PHASEgaming

Jason Pook's Games Design Blog


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SSX- Game Theory

 

SSX is a snowboarding game which required you to race whilst pulling off tricks, the main part of the game is the tricks as you gain boost and amount high scores through landing the tricks. It was released in 2012 by Electronic Arts (EA) for PlayStation 3 and Xbox 360 as the latest addition to the SSX series. It features single and multiplayer online, so online leaderboards and co operative trick races etc could be done to compete against eachother.

Flow:

Mihaly Csikzentmihalyi’s theory of flow applies to SSX through score and skill, In SSX you have to use skill, timing and control to pull off the jumps, grinds and tricks to the highest of quality and gain large scores, the more combinations of tricks you landed it would fill up your “Tricky” meter and once this was full you would activate in when you wanted to pull of your characters most ridiculous stunt for massive score. To achieve flow it required alot of practice, the skills were performed by a combination of precise analog stick movements and buttons this wasn’t picked up easily as alot of memory was needed. Otherwise you was just doing your best you could by randomly attacking your controller to see what happened. When you was on a big downhill mountain with alot of jumps and grinds and you could pull off your best tricks (different ones each time as otherwise your score was knocked for being repetitive) then you really enjoyed the game and hit the big scores.

flow

To link to the diagram for SSX one game mode was a deadly descent now this would involve the most dangerous snowboarding downhills possible it had a different theme each time such as trees, rocks and darkness” some would require flying with wing-suits to get over huge chasms in the mountains. Every time I played these it Anxiety, I had high skill level on the game but when it came to a deadly descent you never knew what was coming and if you switch off at any point it was over and restart the drop. Soon as you reached the bottom the sense of achievement overwhelmed you as it was done, over and you had won through skill, luck, and persistence most of the time from failing. Then flow would occur on your favourite downhill where you knew how to hit the big scores but wanted to beat your previous 64 million score as your friend ad just text you his 66 million score.

Categories of Play:

For Roger Caillois’s ‘categories of play’ SSX would fall under primarily ‘Agon’. Agon is games of competition, Your goal in the game is to go down the mountains to gain as much score as possible through tricks and be awarded with medals for your efforts, this would give you credits to buy better gear and improve your downhill performances. Also the online multiplayer allowed you to race against other players or friends to get to the finish line but you had to do this in style as boost only came with completed tricks otherwise you would be slow, then the leaderboards visible to see how your friends did on that particular single player mountain would want you to beat their score or even boost your own so they have no chance.

It also falls under ‘Alea’. Alea is games of chance, on the deadly descents as I explained it required alot of skill to time jumps and avoid obstacles but you never knew what was coming around the corner, when its hundreds of trees and your just hoping to make it through without being knocked of your board and restarting.

Illinx can be applied in the boost feature or damage. Illinx games of vertigo/ confusion, when you boosted it blurred the screen around you distorting your vision, then if you landed a stunt badly or hit an object your screen would flash red as if you was hurt. Also on one deadly descent if you stayed in the shadows too long you was too cold and your screen would freeze over distorting vision more and more until you failed as your character had frozen to death.

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 score/skill based it would appeal more to an ‘achiever’ style of player rather than the others due to the achiever always wants to win. You always want to win the race but to do that you must also do it with tricks in style to gain boost and score. The added multiplayer features increase competition through leaderboards and co operative play.

‘Socialiser’ also applies as the game is multiplayer, mainly through the leaderboard system that compares your scores to your friends or the world if you change the settings. You are trying to achieve but also scoialising with other people by submitting a score or time to a mountain track.

SSX has always been one of my favourite games, despite the tricks being rather gravity defying and unrealistic the game is simply awesome. The challenge of learning the tricks to maximise player experience and achievement is the type of game I get fully immersed in, when it required time to learn and master the game its always rewarding for me to complete the game. Currently I no longer own SSX due to selling it to a friend but after replaying it for Game Theory I will be reinvesting in a very good game.

Here is some gameplay of SSX with all the features I have explaining with tricks, racing and score from GameSpot’s YouTube channel:

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Mario Kart 64- Game Theory

 

Mario Kart 64 is a racing game developed by Nintendo for the Nintendo 64 console as the latest addition to iconic character Mario’s list of games. The game is multiplayer compatible so you can play with your friends on your Nintendo 64 console if you had extra controllers through split-screen. You could play as 8 playable characters from previous Mario games Mario, Luigi, Princess Peach, Toad, Yoshi, Bowser, Wario and Donkey Kong.

Flow:

Mihaly Csikzentmihalyi’s theory of flow applies to Mario Kart 64 through racing, when you race you want to win to be first place in every race is the main target for any gamer. To finish 2nd or 3rd and be presented on a podium with a silver or bronze is only a downgrade from what you really wanted that ultimate racer 1st place. To race in the game it requires you to drive around 1 of 16 circuit tracks which have obstacles, corners and pick ups (weapons or power ups), you have to be focused on the game to overcome any challenges you are presented with whilst on the track. Personally for me to achieve flow in mario kart whilst racing against 3 other students we was on Rainbow road the hardest track on the game with opportunities to fall off the track and lose position on nearly every corner, control of your kart is difficult and needs high skill for the challenge. This is to be repeated for 3 laps whilst other players fire shells at you leave banana’s on the track and so on, winning this race was a proud moment for me i felt in flow throughout the race and nothing was going to get in my way of my 1st place goal.

flow

To link to the diagram for Mario Kart when you are losing or keep getting hit by everything coming near you, it loses your want to play the game you enter apathy as you feel rubbish at the game but dont feel you should be in the position you are so its not like the game is hard. Or you could be racing against people in your group claiming to be mario kart 64 professionals on the hardest track and beat them to win the race entering flow throughout (that was me against Barrie).

Categories of Play:

For Roger Caillois’s ‘categories of play’ Mario Kart 64 would fall under primarily ‘Agon’. Agon is games of competition, with Mario Kart 64 you are playing to win the race or beat your best times. The added feature of muliplayer interactivity in this game adds to the competition as you want to beat your friends. There are in game cups to add to the competition as you want to win the championships in your kart to prove you are the best racer by completing the game.

It also falls under ‘Alea’. Alea is games of chance, with Mario Kart 64 chance is a big part. One corner a banana may have been left but you serve round it to see a red shell coming for you (homing missile) but it hits the banana, this is one of many examples first place may get hit by a blue shell (homing missile just for 1st place) before the finish line and you take the lead.

Mimicry also applies as Mario is a fantasy character and you race in Mario’s fantasy world and settings which the circuits are based on, you play as the avatar you select in the race to experience this fantasy world.

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. You always want to win the race or the championship either against the computer or your friends so achieving that is your aim.

‘Socialiser’ also applies when muliplayer gameplay comes into it as you are racing with your friends or family around the circuits, this can be an enjoyable experience which can also cause bonding or the opposite as you hit your Dad with that red shell on the final corner to the take the win and he storms off as “you didn’t deserve it”.


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Pac-Man-Game Theory

pac-man-logo1

Pac-man is an arcade game that was developed by Namco and released in 1980. Pac-man is a little yellow circle with a segment missing (mouth) which believe it or not was a design from a pizza with a slice taken out. Pac-man runs around a maze to pick up as many of the dots as possible whilst avoiding the ghosts (Blinky, Pinky, Inky and Clyde). If you get caught by any of them pac-man dies and you lose a life, once all your lives are gone the game is over and your score from how many dots you collected is revealed.

Flow:

Mihaly Csikzentmihalyi’s theory of flow applies to pac-man as the arcade game requires the player to deal with collecting dots whilst navigating around the maze quickly or intelligently to avoid the enemies, If you eat a big dot you can then eat an enemy but only for a limited amount of time as they return to the ghost enclosure to come back to get you again. The aim is to collect all the dots and gain as many points as possible, the difficulty is the same but you can get yourself into difficult situations where the ghosts are closing in on you and your reactions really have to be sharp to get away otherwise its a life lost. I achieved flow in pac-man due to playing against class students to try get the highest score possible so I was really focusing on every move made and how I can get to the next set of dots without being caught.

flow

Using Csikzentmihalyi’s flow diagram Pac-man can fall into any of them categories it depends how addicted and immersed you in the game. Some cases of flow when Pac-man was released were quite extreme, in the documentary “Thumb Candy” they meet the makers of Pac-man to discuss the popularity of the game 24minutes into the video is the section on Pac-man. 28 minutes in they mention it made “60 billion yen, so roughly 60 million dollars…in one year” for Namco.

Categories of Play:

For Roger Caillois’s ‘categories of play’ Pac-man would fall under primarily ‘Agon’. Agon is games of competition, with Pac-man you are playing to achieve as much points as possible which will require you to survive longer and gain a high score. The replayability to make this a competition with others includes leader boards and also trying to beat your own personal best. An example of Agon would be when we was asked to play free online PC games to later analyse through game theory and in teams of 4 we was to also play against each other for score then rank through score before moving onto the next game.

It also falls under ‘Alea’. Alea is games of chance, with Pac-man the movement of the enemy that the game presents you with is that chance, you could be pinned in a corner by the enemies but somehow manage to escape the navigate randomly but primarily try to chase you but if not they patrol the maze. So chance has a part to play with the enemy, some would say skill is a large part of avoiding them but sometimes you just need that bit of luck to reach the big dot in time before they catch you and eat them all to give you space to continue.

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 to an ‘achiever’ style of player due to the points system and the survival aspect.

But it also links to the “Killer” category as Pac-man is a predator, he eats all the dots and if a big dot is activated can eat his enemies which rewards you with bonus score. Therefore it does have killer aspects to the gameplay and rewards.

Socialiser can also link in as when Pac-man was a hugely popular arcade game people would go down to the arcade to play with or against each other, at the end a leaderboard would reveal and you could enter your initials so you was constantly competing with others if you should so choose to treat it that way.

My personal playing of pac-man was that I was either really good at it or just rubbish, when I doing well I enjoyed the game alot and wanted to play more but when i was doing badly it just frustrated me and i wanted to move onto another game. Emotional reactions to the game shows this game has a psychological effect on the player through performance. This is arguable present in all games but this proves the game could be critically analysed using psychoanalysis as a perspective.


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Tetris- Game Theory

Tetris is a puzzle game originally designed and programmed in Russia by Alexey Pajitnov in 1984, since then this has been a hugely successful game franchise spanning across most platforms.

To apply Game Theory I had to play Tetris and then make an analysis on its features and how you can apply game theory to the game.

 

Flow:

Mihaly Csikzentmihalyi’s theory of flow applies to tetris as the seemingly endless puzzle game requires the player to deal with each incoming block, the blocks vary in shape on a random basis and the goal on the game is to create as many ‘lines’ as possible to gain score and ultimately last longer. As the game progresses the longer you last the harder it gets, the blocks come down with more speed in each level requiring quick reactions and in some cases sacrifices to leave a gap in your lines in order to make a new line. Due to this focus at all times is a must to achieve anything in this game.

flow

Personally I can see Tetris being a game version of the flow diagram, in Csikzentmihalyi’s flow diagram (see above) you are determined in different states whilst playing a game dependent on challenge and skill level. With Tetris it starts really easy and slow so you get a grip of the game (relaxed) then as you progress through the challenge level increases slowly so you will gradually go through control into flow where you are so focused on the game whilst glancing at upcoming pieces to plot your next move. Then as it goes further it will ultimately get too hard for any player and create anxiety to then make the player fail and lose.

Categories of Play:

For Roger Caillois’s ‘categories of play’ Tetris would fall under primarily ‘Agon’. Agon is games of competition, with Tetris you are playing to achieve as many lines as possible which will make you play for longer and have a high score. The replayability to make this a competition with others includes leader boards and also trying to beat your own personal best. An example of Agon would be when we was asked to play free online PC games to later analyse through game theory and in teams of 4 we was to also play against each other for score then rank through score before moving onto the next game.

It also falls under ‘Alea’. Alea is games of chance, with Tetris the randomly generated shapes that the game presents you with is that chance, you could be waiting for a long time stacking up shapes on all sides for that long line piece so you get a combo of lines but it may never come and you ultimately reach the top with shapes and lose. So chance has a part to play with piece randomisation being kind or not to how you set up your blocks.

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, or reach that high score before anyone else so with Tetris and the points systems through collecting lines and survival of rounds will appeal much more to an achiever.

To give a personal experience of Tetris to apply to game theory, I have played Tetris nearly all my life from my Game Boy to on my phone to on my PC at school. Tetris has always been a game that has kept me engaged, switched on and immersed. No matter how well I do on my last play I always want to play again to beat my best score, this game has an addictive nature about it due to the complexity of the puzzles and feeling that “what if” whilst playing, what if that square shape had come down or that line piece I may have beaten my high score due to the line combo score it would have given me. That feature of the game will always have me coming back for more to try out achieve myself.

Tests from Dr Richard Haier suggest that by playing Tetris you are increasing your brain’s efficiency and have a thicker cortex. This research was determined by monitoring brain activity whilst subjects played the game, the images showed improved brain results. Here is the document.

Here is a humorous video titled “The Tetris God” by CollegeHumor claiming that there is an evil tetris god that calls out the shapes into the game to purposely torture players waiting for that one piece to get a high score of lines and progress:


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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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Client Project- Session 20-22

On the return of Easter as group leaders we was hoping to see our teams work over the holidays towards the project. Unfortunately when asked the majority of the group had focused on their self initiated projects instead of the client, this was quite disappointing as everyone was set targets and agreed to them before Easter. Nevertheless we proceeded with the group meeting after I stated to the group that we all agreed on a target and seen as myself and Phil was pulled from the project due to doing too much work on it and not enough on the rest of our work it was down to the rest to produce work.

With that all being said we had estimated we have around 6 weeks left due to no pinned down hand in dates, due to this we all agreed that to have a 2 week clean up period before the final hand in was a sensible action to take. This would mean we have 4 weeks to finish everything outstanding for every individual in the group, then those 2 weeks would be spent checking all the work for errors, bug testing the engine, and then correcting any errors that existed. This would be a similar procedure than what would be taken in industry, before a game would be shipped everything would be checked, checked again and checked again really. The final product is the key and will be on view to the public for example we don’t want to be explaining why that car is floating above a building its unprofessional and with this 2 week clean up period this should eradicate any issues.

Before Easter in the last session we had been trying to come up with a name for the project (see link for design process of name), with many being generated and one not particularly pinned down we decided to leave it until after Easter to decide on a name, this allowed anyone to have a think and possibly come up with a name for the project. With that being said we finally decided on my idea of “Old Town Memories”. I particularly liked the name because it had a soft ring to it, also it directly linked to our project with us designing a section of Old Town and with it being the 1960’s and most people will still be around from that time period remembering what it was like it would spark memories.

With the named being decided on the design documents for the public eye needed to be done. This would include things such as leaflets/flyers, concept booklet, logo/banner, and a bio of the project. This would be a general input from the entire group as the more input the better. My personal input was that we need a theme to it, a general style for each document which replicates over the other documents gives a professional look to it all. As for style i suggested as I did to David with the UI/HUD elements to research into fashion colour trends on the time period to try link it all in.

Closing the group meeting I emphasised the importance of communication, we need to talk people cannot be at any point in the dark now, if there are any struggles from any individual they need to be open about it so somebody can help to progress them further or take the work from them so its completed. Its crunch time and teamwork needs to be a priority.

Moving on, in-between session 20 and 21 we had a surprise meeting with our actual client John Netherwood the chairman of the Hull Civic Society. The required myself and Phil to take the meeting and introduce ourselves, our work and what we have done with the project. To have a quick and efficient way of showing the project instead of having them playing it, Phil made a matinee sequence which made a fly around of the project disabling all player controller input. Mr Netherwood arrived with his wife to see the project, myself and Phil proceeded to shake hands and take the meeting in a professional manner. We discussed current progress, features and our passion towards showing this to the public. Which we was confirmed with a venue of the History centre alongside the fashion students 1960’s project. Also a near certain of Hull’s transport museum in September when the Hull Heritage week is on. Then any other possible venues we would need to seek out ourselves which we had planned to do in the next session. We are also going to try contact the Hull Daily Mail to do a article on our work at its current stage and then a follow up of where it will be by the time the Heritage week comes around.

Overall myself and Phil was very pleased with how the meeting went, we stayed professional and happily had a back and forward conversations from questions posed from the client. Discussed what they would like to see from the project and so on, it was a really beneficial meeting for myself it allowed myself to gain confidence in talking to potential clients as we was naturally nervous about what they would think. They also liked the name of the project which was pleasing as we had trouble pinning one down initially so all positives came out of the meeting which was great for us.

Moving onto session 21 which will continue into Thursday as we presented all of our work since Easter on Thursday including the client work. Initially in the session we had a brief catch up on what work has been done since last week, this week we had a full group which we didn’t the previous week so everyone was caught up. After that Myself, Phil and our tutor Paul went to go try secure some potential venues for showcasing our work. This would test once again myself and Phil on our professionalism and communication skills. We initially talked to the Transport Museum in which we had to fill out a form to send to the governing board to approve. Moving on it was now open to us to try secure venues, we managed to get Fanthorpes on silver street and prospect centre as definates, then kapow, princes quay, st stephens, ferens art gallery as possibilities. Unfortunately a few no’s came with asking from shops like granger games and thats entertainment but we still tried, rejection is all part of it you dont get if you dont ask.

Then on Thursday we showcased our work for the client. My work involved completion of buildings on Trinity House Lane which were Wetherspoons, trinity market entrance, bob carvers, and Davids handed over building which is currently a coffee shop called Coco’s. I will now go through my building to their current stage from what I did in my presentation in a briefer form with a self evaluation for each.

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These photos were taken by James Branson (his blog) when we all went out taking photographs in the early stages of the project.

 

This is my model of the current Wetherspoons (we are unsure on the original building so may take artistic license to leave it as a pub until we find more). This building has taken me around 3 weeks with working on other things at the same time, as its a highly detailed building I think this is an acceptable time. I have put this down as finished ready to be handed over to the texture team and then to go in engine, the model itself could do with some time taken on optimisation but due to the upcoming deadline my time is better placed elsewhere as the optimisation wont effect us hardly at all and if needs be the texture team can go in to the model and delete loops or polygons to support the unwrapping. The building itself is 21,888 poly’s which with the fine details and complexity of certain features in the building I feel it is a realistic poly count. Issues I came across whilst modelling this was correctly scaling the sections of the building as it seems to be sectioned by ledges, putting the ledge in the right place so that all the window frames, pillars and so on was also to scale was key to the building looking correct. This took tweaking but im pleased with the end product and proportions of the build. The development in my modularity has aided me well in this particular building as extruding pieces like the window-frames, pillars, chimneys, lights etc was the same and only minor edits to the curvature on some parts was needed allowing quick development when adding a feature such as a window-frame. Overall being a later building in the year I feel my 3D skillset had progressed massively in comparison to initial buildings in terms of quality and speed, if any problems arise im confident enough now to quickly amend any issues.

These photos were taken by James Branson (his blog) when we all went out taking photographs in the early stages of the project.

 

This building is the entrance to trinity market, a fairly simple building that didn’t take me very long, as soon as Wetherspoons was complete the building speed increased rapidly. This building I have had to make sure it matches correctly with wetherspoons, i found the modelling of a section of a street so building sections together was far more effective as scale and alignment was much easier to achieve than when your working alongside another person and having to make changes once you realise in engine its slightly out. The building itself I found fairly easy as once again its a later building in my year and I feel more advanced in my 3D work. the only issues was to how to make the extruding shape around the first window in the lowest possible form, which i realise would be as a separate pushed in object to the shape rather than modeled in around the window. Generally the building was simple just swift loops for the windows of the building and door, then everything else modeled separately and snapped to the building facure. Another building im pleased with, finished and ready to hand over to texture and then go into engine. Only addition would be needed if texture team agreed would be the slight fence style look above the door which I thought could be done with a plane that they can make a alpha map to create the fence then a normal to make it pop. Thats only addition needed to this building I believe.

These photos were taken by James Branson (his blog) when we all went out taking photographs in the early stages of the project.

This building is currently Bob Carvers on Trinity House Lane. With this model once again the 3D capabilities are there too do buildings like this with good speed and quality at a good optimised level of poly’s. Not many problems came up, due to this i decided on certain windows when we walk past are sometimes open, all i had to do was select the window poly’s detach them from the building then rotated them slightly to give the impression that the windows are open. The group gave me great feedback on this saying they loved the idea and it makes the building looked alot more used and lived in even just with the simple open window rather than a plain shop facure. Again it was just getting the proportions of the building right in relation to my other models and using gathered photography this was made alot easier. I think of all my buildings I like this the most purely because of the windows, it just makes everything look more real and alive. Obviously I will need to make a simple box to simulate a interior as the windows are open and if a player angles it right they will currently be able to see the sky so a simple box interior will solve that problem.

These photos were taken by James Branson (his blog) when we all went out taking photographs in the early stages of the project.

This building is currently a coffee shop called Coco’s, this was originally another students building (David) but he handed it over to me for optimisation and the addition of an interior. I had decreased the poly count from just over 1000 to 238 and that was with adding an interior with shop window showcase area. Being a very simple building I dont really have much to give feedback on, its a basic building which took no more than 30 minutes to optimise then add the interior section using simple edge modelling workflow to then bridge the gaps. I did notice one issue, nothing major but pointed out in the presentation id overlooked the way it had been done at the front with the windows, and this results in N-gons in the gaps either side and between the windows. Simple fix with connect or cut tool. All of these buildings are now ready to be handed over to the texture team.

Here is a few pictures of the complete street section on Trinity House Lane:

I found that modelling a street section was far more productive and beneficial for myself as a 3D modeler. This was because mainly the dimensions, scale and proportions of buildings, I could use the other buildings i had completed and finished to adjust the new ones to make sure the street looked correct. This worked both ways as any misjudged dimensions could be effectively grabbed and moved into place.

Then for Silver Street I have finished RBS and started the silver street entrance to trinity market.

This is currently RBS bank building on Silver Street. Once again a very basic building wasn’t much to it just a few insets for windows after I had added loops to extrude some ledges. Because of the simplicity of the building I added a small shop window interior so that there is potential to turn it into a shop if we find out the original status of the building and if we don’t then an artistic decision will be made to adapt the building to possible a bakery for example.

And finally from the buildings i presented was the beginning of the silver street entrance to trinity market. This is a fairly complex but also modular building for frames and decorations, then a symmetry modifier applied will allow me to easily check the finished building as its only sensible for speed to model half the building if its complex when symmetry can do the work for you on the other side. This building is currently stalled, this is due to the final hand ins coming to a close we have decided for hand in and the public we have to focus on the texturing of Whitefriargate and Parliament Street, all other buildings will be put in with the basic grey block in the background to suggest that the area is under construction and will be completed for main showcase in September.

After we had presented I took the role off Abbiella to create a professional email so that we could email the clients that we had and hadn’t discussed potential showcasing for the project with. This required me to type 2 emails, both similar but adjusted for seen and unseen clients. Once typed it up I asked my tutor Gareth to have a proof check to see if anything could be improved or any key information had been missed. The final email also had a link to our latest video fly through of the project so that the clients could have a quick taster to what we had been working on and will be showcasing.

This is also the grey block video fly through we showed our client John Netherwood when he came in. I disclosed that this is not the final product but an in progress project we gain alot of benefits from public showcasing for our marks and the projects quality. This final email was sent to Fanthorpes, St Stephens, Prospect Centre and Princes Quay.

After waiting a few days I had successful replies from St Stephens and Fanthorpes confirming interest in allowing us showcasing our work. Fanthorpes was already secured from speaking to the shop manager originally but St Stephens was a fresh attempt of securing a client by myself. Since then myself and St Stephens have been in contact discussing the project and when we would like to showcase it. Coinciding with there times and available for displaying space, I managed to get us a showcasing date before our hand in (19th May) which is Friday 15th May. This required us to have a Public liability insurance cover which initially i didn’t know if we have but with contacting my tutors we do have a copy to send to St Stephens and prepare for Friday. Our location is just outside the elevator near the bagel food vendor stall, next week I will discuss with the group on shifts for the showcase as I personally would like people to man the project in-case any of the public wish to stop and talk to us about what we are doing.

A slight issue with St Stephens arose with my tutor Gareth with that it is the shopping centre/ area that has crushed the Whitefriargate area for business and popularity. So when we showcase there as long as we are displaying it as a student project following on from the previous years of the heritage project and our area is a section of Old Town including Whitefriargate, it can be clearly seen as a project rebuilding an area of Hull in the 1960’s and not a display to support Whitefriargate. This turned a few of the group off as they don’t really want any hassle from the public but at the end of the day its an opportunity to showcase our work that i have secured before hand in so participating in it will add to our professionalism and “getting our work out there” for feedback/review.

Will this just around the corner next weeks focus as that is also the session all the texture team should have the Whitefriargate and Parliament Street area textured, so the focus will be on promotional materials for our project. Any promotional materials we have can be a extra visual for the project for the public to have, which will aid them in understanding the project and what we do to make it what it is.