PHASEgaming

Jason Pook's Games Design Blog


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Jenga- Game Theory

Jenga is a tabletop game which requires skill physically and mentally, it was created by Leslie Scott in 1983 through a game that had she had played with her family in the 1970’s. The rules of jenga are that you have a set of 54 blocks, stacked 3 across each time rotated when piling up. This creates the Jenga structure, from that then each player is to remove a block at a time and place it on top of the structure, with each move the structure gets taller and loses stability. This requires alot of physical skill in patience, control and balance accompanied by mental skill of judgement, composure and resilience. To end the game the structure will fall over and whoever it was that made it fall over is the loser of the game, you them rebuild and that player is eliminated until a winner is determined.

Flow:

Mihaly Csikzentmihalyi’s theory of flow applies to jenga when you are playing its been going on for a while so the tower is high but you have the skill to remove another block. Jenga covers most of the flow chart just like Tetris, it gets harder as the game goes on with each block that rises there are less and less options to take a piece without knocking the structure over.

flow

You begin in any area jenga is never easy the game can be over in the first block if you dont have the hand stability and control to remove a piece, most would start in control as the challenge level is in the middle and everyone should have high skill at the start to be able to remove a piece. Whilst you play though and it gets far on the immersion can emotionally drive you crazy, begging for the tower to fall over on your opponent so it doesn’t come back round to you, that’s the thing soon as you have taken your move you worried its coming back around the tension to keep composure on your turn combined with the wait for your turn if people take time makes for an immersive experience.

Categories of Play:

For Roger Caillois’s ‘categories of play’ Jenga would fall under primarily ‘Agon’. Agon is games of competition, with Jenga you are competing against other players to try survive your turn and place your block carefully on top to build the structure, the goal is not to be the person who makes the wrong move and collapses the statue as then you are eliminated as the loser.

It also falls under ‘Alea’. Alea is games of chance, in Jenga sometimes you slowly wriggle out that seemingly impossible block with a sweat on your brow to place it on the top, the structure wobbles a bit and you call for everyone not to move. There is a chance you go for the wrong block and have to move it as you have touched it dependent on the rules (I normally play a feel is alright but push and you have to move it), also the chance other people make a mistake and not you could keep you in the game when you know you will struggle on your next move.

Bartle Test:

To link this into Bartle’s test which defines you as a player through a series of questions this type of game being puzzle based and score based would appeal more to an ‘achiever’ style of player rather than the others due to the achiever always wants to win, in jenga the only goal is to survive and hope the other players knock over the structure before your turn. Other than that the categories of players cant apply to jenga.

When we played Jenga in the studio it was arguably the greatest game of jenga I had ever witnessed, the tower just kept going and going on the first round Me, Barrie, Rinalds and Phil wasn’t letting up. Rinalds pulled off some things I didnt think was from this universe he must have manipulated physics to make that structure balance but it worked, this was similar through every game we was all somehow masters of jenga and control the final game was myself and Rinalds, seeing what he had done it felt optimistic that I would have any chance he appeared to be raised in a school and purely taught jenga. But after grueling turn after turn he made a mistake and I won, the euphoria was uncontrollable. This clearly can be a game for fun or serious competition, we started the exercise to analyse the game for game theory and then it turned into a serious competition which was almost hysterical at times as we had no clue how the game could continue. The level of flow and immersion in the jenga game when it was at this stage of anxiety and unknown when it would go was a psychoanalytically available to analyse our behaviors. Jenga allows the player to engage in mental and physical challenges as the difficulty increases the emotional reactions to the game increase with it, this could both effect the player positively or negatively it could overwhelm them into making a mistake by panicking on their turn or motivate them further to win the session.

Here is an example of the emotional reactions towards an insane move on Jenga:

As you can see after performing this crazy move the lady celebrates in disbelief the emotional reaction to completing a move in this game is there with every move which makes it a great immersive and re-playable game.


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Manic Moles- Studio Game Jam 2

Continuing on from the previous Game Jam (Plant Trap) our tutor decided to organise another game jam to once again give people the opportunity to gain extra credit. With this Game Jam my team was Me, Phil, Mark and Shane. The topic for this game jam was an application (mobile game) and we have to have 1 main character, 1 main mechanic and 1 environment. We could do this however we liked to build any game we wanted along as it tailored to these categories. To begin the design process as always we planned our what makes a good game. We went down the route of mobile games being addictive, fun to play and easy to pick up. Due to this we collectively thought of examples of games on our phones:

  • Flappy Bird
  • Bloons: Tower Defense
  • Paper Toss
  • Angry Birds

These are just a couple of examples, from this we determined that animals in games birds and monkeys etc. So from that we tried to list as many animals as we could that potentially had or hadn’t been done. From this we narrowed it down to a Mole, obviously games like Whack-a-mole are in existence but we could do our own game with a mole character. From this somehow we decided it would be fun to make him a funky disco mole with huge sunglasses and an Afro who has friendly disco moles and rival gang moles trying to sabotage his funky life. Alongside other moles trying to sabotage his mole hill we looked into common predators for moles, this came back with snakes so another enemy designed was a snake. Then to gain a life we had what moles like to eat which is worms once you collected enough worms you gained a life. My personal involvement in this project was in 3D and HUD, I designed the main character also known as “Molevin” it was a really simple design but could be edited and re-textured to create other characters. Which is what I turned Molevin into the enemy character who had different attire wearing a vest and a top hat with a flower in, then for a boss I scaled it up added a bandanna, match in his mouth and a bomb in hand with gloves on. Simply by reusing and editing the initial main character I created 3 characters for in game use good, bad and boss. I also created a tree stump that i projection painted using a mudbox preset to be used for the environment which wasn’t implemented in the end due to it being a unnecessary obstacle on a small environment game but it was used in the Game Over screen to add a visual. The environment is a field and the mole sits in the middle in what was supposed to be a mole hill but its more of a ditch at the moment. It has randomly place assets of grass and stones in the level just to add to the visuals.

This is my work for the HUD designs, using Photoshop to create simple circle icons, i took images of the characters to link it directly to the game, good guy is people saved, worms are lives, and the enemies are how many you have killed throughout the game. Very simple icons but still useful for covering the HUD elements in the game and also with it being a mobile game we didn’t want too much going on to get in the way of the game so small simple icons were effective in avoiding too much distraction from the game.

Here is the in game screenshots of the working HUD and game with my characters in. The menu system, game over and leaderboard design was made by Mark using the custom typeface we created by using a paint brush to go the font on paper then scan them in to be textured on the signposts. Mark used assets from all team members to piece together the menus, start featured everything, game over features the bad guys to symbolise they won and you lost, then the leaderboard was just visual models like grass, rocks and tree stumps. This game I had quite a prominent role in the modelling due to my increased skills over the year and primarily being the more advanced modeler in my group. As for HUD designs I was pleased with my products as they was simplistic but worked well with the theme of the product. As for the game to evaluate it we was very pleased with the end product it was fun and addictive players had to click (or tap for mobile which didn’t work) the enemies to kill them (1 for standard enemy and 2 for the snake). This racked up your score for kills and the aim was to last as long as possible as move and move waves of good and bad characters came into the level at varied speeds and difficulty as it progressed. Only disappointment I had was that my boss character never got time to be implemented but like the other game jams if we had time to progress we would implement a boss level for example. This was my personal favourite of all the game jams as i liked the style of game we had created. I’m looking forward to next next game jam which is in Cambridge Jun 2015.

Here is the video footage of game play from Mark Shaw’s YouTube channel:


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Self Initiated evaluation- CarBeat

 

For this year I chose my project of “CarBeat” to be my self initiated game which was a drag racing game, this was to focus on up skilling my 3D modelling skills especially in the automotive/ vehicle area. To evaluate that in achieving my goal I definitely did, the Maserati Gran Turismo I did at the end of the project was by far my best piece to date and will be a sure feature of my portfolio. The game as it is with a little more time will have alot more very soon, I modeled 5 vehicles (3 done, 2 unfinished) and only 1 currently sits in the game. I designed a garage level so that the player could select their cars and make modifications etc which is yet to go in and needs the blueprints side to be made. As well as many assets and other features I plan to implement, the current game in engine is basically a fragment of the game I am creating.

To reflect personally on this side of the year I didnt allocate enough time to it, with the client project I dedicated alot of my time towards that which neglected my self initiated work. The demand for work to push the client project along caught me and therefore my game suffered. Next year to reflect upon this I will devise a time management weekly schedule, this will for example be Monday-Tuesday for client, Wednesday-Thursday for final major project and Friday-Saturday for CATS with Sunday as a relax day. By doing this and working on average 6+ hours a day I will effectively produce work for all areas adding efficiency to my workflow.

I am pleased with the progress I have made in my technical abilities for the software in 3D and UE4, I am no blueprint genius but I do understand it to a certain extent allowing me to make game mechanics. The work I have done for my self initiated project I no doubt believe could have been much more, I enjoyed working on my own project but didnt allow myself enough time aside of the other course work to really hit all my targets for the project. My primary goal was to focus on 3D and produce realistic vehicle models was a success in my opinion but as for my secondary goal of building an environment and having a fully working race (start, race, end, repeat) I did not achieve, they are well underway but not completed. Then my tertiary goal to texture my work was missed, which disappoints me as I need to focus on gaining knowledge in texturing due to my 3D work being more advanced I feel texturing and unwrapping is a side I currently need to apply more time to learn it.

In conclusion I am satisfied with my project but fell short on my secondary and tertiary goals for the project. Going forward into next year and the summer I will plan up a time management sheet to try stick by for next year, I will continue to model vehicles as this is where I feel my best features are in 3D, and to take time to up skill in unwrapping and texturing so I can have the realistic visuals to the models. I intend to use this project to take into my 3rd year so that I have a more complete portfolio piece at the end of my 3rd year, this will be my aim but is yet to be approved.

Here are some renders of my Maserati:


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Client Project- St Stephens Public Showcase

In the last few sessions I have mentioned that i had been in contact with St Stephens shopping centre in Hull with intentions of securing the group with a opportunity to showcase our client project’s current stage before our hand ins. After several days of contact and acquiring the necessary documentation (public liability insurance) from Hull College I had us booked in for Friday 15th May from 10am-4pm. With this secured the client session before the showcase as team leaders we sat down and emphasised focus on promotional materials, this had been tasked a few weeks before hand but little progress had been made to our understanding. When it came to Thursday the day before the showcase and no evidence of a leaflet or any other promotional materials had been presented we took to informing the tutors on our current issue, to resolve this Gareth stepped in to help us design and piece together some promotional materials.

To assist Gareth I went through any files i had that i thought could show the public our design process over the year of work. This included Concept art, renders, screenshots of 3ds max progress, sketches, research wall photos, designs, ideas, group meeting photography, and other helpful images. After collecting work of my own I had asked other students in the studio if there was anything of use they feel they could put into these folders allowing Gareth to have a pick of the bunch. James put in some concepts/research and Viktor put in some step to step and final production of sculpts and his bank. Phil also gave Gareth some seperate renders which was used for the leaflet designs including the 3D version of my signpost logo sketch.

The logo sketches I did on Tuesday, Viktor had already done a logo but there was some debate on the design of it due to the inclusion of Hull and crowns which may spark some currently unknown debate from any public members. Due to this some sketches of logo ideas using reference from crests, shields, 60s logos and items in the street I did just to give us a wider range of choice in the logo field. Here are my results:

Many people liked the signpost logo with the Old Town Memories font in the style of the street signs currently in the street which was there in the 60’s so it had accuracy and relevance to the project. To try get different perspectives and cleaner visuals of the logo Phil decided to take the basic street signpost logo into 3DSMax and I took the street signpost with the lantern into 3dsmax.

Here are my renders of the 3D logo:

With this i felt that it was decent but the logo design in realistic 3D didnt work for me it just didn’t feel right. The next step for this would be to take it into Photoshop and overlay correct type of the street font then add colour, or texture it to create the same effect. With limited time I left this to Phil to progress on his logo whilst I contacted St Stephens about transport of the television to our display area and sign in requirements for the group. Due to St Stephens fantastic customer service the reply was very swift and we cleared any possible issues for the showcase.

Now with the showcase closing in its important that we consider a few things to do with professionalism whilst displaying to the public:

Information- give informative replies to any questions in a polite and controlled manner. Do not over explain any technical terms to the project but also dont be condescending towards the public treating them like they know nothing. for example instead of talking in depth about the process of 3D modelling and using modifiers to shape a certain complex shape which will be later unwrapped using the uvw unwrap to take into Photoshop, ndo2 or other programs, simply say to create the models of the buildings and assets you see we use 3d software which allows us to place them in the game world (engine) as you see them now. Its not over informative but its also not too complex just to the point and well explained. Let them know that this is a working progress and to keep an eye out by taking a leaflet as we will be doing the final product display in September.

Presentation- This can fall under a few categories:

  • Clothing- Dress smart or smart casual, you want to be approachable and presentable. We are representing our course and college so it is important to give ourselves and them a good image. My personal attire was a suit blazer with polo and jeans.
  • Layout- The project is in the middle of a shopping centre with many people walking by to draw them in we need to have a well laid out station with regards to promotional materials and availability for them to be seen and picked up easily. The layout I placed 3 leaflets overlapping each other to add a personal touch to the space and then we had plastic holders for the leaflets placed on the stand in front of the TV but not obstructing the view of the video.
  • Video- The main piece we want the public to see is the video which is a fly through of the project. With help from Gareth he pieced together using our content and previous video a professional informative video for the public to view.
  • Presence- Using our shifts each person had to man the project with another colleague, our time around the project was there to draw people in. But in the times where little interest was given we must ensure that we do not obstruct either the view of the project stall or the public’s path. The general position of one man at each side of the TV was assumed by most groups. Another thing with this is posture, to be standing upright and approachable, this means no slouching or leaning or hands in pockets as it just doesn’t portray the right image. We need to look as enthusiastic and professional as possible around the project so that the public might be interesting in taking a look.

Teamwork- Due to our idea to have shifts for teams of 2 at each interval we need to communicate between each other on overlaps. This means when handing over to another group to inform them of any interests in your shift, what to do with the documentations and forms if somebody wants them, handing out of leaflets, and any issues that have been raised throughout the day. If any problems arise the scheduled rota’s for each team was on the sheet along with contact details so people could come help.

There are other things but them 3 I believe are key for us to be successful at our first public showcase of the project.

On the day of the showcase Myself and Phil was first on the list, due to my contact with St Stephens I was in charge of signing us in, finding out our location and then setting up (Phil set up too). Also I made sure that as its a public place and St Stephens usually prohibit photography in the centre that we was alright to take photos of us and our stall to add visuals to our evaluations of the day, this was confirmed fine by the staff. Once set up it was around 9pm but the requirement was to be set up by 10pm so earlier we set up the better and we could get started. Barrie also brought us down some freshly cut doorstops as we had a wheeled TV stand and St Stephens is on a slope, so just for safety precautions we felt this was a necessary to have done.

Immediately we could notice that earlier on we might not have much interest, people was on the way to work, getting breakfast and so on. There was time for a quick glance but not many stopped to talk to us, this we felt was natural with it being earlier on and expectations for more viewers would come later on in the day dinner time onwards. Our people skills generally improved over the time as first we didn’t want to bother anyone as we personally know how frustrating it is when your going somewhere and people try stop you in the street, but we realised this is for the project so anyone slightly tempted is a bonus as then the public can give us their thoughts. Yet despite rejection and disinterest from people walking on past we needed to show our professionalism by keeping a calm level head about it all to try get others in.

I had an idea to employ Skinner’s operant conditioning into our showcase, i went to Tesco and purchased some sweets to place behind the promotional material, if the public came and talked to us or viewed the project they would be offered a sweet as positive reinforcement for supporting our work. Just a little touch but employing game theory into our client showcase was an interesting method to test.

In my first shift with Phil we had 9 people come see us 6 being people from the course but still wanting to know how its all going and what we have done. One of the other 3 was a lady from Historic England and she was extremely interested in the project as it was quite convenient she had just come from a meeting about heritage projects and just so happened to run into us which was great. After explaining our work we exchanged details for contact for further information and a potential future client, she mentioned about our impressive 3D work and how they could use it for 3D visuals of building design planning before the real builds. This was really great for us as we sold the project so well to her Stephen was also with us as it was the beginning of his shift and helped explain everything to her. She walked away impressed and enthusiastic which gave us a great confidence boost and vibe about the work and the benefits of the public showcase.

After our shift the only issue that was raised was from Abbiella, upon coming to check up on the group see how things were going and give a bit of advice she had been told by the previous group not to take any photographs at all. After visiting the staff as i said before this was cleared up and use of photos was perfectly alright for our own personal use. With me previously posting an image to Facebook to let my friends and family know of our presence in the shopping centre I decided to try take it to the next level. Not many of the leaflets had been taken which suggested at nearly 3pm loads of people hadn’t come and spoke to the other groups. With that in mind we have them as hand outs, so I decided to go into GAME to ask if I could leave a couple on the counter to get people to maybe notice we are games designers and not a charity like most of the other stalls. GAME kindly accepted to leave them there and actually offered to tweet that we was there as well, which was brilliant and also a shame as I had only thought of doing it 1 hour before we packed up. But we know for next time that potential nearby stores might be worth placing a few temporary promotional materials in just to try attract anyone who may have missed it. With 1 hour left James decided to stay behind after his shift into mine and Phil’s second shift to help out, with the extra man we sent James to the front of St Stephens with the majority of the remainder of the promotional material to hand out to passing people informing them of who we are. This attracted a few in but with saying the final showcase was in September maybe people wasn’t as interested until the final product. Nevertheless personally as the day went on confidence grew and more ways for developed to try bring people in which we can take into any future showcases of the project.

It was time to pack everything up so Paul came down prior to 4pm to check up on us, then Me, Phil and Paul packed all the equipment away and put the TV back in Paul’s car to be taken back to the studio. With the day coming to an end I decided to go thank the St Stephens staff for all there help with our showcase in the day and i also sent them an email when i got home to once again thank them and notify them on how this has benefited us as students. I will also type up an email to John Netherwood sometime next week to thank him for allowing us the use of the TV and stand for the project.

To evaluate the day I have to say that as a team I believe we did a great job in all professional aspects especially presentation. The best thing we can do from St Stephens is to treat it as a stepping stone, for the next showcases we will have further progress in the project, better promotional material, better people skills through the experience and understanding of our surroundings. The day itself is just the first in a run in to the final showcase on September, but the more we can do and practice then the more effective and professional we will be when it comes to that stage. Allowing the public to see the project at its current stage which we was hoping to be alot further and still see the amazement of how we do what we do and praise for our work is a real boost for us to push this as much as possible into September to really impress people, hopefully anyone who obtained a leaflet or information from us will see us again on our next showcases to see the progression and keep an interest in our work. We also need to set up at least a blog or a official website as people did ask for this as none of the online presence was on the leaflets which was a mistake on our behalf only contact information, so we could only direct them to Facebook, Twitter or YouTube which honestly haven’t been used to the full potential so for future we need a working website.

What we hope to have for next time or prospect centre when that is confirmed is the interactivity side of the project fully underway, we have 3 TV’s at our disposal so the set up with one of the professional video fly through we had in St Stephens, then another similar style to where we are now and then the interactive version would be a great way to display our work. On the day we felt that from our experience with “Rush n Crush” that me and Phil noticed people were more inclined to pick up and play rather than watch, yet that might not be everyone’s preference so different set ups one being more visual and informative and the other playable would attract a wider audience.

Here are all the images from the day that I took including images of other groups if they requested it and the leaflet designs on close up:

As for the sweet and employing operant conditioning, not everyone wanted one but they seemed pleased to have the offer there. Overall a very good day and I would like to congratulate the team for all their efforts for people who attended hopefully we can take this into future showcases.

Here is the video fly through that we displayed to the public in St Stephens:

With time now before the next one we can edit this version that Gareth pieced together watch it make notes of what works and what doesn’t to improve on what we already have.


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NDA- Non Disclosure Agreement

In the Gaming industry it is important to keep content secret before release or in production. This is so that the public keep thinking whats next, will there be a addition to there favourite series of games, what content is in the recently announced game and so on.

Confidentiality is a vital part of the gaming industry, any information that the public should see at any point should only have been approved by the leaders, if it wasn’t then this will be a breach of an NDA or as the public call it a “leak” or a “rumour”. A recent example of a rumour would be the new Silent Hill being cancelled, for a few weeks it had been rumoured that it had been cancelled sparking much disappointment in the gaming community for anybody who experienced the demo “P.T.”. This was then later confirmed by Konami that it has actually been cancelled after Guillermo Del Toro announced in an interview “it breaks my greasy heart” that it wont progress. But for a few weeks it wasn’t official so somebody must have found out somewhere from the inside or a source potentially breaking an NDA.

A great website explaining what an NDA is and how it works is www.gov.uk, the idea behind an NDA is that you shouldn’t automatically assume that information you are telling people or work your are sharing is confidential. The way to legally enforce that it stays private is through a Non Disclosure Agreement, this could specify that if any of the terms and conditions in regards to the information shared is leaked and you are the culprit that is a breach of contract and punishment will follow.

Here is the step to step guide on a NDA from www.gov.uk:

 1.Before you share information

The best way to keep something confidential is not to disclose it in the first place. If you do need to share information you should use a non-disclosure agreement (NDA). This could happen when you speak to potential partners like:

  • investors
  • manufacturers
  • stockists

You may have to tell people about your idea or your business to get advice. This could be from:

  • accountants
  • banks
  • financial advisors
  • insurance brokers
  • business coaches
  • or a marketing agency

It is important that you don’t assume conversations with advisors are automatically confidential.

An NDA is a legal contract. It sets out how you share information or ideas in confidence. Sometimes people call NDAs confidentiality agreements.

Your IP attorney or solicitor can advise on confidentiality and draw up an appropriateNDA for you to use.

2.What to consider

You should decide what your NDA covers. It could protect only information which is recorded in some form and marked ‘confidential’. It can also protect information you share in meetings or presentations.

A good NDA restricts the use of the ideas and information to a specific permitted purpose. This could be the evaluation of your idea or the discussion of a joint venture. Specify that purpose in the NDA as precisely as you can. You can always widen the permitted purpose later. You won’t be able to narrow the restriction on the use of your ideas or information later.

You should be realistic. The person you are talking to might need to share your information with others. This could be their employees or professional advisors. They may also need to copy your information for this purpose. Make sure that these disclosures to employees and professional advisers are made in confidence.

Think about how long the confidentiality should last. It’s common to see it limited to 3 or 5 years. After that time they will be able to use and disclose your information. Once information is made public in anyway, an NDA can’t be enforced.

Some information could be kept confidential forever. Examples of these are:

  • non-patentable know-how
  • lists of customers
  • personal information about the individuals involved in a project

Some companies or organisations could ask you to sign a document agreeing that they will not have a duty to keep your ideas or information confidential. If that is the case, you need to decide whether to risk disclosing your ideas to them.

3.Types of NDAs

NDAs can be one way or mutual. Use a one-way NDA if only you are disclosing information and a mutual NDA if both parties are.

If the NDA is one-way only, it may need to be executed as a deed to make it enforceable. This is easy to do, so don’t make what should be a one-way agreement into an artificial mutual agreement.

If you and the other party to the NDA are not both in the same country, the NDA will need to state which law governs the agreement. Remember England and Wales have a different legal system to Scotland. It will also need to state in which courts it can be enforced. It is important that the courts of one country are not given exclusive jurisdiction. You may want to enforce the NDA in a different country if an unauthorised disclosure is made there.

4.Before your meeting

Don’t disclose your ideas or information until the recipient has signed and returned theNDA to you. Without an NDA, you are taking the risk that others could use your ideas or information without your permission.

Always check any NDA which another party asks you to sign. Make sure it doesn’t unfairly restrict your future activities.

You could ask your potential partner or advisor if they have an NDA you could both use. Read it carefully as it might serve their interests rather better than it serves yours. If in doubt, take professional advice.

Make sure the right person signs the NDA. This could be:

  • a director of the recipient company
  • an officer of the recipient institution
  • someone senior who has authority to give the undertakings in the NDA

5.During your meeting

You should record what you disclose at meetings or in presentations. Ask people present to sign a paper copy of a presentation, or a technical drawing to prove they have seen it.

Record what information you disclose in informal situations such as discussions or conversations. Note when and where that took place.

6.NDAs and public authorities

Public authorities, including universities, have to make information available to the public if they receive a specific type of request:

  • the Freedom of Information Act 2000
  • the Freedom of Information (Scotland) Act 2002
  • the Environmental Information Regulations 2004 (the FOIA)

You should make sure your NDA excludes these kinds of requests if you are talking to a public authority or university.”

(All of the quotation above is from www.gov.uk and is not my own work.)

An example of an NDA in the games industry would be that of a project. If Ubisoft are set to begin production of the latest Assassins Creed game they will force any employee in all fields to sign an NDA to prevent any content escaping the studio. Terms and conditions of such an NDA would allow the artists to enter any personal works from the game into there portfolios after the release so that could attract any further jobs for them. But until the NDA says so any release of content being a screenshot, a model, anything really without permission from the company would be classed as a breach in contract, this then gives them the ability to terminate your contract and possibly not even pay you for your work depending on how the details of the NDA was written. Now the latest Assassins Creed has been released called Unity, some designers went to Polycount to show off there work to the games design community (see link).

My own personal experience of a industry practice of an NDA would be that when I entered the Game Jam in Cambridge, due to being stationed in the Jagex studios and given a guided tour I was required to sign a NDA to keep secret any content I had seen. This then allowed us to demo a unreleased game at the time as well, which for a games design student was quite an exciting experience. NDA’s will be a prominent part of any future contracts I may encounter in the games industry and understanding its importance and use is key to expanding my contextual knowledge of industry practice.