Friday, 30 November 2012

Environmental Narrative - Online Lecture

During my travels across the internet I found a lecture online which was actually, shock horror, relevant to my honours project. It focused specifically on narrative environments for games and is the first of it's kind I've managed to come across. Every other source I've found has either been more relevant to films or more inclined towards narrative in general, rather than environment-specific.

The lecture was presented at the GDC 2010 conference from two speakers, Harvey Smith - Game Director at Arkane Studios and Matthias Worch - Senior Level Designer at Visceral Games



Details can be found here http://www.worch.com/2010/03/11/gdc-2010/
and although I'm, going to go into detail about their lecture and apply their knowledge to my own research, the slides and speakers notes can be found directly here http://www.worch.com/files/gdc/What_Happened_Here_Web_Notes.pdf


The lecture examines game environments as a narrative device with focus on player interpreting/pulling information, in opposition to traditional fictional exposition.

The session is divided into five sections;


  • 1. Game Environments- Lays the foundation and looks at what a game environment actually is and what it represents.
  • 2. Environmental Storytelling - Define it, and looks at examples
  • 3. Practical Techniques - 
  • 4. Systemic Environmental Storytelling - The two main forms of environmental storytelling, designer-authored and systemic. Presenting techniques and ideas.
  • 5. Conclusion
In following blog posts I'll be covering these chronologically and relating them to my own research where I can.








Wednesday, 28 November 2012

The Evoloution of Visual Storytelling....Sort of

Visual storytelling finds it's roots in Cinematography. The principles with which we deconstruct a scene in a game are derived from the very same principles of early cinema and film, however they do not fully translate over to the realm of video games, in which the player is offered substantially more freedom.(Lowndes. 2010) The level of interactivity in games renders them completely different from more traditional media such as books and films, and presents a challenge to game writers as they must consider relatively unheard of factors such as the marriage between story and gameplay, to create and conserve a proper pace for story progression.(Lebowiz, Klung. 2011)

Visual storytelling in games first began (arguably) with the original Donkey Kong (1981), which was the first game to visually convey story progression through a series of cutscenes.


 Technology back then placed a lot of limitations on what video games could and could not achieve. Early hardware meant that there was barely enough memory to do any more than move a few dots around the screen, and displaying a short text-based backstory on the side of the arcade machine was the established storytelling convention for games. However, technology has come on in leaps and bounds and now we have extremely powerful gaming systems which are capable of displaying impressive graphics and audio, and are now being used to explore the possibilities of varying storytelling techniques. Stories for games have developed from the simplistic kidnapped-girl plot of Donkey Kong to the complicated and interwoven novel length tales associated with modern RPG's such as Final Fantasy XIII.


 With such powerful hardware, memory is no longer an issue and the true potential of rich and elaborate narratives can finally be realised. The interactivity offered to the player in relation to story manipulation have resulted in many different types of stories and many differing ways of telling stories within games, which is extremely difficult if not entirely impossible to convey in any other medium.(Lebowiz 2011) In addition to the extreme advances with graphics, sound and interactivity, narrative is fast becoming a highly important factor for contemporary games. The huge successes of character-driven games such as Tomb Raider and Hit Man, in conjunction with story-driven games such as   Myst and Max Payne, have resulted in the games industry making an effort to develop more games with compelling narratives, and indicates that narrative is obviously now a "killer application" in the computer games industry. (Vordere, Bryant. 2009.)


Computer games are changing the way stories are being told. New narrative-driven games such as QuanticDream's Heavy Rain and their new development Beyond:Two Souls are pushing the boundaries for game narrative, and receiving high critical acclaim for their efforts. K Santiago described games as "the birth of an entirely new artistic medium". stating that games could in fact be the "collaboration between everything we've learned to date, as humans, about telling stories through visuals, through audio and now with the added component of interactivity." (Santiago. 2009) 

Monday, 26 November 2012

More books...

Got an absoloute bible out the library today, a massive book called Mastering Autodesk Maya by Eric Keller with Todd Palamar and Anthony Honn.
It has quite a few chapters dedicated to lighting with mental ray so I'm going to be delving into that to improve the lighting in my room scene.

Thursday, 22 November 2012

Methodologies.


The key theories I'll be looking into will be Structuralist theory and Semiotics. Structuralism is the theoretical framework that is used to understand language in relation to a larger system or structure.  It is also used in conjunction with film theory to emphasise how films convey meaning though the use of signs and conventions, based on social and cultural expectations. Semiotics is the study of signs and the various connotations those signs may have within specific cultures and societal groups. The reason for adopting these particular theoretical approaches is because the environment I want to design must rely solely on visual cues to imply backstory and character, signs and connotations will be a fundamental part of my project.  

Tuesday, 20 November 2012

Tuesday's to do...


I got two new books out the library to help brush up on my practical skills in modeling assets and environments for games;


So today I'll be powering through some of the tutorials in Maya for Games, and making notes on game-specific modeling techniques.



Friday, 16 November 2012

Heavy Rain - Art Department

Some pretty pictures to follow (none of them mine though...)  as this blog has become a wall of text...

Started researching the main artists involved in Heavy rain and their stuff has blown me away. Seriously, it's brilliant. Its both inspiring and disheartening to look at..and was part of the reason I was so demotivated...

François Baranger - concept artist






Morgan Yon - concept and 3D environment





Stéphane Dufournier - characer and 3D artist




Benoit Godde - Graphic Artist and Illustrator






To do List!

I've been having trouble motivating myself over the past week, partly due to feeling ill. So this happened...
Sounds silly but I was in a rut and needed a way out of it! Found this website (http://www.facebook.com/l.php?u=http%3A%2F%2Fwww.pickthebrain.com%2Fblog%2Fhow-to-motivate-yourself%2F&h=vAQFwwPPM)

And I actually found it pretty helpful! It details the reasons we lose motivation and addresses the problem head on to understand it's more than just "I feel lazy therefore I'm not doing any work".

I found it really helpful, so if anyone is stuck in a rut or just finding it difficult to get on with work, I would really recommend you take at look at this webpage.



One of the things it suggests is to make a longterm "Focus" which is like a longterm Goal. For me this would be something like creating a milestone for work I need to have done such as;

Complete Research proposal

Although since I've got way more than just that to focus on I've picked a realistic list of things to get done, which won't be too overwhelming in the grand scheme of things.

Complete Research Proposal
Do more Concept Development
Continue Research into lead artists on Heavy Rain
Continue working on Heavy Rain case study

Now that I've identified my "focus" I need to find "Direction", which is a day to day strategy for achieving the Focus.

1. Block out remainder of Research Proposal.
2. Compile useful quotes into categories or chapters in the Lit Review
3. Take inspiration from Heavy Rain concept artists and continue modelling one of their concepts in Maya.
4.Find more info for Case Study, interviews etc.
5. Identify structure for Case study by looking at examples within dissertations on Blackboard.


So that forms the basis of my to do list. Depending on how much I get done over the weekened this will change on Monday.

Thinking it might be a good idea to come up with a new to do list or "Focus" each week and a smaller breakdown "Direction" of a daily to do list to achieve the weekly goal. If I put it up here it would probably motivate me more than just keeping it inside my brain and pushing it away. At least if it's up here it's out in the world and I'll feel the pressure to get it done!


Here's hoping anyway....

I'm also going to write it out and stick it on my wall so it's always there and I can't ignore it...



I'll add "buy a better colour highlighter" to that list....