Wednesday, 2 May 2012

3 - Two Point Perspective (street scene)

Now in this project we have moved from 1 PP and now on 2 PP.

Which the differculty just went up.

I still very much enjoy 2 PP and specially where we was doing it around Leicester City Centre. A lot of old and interesting buildings and  I enjoyed the practise of  getting terms with architectural drawings and to break it down into simple shapes to begin -with and build up levels of detail with the 2 PP rule. 

It gets quite differecult with ledge and repeated windows to make them all level and correct. It can get tedious with that repetition, I guess because it's quite hard and by more practise it comes a lot easier.

Top one is just some notes copied from the lecture examples on the white board.



Left one is another practise in class, drawing an object in 2 PP way.



On the left, now were out side and around the University and I am just understanding 2 PP with simple shapes of the buildings around.



Here some other ones, I quite struggled with the 2 PP as you can see not much details are drawn. Just trying to get the actual rule right. As well we all agreed that you need a lot of width of space on the page for the lines of the VP to follow back into. Otherwise can look to 'cramped'.

This is my Final Drawing

Yeah this final kinder led into 1 PP with a hint of 2 PP. I really quite struggled with this, because of trying to render reflective surfaces  and as well details of the shops and seating area. However I am still always pleased in understanding my weaknesses and strengths and how to improve my self into putting more effort into my drawings.

2 - One Point Perspective (arch way)

Our next project is continuing from our One Point Perspective but now were doing this at the Arch Way
Where more solid and structural objects like rock, stone and as well considering a lot more information in such a closed space.


It was a lot more comfortable drawing here then the canal and seemed much more interesting.
12 Thumbnails and a final is required.

Here is my first attempt of the archway. A lot more confident perspective accuracy, still need to consider better mark-making and rendering techniques, though wasn't my main focus.



I thought to take time and have a quick attempt of the old fashion street post, because it was very interesting and to draw it with likeness, shown to be quite a challenge. On the left the drawing kinder slopes  which isn't good apart from that the rest doesn't seem to bad.

Few other practise attempts, I really quite like the first one, has a nice overview feel to it, however it isn't correct for which the 1 PP view it suppose to be drawn.

 The others are again just another attempts and angles I was sitting and drawing from.
The last one is from a photograph I have taken and thought to have an practise from having some characters in the drawing.

 It was really differ cult, many mistakes are in this drawing, though I gather a better understanding in the differculty of having characters and the relation of how they are in the relation to the vanishing point.



This is my Final Drawing.

Feel this was a bit of a messy. The strongest part of the drawing is under the archway and around that focal point. As for the perspective it really goes off in the foreground and by not getting the fundamentals right at the beginning, the whole drawings looks really awkward. However I like to note, still pleased in my effort of trying to do better rendering and improving my self.

I always enjoy to take a deep breath and step back and view my work afterwards and specially when blogging, because I find a massive sense of realization of my good and bad points that always needs improving.

1 - One Point Perspective (canal)

First project to kick start the year. 1 Point Perspective, which I have never took the time to learn this or been taught it. It seems a bit tricky at first, but I thought I made some progress. It's felt really differ cult to execute this when drawing from life and it was good to see how much my observation needs a lot more improving and as well need a lot more practise in rendering organic objects that are around.


Here is my first set of Thumbnails.


 We had to have 12 minimum. I was not much focusing on realistic detail and drawing, (which felt I couldn't achieve greatly) however more so, getting the perspective down correct, with the horizon line at the right height and then project lines out from my vanish point.

Here is my next one, which I felt having a bit more spaced in my thumbnail helped me slightly. My rendering of water, trees and the environment around still need a bit deal of practise or that I find more accurate and better way to make 'suggestive' mark making.

After reviewing other people's work on how they undertake drawing the canals and having some feedback, it really broaden my scope on other ways of going a bout doing these thumbnails of the canal. As my previous drawings seemed 'too dark' with tone with not much shapes of anything. So I wanted to attempt more of a 'line drawing' so this makes me to observe where things are placed in space and the relation of my surroundings.



I feel I have improved a lot better from my previous ones, I am visualising and understanding perspective a lot better and by exploring other ways of producing an drawing it helped me in my creative process and my drawing.



This is my Final Drawing.

Drawing in my A3 sketch book, not really completely finish, although I made a lot of progression which from my thumbnails with awkward rendering and sloppy perspective have dramatically improved. Yes there is greatly a lot more understanding and practise I will do that I am still pleased in what I have achieve and take from what I have learn't and from my mistakes into my next piece.

Tuesday, 24 April 2012

New Game Journalism

Video game journalism 

is a branch of journalism concern with reporting and discussion of video games. It is typically based on a core reveals/ previews/ reviews cycles. There has been a recent grown in online publications and blogs. So New Game Journalism is a only an term that coined in 2004 by journalist such as Kieron Gillen, which he personal anecdotes, reference to other media and creative analyses are used to explore game design, play and culture. It is model of New Journalism applied to video game journalism.


When I was younger that was more of a time I brought magazines, but not many really. It was more for 'cheat codes' where the internet didn't exist with them. Yeah I did look at what up coming games, but I didn't constantly read magazine for a fix of what coming out.




I did enjoy some articles giving information on some games I was interested or it was nice stumbling games that was in development and as well other range of articles. Though I generally just was fascinated by the images, art and features then reviews of the games



.I wasn't a serious game buyer, I had a few I like and only really brought other games if friends suggested or I played them and I came to a summery I like it or not, main reason because I was young and I didn't have money to go out and buy and try games.
(as well my parents didn't want me and my brother playing games all the time loll)

However I know a few people who was more serious in gaming then I was. So they were the people who brought the magazines often and read the reviews like its democracy. So yeah, reviews of games and it's rating they trust the reviewers writing a bout their thoughts on the given game  a lot more serious.

I always enjoyed looking up game rating for the interest on how they were rating in the spectrum. Though may times I say to my self, "How is that an 7.5? it deserve  a lot more then that and ranting to my self saying "it's awesome, because of this and that." and then giving it a un consious review to myself. So I do not take them serious one bit anyway, but take it into an account and actually as I said makes me reflect on the game.


Now with the creation of the internet and companies such as Gametrailers, Ign, Gamespot, which are websites surrounding a bout Gaming information, so millions of people view there information and articles and a step forward on which magazines can't give, is video and a lot more of a database is kept and stored there and it's free and easily accessible, however company like IGN has been slated to be an awful game reviewers not all but some, as few commentors on youtube says IGN are IGNorant* which is pretty funny, however even normal folks like us nowadays do there own video game journalist.

 Which at times be a lot more open and fair view to the public people. Sometimes when bigger titles comes out, too much clutter of advertisements all around gives you a sense of they just been paid to do that, without an actual care of the product and us to give a truth description if it's 'yey' or ney' and so then when they review or preview their titles, they overlook a lot of flaws that any other smaller game they nip-pick it like anything.

What I do like is Game rating, sometimes it can give you a some what summary of the game from your thoughts and views whether you agree on or not. Can be a good guideline for reviewers, so you know what your reading/ watching is aspect of the game they are rating and then given it an 'overall'.
However the bad side of this is, it can be very off putting as in, if you saw a game you quite enjoyed and thought it's reasonably well or seeing a game coming out, that looks interesting and it scored something from a miserable 6.0 then that can normally put you off that game you was looking forward to.
Again I think video evidence and review of the game can make it some what a better judgement on your own behalf and to others, because you get to analyse and agree or disagree with the reviewer and you can learn how to analyse a game or even rate it yourself because you probably wouldn't of notice those things.

The end all is in my opinion, yeah just don't take it too much serious, but enough to be passive with the information you are looking at.


Game Review : Killing Floor

The game I am going to review is .....

Killing Floor is a cooperative first person shooter video game
developed and published by Tripwire Interactive.
It was released on May 14, 2009 for Windows and for Macs on May 5, 2010.




So please enjoy and read what type of game Killing floor is.

 Killing Floor is an first person shooter, which Gameplay consist of a single game type, in which the player fights waves of zombie-like specimens, with each wave becoming successively more difficult, untill it concludes with a battle with a 'boss' specimen called the Patriarch.




This is the Patriarch
Annoying when you grind your way to the last round and
your wiped out by him!

So the players earn in-game money for each kill, as well as for surviving to the end of a wave.

                                 "Lots of Money!!!

 In the time between each waves, players can visit a trader to buy and sell ammo, armor and additional weapons; the traders location on the level varies at the end of each wave, which it discourage players from camping in one location. Weapons may also be found randomly across the level. 



Players are also encourage and it's a must really to work together; by trading items and dropping money and as well healing is more effective on others players then yourself and the team can also strategically weld doors shut to provide temporary barrier from the oncoming horde which then you can create tactics by funnelling creatures to specific areas.







One of my favourite maps, The Biotics Lab. Good example of funnelling enemies down the 

corridor for a good ownage.








That edge that gives Killing Floor good playable and long lasting factor is The perk system which players select one of six perks at the start of a match andbetween rounds. The perks, sililar to the idea of a character classes, which prodives bonuses towards certain weapon types, armor, movement and other factors. Players can level up each perk to increase the benefits it offers.



The great thing a bout this is for example the "Sharpshooter" perk, which provides accuracy benefits when using scoped rifles, can be raised in level by completing a number of head shots with specific weapons. The player does not need to play with that perk to raise it level; just like if  I was a Field Medic perk which requires the player to heal which gives numerous  of points to then level up, but this can be done while playing any of the other perks.

So in Killing Floor, if you die during a wave, you have to sit out and then spectate the existing players that are alive. It can be frustrating if you die early on and wait, but it can also be quite exciting where if there is one of your friends survived and your watching his survival. If all players is wiped out, the game ends and have to restart.

So here is an screenshot of one of the matches I played. Yeah he was nearly dead but my team wasn't that good and it was only me doing the damage, he totally destroyed me.
He may won this battle but not the war!

NOW I'AM VICTORIOUS THIS MATCH!


So each game can be configured to alter the length and the difficulty of the various waves. The game is quite fair and it's based on the numbers of players that join in the game increases the numbers of enemies spawning in the wave.

The cool feature on this game is "zed time" which from particular gory kills, such as headshots that it goes all matrix style and slow-motion. As on certain perks the duration can last longer and you can have a volly of zed time from other players and yourself achieving those gorykills. It can really be a life saver.




The good thing a bout this game to make it fresh each time is the online multilayer, you can really be in an awesome team or a terrible team which can ruin your experience of play. The game can be a fun grind because of the perks system and unlocking achievements.

 The one thing I like to mention is the music and sounds which sounds like brute/ metal? Well the sounding that works well for this survival horror game. With headphones and playing in the dark it can get quite creepy with the sounds of the environment and the zombies can really scare you when you get off it early hours in the morning and going to bed, visualising it all which the music can be blamed for this, I swear gets your adrenaline going lol.

It's also so funny as the voice commands in this game is classic British accent.


Enjoy, so funny..

Well as for the graphics, It's probably not 'next-gen' but it's really still good and to be fair it fits the game. As well as being on Game Art course most stuff you can compare to the stuff were creating in 3D max, can give you some good ideas. 

 It's totally different to Left 4 Dead and other zombie horror games, but if your just looking for a good wave wipe out killing, with a lot of fun factor with awesome perks (classes) fun voice acting, good music and weapons selection. Then I recommend picking it up on Steam for cheap. It still come out with updates with new downloadable content. It's a killer price!


Sunday, 22 April 2012

Elements of Game Design part three: Character


Well I think character design can be quite important, but it's not only the design of the character it's the qualities and personality that the character portrays. When I think back to my favourite characters from TV shows, movies, game characters, thats is one of the main attraction for me, because I like something better where the character can relate to me, on who I am or like to shape to be. Such as many people in real life, characters from such genres can also be massive inspiring idols. Which can give you a sense of structure, morals, educations, personality and so on. You get a sense of connection that really can't be explained and to what a 'fictional character'? Yet in some way it feels so real?

I believe without these such fictional characters the world be a wrong and boring place to be in, because it's a good way to see many different personality traits expressed in different formats, from books to film to games and obviously this then leads to visual design. There is also a lot to consider if it's in the entertainment industry, because the right voice acting and personality to be true to such character say based from a book, can be a tough thing to get right.


Many characters from the Marvel and DC comics, are pretty much a bible in a way, it can teach people a lot of things;
Superman for instant is a pure-hearted being that shows to people empathy and passion, also how the right and moral thing to do. Which by this can inspire people and some one to look up to.
and people also take liking to villains, but in reality, most people wouldn't do so, but it's a strange one that people take a liking to villains, is it the general style of how they portray or the cleverness or certain things  again gives the peers emotional and mental attachment and sympathize with.




For example the Joker, people find him fascinating, bad ass, mysterious and so on. Yet his down right a murderous, psycho, reptile traits of a person which 9/10 people would like to see him lock up and so on, if he was real. Though it's strange people get a different sense and so a 'bad person' because an idol as well to many people.

As in most things you can have 'side characters' but in games these can be classed as NPC ( none-playable-character) which interact with the main hero/villain that help fill with the story etc.

 Alot of games these days focus a lot of development and interaction with an avatar that you personally customize and create yourself and follow a story that been set, which a nice addition of features that you create and personalize on your avatar you created.


Saint Row - The Third

It's pretty awesome that you can have options to create your character male or female, many features and clothing and option to customize to a good potential or even create other existing characters with the tools there. Then by unlocking new stuff, this can also add more dramtic style and feeling to the game, you can get very trapped in customizing your character to look like you or something ' cool ' which you can get very picky in decided what jeans to wear with this jacket. This can attract the consumer because it's always fun to play a game that resembles a essance of you.

However a game which is just like Saint Row in terms of gameplay and genre; 
   
Grand Theft Auto 4


That you play as the main character called Niko Bellic, a thirty year old veteran of an unnamed war in Eastern Europe and so on. So already we have got a plot and ethnic background to go from, that his main location is the west to Liberty City to pursue the American Dream.






So even knowing that amount you can expand from this and his design of the character gives you a sense of a military kind of guy and foreign with a troublesome past, with only knowing anything but the visuals. I believe it can be more rewarding depends on the circumstance, that can give you like or dislike getting to know a character as you unravel the story in which the universe the character is placed in. To just create your own avatar and play though a linear storyline can sometimes lose it's seriousness but for such genres like this and having an option of creating a character of choice with some identification and story, can be a good thing, but having a main character which you know so little and want to know more, you feel that the adventure of finding out make it a lot better playthrough.




In first person games, sometimes the main character isn't as memorable that what you play and see in a 3rd person view. Though such First person shooters games where your only visual is your hand and the gun of your character, that the main attraction is the NPC's which is the attraction you play a long side with and through the story, which your character is only a simple vehicle with not much personality, but in this way you feel still engaged and a good sense of adventure because there are other characters of interest which seems more important and your satisfied in that.
Video games with online ability can strive and become a lot more long lasting and addictive that the designers persade you on still playing by updating with unlockables which can be weapons or attributes but in this case having a character customisation feature. Customising your avatar even if it's a default character that you can customize on top, or better if ones you can shape and create yourself, can make the gaming experience online better, because unlike in offline storymode in games, when your online and you competing with real people around the world that you all play through a virtual interface, which your avatar us representing you.



Elements of Game Design part 2: Art Direction

Ha, in ways we all take roles as 'directors' some part of our life, but what I am going to discuss here, is Art Directors, for games, moves and others in the entertainment industry. The general role and job description for such person is that various artist may create or develop specific parts of an art piece or scene but it is the charge of the sole art director to supervise and unify the vision. The director is controller of the overall visual appearance and how it communicates appeals to a target audience.






We watch in one of our critical studies lesson, the development of Black Hawk Down, it shown how Ridley Scott who was the Art director of the film, contrasted well with the artist not because they were on same level playing field, but on how Ridley expressed his ideas.


 The awesome thing was that, through out the interview they were showing thumbnails concepts of each sequence, which Ridley scott stayed true to each thumbnails of the storyboard.


 Watching this, really opened my 3rd eye, because it gives me a new perspective to other job roles in the industry. It' totally important role to be able to visualise and pitch your ideas, direction to yourself and most importantly to your team. A plus factor to Ridley Scott is his  background by which is an artistic background, he knew the fundamentals of art,  which he merged and used that knowledge with his films that gives most effect and emotion. He also communicate an extra step to other artist through the creative draft of problem solving through drawing, that many other directions probably haven't got that acquire skill/ talent.




You can watch the video here you will inspired.


Black Hawk Down : Featurette - Storyboards


(Link should show up)








Film Art Director


A film art director carries out the movies artistic vision as defined  by the production designer. An Art director is in charge of the drafts men who design the sets and the construction manager who physically builds the sets. The art director also works with the set decorator and prop masters to make sure all of the elements mesh and he or she is contact for the special effects team. Plus, the art director is in touch with accountants and producers to make sure everything used on the sets is within the budget. and yet so much more.






Being an director doesn't mean you have to have the top notch skills in drawing and painting. An art director consist of much more. The direction is more of a visionary and it's not a bout knowing the software or programs but have that exploration of observing other areas in movies, games, comics, paintings etc and by this, your able to come up with original and unique ideas/ styles. Which then you'll be Guru.


Game Art Director 


The direction of the Game Art Director is in ways similar to the Film Art Director. Which they both work with teams, have their ideas pitch and they direct, both very visually creative and overseas and maintained stability within the product they are creating. There are some significant difference such as, elements which games consist, that in film you do not need to do.