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Jason Pook's Games Design Blog


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Adaptation Evaluation

ADAPTATION – EVALUATION

What aspects of the process – artistically or technically – prompted the greatest satisfaction and why?

In this process my greatest satisfaction was finishing my final concept art piece, due to this being the piece i left until last and worked the hardest of the level of satisfacion was much more than the rest of the work. Also the concpet art was done in Photoshop, i have been trying to increase my skills in Photoshop across the year and especially recently over the easter whilst making final touches on work so having a piece come out as nicely as i felt it did was very satisfying. finalI used textures for the floor, stadium and sky aswell as hand painttextures for extra detail or shading so it was a real bonus when done. i also enjoyed the write up of my story enjoying literature at A-level played its part there.

 

 

 

What aspects of the process – artistically or technically – posed problems or difficulties, and how were they resolved?

For adaptation id say that again the concept art was the hardest i had layering issues to begin with when applying textures and making sure i had multiplied one layer to overlay another to get the effect i wanted required alot of tweaking and experimenting, it wasnt just a paint and done project it took alot of time and really testing my artist eye for detail and colour. Other aspects would have been the storyboard, i am unfamilar with storyboarding and have not personally drawn them alot so this was a difficult task for me as a storyboard should speak for itself and trying to make mine portray that was harder than expected. I resolved the storyboard issue by researching into storyboarding gathering references to see how a fight scene (my focus) would be storyboarded, this helped alot and my final storyboard was a good one. Storyboard

 

 

 

 

 

As a consequence of thinking about these former questions, what can be identified as the core strengths and weaknesses of the approach to and execution of the project?

Well my strengths in this prject was definately the visuals and ideas i was generating, the thought process behind it and level of research really put me on the front foot to begin with acting as a platform for the rest. Then by tackling each part one by one i felt i got work out of the way instead of half done then moving onto the latest one given instead it was done then i progressed. And finally the time and effort put into the concept art piece was pleasing especially with the outcome. Weaknesses would be that i didnt digitalise alot of my work which would have been better in some cases, for example the character design sheet in multiple views would have been great done in photoshop aswell as the storyboard. So my approach to moving my artistic drawings into digital work wasnt as good as it should have been as the concept piece was the only one and looked the best by far.
What are the key strengths and weaknesses of the final outcome of the project? What aspects have been successful and why? If it was possible to change something, what would it be and why? The strengths was my final concept piece, also the drawings i did for props, environments and characters i felt was very strong. Weaknesses would be not enough digitalised versions of those drawings limiting my range of work in some areas to just sketches. The successful aspect of the project was how i tackled it one by one not moving on until i have finished the previous one and then later i added to previous ones when i had the time e.g. props i did helmets orignally then i moved onto characters but came back to armor,gauntlets and boots. If i was to change anything about my work it would be that i would have given myself more allocated time for digitalising all my adaptation work to show before and afters from drawings to digital currently i can only do that for the concept piece.

What set of “recommendations” can be drawn from evaluating the project, which will be useful on another occasion? i would recommend myself to be more experiemental and not avoid using programs i may not be used to, when i did adaptation photoshop was fairly new to me so a digital version of most things was something i put off when i did my concept later on i had gained skills in photoshop from my tutors in lectures so that showed alot of progress but i never went back to do the others. other than that i felt i tackled the brief well.

 


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RPG Story- Raiding Rome

For my introduction to gaming module i have to design a rpg game, this includes a brief story to what your rpg game will be about. i myself tried to keep my game as acurrate as i possibly could using references to the time periods and goimgs on whilst putting my own twist on what actually happened. i decided to go with a theme i feel im comfortable with and know which is the romans, i also like the idea of proper combat rather than current times of guns so this tailored to my likings as a gamer more. ill try develop it more once i have some peer feedback.

It is 74 BC and the peak of the gladatorial games in Rome. Gladiators and gladiator schools give muscle to Roman politics with much room for business to be made, it is the prime entertainment of the roman people. You are a gladiator formerly a leader of a tribe in the ivory coast captured by Roman troops to be thrown into the world of the warriors perfect death. Spending months under the ownership of a powerful general fighting in small arena’s across the roman empire you reach your peak and travel to rome. The Coliseum awaits, the largest stage and your path to freedom if you win 10 battles of the highest level. in 72BC two years on you are in transit in shackles and caged with a small group of other upcoming gladiators on the borders of Rome. The legion of troops escorting you are ambushed by a group of slave rebellion warriors, you are given arms and told by a masked man to follow their cause. You decided to band your group of destined gladiators and seperate from the rebels but agreed to follow their cause, the man told you they will be training in Mount Vesuvious over the winter then departed. Unknown to you that was Sparatcus one of the most famous gladiators ever and his band of followers rebelling against the romans. As the new found leader of your gladiators you head to Rome to tackle the system from the inside to feed information to the rebels, the road to the Coliseum will be difficult and dangerous but incredible team stealth, tactics and intelligence will get you far. Rome is full of corrupt politicians in the Senate and people who will help you along your way, your task is to break out the rumoured 300 gladiators based inside the Coliseum using multiple disguises to enter important top secret meetings, you will have to remove many people along the way but if it will return you home and abolish the cruelty of captured people forced to fight it wont be a problem. Entering rome in market carts stolen from traders under force the group blends in as a roman citizens for a while getting used to the surroundings. Months of gaining status and gathering information from market stalls to Senate meetings you have raised guards and suspicion of any unusual goings on your only safe area is the house of a previously free’d gladiator who supports your cause. Its now spring the rebels have been training hard also fighting many legions sent to irradicate them, in discussion with Spartacus on papyrus its agreed its time. You attend a gladiator battle as a spectator to witness the ‘thumbs down’ of the emporer aided by barbaric chants of the people to ‘kill kill kill’. You notice the owner of the gladiator on the floor as he is not celebrating and leaves early you follow him to gain his alliance which gets you into the market for buying a gladiator inside the chambers. On speculation of buying gladiators assissted by a guard describing the very best they have to offer you kill the guard handing one gladiator a small knife and the keys whilst desposing of the body. You say to him ‘spread the word the rebellion begins from the inside the last place they expected an army to spring from now to burn the city down and liberate rome, Spatacus has his army heading for the city as we speak’.

Resources:


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Creative Futures- Adaptation- Props/Objects/Vehicles

In recent Adaptation lessons it has been primarily focused on the Environment design/research side of work, If you wanted to see previous work in adaptation before reading this blog to make sure you know whats going on in my design process see blog 1 intro, blog 2 progress/design, blog 3 early character design, blog 4 first environment drawing (arena 1st person gladiator), blog 5 2nd environment drawing (arena birds eye view).

This lesson we moved onto preparing ourselves to design the props/objects/vehicles of our game genre. To do this obviously you need an extensive knwoledge or decent research on your particular genre of work, mine being Rome/Gladiator I knew already due to previous areas of work the percieved image of rome and everything they used. Before expanding on what i might be drawing in Rome Gareth took us onto his blog apophenia inc to show us some background information on props, prop designers, prop buyers and then some related keywords definitions.

Quick definitions:

1 – “Props Buyers” are traditionally member of a film crew (assisting the Production Designer, Art Director and Set Dressers) that examine the script/plot/story needs and then generate a buying list of objects and props which will be needed in order to bring sets to life and reflect the use of that space by the characters, groups, organisations, and/or entities that we need to believe inhabit it.

2 – “Product Design” can be defined as the idea generation, concept development, testing and manufacturing or implementation of a physical object or product.

The role of the product designer combines art, science and technology to create tangible three-dimensional goods. This evolving role has been facilitated by digital tools that allow designers to communicate, visualize and analyze ideas in a way that would have taken greater manpower in the past. The term is sometimes confused with industrial design, which defines the field of a broader spectrum of design activities.

Product designers are equipped with the skills needed to bring products from conception to market.” -Gareths Sleightholme- apophenia inc wordpress.

Aesthetics is considered important in Product Design but designers also deal with important aspects including technology, ergonomics, usability, stress analysis and materials engineering.

Keyword Definitions:

Aesthetics- a set of principles concerned with the nature and appreciation of beauty.

Ergonomics- the study of people’s efficiency in their working environment.

Usability- the quality of being able to provide good service/use

As with most of the design fields the idea for the design of a product arises from a need and has a use.

a-a-haptica

An interesting design that has been made to fit a purpose or need is the Haptica a concept design for a brail watch. Did you honestly know what this was from looking at it? i didnt i thought it was a car part possibly a brake caliper.

In order to populate our environments that we have drawn we need to list and research extensively possible props that will appear in our environment, (Games Design) by David Perry is a book that is a fantastic brainstorming toolkit for this type of task. Without using that book i took to my own accord to find 36 minimum props/objects/vehicles that could appear in my genre and environment.

Being a Gladiator Roman genre and enviroment here is what I listed:

  • Sword (long, short, great)
  • Dagger
  • Shield (round, square, rectnagle, arched, wood, metal etc)
  • Helmet (centurian, guard, cowl, gladiator, warrior, soldier, all styles of shape and design)
  • Armour plate (various designs)
  • Chainmail
  • Cape (colour mainly red for rome)
  • Belts/hold alls (leather, rope, animal hide, pockets, coin purse)
  • Rags (thin cloth for clothing, slave, gladiator in cells image)
  • Carriage (emporer transport, wealth, engravings, carved, gold, wood, silk)
  • Chariot (2wheeled transport pulled by horses, normally holds centurion, image him with spear)
  • Chain
  • Weapon Stand (all different for weapon type possibly, armoury)
  • Crown (royalty, emporer, wealthy, councellors)
  • Fine Clothes (silk, cotton, robes, dyed colours, quality material)
  • Sandals/Strapped boots (sandy floor, heat, strapped boots for battle, sandals for public)
  • Mace
  • Bed (wood, poor, rich, comfort, fur sheet, rag)
  • Fur
  • Wood planks (foundations, scaffolding, build, buildings)
  • Money/ Currency/ Coins
  • Statues (scale, romans love statues, icons, leaders, beauty)
  • Paintings/ Art
  • Urns/ Vase
  • Columns/ pillar (marble, stone, rock)
  • Scroll
  • Papyrus (Roman name for paper, scrolls, documents, declarations)
  • Flags
  • Stocks (punishment, put in stocks head and hands, people throw rotten food at you in stocks, also execution beheading)
  • Fountains
  • Food/Fruit (olives, meat, bread etc)
  • Plants (trees, flowers etc)
  • Barrels (wine, weapons, ingredients, storage)
  • Boxes
  • Coat of Arms (recognition of person, sheild with cross swords over top common image of coat of arms, family)
  • Ornaments (candles, wax, statues, paintings, vase, urn)
  • Furniture (chair, table, bed)
  • Sword hold (fur, leather, metal, size)
  • Cart (2 wheeled pulled object, transport goods, markets)
  • Wagon (large scale cart transport goods further, horse pulled)
  • Boat (naval battles, transport, adventure, discovery, small, large)
  • Standard (roman standard is an eagle, staff with big eagle on top, taken to battle for legions, status)
  • Headpiece (crown, half crown, tiara, leaves, wreath)
  • Hammer (blacksmith, weapon, craft)
  • gauntlet (piece of armour on wrist, used to challenge battles)
  • Axe (wood cut, weapon)
  • Jewellry (ring, necklace, gems, crown, gold , silver, rich , status)

There are 47 examples of Props/ objects/ vehicles that could possibly appear in my roman environment and im sure there are many more that i have missed out, possibly little things but the little things can still make or break the realism in your enviroment so every fine detail is to be considered and further research will need to be taken to make sure i havent missed anything.

After I did this we went on to be told that we should design 3 of these props in our own time such as for me: a helmet, a sword and a chariot using our own design processes. This would result in extensive research and using examples already been made in my case to use as inspiration for helmet design. The primary use of this task is that props/ objects/ vehicles are all key fundamental things in an environment that without them it just wouldnt be relaistic (unless its some sort of deserted zombie apocolypse) also props can be used in conjunction to character design that i will be undertaking (heres a early design i did) for example: my gladiator could be holding a sword, which would need to be designed seperately in a design process so your not just using any old sword you just threw together in 10minutes in his hand, all aspects are consider and multiple drawings are made.

“Design as much as possible until you are out of ideas, then keep designing even more.” – basically even if you think you have designed enough and thought of everything, keep going as the more and more you do the higher possiblilty of something unique becoming designed. Even to the point of boredom, you are so fed up with designing this helmet you become bored but then you have an extensive set of designs.

This is something i will try to go by as many ideas always come out of your head so even if they are rubbish still get then down or drawn because something in that could be added to a better design to create a unique item.

I am now beginning to research the first of the 3 prop/object/vehicle design that i will undertake which is a helmet for the gladiator. The mass range of helmet designs means i have alot to use as inspiration when designing my helmet e.g. full face cover with slits from dual wield heavy armor warrior, added centurion/ legion bright red headpiece of hair (mohawk style), and small spikes from the gladiator film Maximuses helmet. Thats just a quick concept idea i threw together in a few seconds just from ideas i have gathers in roman research in helemts, so much to be thought upon to help me design my helmet. Im unsure what i will move onto next after that as the list is huge to choose from but progress blog posts will be added to show my process.


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Creative Futures- “Adaptation”- Environment Drawings/Progress Design (2).

In Adaptation environment design sketches I have already tackled one to what I thought was a decent effort for reasons stated on that particular blog (arena gladiator first person view sketch). This time as stated I was going to draw the Coliseum from a birds eye view, the original idea was to do just the coliseum but as I progress I thought the picture looked bare so I added surroundings.

Original Arena

Here is the original drawing of the coliseum just the arena nothing else was around it, I used similar techniques to the last drawing such as the contour lines to show curvature of the circular arena, use of the white gel pen to show the light (source of light was bottom left this time) and then a new one I didn’t use last time of thick line/thin line which gave areas like the windows that added 3d effect for boldness. The drawing of this was fairly simple as collected research of the coliseum in the actual time period was good and gave me a easy grasp on how to go about drawing this. My favourite part of this is how well I used the gel pen to show light and the transition from exterior to interior by doing this.

This time I did take multiple pictures to show progress, mainly of the surroundings developing.

20131125_155729[1]

So here I have been building up the surrounding areas, I started with basic Drawing 101 primitive shapes like rectangles and cubes I even did a few circles (the fountain) and then some mashed up shapes like the statue I did in the bottom right multiple rectangles on top of each other slightly smaller to create a platform for the statue. I tried to use perspective where I could to create sort of streets in the image and some form of layout to the surround area, I felt I did this well in areas (bottom half of picture) but then struggled towards the top when I tried to enter the less rich area so smaller buildings. I was particularly pleased with my continued use of the shading for the buildings I feel I have really improved on that behalf throughout this year, the use of the gel pen again really worked fantastic for me. The statue I did I am so happy with I got the scale and the shading done really nicely even the shadow wasn’t exact to the shape of the statue but your mind could figure out where it was coming from.

Rome birds eye view.

Rome birds eye view.

 

This is the final product of the Rome birds eye view, as you can tell the top area of the picture I tried to develop as much as I could not to be a big wealthy area but possibly a smaller middle class area of Rome (I may have done this wrong as im unsure if the city was segregated), the scale I used throughout was nicely undertaken I believe as the coliseum is clearly the largest but other buildings of importance were also big. Shading was a thing I impressed myself with a lot from this, I wasn’t completely filling in areas like I used to I just shaded roughly which adds realism as it will never be perfectly shaded or covered little patches appear all the time so rough shading is so much better.

Things I like: The shading, the statue, the roman statues were always eccentric and over the top size wise to make the people who are in the statues like gods so they are worshiped by the people (like César) so I think I got the scale right with that as well as the shapes. The general layout of the city I did nicely I used perspective well to create roman style buildings.

Things I didn’t like: The top area of smaller buildings, i struggled to keep a layout to the top area not sure why but it just didn’t work for me in that area maybe it was too cluttered or I didn’t style it right. I tried to do a massive roman arch as an entry to the coliseum on the front in 3d but couldn’t grasp how to do it properly so I shaded it as a normal plain instead (this is a feature id like to bring in), the contextual relevance, yes I had the coliseum, roman housing, the pillared buildings and a statue etc. but I felt certain roman iconic things hadn’t been brought in e.g. aqueduct, beautiful gardens and more pillared structures.

I really enjoyed drawing this one but I think if I gathered a lot more research on the Ancient Rome (as accurate as possible) layout.

The next drawing will be a view from the crowd, where you will be sat as an arena master of the fight.


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Creative Futures- Adaptation, Early Character Design.

In our Adaptation task (blog 1,blog 2) I have previously focused on Environment design for some of the arenas in game Gladiator styled game. Although I haven’t been tasked with character design I thought I might sketch up what the Ultimate Gladiator might look like on the game in my own opinion. To do this I had to gather some background research for gladiators and what their actual apparel was, this brought up many different interpretations of the style of a gladiator as they ranged vastly in armour on battles.

spartangladiator-by-soul71-on-deviantart_76e9f#2glad#1glad(images: image 1, image 2, image 3)

As you can see the image of a gladiator varied, this could be due to region, status, rank, battle choice, weapons, helmets, chainmail and so much more. For me to design my gladiator I would have to find a balance of what is right and realistic to wear. It worth noting that this is my top level gladiator style design I will be doing not the bottom or average to begin with as im sure bottom and middle levelled gladiators may have rags or little amount of armour.

20131122_204629[1]

This is what I have in mind so far for character design. A well armoured fortress looking gladiator which would represent fear into other opponents and also status due to the design or the armour. I decided on armour plating because as you can see in all 3 of the referenced pictures I have they involve some sort of plating, I used straight lines and contour lines to separate the pieces of plating or make them 3D which adds realism. The choice of the bolts (dots around edges of plates) was a personal preference of my own as I think it makes the armour look well made and reinforced to the viewer. The spikes I added as a little extra thing to possibly boost the players statistics for attack as I suppose they are big enough and sharp enough to impale another opponent if needed, but not too many spikes as otherwise we would end up with some sort of gothic metal rocker instead of a gladiator. Another reference used from one of the pictures above was the inclusion of chainmail, chainmail is a light meshed armour which was expensive back in the roman era and only just introduced in there own style when adopted from the Gaul’s in northern Italy after battle. So chainmail certainly represented high status and top gladiator as it wasn’t easily made or cheap. The Gloves I decided to also armour plate as this particular Gladiator would be very strong and hold a large sword so protection of the hands would be needed, whereas most other gladiators would have either leather gloves of some sort of just bare hands for the less ranked or the dagger wielding. Then the Helmet, now the helmet is always going to be a tough one to choose as there are so many different designs on a helmet, roman legions wore the helmets with the open front like this:

#1Roman_soldier_in_lorica_segmentata_1

But also in my previous pictures they cover the face, the idea of covering the face was so that your opponent could not see your expressions or even eyes to give no indication of your moves or feelings. I liked that, so as a top gladiator I thought a covered face was appropriate to strike even more fear into the opponent. The iconic Tigris of Gaul from the Gladiator film had the clever design of a pull down mask of a expressionless human face which was being surrounded by a Animals mouth.

###trigirs of gaul

With progress I can certainly improve this but as it hasn’t been actually tasked to me to do character design yet I will put this to one side momentarily, but there was no harm in doing a quick sketch of my ideas to give me a slight edge when it comes to actual character design as I already have an idea of what I want. http://www.durolitum.co.uk/gladtypes.html was a really interesting website as it explained to me something I didn’t realise, that Gladiators had ranks and different types, this was very useful as now I could use these names and styles in my game to model different levelled characters. I am yet to focus on props for my character as you can see there are no weapons or even a shield on my drawing as prop design is another design process I would have to go down to piece it all together, but the choice of the spear, long sword, dagger, short sword, mace or axe would be another thing to choose. And then the choice or shield or no shield, shield type, big, small, rectangle, square, circle, coat of arms or not, colours (semiotics) and so on. This would be a process which needed much looking into and much work focused on but its good to get started so I can show my progress in the design process.


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Creative Futures- “Adaptation” Progress/ Environments (13/11/13)

Today we had to pitch our ideas to the class and the tutors about our adaptation idea/ideas (my adaptation ideas 1st blog). This had a slight set back which put us all on the spot, the internet was down in the morning so people like me who had done a blog post on the adaptation and all my ideas had to dig into the back of my head to gather all my ideas on the adaptation. Luckily I knew all my features and ideas but obviously my blog expanded into it a lot most and would have brought the point across clearly than a few quickly gathered bullet points on the matter.

“I asked some students what they would think about a Gladiator game based on the movie where an exiled commander is forced into the gladiator ring and has to fight his way through battle after battle to try gain his freedom and crush the Emperors respect in revenge. Most of them thought it was a really good idea, but I researched into it and found a game already done in similar fashion. Due to this I had to make it my own by editing the style of play, still using the film as guidance for time period and style. To do this I wanted to put it into a football manager style of game.

So the concept idea for the Gladiator game was to have it set up the same as football manager style wise, where you work your way from the small battle arenas as an arena master managing and training your team of slaves to turn them into gladiators by eventually making your way to Rome. I decided the name of the game would be “Road to the Coliseum”.

Putting that to one side the only other film I thought would be interesting developed into a game would be The Descent. With a particular rise in the genre of survival games in the gaming industry with recent games such as: The Last of Us, Call of Duty Zombies and Tomb Raider. I read an interesting article on the rise of survival games with a prediction at the end that it may become even bigger (http://uk.ign.com/articles/2013/07/05/virtual-selection-the-rise-of-the-survival-game). So if you are unfamiliar with the film The Descent its a group of Females (Gender alteration to stereotypical protagonists) who are descending into a unfamiliar cave to find a alien/monster race hunting them as they try to escape. This would be a very good survival game as it also crosses into the genre of horror which always ups the tension of a game and keeps you glued/ on edge for the next moment. This would be a story mode game with missions all of the path to escaping the cave with or without your team (no spoilers), with an added multiplayer online mode of survival with would be in waves/rounds where you fight off the monsters with your team which weapons are obviously limited in the film to your climbing equipment and your surroundings (no guns) this would add to the difficulty massively.” My ideas for adaptation previous blog- Jason Pook.

So there are my original ideas that I pitched to the class in brief form, both had a good reaction and created a few smiles around the room which did make me feel proud of my creative ideas but it was still the matter of which one to pick and which one to maybe save for later as both were valid good ideas for adaptation games.

After everyone had pitched there ideas we moved onto the next stage of this adaptation project, that was environments. The focus on environments to get us into doing early conceptualisation of our game using multiple ways and methods to do so, we had much things to consider in doing so though. Whilst discussing about environments Gareth kept referring back to my personal idea of the gladiators to give himself an example to give the group about certain topics, I took this as a hint to go with that idea so I did finalise with myself that the Gladiator game is going to be the path I follow for this brief.

Things we have to consider in environments:

  • Genre- Horror genre will be dark, tense, jumpy and use semiotics to suggest something will or might happen to keep you on edge. Or for my Gladiator Top Down style game the genre is action/adventure so environments will vary from epic arenas to the basic chalked or sand marked arenas, using camera angles in shots to represent power/weakness etc.
  • Weather- Will my gladiators come across weather that affects their performance, such as rain could massively decrease friction and grip as well as vision, snow will for lesser gladiators or slaves cause cold lungs, vision loss and friction issues especially if it included ice. or finally out in a basic arena with not much wind blockage sand will be thrown around in battle decreasing dexterity and vision. But it also can bring advantages as your opponents may be the ones who slip first for you to pounce.
  • Atmosphere- No atmosphere should be able to rival the coliseum watching battle the majority of Rome watching to see men slaughtered all for entertainment, crowd could be used on my game to support or hinder depending on how the battle goes and how impressive your tactics are.
  • Cultural- How the crowd was brought to the gladiator games to distract them from famish and lack of resources maybe due to conflict with the Greeks or lost at sea.
  • Composition- how I choose in my concept art to lead people through the image, maybe have a view of the stairs up to the entry of the gladiators at the coliseum with pillars either side and guards waiting to give the viewer a belief that the gladiator is you. Or as my game will also rely on you being the arena master of your team of gladiators your point of view from the stands with the public using imagery from roman times such as thumbs up/down whilst you watch your team unfold maybe change tactics during. Perspective will be important for this.
  • History- How has it got to being a gladiator, the history behind the designs of the arenas or the coliseum, what may have affected the structure or damaged it over time. So research is vital for that as without historical accuracy the game will be less real and therefore less believable for the audience.
  • Not just surface- Maybe background events that are currently going on during the game that may alter performance or crowd mood as well as the emperors presence and the amount of guards needed in battle to stand by.

This was what I got down for what will alter your environment and how to make your environment believable and real. This is all designed to get us out of out comfort zones as we cannot afford to have a comfort zone in a career in design, if your boss comes up to you and says “3D conceptualise the next my little pony doll for me, research it but adapt it slightly don’t alter the brand”and you say “I don’t do ponies…” there is a high chance you will be out of a job that moment. To get us out of comfort zones is a focus that everyone is trying to get themselves into currently.

When we have to draw and design out concept art Gareth suggested to us that:

“Nothing is Generic”- Gareth Sleightholme

this was all down to a student who was designing a shop in 3D who asked Gareth for his assistance as something just wasn’t looking right, he said he wanted to do just a generic shop. Well Gareth’s answer to that was this quote as every shop is different, some do look the same and contain similar things but nothing is generic. Taking this in mind I am conceptualising an arena for a gladiator battle but it will never be the perfect angle for a viewpoint to add realism there will be a slight of substantial blockage in the view of the concept (as previously mentioned in the composition bullet point). Further advice on production is to initially to start out big think massive because all of your ideas will be eventually reduced and if you go with the first concept idea you have you are reducing into even less which the work will not be worth it. Im going to do a angled birds eye view of the arena and then 2 different perspectives of the arena master and then a gladiator to show different angles and shots of my environment. I will be blogging my sketches and also I have started an arena in Sketch Up so that will also be used to show progress in conceptualising.

Examples of views:

##1imagesCAAAIIUQ##1##11colosseum-12

 

 

 

 

images: http://www.romecabs.com/blog/, http://www.landauer.us/rome/log/?tag=gladiator and http://www.comicvine.com/forums/battles-7/silver-age-superman-runs-the-gauntlet-read-op-576201/

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Creative Futures- “Adaptation” (6/11/13)

In the latest lecture for Creative Futures (my other creative future blog) we was introduced and given a brief for “Adaptation”.

Games Designers: you will have to take an existing media product- that origin product could be a story, novel, or an original performance event, opera, stage play, song (or album concept), historic event or myth, radio play, film (live action) or animation (other media will be considered in consultation with your tutors/staff)

The idea behind this was to sell a game, not actually make a game but sell the idea of a game. To do this I would need to consider many things which are fundamental features in a game, these would be:

  • Props
  • Characters/costumes
  • Layout
  • Product Design
  • Levels/ Skills
  • Genre
  • Target Audience
  • Iconography
  • Controls
  • Navigation

These few bullet points will need to be considered in the pitch of the game and I will have to sketch up a visual side to this so I can pitch my ideas across easier to my tutor. But before I did all this I needed to find myself a media product to base my work upon and turn into a game. To begin my research I had to dig into my mind for media products that when I have come across them I have thought to myself “that would be a good game” and I know I have done it before whilst watching a movie.

This gave me an idea, as a student at 6th form I did Film Studies A Level and because of this it would mean I had a large database of research and knowledge of the ins and outs of certain films I did on my course. I then listed the films I studied: The Descent, Stagecoach, Unforgiven, Severance, Dog Soldiers, Gladiator and Layer Cake. The film I did my main essay on was Gladiator and its a film I know very well, I asked some students what they would think about a Gladiator game based on the movie where an exiled commander is forced into the gladiator ring and has to fight his way through battle after battle to try gain his freedom and crush the Emperors respect in revenge. Most of them thought it was a really good idea, but I researched into it and found a game already done in similar fashion. Due to this I had to make it my own by editing the style of play, still using the film as guidance for time period and style. To do this I wanted to put it into a football manager style of game.

So the concept idea for the Gladiator game was to have it set up the same as football manager style wise, where you work your way from the small battle arenas as an arena master managing and training your team of slaves to turn them into gladiators by eventually making your way to Rome. I decided the name of the game would be “Road to the Coliseum”.

Putting that to one side the only other film I thought would be interesting developed into a game would be The Descent. With a particular rise in the genre of survival games in the gaming industry with recent games such as: The Last of Us, Call of Duty Zombies and Tomb Raider. I read an interesting article on the rise of survival games with a prediction at the end that it may become even bigger (http://uk.ign.com/articles/2013/07/05/virtual-selection-the-rise-of-the-survival-game). So if you are unfamiliar with the film The Descent its a group of Females (Gender alteration to stereotypical protagonists) who are descending into a unfamiliar cave to find a alien/monster race hunting them as they try to escape. This would be a very good survival game as it also crosses into the genre of horror which always ups the tension of a game and keeps you glued/ on edge for the next moment. This would be a story mode game with missions all of the path to escaping the cave with or without your team (no spoilers), with an added multiplayer online mode of survival with would be in waves/rounds where you fight off the monsters with your team which weapons are obviously limited in the film to your climbing equipment and your surroundings (no guns) this would add to the difficulty massively.

Both ideas need developing and drawing up before I fully focus on one but I will pitch my ideas to my tutor in the next session to bring maybe some indication to which would be better to focus on. This is purely my decision in the end and I will need to go deeper into research and planning of the games to create a successful pitch for my adaptation.