Showing posts with label collaboration. Show all posts
Showing posts with label collaboration. Show all posts

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. 


Friday, 15 November 2013

Crit presentation feedback

Thursday Crit presentation went well. Just a couple of days before it I was worrying that I still do not have an aim or even a vision statement for my project. Luckily my conscious finally managed to make a connection in my head between all those ideas that I have been having last few weeks and I finally have a vision statement/aim: 'explore how traditional art practise can inform and enhance production of 2D game art assets'.

My final project goal stayed more or less the same: create art assets for a single game idea and try to implement them in to a test game or most likely a mock up playable level.

As my practical work I have shown all the images from my previous post. Feed back I have received was exactly as I have expected. I had been advised to tackle background and interactive assets issue: how to try and make it more easy for a player to distinguish which objects are interactive and which ones are not. also look more in to traditional art and see what I can bring it to my digital art project.

My further action points are:

  • to continue literature research. At the moment i am looking in to art aesthetics and aesthetic theories.
  • reiterate my previous practical attempts: change colour scheme and fix artwork for: Fianna, Dragonfly dash and Noboy games.
  • make more practical tests: improve backgrounds, try and reproduce texture that is often seen in oil paintings. (see image below)


Alexander Sigov. [online image]. Available from: http://pinka.pl/pin/148714/Alexander-Sigov#.UukZWfnFJpg [Accessed 2 November  2013]

Also as the time goes by I am starting to realise that I will not have enough time to do any programing on my own if I really wanted to make a playable demo. In my opinion, it would be a much better outcome then having a video or a bunch of still images as a final peace therefore, if I really want the demo to happen I would probably have to get  someone else on board. It is a major step, as some of my previous experience shows, working with others or depending on others for projects is not an easy task. I might have to look at getting programmers or game designers on board.