Friday 29 November 2013

AGDS project update

This week I have finished artwork and animations for Abertay Game Development Society's team 'Gravity Men' game. Currently the game has no name but it is about a trapped robot that tries to escape robot disposal depot.

You have seen my character design concepts in week 3 and  final design in week 7 blog posts.

Below is an example of death animation during development process 



Here are swf. videos of the character animations (idle, movement, jump-up, jump-down and death) that I have created using Adobe Photoshop and Adobe Flash for this game.

As I have mentioned earlier I was trying to create a look of a robot drawn on paper using traditional media (pencils and watercolour) and it was my first serious attempt to see how it would look in a digital form. I guess the art style and character design was somewhat inspired by Amanita Design game Machinarium (2009).
I think overall I’m really pleased with the result and these little tests strengthened my resolution to continue working on my project idea of creating ‘artistic’ looking 2D game art.



Amanita Design. 2009. Machinarium. Microsoft Windows. Amanita Design & Daedalic Entertainment

Thursday 28 November 2013

Robin Sloan meeting feedback

This Tuesday went to see Robin to have a chat about my project in general and clarify what I should be concentrating on in my research proposal document that is due in two and a half weeks. One of the main reasons to seeing him was the feeling of confusion on how exactly I should approach the document. During lectures and seminars I was getting a message that I should concentrate most of all on written materials (books, journals etc.) to help explain and back up my project. However, since what I am wanting to do is much more visual and really new. I still feel that there is not that much relevant information which could be used to directly back up my research proposal. A lot of the more recent information is online and in forms of interviews, blogs etc. I felt I was unable to produce a statement they in my opinion want. Something along the lines of ' here is a peace of evidence (such and such said it) therefore what I will be doing is logical, necessary etc.' Also, explaining in words what I want the actual art to look like is also not an easy task.

In 15 -20 min I've tried to get as much information as I can. Received good feedback on my idea and some advice on approach I should take in my research proposal document  He has also lent me a book Melissinos, C. and O’Rourke, P. book 'The Art of Video Games: From Pac-Man to Mass Effect' and recommended to have a look at it since it had information on previously released games and many interviews with their developers.

I did find our conversation really helpful. His advice meant that I would have to remove a lot of what I have already wrote but it would be for the better. Also, adding  screenshots and small analysis of some of the games would certainly help with explaining what I am trying to achieve with my project and how I want it to look.



Melissinos, C. and O’Rourke, P. 2012. The Art of Video Games: From Pac-Man to Mass Effect. New York: Welcome Enterprises, Inc

 Talks about videogames that are/can be considered as being important in some way or another to the whole videogame development process that has started 40 years ago. Interviews with actual game developers shed light not only on their game ideas but also processes involved while creating them.
Information I have found that is relevant to my project:

backs up my opinion that players do use 'suspension of disbelieve' when playing video games. p.44
games are serious medium of expression  and if can not be considered as being art just yet then it is surely on its way to becoming it. p.8, p107, p.127, p.157, and  p.211.
games and gameplay influences people who play them therefore plays role within culture. p.137, p.194

Friday 22 November 2013

Literature

Apart from doing some practical work for my Crit week presentation I have been spending increasing amounts of time reading books and trying to understand not only how to structure my honours year project but also all the rest of relevant information that I need to learn/understand to be able to complete my work.


As mentioned  in my previous blog post (week 5), more than two weeks ago I have started looking in to some literature that would help me in dealing with research proposal and my project in general. Punch, K. P.  book 'Introduction to Social Research: Quantitative & Qualitative Approaches'* looked like a good start.(recommended by Robin Sloan)

Since my project is very art concerned there was not as much relevant information as I have hoped, however it was handy in finding out what are good research questions, what is a 'case study' and general advice on writing research proposal and finally dissertation.

Since I'm considering on using a case study of game 'Braid' I need to have an understanding how useful it would be and how I can structure it. At the moment however, I am not sure under which type (general overview, instrumental case or collective case) my own study will go under. It seems I would be looking to find out information that is covered  by each one of them.

* Punch, K. P. 1998. Introduction to Social Research: Quantitative & Qualitative Approaches. London: Sage.


Some of the other books that I've been looking at recently are:


Bentkowska-Kafel, A., Cashen, T. and Gardiner, H. 2009. Digital Visual Culture: Theory and Practice. Bristol: Intellect

Book contains a number of essays from different artist who create digital art. It analyses theory and practice relationship across technology and digital media and what is involved in creation of new media artworks. It also points out the impact of technological advances on new visual art and artistic practices that are developing as a result: interactive art and videogames as part of the new digital culture.



Gray, C. and Malins, J. 2004. Vizualizing Research: A Guide to the Research Process in Art and Design. Aldershot: Ashgate

I have read and used this book last year for one of my modules but decided to have a second look this year as well in a hope that it will help me to understand and structure my own honours year project. This book covers such topics as project development and implementation for art and design. Although it is primarily aimed at masters and PhD students it does have a lot of useful information even for undergraduate studies. Explanations given about research processes in general and how they can be applied and used for practice-based approaches. I think it is a really good book not only to help evaluate and ground ones project and ideas within appropriate context but also to set one on the right path on how to approach and structure/plan the whole project.



Kirkpatrick, G. 2011. Aesthetic theory and the video game. Manchester : Manchester University Press.

Author sees videogames as a part of popular cultural form and claims that they offer aesthetic experiences to the players. Similar to G. Tavinor, he employs aesthetic theories and draws parallels between videogames and painting, music and dance but at the same time acknowledges that videogames are neither of them but a combination of all. Thefore, it is one of the defining properties of the videogame and must be judged differently: as its own medium. G. Kirkpatric dedicates most of his attention in this book to the gameplay which dictates rhythms which influence players in a number of ways.



Laughey, D. 2007. Key Themes in Media Theory. Maidenhead ; New York: Open University Press

Since it was on a recommended list for this year’s read I was really expecting more out of it. It was an interesting read in general and I do not regret having read it, however there was hardly any really useful information that I could apply to my project. Chapter 8 Postmodernity and the information society provided information on the whole postmodernity movement and added some overall understanding on how my  project fits within the media theory however I feel I am already past that stage and what I am looking for now is how I can narrow down on what I want to achieve and find supporting literature.



Tavinor, G. 2009. The art of videogames. Chichester: Wiley-Blackwell

In his book author talks about how videogames can be considered as being art. He takes philosophical theories of traditional art (especially cluster theory)and applies them to video games and their development. Explores how current technical and artistic sophistication affects game development and how a player perceives it. These are the questions that author addresses in his book:
'How does a videogames art sit in the respect area forms of art?
How does the digital medium of videogames have an effect on visual art?
How do videogames appealed to the player’s emotions?
What is the locus of artistic interest in games, and how does this differ from other traditional forms of art?
Finally, Is videogame genuinely art?'
Tavinor sees graphical representation in current videogames as one of the most important aesthetic achievements and having potential to make a contribution to the arts. However, other video game components like sound, gameplay and narrative play a very important role.

Sunday 17 November 2013

Digital Painting Books

A few weeks ago I took some books on digital painting and drawing: ‘Digital Art Masters' and 'Digital Painting Techniques' both by 3DTotal . I have found them really inspirational as well as useful even though some of them not only contained information on digital painting. Sometimes just reading how people in the industry go about creating their art can teach one some good techniques and handy tricks. I think most interesting part that I really think will be worth trying out for my project could be digital brush creation.

Another great book I had a chance too look through is 'Mobile Digital Art: using the iPad and iPhone as creative tools'* by David Scott Leibowitz ( Abertay library link: http://uad-live.lib.ed.ac.uk/vwebv/holdingsInfo?bibId=121861) Although it talked only about art created using mobile devices  (tablets, phones) it introduced me to the idea that I should use more my Android phone as a portable sketchbook. It happened so many times that I came up with some good idea while on the go or when I was lying in bed trying to fall asleep and did not have a sketchbook with me to record it. However I do have my mobile phone most of the time with me and I can use it to sketch even in darkness which can be really handy.

One of the best things that I like is the possibility to create sketches/drawings/paintings using layers on the app and then export it and use it in Adobe Photoshop to add final touches or continue working  on the earlier sketch.



Autodesk Sketchbook Pro software information: http://www.autodesk.com/products/sketchbook-pro/features/all/gallery-view

Autodesk SketchBook Pro app for Android Cost ( current price £3.03): https://play.google.com/store/apps/details?id=com.adsk.sketchbookhd&hl=en_GB

Autodesk SketchBook Pro for iPad: https://itunes.apple.com/gb/app/sketchbook-pro-for-ipad/id364253478?mt=8

Autodesk SketchBook Mobile: https://play.google.com/store/apps/details?id=com.sketchbook&hl=en_GB

Free version is also available: SketchBook Mobile Express : https://play.google.com/store/apps/details?id=com.sketchbookexpress&hl=en_GB

The same apps are available on iPad as well as more similar art apps by other developers (for iPad and Android) free and paid can be found on Internet.



*Leibowitz,S. D. 2013. Mobile Digital Art: using the iPad and iPhone as creative tools. Abingdon; Burlington, MA: Focal Press

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.

Sunday 10 November 2013

Reworking old game art ideas 2

Next week is a Crit week and here are updates on my practical work so far:

Fianna



Sketches of some of the objects and characters that had been inspired by The Book of Kells.

I was trying to create something  new and perhaps a bit more simple as well as something that looks somewhat similar to original. I found out that Celtic looking designs are much more time consuming then I have assumed at first.



Quick mock up and colour as well as texture test.

As mentioned in my previous post I have tried changing colour scheme to something less bright and multi coloured but I came to realise quickly this wasn't the best idea. I think by muting colours design/idea  lost connection with the original ( The Book of Kells). I have also tried to fiddle with paper texture and it ended up looking 'too much' and 'too fake'.

I think I should go back to the original bright colours without worrying about them making sense (e.g.  dog being red colour) as well as working on background texture looking more realistic and not over the top.



 Dragonfly Dash



Mock up screenshot of the game

I have decided to change the game from a 'top-down' to a side view as this way I was hoping  I could show more of the flowers and background vegetation without compromising the actual game play too much. Also, as mentioned in my previous post I have attempted to recreate ink and watercolour look.

I think it is a better attempted then the Fianna one because the watercolour paper texture looks quite realistic. Ink marks also look reasonably satisfactory. Things I should fix in my opinion are:
  • Colours - need to go back and refresh my knowledge on use of colour because it has been a while since I used colour in paintings.
  • Recreation of watercolour painting effect. Although current result is not a very bad attempted I think looking in to digital watercolour techniques and possibly relevant Photoshop brushes would improve results.
  • Background - need to come up how I could paint background plants so they would complement the foreground flowers



NoBoy





2 variations of  apple trees



Quick mock up of above apple trees within an environment  and  with  apples as interactive elements.

I was trying to replicate 'painterly' look on the left tree and tried to experiment a little with Photoshop brushes on the right tree design. I think both tree designs look reasonably successful and the apple seem to stand out by colour contrast, however by looking at the image so far I have realised that it might be difficult to differentiate between a background element and an interactive object in front of it. This problems stems from paintings being flat and static 2D objects with no interaction. I should look in how this problem is solved in other 2D games. Also, I should familiarise myself more with digital brush creation process in Adobe Photoshop as it in my opinion would help with achieving more of a 'painterly' texture.



 'Gravity Men' team  main character- robot.



Robot (main character) sketches.


Main character design mock ups. Combined a couple of robot designs from a previous sketch (see earlier post) and chose to combine 6, 7 and 8 texture tests in to final character design.


Final design for robot character.

As mentioned in my previous post I was attempting to give robot more aesthetic/artistic look; preferably somehow remind of sketch done using traditional art media. I have used a layer with watercolour texture effect and then tried to imitate a pencil drawing. I think it came out well and my team was happy with design.





Rat game character sketches where I have tried to recreate ink media look.
My favourite design and texture look is the one on the bottom right hand side, however the top right hand side one probably looks much more ink like.




Sunday 3 November 2013

Aesthetics

To help me understand more about the art and the beauty of it I took out from a library a Cahn, S.M. and Meskin, A. book ‘Aesthetics: a comprehensive anthology’ as well as dug out from my books box another book ‘Philosophical Aesthetics:  an introduction’ by Oswald Hanfling.

I feel quite anxious about the prospect of getting back in to art aesthetics. I did study aesthetics a little bit during my college years and I remember this subject being quite hard to get to grips with. There are so many theories and theorist and because it is art and not a science, there is really no right and wrong or true and false. The two books are really tick and I would imagine it’s going to take me a while to get trough them. What I’m expecting from the reading is a better understanding about art, its meaning, also theories that I could use when looking not only at traditional art for inspiration, but also give me some sort of solid grounding when analysing art in games and producing my own art for my honours year project. Also, I hope that all this knowledge will help to move me forwards towards finally identifying my aim for the project, because at the current point in time I feel like I know what I want to create, why and perhaps how I’m going to do it, but just cannot tie all these things in to that one sentence that can actually explain my project.

Crit week is roughly in weeks’ time and Project proposal in 6 weeks and I am not in the right point in time with my understanding about the whole project. I just hope that all the reading and perhaps some practical stuff that I’m creating will help me finally organise things in my head in time for submissions.



Cahn, S.M. and Meskin, A. 2008. Aesthetics: a comprehensive anthology. Oxford: Blackwell Pub

Hanfling, O. 1992. Philosophical Aesthetics:  an introduction. Oxford: Blackwell Publishing