Saturday, 7 April 2012

Project Fun - Part 4

So after a bit of hard work I think im finally finished with this project.

Being honest with my work I'm not 100% happy with it, the image in my head looks nowhere near what I wanted, and comparing my final piece with others doing the same project doesn’t make me feel any better (I guess all aspiring artist have this probably of never feeling good enough. I'm one of the many). I did have fun with this project though, trying to get the viewer asking questions and connecting with the image. Hopefully that comes across.

The picture does get across some of the rules I made, well I think so anyway. But I still feel like somethings are lacking from the image which could reflect the rules better. I would’ve like to get more little objects on the floor such as hammers, nails and more household items to suggest the house was ransacked quickly and the occupants where taken by surprise. What I do like from the image is the strong contrast from the broken glass door and the rest of the room. I see this image as a starting point of the game, where the player can explore the room/house and might feel partly claustrophobic and open to attack and will start to ask question about what is happening from the objects/clues around the house. These could be answered when the player exits the house from the only way possible, the bright light from the broken sliding door. 


Thursday, 5 April 2012

Project Fun - Part 3

Well after deciding i really liked the feel of the bottom right of my thumbnail digi sketches from my last blog entry i wanted to take it further. I felt the overall feel of the picture tells a simple but powerful story of a newly formed family with everything to look forward to but something stops them in their tracks. Hopefully the viewer will ask questions of what happen to them, 'What?' 'Did the leave? 'Why?' 'Where they attacked?' etc.

I got this feeling from the thumbnail, but felt the composition was very boring to look at. So as i moved onto the final piece i change the perspective to give a better composition, making it more appealing to look at.

Below is the current WIP of the final piece, later on I'm looking to add more details to tell a story of what happend and then ill be looking to fill it with colour :

Tuesday, 3 April 2012

Project Fun - Part 2

So after setting out the rules of how to design an environment well I can move onto the interesting part. I've been given the creative freedom to create an environment of my choice for a console with any genre I’d like to do.

Ive had a recent stint of watching twisted films, which fall under the genre 'Horror Slashers' (Think of the Saw series, that gives you an idea of what it's about). Something about people being put into a life and death situation or facing their fears and seeing how people react and what they’re willing to do to survive really fascinates me. Fears a powerful emotion which I don’t see or feel in many games. Some games do pull it off successfully though, STALKER and Silent Hill are a few to name. These games happen to be some of my favourite games I've played in recent years, that feeling of being scared is something which is something which will stick with me for a long time. And I think that's down to that feeling I had playing those games.

Now this is an emotion id like to get across in this project, along with that feeling of being helpless and loneliness. So I think the genre I'm looking to do will be survival horror. So to kick start things I pulled a few images from the Chernobyl accident which tell so much of what happened with just a few images, that’s the storytelling rule hit spot on. You also get the idea of feeling of loneliness, that you are just one small normal person in the big bad world, not a mega bad ass Rambo who can save the world (its clichéd and unrealistic). The only thing you can do is survive. I feel players will have more of an emotional connection with someone who is just an average Joe in a difficult situation. Then some mindless super hero. The Silent Hill series pulled this off so well.




Next up was to quickly concept some environments to get some basic ideas down, so I can take these ideas further later on. I produce 4 environments which felt like the starting point of a game, where the character would wake up and the player would straight away ask questions like : What happened? How did I get here? What will happen/what will I see if I take this path? I wanted to half answer these questions by having a few props dotted around the room, but ultimately keep the player partly in the dark and let them start to create the story themselves.

I also wanted to use a lot of contrast in the environments, with bright lights and dark areas, to help guide the player to the next area but to also to see the light areas as 'safe zones', playing on the physiological trait colours have.



That’s it for now, next time Ill have a more fleshed out concept.

Monday, 2 April 2012

The Start of “Project Fun”

So I’m task to create a scene/environment of my choice, finally I can do something I want to do! I can let my imagination run wild. But before I jump into painting mental ideas, I should do a bit of research. I've read some interesting articles on environment design I came up with these rules:


- Direct the player with the environment/props


Environment layout and props help guide the player to the next section. Be it something blocking the players path so they have to try another one. Or a prop which catches the players eye so they go towards it.


- Use lighting to you’re advantage

Lighting/colours is a great way to sell the mood. If you’re trying to show the a dark/evil mood then there should be more cool colours. Lighting is also a great way to guide the player to certain area, like a bright light at the then end of the tunnel. All colours have physiological traits linked to them which is another way to imply things to the player. Red warns them of something bad.



- Storytelling through the environment

The environment is a great way to tell a story. Left for Dead's safe rooms had writing on the wall which really gave you an idea of what happen in the safe room before you arrived and what sort of people passed through there. It also provided a down time with some comic relief before tense action starts again. Which provides good pacing to the game.





- Let the players imagination do the hard work


Let the players imagination do the work at times, for example instead of having a dairy with what happened to a person in a torture room, have that room filled with props ( power tools, blood stains, scratch marks etc.) all of these props imply what happen in the room, and leaves it to the player to create their own image of what happened making it more personal to them, which I find makes for a stronger emotional connection.

- Pick a style and stick with it

Keep the style uniform across the whole game. If you want to cartoony and exaggerated look, then apply it to everything, not just one aspect. Brink failed to do this, it had exaggerated character models which looked great, but had photorealistic textures applied to it, two very different styles conflicted. If its done correctly, it makes for a more believable universe and immerses the player more.


2 Different styles clashing


- Attention to detail


I found many little things really add to the environment, they might be minor by they do add all up. Interactivity is one of these. This adds to the realism of the game, making many objects of the players environment interactive will immerse them a lot more. I find nothing more immersion breaking than not being able to open a door to check in the room. Little touches also really helps with immersion but I find many developers skip this as they think no one will notice, well, we do. These could be things such as flies hovering over rubbish.




Time to start painting crazy things......

Friday, 23 March 2012

Tax breaks finally hitting the UK games industry

So after years of struggling to get tax breaks for the games industry in this country it looks like it's finally here (or at least, round the corner). George Osborne only lightly touched on the subject on Wednesdays big budget announcement, but did commit to provide tax credits for the video games, animation and high-end television industries. How much and when is not known as of yet, but the rumour mill has already started to churn them out and people are making educated guesses. 

George Osborne may have single handedly saved the games industry 


TIGA, an association representing the games industry produced a report in February (which you can buy/look into here) explaining how tax breaks will positively effect the games industry and set out clear guidelines on how the tax break system should work if one was put into place. Here's a snippet of it : 20% tax relief on production costs for games costing more than £3m to produce and 25% on games costing between £50,000 and £3m. But this will based on UK expenditure, using British staff.


Its about time the UK is getting these tax breaks. The UK (in my eyes) has one of the best creative industries in the world, and that's not just for games. So its sad to hear of all these studio closures with all the talented people losing their jobs because the government wont recognise the games industry as a serious player in the entertainment industry which produces A LOT of money (it currently makes more money then the film industry). Because of this we lose our talented people to other countries which do recognise the importance of the games industry and provide tax breaks (such as Canada). This means business (and job opportunities) is booming, something which is currently lacking in the UK. 

Hopefully by the time these tax breaks hit and start to take effect ill be ready to graduate and land my first job.

Wednesday, 14 March 2012

What makes a good character

Nearly every game to hit the market is filled with characters, be it the character you will be playing or someone you could be interacting with. So because of this, characters play one of the most important roles in videos games. As people we can relate emotionally more to other people (even if they’re not real, like those in a game or film) than anything else in a game.

Characterisation is something which can really make or break the character. So its important that the character artist can perfect it to make their character the best it can possible be. Characterisation can be how the characters sounds, their attitude, how they walk/move, all of these things build up a believable and interesting character.

Brilliant pose : He's cautious but ready to fight (Right side pose)


Characterisation is something which really sells the character, not how many triangles it has, what type or how many texture maps its using. This is why you can see so many low spec characters which are pleasing to the eye. It is something which can be artistically judge, so all good artist can make decent characters without the use of all the latest and greatest 3d techniques. I have come across work which is technically good (good topology, sharp textures, good use of UV space etc..) but not that artistically good, which in the end makes a pretty boring character. I cant help but think I fall into this category - I’ve used 3d software for a few years and know the next gen workflow well, but I’ve had no form of art education prior to this course and I think that effected the overall quality of my previous work. And now that I am developing my artistic eye and judgement I can see areas I can critique with my older models, and see ways of making better ones in the future. This is something which I have only started to build on throughout this course, so its something I must work hard to improve on over the next 2 years of this course as I aspire to be a character artist.

Brilliant pose, character and art style


Some of the best characters I have come across in video games which give of the most personality is Team Fortress 2. These characters are all very well done stereotypes, their design/characterisation compliments their personality/ role in the game perfectly (for example you have the small skinny cocky American who plays the scout, or the slightly insane German doctor who plays the medic). Their silhouettes are not overly complicated, in fact they are very simple, making them easy to identify at a distant or at a quick glance, something which is very important for a fast paced online FPS. The characters and environment follow a very simple colour scheme ( Red for team 1 and blue for team 2) as well which provides a good contrast between friend and foe, so identify who’s on which side is simple because of this.

TF2 very simple but highly effective colour swatches


The design of characters is not limited to games, the process also applies to films and TV shows. Some of the characters which stick in my head is the 2 main characters from the TV show Peep Show. I think this is because I can see my personality in both of the characters, even though they play totally polar opposite characters. They both have these inner monologues about everyday mundane things which I can relate to so much. On top of how they think they also act like real people (Mark has his boring interest in history and video games, and Jeremy’s a lazy man whore).



So not only are characters one of the hardest 3d objects to do technically, they're also the hardest to do artistically. All aspiring character artist have a long, hard road ahead of them.

Friday, 17 February 2012

Art Direction

The Art Director has the most important role within a game developer. They has just as much responsibility as a film director, just none of the credit that goes along with being a film director. Art directors are responsible for making sure the game has a standard visual style across the board to make for a more believable and immersive game. Characters, buildings and props are just some of the objects they will scrutinise. Even a little brick on the ground would go through the art director to make ensure its up to scratch with the rest of the environment. Is it the right size for the structure? Does the material match the time frame? Would it really crumble into those pieces if a tank went over it? These are just some question an art director will ask himself. If that is some of the questions they’ll ask over a brick imagine what they’ll do to the protagonist or the main level. They go through all of this effort to make all these assets, like foliage, buildings, props and characters as believable to the story and spirit of the game too enhance the overall experience for the player.

Uncharted 3 : Drake's Deception has some of the best art direction i have seen to date in a game


Art direction in games isn’t too different from films, different medium but same principle. Directors in each field both do the same, making sure the visual style is standard across the film/game, be it characters or buildings. As films generally have bigger budgets then games, art directors can go to more lengths to nail down that visual style they're aiming for, like location scouting. Having the ability to go to a real locations to get the correct visual vibe for a scene does wonders for the immersion and believability of the film. But as games are becoming more and more popular, budgets are increasing, which means the art directors from AAA studios can do the same research as their film counterparts, such as location scouting. Art directors and a team of artist will visit a location and take many photographs and videos of the environment (For example) to get the best quality 3d assests. Motorstorm developer “Evolution Studios” went to these length to get life like environments for their race tracks. Taking thousands of hi res pictures and hours upon hours of full HD video. If you want to hear more about this, take a look at this link:

http://www.definitionmagazine.com/journal/2010/5/19/making-of-motorstorm.html

Art directors are really at the top of the artistic food chain. So if anyone wants to peruse that godly like role then they have to do one thing: work, work hard, work so hard on art that they shit art after eating an art sandwich. 



Most art directors, have a somewhat relative art skill and have worked their way up the food chain from a 3D artist to an art director in 10 or so years because of that magic word, work. They need to be on top of their game technically and artistically. If a new piece of software comes out, they are the first ones to get hold of it. A conference is coming up, they’ll be there. They're worst enemy just released a AAA game, they’ll play it. All of these things help art directors become the best at the role. Having strong drawing skills is a most too, as this is how the art director will communicated his ideas to the set team for example.

Being able to quickly get your idea across by drawing is a lot more cost and time effective way of exploring ideas rather than just jumping straight into creating the environment,character etc.. As they might relise half way through building a set and saying 'oh wait, this doesnt actually work, tear it down and start again'.

The role of an art director isn’t just insuring every bit of art flows the same, but its also to manage people and time. Key skills they’ll demonstrate is leadership, they want to lead their team to success, the can only do this if they are good leaders. This is complimented by great communication skills.