affecting final results especially if one chooses a brush that resembles a pencil or a felt tip pen.


I also thought it would be a good idea to actually try and digitally replicate some traditional painting. Just to get some practice and see how closely I can make my digital version to resemble what had been done on a canvas. I have found an image of a fairly simple oil painting. Reason for it, I was more concerned about showing evidence of a visible brushstroke on a large block of canvas than anything else. This is how far I have gone. (see image below)




 The original by José Salvaggio


My version

Note:  this painting is not finished yet and I did not pick the colours of the original using colourpicker tool.

I have experimented with a numebr of different digital brushes as well as with a sumge tool and paper/canvas texture. I think the texture ads a lot to the the realistic look/feel. Mainly because texture is hard to recreate especially when we are talking about the actual texture of paint mark/brush stroke on canvas.


 Here is the same digital painting  with the texture layers removed.

 I think it certainly looks more flat and digitally painted. I think the imperfections overall give a more naturalistic look. I think an eye subconsciously picks up the repetitiveness in digital art. For example digital brush strokes tend to be the same because it is a set tool (size, shape, opacity and other settings) I think varying brushes and their settings helps with achieve a  more natural look of a final peace. For example, I was trying to replicate a 'poppy' part of  'Chianti in Spring' painting by -by-Alexi-Zaitsev (see first image below) and the more I have varied the brushes and their settings the more digital version started  resembling oil on canvas. Note: did not try to replicate the colour but the texture only. (See images below)


Alexi-Zaitsev. Chianti in Spring. [online image]. Available from: http://www.artrussia.ru/pic_z/z478_110.jpg [Accessed 31 January 2014]


No texture added but a wide array of bushes used.

Papper/canvas texture added

I think the texture is too harsh. I think a softer setting would have made it look better, more realistic.


Same image as above but with a Find Edges layer overlayed on top of it.

Same image  but with a Stylise > Emboss layer on top.

I think the results are quite good. Just need to tweak some things on a layer texture to make it look more natural and use a variety of brushes while changing their settings. I think I might be on the right track here, but more work needs to be done.