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.

No comments:

Post a Comment