Blog Archive

Tuesday, 27 October 2015

P2- Stimulus, Idea Generation and Legal and Ethical Considerations

Unit 78: Digital Graphics for Computer Games
P2: Be able to Generate Concept Art Ideas for Computer Game Graphics

Stimulus
What is a brief? - The basic guidelines for the game that you are creating, such as genre, artistic style etc.
Client Brief – Where the client lays out the basis of what they want
Own Brief – Either when you’re working on your own and give yourself your own set of rules for the game, or when you take a client’s brief and get creative within the guidelines that they have given you, going into more detail etc.
Market research – Looking at different variations of media in order to get ideas for the game. For example, if you are creating a game around Zombies, you’d probably watch The Walking Dead, or play a game including zombies such as Left 4 Dead to inspire you. Other forms of media can include movies, books, comics etc.
Ideas Generation
Brainstorming – Brainstorming is where you put all of your ideas down into one place, usually with different areas and sections so you can split up the ideas to make it easier to read. It allows you to see all the ideas you have in one place, and then pick through them in order to find the best ones to use.
Mood Boards – Used to create a mood for your game. For example, Dark Souls has a gothic style and mood, so the mood board would include things such as pictures of dark castles, gargoyles and general things of a gothic style.
Thumbnail Sketching - Thumbnail sketching is creating small frames for particular things. They are also considered to be small, quick shorthand notes for artists and planning tools. They potentially develop into concept art. 
Concept Drawings - Concept art is a way of displaying visual ideas for games, films, animation, comic books etc. Concept art can include ideas for characters, weapons, backgrounds, vehicles and much more. The concept art in which is created for a project is used as a guideline for the entire projects itself, it gives the look and feel to the project. Others consider concept art as visual development for concept design. Usually, when it comes to designs of characters and weapons, they show different designs for the same character/weapon. For the characters, the concept art would contain different styles of clothes the character might be able to change into in the game, the specific stances it will do and the different facial expressions.






Legal and Ethical Considerations
Copyright - Copyright is a legal right created by the law of a country that grants the creator of an original work exclusive rights to its use and distribution, usually for a limited time, with the intention of enabling the creator to receive compensation for their intellectual effort. Copyright law originated in the United Kingdom from a concept of common law; the Statute of Anne 1709. It became statutory with the passing of the Copyright Act 1911. The current act is the Copyright, Designs and Patents Act 1988. The law gives the creators of literary, dramatic, musical, artistic works, sound recordings, broadcasts, films and typographical arrangement of published editions, rights to control the ways in which their material may be used. The rights cover; broadcast and public performance, copying, adapting, issuing, renting and lending copies to the public. In many cases, the creator will also have the right to be identified as the author and to object to distortions of his work. International conventions give protection in most countries, subject to national laws.
Libel - Libel is a method of defamation expressed by print, writing, pictures, signs, effigies, or any communication embodied in physical form that is injurious to a person's reputation, exposes a person to public hatred, contempt or ridicule, or injures a person in his/her business or profession. Libel and slander are types of defamatory statements. Libel is a written defamatory statement, and slander is a spoken or oral defamatory statement.
Female representation in Games
The portrayal of women in video games has been the subject of academic study and controversy since the early 1980s. Recurring themes in articles and discussions on the topic include the sexual objectification and sexualisation of characters as well as the degree to which female characters are independent from their male counterparts within the same game. Exposure to sexualized media representations of women in television and magazines was alleged to reduce male compassion toward women and reduce females' perceptions of their desire and suitability for various vocations.
Many recent games have increased the sexualized portrayal of women so as to appeal to a male audience. In 2012, for instance, Dead or Alive director Yohei Shimbori admitted the developers received complaints from fans who had played the Dead or Alive 5 demo packaged with Ninja Gaiden 3. According to Shimbori, "We actually got a lot of feedback from people who were playing it, saying, 'We want bigger breasts. Make the characters more like that.' That was kind of surprising.
Female video game characters have been criticized as having a tendency to be subjects of the "male gaze". A print ad for the fighting game Soulcalibur V received some controversy for simply being a close up of a female character's breasts with a tagline. In two sequels of fighting games Soulcalibur and Tekken that take place several years after the original issue, recurring male characters were all aged but all female characters were kept the same age or were replaced by their daughters.
Since her introduction in 1996, the character of Lara Croft from the Tomb Raider series in particular has been criticized for her "unrealistic" breast size; Lara was claimed to personify "an ongoing culture clash over gender, sexuality, empowerment, and objectification." However, the game's creators maintain that she was not designed with marketing in mind, and have claimed to be rather surprised at her pinup-style adoration.  In Tomb Raider: Legend, Lara underwent a radical redesign, ostensibly to make her less sexualized.
In their 2005 study, Dill and Thill distinguish three major stereotypical depictions of women in gaming: (1) sexualized, (2) scantily clad, and (3) a vision of beauty. The study revealed that over 80% of women in video games represented one of these depictions. More than one quarter of female characters embodied all of the three stereotypical categories at once. Dill and Thill also note that another prevalent theme with which women were depicted was a combination of aggression and sex, referred to as "eroticized aggression". According to sociology professor and researcher Tracy Dietz, women are often depicted in stereotypical roles that typically pertain to sexuality in which the woman focuses upon beauty/physical attractiveness.
A recurrent representation of women in fantasy settings, originating in the 1960s, is the woman warrior dressed in scanty armour.  They feature armour designs which have been described by such terms as "chainmail bikinis"(bikini armour), largely consisting of small decorative plaques that reveal large portions of the body to the weather and that expose vital organs, thus being noneffective as protection. The prevalence of this portrayal is presented as an instance of the common sexualisation of women in the geek culture including video games, comic and movies. In reaction to this, the art blog "Women Fighters in Reasonable Armour" compiles depictions of women fighters wearing "realistic" armour.  In Bioware's Dragon Age franchise, while the optional female character dresses as the player wills, many female warrior/assassin class characters, such as Isabela, were remade in later instalments to wear less clothing. In the case of Isabela, she appeared in Dragon Age: Origins in full armour but appeared in Dragon Age II wearing thigh high boots and a short, slitted dress. After Dragon Age II IGN went from not mentioning her at all to describing her as "everyone's favourite busty rogue".
According to Anita Sarkeesian, many early female video game characters (such as Ms. Pac-Man) are identical to an existing male character, except for a visual marker of their femininity, such as pink bows, lipstick and long eyelashes.
In a study done in Southwestern Oklahoma State University comparing the appearances of male and female characters on video game covers, a few things were discovered. On covers, male characters were five times more likely to be represented as the main character in the game, and women were merely portrayed as sidekicks or accessories. Both male and female character's physiques were over-exaggerated on video game covers, but females were more "physically altered" (especially in the bust) than their male counterparts, and even more so if the female was the main character of the game.

Intellectual property - refers to creations of the mind, such as inventions; literary and artistic works; designs; and symbols, names and images used in commerce.  

Tuesday, 13 October 2015

P2: Be able to generate concept art ideas for computer game graphics

Computer Game Graphics

Computer game graphics include print media, in-game graphics and concept art graphics. The in-game graphics include the Heads-Up Display (HUD), sprite graphics, background graphics and image textures.
Print Media:
Print media is the media coverage of the game. This includes what the game packaging is going to look like, the box cover, what the manual is going to look like and include, the labeling, what the posters are going to contain and the advertising. Print media is very important for a game. For example, if you produce an advert which contains the best part of the game play then people will be excited waiting for the game release. However, they will soon become disappointed as they have come to realise that the parts shown in the advert are the only best parts of the game. The print media needs to balance well.
What I thought about this game casing is that it is composed structurally well. The composition of where the globe is attracts the most attention. The colouring of the title of the game and the globe both contrast again the dark background thus resulting in making those two objects stand out the most and attracting our attention to it. Furthermore, the simplicity of the design contrasts against the title of the name which I suppose makes it more desirable.







This is a game manual for the game Skyrim. The text which is used in the game is also the same text which is used in the game manual. This is a design idea which has been thought about when it game to print media. Also on the edges of the pages are little symbols which are used on every page.


Concept Art
Concept art is a way of displaying visual ideas for games, films, animation, comic books etc. Concept art can include ideas for characters, weapons, backgrounds, vehicles and much more. The concept art in which is created for a project is used as a guideline for the entire projects itself, it gives the look and feel to the project. Others consider concept art as visual development for concept design. Usually, when it comes to designs of characters and weapons, they show different designs for the same character/weapon. For the characters, the concept art would contain different styles of clothes the character might be able to change into in the game, the specific stances it will do and the different facial expressions.
 

In-Game Interface:
In the majority of games, there will be a HUD (Heads Up Display). This HUD might contains stats of your character such as your health, stamina, food, water and lots more. There also might be a HUD for your weapon that you are using (dependent on the game). This may contain how much ammo you have left in your gun and it might tell you what particular gun you are using at the moment.
This image is a screenshot of the HUD in the game Call of Duty: Advanced Warfare.  What this displays is the usual characteristics of a HUD. The HUD is usually displayed around the edge of the screen so that the player is still able to see what is happening in front of them. This HUD contains ammo, the current score (in the bottom left) the amount of grenades left, the score streaks, how much of the ability is left to use (bottom right) and then the map (top left).

Sprite
A sprite is a 2D image/animation in which is a bitmap image that is put into a game. A sprite can be for anything in a game such as a character or part of the user interface (HUD). This is an example of sprites being used in the HUD. On the far left you can see images of class icons. In the bottom left there are icons for the health and shield and in the bottom right there is an icon for the grenade.



Background Graphics
The background in some games are major priority. In some games the background would need to be full of texture and high quality whereas, in other games the background might not be something that they necessarily want to focus upon. The background graphics may contain lots of different elements to it such as trees, clouds, birds, lights, objects etc. However other backgrounds may want to limit the amount of objects in the background to only trees and clouds. A great example of showing a complex and full background would be Ark: Survival Evolved. The background of this is completely full of different objects. There are clouds, dynamic lighting, rocks, bushes, forests and dinosaurs.


 


Texture Art
Texture art is recreating the texture from the real world into a game. This computer graphic art is most commonly used in photorealistic games. The reason behind this would be that photorealistic games are the art style games in which are trying recreate elements of the real world into a game, therefor using texture art. A great example to show texture art would be the game Until Dawn. This game is a photorealistic game as it uses real actors as actors.
In this image you can see the texture of the wallpaper that is peeling off the wall, the wooden panels which are shown, you can see the texture of the characters hair and in her clothing. The environment around the characters here is full of texture and that is why this is a very good example of texture art.


 

What is graphics specification?

Client needs:
This is a brief in which the person who you are creating an idea for will give you a list of what they want. For example, they may give you a theme of horror and they want a horror game. On this brief they may ask for more blood and gore other than a clean survival horror game.
Audience:
The audience is who you are going to sell the game to and who you want the game to appeal to. This includes the age, gender and social class. You need to consider these aspects when creating a game because you need to decide what your age rating might possibly be, the age rating may effect who your target audience is.
Thumbnail Sketching:
Thumbnail sketching is creating small frames for particular things. They are also considered to be small, quick shorthand notes for artists and planning tools. They potentially develop into concept art. This is a good example of thumbnail sketching. It shows quick small drawings of characters holding weapons.

 




Visual Styles:

Photorealism
Photorealism is where the artist is attempting to make the game look realistic, almost like a real photograph. Photorealistic artists aim to reproduce an image with accurate detail. They aim to make the objects, background, characters and foreground to look as real as possible. Most first person shooters use this style in their games. Photorealistic games attempt to catch the emotion on the faces of their characters so that we as the gamers or viewers are able to define the emotions of which the character is currently feeling. Light and shadows are used immensely throughout photorealistic games, without brilliant light and shading, the game wouldn’t look as realistic as they would like it to be.


Exaggeration
Exaggeration is a game style which is used in games such as final fantasy.  Exaggeration styled games manage to convey emotion better than the photorealistic games. In various exaggerated games, they may have exaggerated eyes for example which makes it easy for us to see the emotion in their eyes. A lot of RPG games use the exaggerated art style as this make the characters more desirable to play as them. Weapons, physicality and objects are usually exaggerated the most in games. Anime/Manga games are most commonly known to use the exaggerated style. A few games in which use the exaggerated artistic style are the new Pokémon series from Generation 4 to the 6 and the animal crossing series. Both of these games have characters in which have exaggerated eyes and proportions of the body.

Cel-Shaded
Cel-shaded games are the opposite of the photorealism style. Cell shaded games use bright colours which relates to the style which is used in comic books. These sort of games which use the cel-shaded artistic style are very effective and they stand out. A cel-shaded game example would be The Legend of Zelda:  The Wind Waker.  The Legend of Zelda: The Wind Waker is probably the most famous cel-shaded game.

Composition
Composition is the placement of objects and people in a frame. You would usually plan where you would want particular things to feature in your frame. The rule of thirds is linked in with composition. The rule of thirds is a rule in which divides your image into 9 boxes, 3 thirds. It is accordingly pleasing to the eye when an object in the frame is positioned within one of the thirds, on the (invisible) lines which divide the image or on the point where the lines intersect.
Typography
Typography is font which is placed in a very artistic way. Most people would find typography pleasing and inspiring. Typography includes what sort of font you use, the line length, letter spacing, line spacing etc. When it comes to typography, people find it interesting to use different fonts within the same image.


Technical Consideration:

Intended Output:
The intended output is where you want the game to end up. This considering what platform you may want the game on. This could be PlayStation, Xbox, 3DS, PC, Wii U, DS etc. If you want to bring out a game on the 3DS for example, you will need to consider the 3D aspects you will put in the game and involve the touch screen.

Asset Management, File Naming Conventions, File Size and File Format;
It is important to name your files accordingly. If you have quite a few images of dogs but they are all different versions you may want to give them the file name of “Dog V1” (v = version) and then “Dog V2”, “Dog V3” and so on. This will make it a lot easier to find files in which you need and will benefit the person who is going to use them or yourself. The file size is also something to consider as you may need a smaller file size.
A file extension is what type of file the file is and it is displayed at the end of the file name. There are many different types of file extensions. The file extension is separated from the file name by a dot and then followed by 2/3/4 letters. For example, .PDF, .JPEG, .AI etc. Showing the file extension at the end of the file name in file explorer helps us identify what type of file it is before we open it.

Optimising
To optimise an image, it is rewriting something to improve “efficiency of retrieval or processing.” Optimising graphics is very important as you need to consider what the file sizes need to be, what type of file it needs to be and where you are saving all of the graphics. You need to think about where you want your final product to end up. Bit depth is the volume of a pixel, reducing the bit depth of an image will reduce the size of the file however the image quality will drop. Same with the resolution of the image, the smaller the resolution of the image the smaller the file size will be and the larger the resolution the larger the image. You need to consider which would be beneficial dependant on the situation you are in. The dimensions of the image (the width and height) are there so you make the image smaller or larger, making the image smaller and the volume of pixels with be closer together and vice versa for the larger images.

Concept Art (Uncoloured)

 Scimitar

Background

Dragon

Knight

 Sword



 Dagger


Shield

Thursday, 1 October 2015

Assignment 1: Researching Video Games

Genre Name
Genre Description
Genre Example
FPS
FPS stands for first person shooter, a game that is played from the perspective of the characters eyes. In general the idea of the game is to kill enemies, usually soldiers of some kind, and this can be done either offline against AI controlled enemies, or online against other players. When playing FPS games the view is generally of you holding a type of weapon.

Call of Duty Modern Warfare 2 is an example of an FPS game. It uses the IW 4.0 engine designed specifically for the CoD series.

The plot involves ultra nationalist Russians taking control of the Russian federation, and performing acts of terrorism in Europe and the US. https://en.wikipedia.org/wiki/Call_of_Duty:_Modern_Warfare_2

Although the general focus of the game is on the multiplayer aspect of the game, the campaign contains linear, fast paced missions that must be completed in order to advance the main storyline. The multiplayer has a large amount of game modes to choose from, ranging from the traditional Team Deathmatch, to games such as Search and Destroy, and   Domination.

In general this is a game with a great multiplayer aspect, but is mediocre with its single player campaign, a trend for the majority of shooters.


Another example of a FPS would be Battlefield 4. The plot involves an elite team of soldiers foiling an admiral’s attempt to take over China through a coup d’état.

It is very similar to Call of Duty as many of the games in this genre share the same features and ideas. It contains a strong multiplayer aspect, but is let down by a poor story that is short and shallow, thus following a general trend for shooters.





Survival Horror
The Survival Horror genre’s main focus is that of trying to create fear and tension whilst trying to stay alive in conditions where the player is made to feel less powerful   than the other enemies in the game. These games tend to make use of stereotypical horror tropes such as dark mazes or surprise attacks by enemies. The fact that the player is generally under equipped or has a lack of equipment, the genre focuses more on puzzle solving and evasion, although some games incorporate combat into their games through first or third person shooter aspects. 


An example of a Survival Horror game would be Resident Evil 4.

The story of Resident Evil 4 follows the U.S. government special agent Leon S. Kennedy, who is sent on a mission to rescue Ashley Graham, the U.S. President's daughter who has been kidnapped by a sinister cult. Traveling to a remote rural area of Europe, Leon fights hordes of violent villagers and mutated monsters, and reunites with the mysterious spy Ada Wong. The game pioneered and popularized the "over the shoulder "third-person view perspective in video games. 


A further example of a survival horror game would be that of Outlast. The game follows a reporter who is investigating a remote psychiatric hospital. This is very different to Resident Evil 4 as it is in a first person view, and you have no weapons to defend yourself, thus relying on hiding and running away. This helps to emphasise the genre of survival horror as it makes you feel helpless and unable to defend yourself, which helps build up that feeling of fear within the game.
RPG
RPG stands for Role-Playing game, and involves the player taking control of a character, or characters, in a fictional land. They focus mostly on story and narrative elements and developing your character throughout the game through some kind of levelling system.



Skyrim is an example of a Role Playing game where the player takes creates and takes control of their own character, and then developments them throughout the game to make them stronger by completing quests and defeating enemies.

Skyrim’s main story revolves around the player character and their effort to defeat Alduin the World-Eater, a dragon who is prophesied to destroy the world. https://en.wikipedia.org/wiki/The_Elder_Scrolls_V:_Skyrim

Skyrim’s gameplay gives the player access to an expansive open-world where they can do whatever they wish to do, allowing them to role-play fully in whatever role they want to play. Due to the fact that the main quest can be ignored after the first section, it allows players a lot of freedom within the game. The open world consists of dungeons, large cities and small villages and large wilderness expanses.


A different type of role playing game would be that of Pokémon X and Y. In Pokémon you don’t create a specific character that you level up, you instead catch and collect different types of Pokémon in order to either collect them all, or to become the very best trainer in the land, thus adding to the role playing aspect. Furthermore, these Pokémon you catch can level up, adding that the aspect of RPG’s that involve developing and becoming stronger.








Puzzle
Puzzle games are exactly as they sound, they involve the player to solve puzzles, which usually allows them to move onto the next level, which is a similar puzzle, just with a small increase in difficulty. Puzzle games can test many skills when solving them, such as logic or pattern recognition.



 Candy Crush Saga is a match three puzzle game where players must match three or more candies of the same colour in order to remove them, and gain points needed in order to move onto the next level of the game. When matching more than three candies in a row special candies are formed which allow the player to removes more candies when they can match the special candies in a row with regular candies of the same colour.




 Professor Layton and the Azran Legacy is a second example of a puzzle game. Throughout the game the player must complete a variety of different puzzles in order to advance the storyline and complete the game. In the game you take control Hershel Layton and his assistants Emmy and Luke to visit Professor Sycamore who claims he has discovered a living mummy. You must solve puzzles to help people and gain information about the story and to move onwards there are checks to make sure you have completed enough puzzles.

Strategy
The strategy video game genre focuses on planning ahead and tactical thinking in order to win the game. There is an emphasis on challenges that may be strategic, tactical or sometimes even logistical. Strategy games are generally categorized into four sub types, whether that be real time or turn based, and whether the games focus is on that on strategy or tactics.



Civilization V is an example of a strategy game, more specifically a turn-based strategy game.  In Civilization V, the player leads a civilization from prehistoric times into the future on a procedurally generated map, achieving one of a number of different victory conditions through research, exploration, diplomacy, expansion, economic development, government and military conquest. The game is based on an entirely new game engine with hexagonal tiles instead of the square tiles of earlier games in the series.  https://en.wikipedia.org/wiki/Civilization_V

Players must manage units such as soldiers and workers, and decide which buildings to build on their turns in order to create a powerful nation capable of defeating the other players, AI or human, through the different winning conditions.



The Settlers: Heritage of Kings is an example of the other type of strategy games as it is a real time strategy game. The story involves Dario, a young prince who must regain his dead father’s throne from the hands of the evil Mordred, whilst working to reunite the lands in order to be strong enough to face Mordred’s armies. The gameplay involves creating a strong settlement whilst amassing an army and defeating rival nations. However, due to the fact that this game is a real type strategy game you don’t have to luxury of sitting around and planning out your next idea as your rival nations will also be becoming stronger so you have to be planning ahead of time and keeping an eye on your enemies as they could attack at any time.
Sport
A sports game is game that allows the player to experience and simulate a real world sport without actually playing it. Some games emphasize playing the sport, whilst other games of the sport genre focus on the management side of the game.


In the game FIFA 15 you simulate playing the game of football through different modes. The most popular mode on this game is that of Ultimate Team where players can build teams from players they have brought on a marketplace on gained in packs in order to create their team, which they can then take online to face off against other players teams. Other modes include the player career mode where you create your own player and control him when playing, taking him from youth prospect all the way through to the best player in the world.


NBA 2K15 is another example of a sports game. Similarly to FIFA 15 the game depicts a sport, except this game is about basketball instead of football. There are many modes in this game which include a “my career” mode, where you make yourself in the game, and play through as yourself, going through all the decisions that a real player might have to make. There is also a simple offline mode where you can take control   of a team and play as them, making adjustments to the team and the way they play. You also have the option to play against other players in the various online modes to give a real sense of competition to the game.







Fighting
The fighting genre in video games involves the playing control an on-screen character and facing off in close combat against one other character, which could be AI based or controlled by another human. These matches usually are fought in an arena of some kind are usually several matches long. Players must use aspects of the game such as blocking, counter attacking and the use of chaining moves together in order to defeat your opponent. In the majority of fighting games the player is allowed to enter special button combinations in order to execute a powerful special attack.



Mortal Kombat X is an example of a fighting game in which two players, or one player and an AI opponent, engage in combat using a variety of different characters and character specific moves in order to defeat their opponent. Fighters are able to interact with the environment,   bouncing off areas to reposition themselves or using parts of the environment as weapons. In addition, each fighter has three different variations, each featuring a different set of moves they can use during the fight: for example, the character Scorpion features a Ninjutsu variation in which he wields dual swords, a Hellfire variation which relies more on fiery special moves, and an Inferno variation which allows him to summon hell spawn minions to aid him in the fight. https://en.wikipedia.org/wiki/Mortal_Kombat_X



There are many types of fighting games that follow the same kind of format and features, one of which would be Tekken 6. Some things that Tekken 6 does differently is that it implements a rage meter, meaning that your character does more damage if his or her health drops below a certain threshold. In general though, it follows the same tropes as most other fighting games, using button sequences to make combos to defeat another player or an AI player.











Adventure
In the adventure genre of video games the player takes control of the main protagonist in a game which is driven by storytelling and puzzle solving. The majority of adventure games are heavily designed for single player use as encompassing heavy storytelling within a multiplayer setting can be difficult. They can come in different forms such as Graphic adventures and interactive fiction, among others.


Telltale’s the walking dead is an episodic interactive adventure game in which the player controls the protagonist, Lee, throughout the story, making decisions that affect the whole story. The story focuses on Lee, a university professor and convicted murderer, who rescues and the cares for a young girl named Clementine.

The Walking Dead does not emphasize puzzle solving, but instead focuses on story and character development. The story is affected by both the dialogue choices of the player and their actions during quick time events, which can often lead to, for example, certain characters being killed, and an adverse change in the disposition of a certain character or characters towards Lee. The choices made by the player carry over from episode to episode. Choices were tracked by Telltale, and used to influence their writing in later episodes.



The original Tomb raider game is an example of an action-adventure game. In the game the protagonist, Lara Croft, is controlled by the player as she is looking for 3 powerful artefacts. The game is presented as a third person game, with the camera always directly behind her, or over her shoulder. The objective of the game is to take Lara through a series of tombs and other locations, with the emphasis on solving puzzles and making difficult jumps rather than gunplay, with it being rare that she will have an encounter with another human, with most of the gunplay in the game being used to defeat animals and other creatures.
Text-Based
A text game or text-based game is a video game that uses text characters instead of bitmap or vector graphics. Text-based games were a popular form of interactive fiction in the 1980s.


Zork is set in "the ruins of an ancient empire lying far underground". The player is a nameless adventurer "who is venturing into this dangerous land in search of wealth and adventure". The goal is to return from the "Great Underground Empire" alive with the treasures, ultimately inheriting the title of Dungeon Master. The dungeons are stocked with many novel creatures, objects and locations, among them grues, zorkmids, and Flood Control Dam #3—all of which are referenced by subsequent Infocom text adventures.


Another example of a text based game would be the video game representation of The Hitchhiker’s Guide to the Galaxy, where it mirrors a portion of the series, mainly the events that occur within the first book. In the game the player has to defeat puzzles by typing in commands such as “north” in order to move north etc. Most of the commands within the game will advance the games counter, with some puzzles needing to be completed before the counter reaches a fixed number, else it may result in a failure and needing to restart from a saved state.

Platform
A platform game is a genre of video game that involves the player guiding a character over jumps between suspended platforms or over obstacles, or sometimes both, in order to progress through the game. The player is generally able to control the character whilst they’re jumping, which allows them to complete these jumping puzzles. The element of these games which unifies them is the ability to jump, therefore games that have an automated jump feature such as the Legend of Zelda series, fall out of this category.


Super Mario 3D Land is a platform game which utilizes jumping onto platforms in order to complete the level. However, unlike previous Mario games in uses both 2D side scrolling and 3D roaming in order to create more diverse puzzles, thanks to the 3DS’ 3D mechanics. Similar to previous Mario games, the plot involves Mario trying to save Princess Peach after she has been kidnapped by Bowser again.  



1001 spikes is another example of a platform game in which the player must reach the end of each level by avoiding the traps and dangers within the game, which include spike traps and falling rocks. The plot of the game involves two siblings trying to retrieve their father’s legacy by following a map he left them to some forgotten ruins in South America.




































































































































































































































































































































































































































































































Positive and Negative Aspects of Video Games


Positive Aspects of Video Games
Negative Aspects of Video Games
Benefits- Despite the amount of articles in the news that say that video games and video gamers have negative impacts on the rest of society, the truth is that there are a lot of benefits to playing video games. Playing video games can help improve people’s hand-eye coordination and reactions, and drivers have even cited that the reasons that they have managed to avoid head on collisions with other drivers due to their improved reactions from playing video games. Other benefits include perception, memory, attention and decision-making.

Excess playing time-There are many negative effects that can come from playing an excessive amount of video games, with some being physical effects, whilst others being mental effects and even effects that don’t affect you but effect those around you. One physical symptom associated with excess playing of video games is carpal tunnel syndrome which occurs when the main nerve between the forearm and the hand is squeezed, which can occur when playing a lot of computer games, or holding a console for too long. An example of the hugely negative effects of excessive playing of video games is that a three-month-old South Korean girl starved to death after her parents repeatedly left her alone for 12-hour stretches to rendezvous at a local Internet cafe, where they were nurturing a virtual child through a computer game known as “Prius Online.”

Impact on ‘Mainstream’ application development- Games and gaming technology is constantly developing, therefore there is always a demand for more advanced hardware and gadgets in order to gain access to these new developments. An example of this is the recently announced HoloLens by Microsoft and Valve in order to allow people to play games in a virtual reality, which allows the games to come to life all around them, instead of just being on a screen. Add this to the increasing number of 3D televisions on display nowadays and it is proof that there is a mainstream impact by gaming.
Social Isolation- An immediate consequence of playing video games is that it can lead to less social interaction with other people due to the fact that they’re playing video games instead. This can occur especially in children as they want to spend less time out with their friends, and would rather rush back home in order to continue playing a game that they had started. In the long term this can affect their abilities to socialize, and have a lack of social skills later in life.

Competitive Games- Competitive gaming is positive experience for many. Due to the advances of technology it allows people to compete all the time on video games. Being able to communicate cooperate with them allows people to make friends with people they might never have met before. Furthermore, friendly competition helps to bring out the best in each other as each person is trying to outdo the other and perform better. It helps to boost social skills and help to create a group of liked minded friends and associates. However, it is worth noting that within a small number of people competitive gaming can have a negative effect on some people, leading to increased aggression due to not being able to complete certain puzzles or being outperformed by another player can lose people to lose their tempers and act aggressively or even violently. Gamers playing competitive games also showed increased heart rate during and after gameplay. This shows that they are effected by the game and it effects them both psychologically and physically.


Cost-On the surface of it, video gaming is already an expensive hobby to pursue, with the cost of buying a console alone can cost £100’s to buy. Add that to having to buy games to play along with that can leave people spending a huge amount of money on video gaming. However, the cost is even greater than that as just in monetary terms you also have the option to buy things within games, sometimes needed to progress through the level, not to mention monthly subscriptions in order to play certain games, and time costs put into playing video games. In South Korea, for example, they have implemented the ‘Shutdown Law’ which stops players under the age of 16 from excessing games after midnight.
Fun- For most people, especially casual gamers, they play for fun and enjoyment, whether that be just completing a game, or trying to collect everything in a game. Due to the fact that fun is subjective however, people enjoy video games for a multitude of reasons, and everything that goes through a gamers head is that they just want experience fun within the game.
Separation from reality- Due to the affects that playing video games can have on peoples social skills, especially in children, it can lead to blurring of the lines between the real world and video game worlds. The time spent on video games can really affect the scope in which these people can interact with other people, leading them to believe that the real world is more like a video game world, and therefore act and behave the way that they would normally inside a video game. An example of this is shown by the fact that younger children who have access to playing or watching games act more aggressively in the class room and act out more graphic scenes from the games that they have either seen or played.
Educational Value- Research into video games has shown that by playing them those people have experienced an increase in basic language skills, English skills, maths skills and social skills. They have also been used to help disabled or severely handicapped people be able to communicate successfully. However, education within gaming is all about how it is used and whether it is used correctly. Video games have also been used to train children with attention deficit disorder to improve their thinking skills. The impact of games within education can only improve, yet only if they are used in the correct way.
Peer Pressure- Something that is more relevant in teenage gamers than any other demographic of video gamer who need to own the latest equipment, be in the newest console or game. This is driven by peer pressure as many people will want to have the best things, else they might be seen in a negative light by their friends. This puts pressure on either the parents, or the teenager themselves to spend a lot of money on these new games and/or consoles. Furthermore, being able to afford the latest gear shows their peers that they are successful and have money available to spend, putting pressure on those who maybe aren’t as fortunate.
Thinking and strategy skills- Scientists from Queen Mary University of London and University College London recruited 72 female volunteers. Two groups were required to play StarCraft, which is a faced paced strategy game, and another third were asked to play The Sims, a life simulation game. All the volunteers were given psychological tests before and after playing the games, and the scientists discovered that the volunteers that played StarCraft were “quicker and more accurate in performing cognitive flexibility tasks. This shows then playing video games can help boost a person’s thinking and strategy skills.
High Score Listings- In earlier games, high scores were used to make people feel superior about their performance in a video game. However, it could also cause people to become obsessed about being the best and having the highest score. It was documented in the real-life documentary film King of Kong: A fistful of Quarters (http://www.imdb.com/title/tt0923752/, http://www.gamesradar.com/the-story-behind-king-of-kong/) which highlights the emotional struggles of players competing to get the high score within the game. People always like to compare they’re results within any walk of life, and videos gaming is no different. High score listings also act as a positive thing however as they let people come up with new ways to improve themselves and their performance, which can lead to strong problem solving skills later in life.
Sound- The use of sound in video games helps to create immersion within the game, making it seem more realistic, and helps to draw the player into the world. Sound is also used to help reinforce the feeling of when a gamer has done positively or negatively within the game, with upbeat music for completing a level, or sad, depressing music for a death or failure of some kind. This can help players become better at the game as it lets them know what not to do within the game, or lets them know that they’re doing something right. Sound is usual used to help increase the emotional experience of the game, and thus create a better experience for the gamer.

Expectations- As technology has advanced within games, as have the expectations within the games. 3D technology allows for better and more realistic looking games, which is what people expect within games nowadays. In games like the FIFA series in which a game is released every year, players expect an increase in graphics, audio and gameplay every year. This shows that players expect more in terms of gameplay as well as advances in technology before the release of new consoles and games. The impact that this has is a positive one as this drives the industry and creates jobs on a global scale.  

Levelling- Within games, levelling is a smart concept by games designers as it allows them to award people based on their achievements. Players become more immersed in the game play when they have both long and short challenges to complete in the game, whether that be collect all of a certain item with a game, or to complete a quest. These challenges allow the player to feel more immersed within the game, like they are taking to role of the main character.










































































































































































Task Three-Game Sketch

This is a game sketch that I created in paint in order to illustrate a game concept for a game i thought of called 'The son of the Sea God'. For starters I thought that this game would look good in a photo realistic style, but I soon changed my mind to have it be in a cel shaded style, due to the fact that the game would be a lot more expensive to create as a photo realistic game. Within the sketch you can see the first level of the game and the last level. The first level is set in a village, where you, as the protagonist, live. In the image the village is full of life and trees in order to represent the peaceful area that it is set in, however the village is under attack, with the houses on fire giving a stark contrast to the peacefulness of the trees. I did this to emphasize the change within the protagonists life and how it was before the attack and then after the attack. To the right of the village sketch you can see the drawing of the main character. In the image the character is wearing blue to emphasize the connection between the player and the sea, although in the game the character will be customisable in order for the player to create their own player and feel a deeper connection and feel more immersed in the game. On the right half of the level you can see the final level of the game, which contrasts to the first level and shows how the game has changed you as a character. The final level is set in a volcanic area, which is where you see the main boss of the game. I used fire as the main theme for the enemies in the game as it gives the player a slight advantage in the game, and makes it feel like you are the only one who can stop the enemies and save people, thus immersing the player within the game, This game would be a 3D RPG where you can choose how you play the game in terms of combat styles, such as becoming a mage, warrior, archer or whatever. The game would be in a third person view, and the player would be able to level up as they gain experience from defeating enemies or completing quests. I would like the player to have a feeling of freedom when playing the game and not feel stuck in the just following the main quest so there would also be side quests to be done.

Task 4-Backstory and Concept

In the time of Emperor Alexius Kole, the lands of Norcrest (Chaotic evil) and Silverspell (Lawful good) are at war with each other, and in the middle of these two warring nations in the land of Roseiron, the centre of the neutral territory. Up until now the land of Roseiron had been left out of the war, as per the agreement struck by the leaders of the lands and the Emperor years ago, as the land of the Roseiron holds the world’s most important landmark, the Tree of Kaedrith. The Tree of Kaedrith regulates all life in the world, and is the reason for all life in the lands. In order to keep this agreement fair, the Land of Norcrest was given the Salve of Earth, a sacred medicine that could be used to revive the tree if it was ever damaged or destroyed, a mysterious blessing from the God of the Earth. The Land of Silverspell was given the Spirits Sceptre, the only object in the world that could destroy the Tree of Kaedrith. With this, there was balance and harmony between the Lands for centuries, until one day the Land of Norcrest declared war on Silverspell out of the blue, and began laying waste to their lands, however due to the Tree of Kaedrith’s power the forces of Chaos could not do much damage. One day though, that all changed as the Spirits Sceptre was stolen from Silverspell, and was brought to the land of Roseiron to destroy the Tree of Kaedrith. With the tree destroyed and the only way to save it in the hands of the Chaos forces, they became unstoppable, and it was all the land of Silverspell could do to not be decimated. This is where your story begins. You awaken on your eighteenth birthday to your village of Aellyn, the centre of the Roseiron and the protectors of the Tree of Kaedrith, being burnt to the ground by a dark wizard, a soldier of the Chaos forces wielding the Spirits Sceptre and burning his way through the village towards the Tree of Kaedrith. Without thinking you grab a weapon from the ground and charge the man. He turns towards you and laughs, then sends a bolt of fire straight towards you. Suddenly, a blue glow envelopes you and absorbs the brunt of the impact, but still sends you flying backwards into a pile of rubble, knocking you unconscious. The last thing you hear is the demonic laughing of the wizard, who screams “I am Fevero, Destroyer of the Tree of Kaedrith”.   

As you control your character, let's call him John, you will have to control him through an open world environment, becoming stronger and completing quests so you can move on to more difficult areas within the world and complete dungeons in order to be able to reach the final level of the game. Throughout the game John will be able to find and equip himself with stronger weapons and armour, or learn new spells depending on how you are playing the game. This will allow him to defeat the strongest enemies in the game and be able to make his way further through the harder lands in the game. There would be an assortment of enemies for John to fight, including werewolves and vampires, general dangerous animals such as bears and wolves, but also fantastical creatures such as griffons and centaurs, among other things. Defeating this creatures will allow John to level up his abilities, giving him access to different skills and generally becoming stronger as a result. Some skills you could learn include doing more damage with a certain type of weapon, having abilities that will do double damage or even skills that let you become invisible. Once you are strong enough you will be able to take on the final level and the boss and complete the game. Once you have beat the game you would still be able to explore the world to complete side quests and become the strongest your character can be,