Wednesday, May 27, 2015

PPP3 - Ian Livingstone Lecture

Ian Livingstone (CBE) at Creative Networks


Topics:


  • Setting up Gamesworkshop
  • Fighting Fantasy
  • Lara Croft


- Ian Livingstone started in digital games through EIDOS (Tomb Raider).

Why Games?

We learn through play. Kids learn through games and playing. Gaming is important for us to teach each other, try things out and gain insight.

- Originally started small, publishing a newsletter (Owl and Weasel) for Gamesworkshop.
- Struck a deal with Gary Gygax for Europe exclusivity.
- In 1977 ditched Owl & Weasel, made "White Dwarf".
- Warhammer came into the scene.
- Ian & Steve sold Gamesworkshop in 1991.

Tip: If you want your IP to go far make sure it's yours legally. The revenue follows. 

- Media has always worked against games.
- The media hated Fighting Fantasy:

A vicar threatened to chain himself to the rails of the Puffin Publisher building due to Fighting Fantasy and a woman also said her son started to levitate after reading Fighting Fantasy. The media also said that interacting with ghouls and monsters in Fighting Fantasy would allow the devil to possess players.

Ian had some commentary on the games industry that I fully agree with:

"Games are a safe environment to fail in."
"Games can be art."
"Games can be educational."

- The game industry has grown. Projected to be a £90b industry by 2016.
- The game industry is in constant transition. Explosion of 2nd Golden Age is now.

he also backs the last part up by mentioning 3 things he feels are very important to the popularity of games as entertainment: eSports, MMOs and Apps.

I definitely expect MMOs and Apps to be listed but I'm really pleasantly surprised that he recognizes the popularity of eSports is climbing constantly at a rapid rate. I've noticed myself games such as League of Legends have gone from 80k-10k viewers during championships on Twitch.tv to now 500k-600k viewers. And that's only recording live-viewers that are watching from individual IP addresses on just that one website.

- The 3 biggest problems small studios will come across will be: Marketing, Monetisation & Margin.

In terms of game design, Livingstone says:

"Gameplay is the only thing that truly matters" - Pong used as an example.
 On top of this, IP's have always been important in games.
- Building your own brand and owning it is key.
- You can make revenue from collaborating in marketing with other brands.
E.g. Lara Croft & Lucozade adverts.

The 5P's of Games:

- Perception. it's a real industry.
- Pipes. Internet/broadbaned allows to share (Upload/Download)
- Property. IP Ownership.
- Pounds. Convince those with money/ Crowd fund through Kickstarters.
- People. Skilled workforce & communication.






PPP3 - Interview with Loish

Loish, an artist who I first found when I was around 14 on Deviant Art, has really developed into a successful designer over the years and it's been nice to see someone grow from just a pretty well known name on a website like Deviant Art to a big-time artist that is known through the creative industry.

I've found a cast interview that Chris Oatley has held with Loish (Link), which I;ve found very 'real'. That's really the best word I can find to describe it, her comments on how she got started, the ups and downs in her journey and what's realistically expected of you has been refreshing because they've felt very honest and direct. I was particularly interested to hear the discussion between the two about how they think artists always feel like they have to do more and learn more and be better at everything but its very normal in the industry for people to be specialists and that they  don't have to be the best at everything.

It's also interesting to hear her say that she doesn't like looking at a lot of great work because it's almostl ike "sensory overload" and that instead of inspiring it her it can do the opposite. It can affect her mentally and cripple her creativeness because she may not be able to recognise what she should take away from it and sometimes she forgets to "admit defeat". I think it's something that isn't talked about enough...that consuming so much can make you feel and perform worse when you work rather than inform and inspire.



PPP3 - How to Build a Fictional World by Kate Messner

Kate Messner has done a short animated video for TED-Ed which briefly goes over some key questions writers should be asking themselves when they're aiming to go about world-building for stories. I think it's important to be aware of these questions and try to answer as many as possible when writing. I often find myself getting caught up in a specific character or place in a story when really I should be concentrating more on an over-arcing storyline and the details of why the story is how it is.

Some questions that popped up during the video:

- Start with a basic place in Time. Where & When is the story?
- Timeline. What made the world the way it is now?
- Details. What rules/laws are in place? (Physics, Societal)
- Government? Who has power? Who doesn't? Hierarchy? Religion?
- Culture? What do they eat, the weather?
- Technology? Resources?



PPP3 - 'Write About Dragons' Learning to Write

I've been looking for ways to improve my writing skills when it comes to creating script and character ideas for stories that I may want to develop in my spare time or to inform projects that could possibly occur. I came across a great series called 'Write About Dragons' (Link) that has a huge lecture playlist of talks presented by Brandon Sanderson - famous for writing the The Wheel of Time series after Robert Jordan.

Watching these lectures have inspired me massively in writing and has given me a lot of insight into how writers approach writing stories differently such as; Character Building vs World Building.

For me, although I've not finished the series yet as there are a lot to  get through, so far I have enjoyed the lessons on 'Magic' the most. It's something I've not found easy in this past as I always want to fantasy genre stories so magic often plays a big part in stories and I've always thought of it as a difficult task to make a 'Magic system' unique.

However, Sanderson explains that you can be extremely unoriginal with magic, you can go with typical stuff like:

- Elements
- Magical Creatures
- Supernatural

But the way you make them interesting is with limitations. He says the thing that sets different fantasy story magic systems apart are their consequences and downfalls, not necessarily what the power actually is.

Examples:

- Harry Potter. Can only use magic through Wands.
- The Wheel of Time. Men lose their sanity when they use Magic.
- Lord of the Rings. The Ring corrupts you the longer you hold on to it.

I had never thought of magic systems in stories like this until Sanderson explained it and it has opened my eyes to how to think of really creative ways magic can be made interesting just by what it can NOT do and the limitations it presents to users of it in a story. I should also point out, that it's not actually just 'Limitations' but 'Costs' too. The difference being; Superman can't see through Lead - this is a limitation. In order to cast a spell in the Saga comic series, you must tell a secret nobody knows first - this is a cost.

Sanderson's writing lectures have been incredibly inspiring and informative and I think even someone such as myself could create some good ideas for magic systems and story arcs through writing even though I am not trained at all in literature or very experienced at writing.

PPP3 - Unreal Engine 4 Released

So a couple of days after my application to GitHub for the Student Pack got approved so i could have a years subscription on Unreal Engine 4, they released it for free! (Link)

Besides that I'm happy it's gone completely free now along with full access to the source code and GitHub. Just as Valve and their Source Engine 2, I think Unreal Engine 4 will be a great benefit towards the gaming industry as it allows design to be much more accessible.

I think the trend of companies releasing software to the public and being much more accepting of players, beginners and casual hobbyists getting involved in creative design is a step in the right direction. The harsh truth for companies is that if people want your software, they'll find a way to get it regardless of what you do. You may as well welcome people with open arms to collaborate through your software and  both sides win that way. I think Valve are the greatest piece of evidence of this as they've built their reputation around players getting involved in making content for their games with their software and it's only made them more popular and successful while maintaining a good relationship with its community members. I hope companies  continue to delve further in this direction as I think only good can come out of it.

PPP3 - Source Engine 2 Released


Valve have announced that they're releases their Source Engine 2 for free to 'content creators'. (Link) There's a bit of mystery around how exactly free it will be and if they'll be any fees for licensing at all. Also the murky description of 'content creator' - licensed studio? successful modder? bedroom developer?

I like that software is becoming more and more accessible because it means more people get to create things more often and with greater ease. This just allows for gaming communities to share and make ideas of their own among each other and brilliant things can be made from it like we've seen with huge successes like DayZ, Team Fortress 2 and Garry's Mod.

I know Valve really like to hand control over to their player-base and it's a very strong part of their work ethic as they've said in talks previously and it's clear to see from their business model how welcoming they are of community developments. Using their Steam platform and now their established Workshop system, they have really done good for the modding and game development community within the gaming world and now with another freebie for players to get their hands on I believe content in games can only get more and more creative.




PPP3 - Advice from Blizzard Lead Systems Designer

I was looking around for advice and commentary on ways to get into the game design industry and see what other people working within the industry have said about what they want from artists and what is expected.

I came accross an old thread from the forums of Blizzard which is apparently a very famous read on the internet as 'Ghostcrawler' - the Lead Systems Designer of Blizzard (at the time, he now works at Riot Games), replied to a father asking about what he should tell his 8 year old son who wants to grow up to become a game designer. (Link)

I thought there was some really great honest advice in this post as Ghostcrawler says some key stuff that stick out to me as valuable commentary.

 If you can’t get a job as a game designer, you can try to get a job in a game company and hope to move sideways into game design. We have several designers who worked in quality assurance and customer service. You just have to get your foot in the door. 

We like to see completed games because it shows you can finish something. One of the dark secrets of game design is that good ideas are cheap. Nobody gets hired because they had a great idea for a class ability or a raid encounter let alone a great idea for a game. They get hired because they can take those ideas to the next level, foresee problems, come up with solutions, and otherwise put in all of the hard implementation work long after the shininess has worn off of the original idea.

Try and keep up with industry news. Understand the upcoming platforms and the hot new genres and technology everyone is talking about. This is much easier in the internet age than it was a dozen years ago. It’s not always feasible, but attending game conventions can help. Companies often use those events for recruiting and you can ask a lot of questions and get a lot of information once you’re talking to someone face-to-face. 

The fun part is playing a lot of games. Don’t just play them though – devour them. Understand why they’re fun. Think about what you’d change if you designed the game. One question we frequently ask in interviews is: what is the worst part of your favorite game and how would you fix it?


I particularly like the point of interviewing, be prepared for a question such as "What would you change about our game?"  Think about ways to improve and resolve issues or re-design things that you aren't 100% happy with. I really like the vulnerability in this comment as Blizzard actively ask applicants, "Hey, pick something in our games that you don't like and tell us what you'd do to make it better?", it picks the brain of the applicant of how they'd approach an issue and tests them if they're informed about the game.

Tuesday, May 26, 2015

PPP3 - Jabbar Raisani & 3D Prototyping

I've gained a big interest in Zbrush as I really like how fluid it can be once you have the basics down and understand how the program works. Other than he obvious 3D Modelling for games/film/animation I also like to see Zbrush used for other uses like 3D/paint-over concept art, turntables and also digital 3D prototyping.

Jabbar Raisani shows in this article (Link), a really nice quick development of how a digital 3D prototype model in Zbrush can develop into a real world asset.

Raisani refers to the fact that the first thing they do is open up Zbrush and sculpt out quick ideas to get a feel for something they want to work towards. I suppose this is a great way for churning through ideas for a costume as you get to move the idea around rather than just view it on a 2D plane. If you can move the concept around and see how it looks and feels from different angles it helps the artist gain a better understanding. 3D prototyping like this can really inform good design choices in the concept stage because it offers a deeper understanding to a designer of the subject.

It's great that Zbrush can be used for so many different tasks in the design process for game & film and I think that's what makes it such a valuable piece of software to train in and use for design.



PPP3 - 'The Long and lonely death of Softimage'

Autodesk have announced that hey will no longer be continuing to update and release new version of Softimage ever year. (Link) Instead they've decided to focus their 3D Software related efforts towards 3DS Max and Maya.

Personally I'm quite happy to hear this as I think the industry seems to be too saturated with different kinds of software that do very similar jobs to each other. 3DS Max & Maya seem to be the most popular 3D modelling softwares within the gaming industry - Zbrush being the other, mainly used for different uses in conjunction with the former two.

I think this news is important for the VFX and gaming world though as any Softimage specialists are going to have to retrain and gear their skills towards different software from now on. It will also affect artists financially as they people will have to now switch products and invest time, effort & money into learning new software in order to keep up to speed with the standard the industry will be running at.

I've never worked in Softimage myself so none of this should affect me at all however I feel it's important t keep up to date on the direction technology move within the industry as it's constantly progressing and artists always need to be able to have the key skills as well as the portfolio in order to find work.


Monday, May 25, 2015

PPP3 - 'Get started in Video Game Art'

Found an article with insight from Jason Pickthall, a concept artist working in the game industry. He gives a quick run through of key software skills that people are looking for in artists and briefly explains some pros and cons to different software depending on the job. (Link)

2D Software

- Photoshop 

Programs like Photoshop CS6 are used in a multitude of ways in the gaming industry.
"It could be visualising concepts in the early stages. Or, if you are working on a real-time 3D game, then a 2D art package may be used create the texture maps that wrap around your model to give it colour and detail.
Texture maps are usually created by manipulating photographic reference, or painted from scratch. "

3D Software

- Autodesk 3DS Max
- Autodesk Maya

Surfacing Tools

- Zbrush
- Mudbox

"Think of the process like moulding with clay. It’s here that all the fine surface detail is added. When you’re done, texture maps of various types can be exported out to be used with the original 3D model.  Sculpting tools are essential for any character artist.
The industry standard is Pixologic Z Brush and Autodesk Mudbox."

Game Engines

- UDK
- Unity

Interesting to note that ZBrush/Mudbox are the industry standard for surface details on established meshes imported from other software. I can think of another program that works very similarly Zbrush's material painter; Surface Painter. I'd argue Surface Painter does a better job too as it is a dedicated piece of software with the sole purpose of being for surface painting/sculpting on pre-existing meshes.  

An example workflow from what Jason Pickthall has recommended combined with Surface pAinter might look like:

Idea > Photoshop (Concepts) > 3DS Max (Base Mesh) > Zbrush (Detail & Topology) > Surface Painter > Maya (Animation) > Unity 



PPP3 - 'How to get into the Games Industry'

I've found an article on The Guardian which has some interview questions with a large panel of people working in the games industry. (Link)

The general advice in how to go about starting to make games is to simply: Start.
There's some debate over coding languages, some raised were C++, Python and C#. Some panelists also mention software that allows to create game logic with no/minimal coding - "Tool packages like Unity, Stencyl, Monkey X and Game Maker provide simple ways to build games and get them released."

- Besides Software and Coding, I've seen that game jams are highly recommended for beginners to attend once you've grasped a basic understanding of game development under your belt so you can partake in a team-based project and gather experience working with other people: forming opinions, taking an idea from start to finish with help from others and be able to work well with others in transitioning from the pre-production stage through to production.

I think game jams would be a good idea for me to attend, it might be worth me learning some coding basics first so I can get a better grip of a programmers limitations and to understand everyone's roles a little more.

- On the art side of things there isn't much said but an understanding of Photoshop seems to be fundamental.

I can understand this as Photoshop is used for presentational developments, concept art and 2D art assets as well. It's a piece of software that can cover a lot of areas that are a necessity in game design so it definitely is important to get and acquire a good understanding of. Also, Photoshop & Illustrator CS2 are both completely free of use now.

"If someone is looking to set up a small studio themselves - what advice would you give them? How do you know who to work with, and what skills does everyone need?"

"My heartfelt advice would be try an established studio first if you can."
"I'd actually say don't set one up!"
"The hardest thing about setting up your own studio is not the making of the game, that's actually the easiest part. Managing things like business finances, making sure you can all eat regularly, marketing, PR, legal stuff, QA and selling the game once it's done are the hardest."

I'm actually quite happy to see some recommendations and comments on the difficulty of setting up your own studio, I wouldn't feel confident setting up my own 'indie studio' myself because of the exact above reason. I don't feel like on top of creating a game I could also worry about studio finances, QA, legalities and marketing it too. it puts my mind at some kind of ease to read recommendations of getting some work experience under your belt at pre-established studios. I also think I'd learn a lot more if I were to be in an already established team design environment.



"Are there any key skills that people should have or things they should know that aren't obvious or aren't taught on design/coding courses?"

"Communication and vulnerability"
"Writing! Learn to write, write, write, write. Write."
"Don't be discouraged if you don't get a job in games straight away."
"Everyone needs to learn code. Everyone. Not necessarily to a professional standard, but to be able to understand what is going on under the hood of the project."

Really varied responses. I love the recommendation of learning to write - I'm very interested in becoming better at world-building and character design through writing rather than just visual design.

I feel like the response of "Don't be discouraged if you don't get a job in games straight away." is something I should follow but I most likely will feel discouraged as I know how very hard it is to fall straight into a job of the career and position you want after University.

CV/Portfolio Advice:

The reality is, a degree is effectively gravy compared to an actual portfolio. If I’m hiring you for a job I’m not interested in whether you did three years at University and were judged good enough to get a certificate by someone else, I’m interested in you being able to show me practical application of your skill.

I already pretty much know this, harsh but true.

 The hardest part of game development is finishing, so finishing a small project is way more valuable than plans and work-in-progress for a big, ambitious project, or tech demos or even portfolio work. Not that there shouldn’t be portfolio work, but no finished game to show is a big weakness. I think finished, polished projects, regardless of platform or format – even something like a little Tetris or Space Invaders clone – trump everything else.

I'm guilty of this, I need to start typing up loose ends when I get going. I definitely need to finish things I begin working on so I have a stronger portfolio for applications to vacancies.


I gained a lot from this article, it's refreshing to hear people in the industry be honest about where they stand with degrees and what is more important and key to getting your foot in the door. I'll definitely take this kind of stuff on board.

Thursday, March 5, 2015

EP: Planning & Organisation 2

Here's my next planned week. Slightly behind on Concepts and Environment Mock Ups, so they're a priority for now.


EP: Research - Magrunner

I thought The Talos Principle was the closest thing in terms of game mechanics to what I anted from my game level. I also thought Dark Souls was the closest thing I wanted to the aesthetic and tone I wanted. However, I've found a game that has a nice mixture of the two; Magrunner. Magrunner seems to be a first-person puzzle cthulhu-lore inspired game.

I love the mixture of dark, Lovecraftian story mixed with a blend of The Talos Principle, Portal & Half-Life 2 gameplay. However, I do think the colour palettes and lighting is a little to varied and saturated within Magrunner. I don't think I will go quite so vibrant and eclectic with the lighting, however I do like the otherworldly mix of colours, light and architecture.

My 'Magrunner' Inspiration Board 

EP: Research - Half-Life 2 & Portal

Half-Life 2 & Portal have been something I have looked at later on mainly for the puzzle mechanic aspects that it has. These games by Valve often have a puzzle-based type of level progression. If it's simple or complex, there's always a sense of obstacles for players to overcome throughout the level that the player is within at that time.

I've also noticed with Half-Life 2 and Portal that there are no models for the players limbs in the First-Person view and there are no animations played for when buttons, levels and objects are interacted with. I think if I took this same approach to design of the character, it would save me having to model, rig and animate arms limbs for the player character which would save me time on the project.

My 'Half-Life 2' Inspiration Board
My 'Portal' Inspiration Board

EP: Story Setting

I put together a concise description of the backstory and player character experience in the game level I'm creating. It's a mix of the several ideas brought together on the game lore documents I've written up. There are heavy Biblical tones and I've taken a lot of inspiration from dark theme fantasy games and books.


Sunday, March 1, 2015

EP: Technical Planning

I've laid out a list of the different kind of software I'll be using for each part of the development process. With it laid out in front of me it should give me a good feel for the kind of workflow I'll have. I'm hoping it'll also help me gauge a plan for what areas to start on first and organize the different priorities of all of the assets needed.

EP: Floor Plan Ideas

Here are some Floor Plan ideas I've come up with. I've been trying to implement small objectives/puzzles into the levels and also think about the location, architecture and some potential physical layouts that can tell the story of the area. I also thought up some archetypical traps and puzzle attributes to add to the environment like:

- Boulders/Falling Environment
- Ground Spikes
- Levers & Buttons
- Elevators
- Confined Spaces - Crouch Mechanic orientated
- Timed Platforms

I've tried to include a 'Monument' in each idea so I can give atleast a little non-interpretive information to the player so they can gain some inkling of where they are with assurance. I decided to go with an 'Observatory' structure for where the NPC resides. The backstory idea currently of the NPC is:

'The Watcher' Physically huge hole in head.

Speaks about being sent to this observatorium as a punishment.

He betrayed the higher-up Gods (creators). Jealous of the newer creations, feels betrayed himself because he was one of the many first-born species.

Sentenced to suffer and watch the very creations he despises until death. 

I've been mindful of keeping the curse/hex/emotion thing forming into a tangible physical attribute for him. I'm still thinking of different bios and ideas, this isn't set in stone but I'm happy with the idea of the NPC residing in an observatory locked away/stranded in a high place away from civilization. 

In terms of level, I've included some Trigger events - mostly falling/decaying environment areas, meant to provide the player with a blockage in their pathway, forcing them to think of an alternative route. On top of this, it also describes the scene as being ancient, old and not looked after. I may end up merging some aspects of every floor plan together depending on feedback from peers.

My Floor Plan Ideas
EDIT AFTER FEEDBACK:

#4 Extra Platforms at the End of the level,falling/destroyed-by-trigger environment. Force player to learn patterns.

#1 Replacement for Weighted Cage area - Pick up objects to form pathways. E.g. Plank

#1 and #3 have a direct view of the end of the level. Gives visual representation of a goal for the player to aim for.

#4 Hides the end objective but discovering the Observatory goal gives the player a sense of exploration. Another feeling of success?

EP: Research - Build a Bad Guy Workshop

Found this article on Gamasutra which goes into some of the different attributes various enemies have in games (Link). The article explains that level design often makes or breaks a game and enemies (which from reading Koster, can be identified as an 'obstacle') are great way to make a level interesting and a good way to deliver challenges/puzzles to the player.

While I don't think my level will feature any enemies, I think I can use some of the attributes that this 'Build a Bad Guy Workshop' article has identified and possibly apply them to environment obstacles. I think by using some of these attributes I can create puzzles and obstacles for the player to overcome which will hopefully make my level more interesting and 'game-like'. I've put together a list of some of the attributes I think I may be able to apply, or interesting concepts I think I might be able to make work.

EP: Research - Dark Souls Developer Interview

Dark Souls Interview held by Kadoman Otsuka in 'Dark Souls: Design Works'

Featuring:

- Hidetaka Miyazaki
- Daisuke Satake
- Hiroshi Nakamura
- Masamori Waragai
- Mai Hatsuyama

"KADOMAN OTSUKA (HEREINAFTER OTSUKA):
I'd like to start this interview by asking Miyazaki about the process of ordering designs.
MIYAZAKI: The design ordering process for "Dark Souls" can be divided into two main categories. The first involves providing the designers with simple keywords we brainstormed during the early stages of project development and allowing them to design freely. We take the images they produce and provide feedback, make adjustments as necessary, or incorporate their ideas into our plans. Characters like Gaping Dragon, Egg Burdened, and Gravelord Nito came out of this process. The second process comes into play once we've settled on the basic details of the game world. At that point we are able to make more detailed design requests. These requests usually include information like how the design will be used, where in the game the design will be used, and the specific purpose of the design in terms of what it will represent in the game. In this case, I generally have a pretty good idea of what I want. Characters like Mimic and Gargoyle were created through this process. Either way, I am the one who hands out the orders and I work directly with each designer instead of having a middleman between us."

I find it really interesting that a lot of the concept generation took place from Miyazaki feeding the designers a few keywords and leaving the rest up to them. Design with such a small amount of restrictions can be overwhelming and aimless but I suppose if the little information that is given is informative and inspiring, a lot can come from it.

"OTSUKA: Did you have any concerns that giving your designers too much freedom would result in a lack of unity in the game art?
MIYAZAKI: It's true that a game's art work needs a certain level of solidarity, but I still decided to give our designers as much freedom as possible. As the one who makes the final call on everything, I have some unique quirks and I know the designers do too. It was my hope that these quirks would somehow work together to produce a special kind of harmony. I feel like enjoying the collaborative experience with a great team of unique designers will build a rich and intricate world. I've found that each designer has their own "in" when it comes to design work. While some designers like to approach a design from a philosophical angle, others do better when they have a character backstory to work off of. In this way, the different designers are able to bring their own touch to the project and possibly inspire new ideas in their teammates, eventually leading to a new level of depth in the final product. Having said all of that, I will add that every project requires a certain degree of direction to keep everyone on track (laughs) For "Dark Souls", I put three major guidelines in place: Gods and knights centered around Anor Londo, demonic chaos and flames centered around Lost Izalith, and the theme of death centered around Gravelord Nito. To these themes we added the special concept of ancient dragons that predate all life, and this formed the basis for "Dark Souls". The rest was left to the somewhat "free design" philosophy I described earlier. Another possibly surprising tactic that we used was to have every designer involved in every aspect of the game instead of assigning individual designers to things like maps, characters and equipment."

Miyazaki shows that he tailors his way of working to the individuals he is working with at the time. Additionally, on the topic of vagueness in concept generation, I find it very insightful that Dark Souls had a lot of its lore, story and characters built around visual concepts first. Usually script would come first, or some kind of backstory with already established characters and locations to some extent.

"OTSUKA: Do your design orders tend to be more abstract in nature?
MIYAZAKI: ...I'll do my best to throw a variety of keywords into our conversations to stimulate each designer's imagination. If we were to take Nakamura as an example, I often discussed topics like philosophy and the world as a whole with him.
WARAGAI: He'll start talking about the wonders of the universe at the slightest provocation, (laughs)
MIYAZAKI: Totally, especially at the beginning. We often discussed topics like how the world began, life and death, the meaning of fire, and the position of the Four Kings relative to humans. I find these conversations inspiring, which helps to keep me from trapping myself in a creative corner."

Nakamura's philosophical approach is quite inspiring to me, I like the idea that Nakamura approaches concept design in more ways than the obvious. Giving a character/creature some pre-thought out story can help the visual style a lot.

"OTSUKA: I'd like to move on to discuss in detail the design work associated with each area of the game. Shall we start with the Northern Undead Asylum?
MIYAZAKI: It might sound counter-intuitive to work on the tutorial area last, but by pretty much finishing the rest of the game first we can go into the creation of the tutorial stage with a complete  list of everything that will be vital for the player to learn at the beginning with regards to how the game works, the lore, and other information. If I recall correctly, we decided to make the Undead Asylum a place that would summarize the world of "Dark Souls" and its dark fantasy vibe. We decided to be straightforward with themes like a dank dungeon, unfeeling stonework, as well as the chilling and sorrowful flavor I mentioned earlier. "

I've never thougth of this before but now I've read this, it seems obvious. It's a great idea with perfect reasoning, to create the tutorial last as once a game is practically finished the designers are going to have a better understanding of the journey the player has to make and therefore can provide better lessons for the player to learn when introduced to the game. I also really like the fact that Miyazaki wanted to reflect the entire games tone and character in the tutorial level. it sets the tone, mood and gives the player a taster of what to expect in the rest of the game.

"OTSUKA: Okay, let's move north now to Sen's Fortress.
MIYAZAKI: As I recall, we took a lot of time just to get to the rough draft of the map, and had quite a bit of trouble fitting it into the game.
WARAGAI: It's true, we did. The "gauntlet of traps" was a fairly easy concept to figure out, with things like a pendulum, rolling boulders, and such. I just laid out a bunch of archetypical traps that players would easily be able to identify or that they would fine easy to relate to."

Very simple point but I shall take this into consideration when making my own level, just writing down various potential traps, objectives and goals for the player to overcome can help me form a better idea of how I want my level to be built.

"OTSUKA: Was the idea that he is just constantly suffering from a sense of starvation?
NAKAMURA: Pretty much, yes. That's all he thinks about and the obsession literally consumed him to the point where things like his head and other physical features degenerated severely. Now, rather than eating with his mouth, he uses his whole body to directly consume anything he perceives as food. Adopting this form was the only way he could survive. With all of his other abilities similarly dissolved, the Gaping Dragon turned into a specialized creature that only lives to devour. I think his location also contributed to his change, as he lives in a very remote place that is rare visited by other creatures like humans. As a result, he was forced to survive by eating things like nasty rotten carcasses."

I think this is exactly the type of thing I have been thinking of when keeping the design of my NPC Guide in mind. I want some kind of inner emotion, intangible feeling/sacrifice/mental state to reflect in the physical nature of the NPC's design. The way Nakamura describes the The Gaping Dragon is so very in-tune with how it physically appears to the player, it's a instant visual representation of the creatures emotions - great storytelling.

"OTSUKA: Speaking of motion, the way the Attack Dogs in the Depths moved was quite unsettling.
MIYAZAKI: Technically speaking, that motion is a little off but we found the somewhat unnatural movement to have an unsettling quality to it, as you said, so we decided to leave it that way. If you make everything in a game too perfect, you lose that creepy otherworldly vibe that you can only get from something that feels more organic."

I like that Miyazaki mentions sometimes keeping imperfections in your work can make it feel more organic. This particular comment also nicely fits in with the style that I want, as aiming for that otherworldly, unsettling appearance when it comes to my NPC Guide design is my goal and clearly imperfections can help the design process well.

EP: Research - A Theory of Fun by Raph Koster

I've been reading 'A Theory of Fun' by Raph Koster in order to gain a deeper understanding of why people play games, what it is that they enjoy and how I can use this understanding to inform my own choices when it comes to designing my game.


Raph Koster is known for being one of the lead designers on Ultima Online. He's a legend in the gaming sphere and he has a lot of experience within the industry.


"Based on my reading, the human brain is mostly a voracious consumer of patterns, a  soft pudgy gray Pac-Man of concepts. Games are just exceptionally tasty patterns to eat up.

When you watch a kid learn, you see there's a recognizable pattern to what they do. They give it a try once -- it seems that a kid can't learn by being taught. They have to make mistakes themselves. They push at boundaries to test them and see how far they will bend. They watch the same video over and over and over and over and over..."

Koster's commentary on how children learn through trial and error is really interesting. I think he's right when he says that children appear to have an easier time in doing something themselves, potentially failing and then learning from repeated tries. Rather than just giving instruction, the act of being practical about a task or challenge may be seen as much more effective in giving a child new information that sticks and is understood.

I think I should bare this in mind in Game Design as, even if the target audience of a game may not be aimed at a younger mind, I'd argue that we still hold that basic 'rule' of, we want to try to find a solution to a problem; if something fails we can use that information to inform our next attempt. This is already in games, mechanics like respawning help this type of learning. The majority of the time, after dying in a game you respawn and are presented with another opportunity to try again.


"Simply put, the brain is made to fill in blanks. We do this so much we don't even realize we're doing it....

We've learned that if you show someone a movie with a lot of jugglers in it an tell them in advance to count the jugglers, they will probably miss the large pink gorilla in the background, even though it's a somewhat noticeable object. The brain is good at cutting out the irrelevant."

I think Koster's point about how peoples brains work on 'autopilot' a lot of the time and fill in the blanks for us is a great observation. I think this is useful information to keep in mind when designing a game.
 For example, say I were to design a 3D game environment as part of a game level, it's efficient to have the least amount of poly's and high-res textures as possible so the game can run smoother and be as optimized as possible. Taking the brain's autopilot qualities into account when the player is in said environment, it means that I can concentrate all the detail into 'Hero Objects' -- the most noticeable assets in the environment that the player will be more inclined to notice. Which then allows me to have the less important assets of the environment to be of a lower resolution because it's just there to fill the blanks of the image that the brain has and it won't be consciously focused on by the player.

This form of design, using Hero Objects to draw in the player at higher levels of detail, is used in most games today. It's proven to be effective as it has become a part of most (if not, all) 3D based games. I understand why it's used and why it's effective in what it does. This is also a relief in the production process as it means not every asset, not every model and/or texture has to be of the highest quality.

A little more on this....

"When we grasp a pattern, we usually get bored with it and iconify it...

One might argue that the essence of much of art is forcing us to see things as they are rather than as we assume them to be -- poems about trees that force us to look at the majesty of bark and the subtlety of leaf, the strength of trunk and the amazing abstractness of the negative space between boughs -- those are getting us to ignore the image in our head of "wood, big greenish whatever" that we take for granted."

I like the imagery Koster uses to illustrate his point, brilliant stuff. Really though, I can see what he means, we like to simplify things in our heads, iconify things that we don't want to pay attention to. I think that Game luckily allows for this as it may now be normal to expect characters in a game to be hyper-realistic but in order to have foliage, for example, in a game to be as visually in-depth and descriptive as the image Koster has painted would be a bad idea as it would make the requirements to run the game incredibly high and unrealistic. Taking advantage of these psychological tropes of people seems to have informed how games are made in a huge way. You may get players that stop, take a look around and realise not everything looks as good up close as it does from a far but it's a necessity in game design. Also, gamers understand this, in a much less long-winded way but it is definitely understood by players as just a 'thing that happens in games' -- it comes with the platform, the medium.


"Grok is a really useful word. Robert Heinlein coined it in his novel Stranger in a Strange Land. It means that you understand something so thoroughly that you have become one with it and even love it. It's a profound understanding beyond intuition or empathy..."

Koster then goes on to talk about his experience with guitars and that for his birthday his Wife bought him a Mandolin and despite them quite different from one another, he was able to apply his experience with guitars to playing the Mandolin.

"I have grokked enough about stringed instruments to create a library of chunked knowledge to apply. When I was playing the guitar all those years, I was also working on more obscure stuff, deepening my knowledge of the intervals between notes, mastering rhythm, understanding harmonic progression."

I love that Koster mentions this 'mental library' that we create from learning things that we then go on to apply to other things that relate in some way (or maybe not at all). This sounds a lot like the 'mental inventory' that I have heard RagnarRox on YouTube speak about -- only the 'mental inventory' is more aimed towards just games. The idea that we take previous information learned and practice we've done and apply it to new experiences is very apparent in gamers. For instance, while games are pretty much required to have some kind of guide or tutorial, most people with previous experience in games will already have assumed most of the information given in a games tutorials. Controls, the meanings of colours, menu systems, general mechanics are all things that gamers may be able to adapt to instantly with no need of telling what to do because they've already built up a 'mental inventory' of how games 'usually' work and what is expected.

When you have the information that players will take some things for granted in your game, it can allow you to throw a curveball in there and do something unexpected, pattern-breaking and 'new' to make a game more interesting. Everyone loves a twist, right?

Antichamber, for example, is a game that is based entirely on combating pre-established assumptions on how the game is going to work. Because of that, the designers of the game have said that gamers have a harder time completing it than people who have little to no experience with first-person games because they make less assumptions and think outside of a game mentality.

"Human beings are all about progress. We like life to be easier. We're lazy that way. We like to find ways to avoid work. We like to find ways to keep from doing something over and over. We dislike tedium, sure, but the fact is that we crave predictability."

"And since we dislike tedium, we'll allow unpredictability, but only inside the confines of predictable boxes, like games or TV shows. Unpredictability means new patterns to learn, therefore unpredictability is fun."

These conflicting views of what people crave is really interesting as I can see both sides of the argument and I feel I can agree with this wholeheartedly when it comes to games. In games like Portal, I recognize that I want to learn the mechanics of the level I'm on as quickly as possible so I can progress and sometimes once I've figured out a mechanics I want more of a similar task to complete that confirms the lessons I've learned. Portal does this as when you learn a new mechanic or way of puzzle-solving, it will feature that in its level design 2 or 3 times before adding a new pattern to learn. There's a constant revision and building of puzzle-solving skills that are given to the player to understand and apply.

"Successful games tend to incorporate the following elements:

  • Preparation. Before taking on a given challenge, the player gets to make some choices that affect their odds of success. This might be healing up before a battle, handicapping the opponent, or practicing in advance. You might set up a strategic landscape, such as building a particular hand of cards in a card game. Prior moves in a game are automatically part of the preparation stage because all games consist of multiple challenges in a sequence.
  • A sense of space. The space might be the landscape of a war game, a chess board, the network of relationships between the players during the bridge game.
  • A solid core mechanic. This is a puzzle to solve, intrinsically interesting rule set into which content can be poured. An example might be "moving a piece of chess." The core mechanic is usually a fairly small rule; the intricacies of games come from either having a lot of mechanics or having a few, very elegantly chosen ones.
  • A range of challenges. This is basically content. It does not change the rules, it operates within the rules and brings slightly different parameters to the table. Each enemy you might encounter in a game is one of these.
  • A range of abilities required to solve the encounter. If all you have is a hammer and you can only do one thing with it, then the game is going to be dull. This is a test that tic-tac-toe fails but that checkers meets; in a game of checkers you start learning the importance of forcing the other player into a disadvantageous jump. Most games unfold abilities over time, until at a high levels you have many possible stratagems to choose from.
  • Skill required in using the abilities. Bad choices lead to failure in the encounter. This skill can of any sort, really: resource management during the encounter, failures in timing, in physical dexterity, and failures to monitor all the variables that are in motion."

I find this list of game-making elements to be really insightful, a lot of it is obvious but when you see all of the aspects of what makes games appealing to a player it's really helpful. It's also quite surprising to me that so much thought goes into the psychology of any game, even games as straightforward as checkers.

"There are also some features that should be present to make the experience a learning experience:

  • A variable feedback system. The result of the encounter should not be completely predictable. Ideally, greater skill in completing the challenge should lead to better rewards. In a game like chess, the variable feedback is your opponent's response to your move.
  • The Mastery Problem must be dealt with. High-level players can't get big benefits from easy encounters or they will bottom-feed. Inexpert players will be unable to get the most out of the game.
  • Failure must have a cost. At the very least there is an opportunity cost, and there may be more. Next time you attempt the challenge, you are assumed to come into it from scratch--there are no--"do-overs." Next time you try, you may be prepared differently."

I think the reminder that feedback is important for the player is a great point. Playing a game, to me, is almost like a back & forth between the player and the game itself (or player & opponent). Rewards, punishments and the carrot-on-a-stick properties that are often seen in games are tools that are effectively used to teach, condition and engage players to find fun in the challenge and a want to continue/learn more.

From reading Koster's 'A Theory of Fun' I feel I've gained an understanding on why certain decisions and design choices are made within game development. There are common elements to every game that are what make the experience of games unique and appealing. The psychology of a gamers mind really matters when creating an engaging experience. It also helps with efficiency in regards to design choices that help developers focus on different areas of priority in terms of visual detail & attention.

- Trial & Error. Staying practical is a great way to engage & teach the player.
- Take advantage of player Psychology. On the technical side, use brains autopilot as an excuse to use Hero Objects and differences in asset quality to build games efficiently with minimum impact on the players experience.
-  Mental Library & Assumptions. Keep in mind gamers pre-existing assumptions on how games may work. 
- Manipulate predictability & unpredictability of lessons for the player in order to create variations of an experience; teaching, revision & skill development.

Saturday, February 28, 2015

EP: Level Design & Storytelling

I'm looking more and more into how other approach level design and storytelling efficiently. I found an article on worldofleveldesign.com (Link) that explains thoroughly an effective way to approach designing a game level. I've found it really helpful and informative for what I should take into consideration when planning what I'm going to make and how I'm going to go about it.

I decided to put together some notes that I can go back to when I want to check on things I should be considering at various stages through my project.


On top of that, I discovered an article that compares the storytelling in Dark Souls vs Elder Scrolls IV: Skyrim (Link). Some points brought forward by the writer are spot on, in my opinion. There's commentary on the different forms both games present their lore and story arcs to their players. I've also compiled some points from this article into notes too so I can use them for reference in future when thinking of different ways of storytelling and why they're used.

EP: Research - Ragnarok Online

I've been thinking of storytelling methods and I have identified what types of storytelling in games I enjoy the most. Telling information through exploration and collection seems to be what I'm drawn to, I used to love playing Ragnarok Online and my favourite game of all time is Dark Souls; they both have storytelling through environment and item collection as a key feature.

I think if I add in items to collect or places of interest to interact, read and learn from in my game level that would be a much more clever way of implementing story into the game than just providing the player with a voice over or a floating dialogue box that explains what is going on. There are  difficulties with the collection ideas as I think I'd then need to develop an inventory system which may be quite complex and time consuming for this project. However, I do think it's still something for me to take into consideration when thinking about storytelling. 

My 'Ragnarok Online' Inspiration Board

EP: Planning & Organisation 1

I'm behind due to my own faults so I feel like I need to start planning my time out more effectively. I've made a plan for 26th February > 5th March in order to get myself as prepared as possible for the Pre-production submission deadline. If I try my hardest to catch up, I'll be back on track with the project and it should ease some pressure from my workload.

EP: Research - Peter Mohrbacher

I stumbled accross this artist while searching for inspiration for my NPC Character. I've found some pieces of concept art by Mohrbacher that I think I can use to inform my designs for the NPC Character.

Mohrbacher has some great deformations and disfigurments with his character designs, I think I need to keep in mind what I can do to the physicality of the human body design in order to keep a character looking like a recognizable form but very different. I want to aim for the mysterious, jarring, dark aesthetic and Mohrbacher's designs ooze a lot of that style.

Ideas of possible forms from Mohrbacher:

  • Number of Limbs - More arms, legs. Less arms, legs. No arms, legs.
  • Missing Mass - Holes in forms, lack of features (Eyes, Mouth, Nose, Ears, Feet)
  • Movement - Floating, slithering, dragging, broken limbs (jittery, unnatural animations)
  • Separated Parts - Sense of magic, surrealism. Interesting silhouette.
  • Props - Scrolls, Books, Scales - Sense of intelligence, rank, power. Or weapons, tools - Show profession, martial skills.

My 'Peter Mohrbacher' Inspiration Board

EP: Research - NPC Guide

I've been looking at lots of different areas for inspiration regarding the NPC character that I'm aiming to make for the end of my level. The initial spark of inspiration came from 'The Angel of Death' in Hellboy: The Golden Army. I also recognized that The Faun from Pan's Labyrinth was a similar character:
  • Dark Fantasy inspired Creature Design
  • Mentor Character - Guides Main Character/Provides Story-related Information
  • Humanoid with exaggerated/displaced Features
  • Inspired from pre-existing Mythologies
  • Cryptic & Vague
  • Unsettling, inhuman Movement/Animations

My 'NPC Guide' Inspiration Board
My 'NPC Guide' Inspiration Board

Some extra images I have found below. I'm really trying to keep silhouette and form in mind as I think of ideas for my NPC Character. Recognizable but mysterious - also want to include explanations in the story obviously. I think I'll be reading into game story writing and refreshing myself on writers such as H.P. Lovecraft, Glen Cook and Steven Erikson as they have inspired  the people that have inspired me. Lovecraft in particular has some great descriptions of weird creatures. I find Hastur and the Nightgaunt to be particularly inspiring (Nightgaunt; below, left) as they're enigmatic, creepy and still hold a lot of humanoid characteristics physically.