Monday, 3 December 2012

game engines

game engines are the interface on which we build games an interactive show reel of the collective artist work. they are how we play games its a very competitive market and always being developed by big company trying to get the best and most realistic they can out of the game industry.
the biggest leading game engines at the moment are unreal game engine that has been used in several big games and company names like like bio ware ,gears of war, lost planet dishonored, borderlands, and its main composition in the game engines is cry engine

udk :what ive noticed about some of the titles  that udk release all seam not unrealistic but alot of imaginering from the titles realstic games that out of this world like mass effect and gears of war.
not necessarily all the there games because there are games set in our universe ,but for me it just seems that they are very good at doing imation games 
udk does seem to have some good lighting systems that look realstic but you do have to set them up witch could be trickey for a beginer. what looked realy cool that could be of alot of use in udk was the being able to texture paint in an enviroment  and making your own brushes like blood or foliage cud be a massive help in making a , game really stand out espialy in udk there's pinpoint reflections an shadows on something like water could look good.

cry: where as cryengine as well as being good at imagtive games i think its very good at making things look very realstic at games like ghost sniper , far cry and immensely realistic game . an has also bein used to make simulation games for the milatary training .
also the lighting system is easy to build in engine and i think the lighting look realstic because its sharpness and colur that sets a mood over the hole scene and it does have full time day lighting that fades like real life seamlessly. another big thing that i noticed in cry is that the weather conditions look very realistic and allot easier to build an setup.

both: both engines are very good for lots of diffrent thinks and both can similar thing to each other  but i think cryengine has the edge on realism because of the weather conditions and lighting options and the games theve produced profesnials would have good reasoning for picking that game engine and udk has the edge on imagation games.

Sunday, 2 December 2012

practice fmp

FMP ideas

fmp ideas :  prohibition in america playing as moon shine sellers trying to go big time and make lots of money - or a game of lawless based on the original book and characters not the movie version but being able to things like ; make moonshine runs, run from cops , race , bar fights , shop

fmp idea 2:  A Game based on "of mice and men" from the original text 

fmp idea 3 : alskan zombie game main enemies being the animals in Alaska going mad and being able to hunt using the senses 

fmp idea 4 : Aztec man trying to survive from the invading new world america 

of mice and men

of mice and men is one of my favorite films from my high school years and left a very distinct impression on my mind , and i think it could be turned into a great game and very emotial great story line and set in a very interesting era the great depressing maybe its to early to release  a game of mice and men because its might still be fresh in peoples minds but i think it could make really interesting fmp.

spec: 360 and ps3 game level based game or free roaming ,third person , action drama game , brawling an game and occasional shooting game for 18 and above audience , my aim would be to create a realistic high Polly game and really make the character come to life in the modeling of them, to show there character through rigging pose and to create a realistic environment.for unreal game engine because it would better soot my style of modeling and if i chose to stylise it be easier in udk. 

main character : George Milton because hes the smarter more aggressive character and think he'd be better to play as because he could lead George around like a helper like in the game army of two and because he handy in a fight i think could be good combat system for him
spec: 1000 tris 
1x1024 difuse
1x1024 bump
1x1024 spec

npc: the second character would be big love able daft Lenny small clearly appropriately named, i think this character would be lead by Lenny like in the film having to be constantly watched to make sure he doesn't brake something.
spec: 1000 tris
 1x 1024 difuse
 1x 1024 bump
1x 1024 spec

vechile: for the vechile ide like to make one of the hay loading trucks or horse lead carts full of hay bails that the works have loaded up.
spec :3000 tris
1x1024 difuse
1x1024 bump
1x1024 spec
1 x 1024 ambient oclosion

enviroment: tyler ranch where they work in the film barn and feild with the cart in mane enviroment assent bein the bard where they sleep 
spec :3x difuse 512
3x bump 512
3x spec 512

props and scenary object : hay bails  trees picket fences 
spec :1x 512 diffuse map
1x bump map
1x spec map

Wednesday, 28 November 2012

Elements of game design ,level design 

level design as what i can tell takes a huge amount of planning 
 and researching is key of course to find something really interesting that fits the brief the easiest way to do it is to find something that already exists because imaging something and having to design the hole world around so that make sense is alot harder. when we have so many things our history has already not to mention our planet has a vast amount of amazing places natural and mad made some of the natural things in life could look fantastic in game an make an awesome level.
like the alpes one of the most amazing sights ive ever experienced being at the top of a massive snow covered mountain.  

for another form of example some of the amazing environment art in farcry 3 set of the Indian and Pacific Oceans the artwork looks amazing lots of beaches and foliage .so far what ive seen of the game look like the best parts of the levels and really helps the gamer feel like somewhere else i chose this reference because its a mass of realistic natural elements i think during environment design a strong scene would be a mix of both man made an organic  aranged in a way that lets the game play flow well.
ive noticed in allot of games depending on the type of game which i think is massively important to know when designing a level,  is that they use man made things like crates and little shacks for the players to hide behind and take cover an shoot back ,because its a first person shooter .as well looking aesthetically pleasing the environment designer when planning out a level will know what parts of the level are destruct able but just from the this image looks like some really cool environment work.
after the research has been done an all the concepting been done alot of the time they do mock ups of the level orthographically images design laying out where things need to be, then "white boxin " 
just really quick white boxes laying out the level in 3d so that you can get a better feel for your level because its all well an good looking at your level on paper actually scrolling through or walking through in a game engine get a real sense of the game and what the audience will see. in and out of every process there would be art director of some sort helping you push your work further all the time so hopefully u can get the results that you want in the end .

i think  environment design a well as being art is a very technical function skill that is a very high end subject that takes a huge amount of experience and deserves allot of respect. as high for me as architect just for different purposes and you would have to have a high understanding of what your producing an technical aspects of things like architecture layouts and how the level flow is , and where your trying to get to and achieve in that level or scene

Monday, 19 November 2012

war of the worlds
2005 movie

after finishing my concept i designed to watch the film and write a review of the war of the worlds  to see how my design might fit into the world me design being an organic blood harvesting tripod.

my opinion on the film may be abit bi est from being one of my favorite childhood films so im goin try to be open about the film, from the get go i enjoyed i think the way the characters were introduced instantly showed of there personalty which i think is important in this kind of film .the main character tom cruise instantly comes of as bit of wise ass but in charismatic way even threw some of the bad times in the film he still manged to be abit funny but as the films evolves i thing u get abit more of grasp of his personalty bit lazy bit realy does love his family and throw himself straight into danger without a second thought but i think maybe in the film they mad a little to smart an very level headed in his reactions to what was going on around him not just a panic craze for example when the tripods find him an the deluded stranger hes very good at sneaking about an he pulls out a mirror to distracted the alien and the way he new to grab grenede before the tripods took him .but i can see how this is a speilberg film an how it made the film alot more epic, apart from that i think tom cruise did a great job of acting an playing several diffrent emotion like a strong father who brakes down under presure an overcoming it an letting go. roby is obviusly anoyed  with his father about the divorce always acting abit of pratt almost an winding up his father by calling him by his first name but he also very carrying for his mother an sister ,but he has alot of fight in him always trying to join the fight an get revenge on the aliens after destroying some of there world . the daughter played by dakota fanning who i think did amazing job in the film is obviusly a mommy's girl an mabye abit spoilt with ensiety issuse but i think she did very well considering the situation i think dakota did a great job from a young age understanding the level of what what was goin on an being able to act around pretend dead bodies and death people blood an dust. i chose to write about the characters idivudly because i think its good to know an read characters and being able to show there traits an personalty through design work .

steven speilberg obviously a great director i realy enjoyed the way this film was shot making simple things look more epic with dynamic filming like 360 spins showing the chacter emotions an flying through house in an interesting way, which brings out the best thinks in the characters an i think his most creative scene was when the alein find them in the house an shooting the footage from intersting angles making the scene look allot more sneaky an more complex making it seem a few times that they were very close to being caugth.
normally when i watch films that are a while back an early twenty first century the cgi and special effects annoy me because i think my mind has bein ruined by awesome cgi like avater an transforms but i think the special effect were very good in this not just the cgi but the camera tricks an the way it was shot really pulled of i know its only done in 2005 but still think it was great obviously some good design work behind the scenes an aliens.

overall i would rate this film a 7 defiantly worth a watch 

war of the worlds project brief 

war of the worlds project our project is to design one of the war of the worlds tripods in own style so straight away i thought because of the last vehicle project i would go for something organic an i know i based my vehicle project on animals like bats so this time i wanted to designs something from organic plants so i went of an found some refence images that gave me a strong idea of shape and form.

 i really like the shapes but i wasn't a fan of the colour they looked to happy where as i wanted mine to be aggressive terrifying monster              

i think especially the head peice was strongly infulenced by plants but i dont think the face is good enough yet or scary enough i think it looks to generic so i went into more detail  but i try ed design the head after i designed  the humanoid foot soilder slash/pilot so they look like the same species#
i really think the humanoid helped push my design forward i think im ready for my orthographic images 

      an then i decide to do some quick sketches once i had my design nailed down did some little concepts  
finished my design that im happy with and ready to get my sculpting  on the go

Wednesday, 7 November 2012

Elements of game design part six : visual composition

William wu’s concept art on assains creed who I thought would be a great master to base my blog about visual composition because he seems to have an immense understanding of composition . the main thing that in these paintings he’s trying to convey is different weather . in the first painting called taking flight I thought was amazing not necessarily very hard composition or in depth in the in essence it’s a simple layout just a diagonal composition but if you silhouetted the character an the bird you would still have a very clear understanding of what was happening Connor the main character realizing his bird into flight but I think the little things in the image show what the artist was going for in the way that the trees bring the image forward an light bouncing of the inner side an behind the eagle reflecting Connor head to make it stand out .a quote from the art director “ the snow covers everything to is basic shapes. It makes it unique to compose a scene because all you see is silhouette, the plain surface. less is more on ac3 “I think the key words from that quote would be silhouette and less is more that’s the main reason I chose this artist because he doesn’t have to put in mass detail but has a clear composition and shape .

the second paint is one of the more classic painting of ac of Connor from a height looking down on a scene planning his attack the artist would have a good understanding of how the game plays an how strategically u need to be but the way the composition is awesome but what I think brings it to life is the backdrop an the minute simple details of the mist and the made made fires and the smoke coming up from the heat but again if u brake down the image very clear silhouette.

This image called white light , white heat which I think just from the title gives you instantly more knowledge into the image I think this painting show how much of a master concept artist William wu’s really is without having to go into to masses of detail it look very realistic an he dint even have to paint an of the faces because the speed thatches trying to convey and the white breath flowing out there faces showing lots of cold an exasperation from exercise an adrenaline and you can get all that just from the angle of the heat an how much witch I think is incredible also the mist covering people in the foreground of his chasers everything seems empty white but nothing is empty at the same time everything has information going through it almost looks like single point perspective going backwards from Connor foot.
In conclusion I think knowing your environments inspires your composition whether its big white trees making composition or damaged buildings going of into the distance. an knowing different reactions in the paint like speed blur and heat smoke fire mist 

Wednesday, 24 October 2012

planning an concepting 

planning and concepting in its simple is form is properly the only way to produce great image. 
reading through the essay on planning an concepting  is very clear what you should be doing an alot of these things ive already been doin but reading through make me laugh because in his rants i know ive done some of these things hes talking about, mabye not recently but for example just starting with a head design an throwing a boddy underneath it an asking a friend to look at it, an saying things like arms are too long, try giving it an awesome weapon ,even the the bits i have been doing doesn't add upto the depth that is shown an what i shud be doing.but before i even got into the final touches i should of organised my time. reading through the essay i realse how much knowledge some of these artist before he had even started his piece he know a huge amount about what he was looking for an what he would like to achive " a moment a very specific moment the moment before action the moment of instinct and decsion" he knew alot more about his piece what he wanted to achieve then i would near the end of my design sometimes this is something i really need to work on an i think that is a huge help to his image from reading that an then looking at his image i can instantly tell what he was going for an comes of. then he goes looking for inspiration which ive always know was key i always find it one of the best ways to motivate myself to produce an image seeing some work that is amazing makes you want to create something as well  reading on think it would be a good idea to write my ideas down straight away in titles an in question just from readings thing ideas pop into my head so from now on when im designing a concept write a breif if i wont have one and some of the things i would like to achieve in my image. iv been realizing for a while now thumnailing is key to design a good image especially the higher level art you want to produce the more effident it is that you need more planning.
realism is key not necessarily photo realism but giving the audience something they can relate lighting scenery realistic composition  atmosphere from reading the essay that's one of the things that shout out to me.
after this assignment ide hope ive learnt not to forget the most important part of concepting the planning and process that take you to your final image an not just going straight into the final image starting in the center of the page with the eye

Wednesday, 17 October 2012

I really enjoyed last year I struggled at times but I think nothing worth doing comes easy, In the first year I think with intensity of the course I improved a lot in what I can achieve opened up all my skills to a new world of designs etc. 3d painting digi concepting. Also one of the main thinks the first year gave me is everything I make or draw being more 3dimensial in drawings in sculpting in everything which I thing is key in drawing, but I think all these fundamentals I think I’ve learned need a lot of honeying.
wesly burt

last of us 
Year two aspirations made it to year two now I this year what I would really like to get better at and achieve is my concepting skills an my ability to really smash ideas an great concepts out espialy in my character art. to be able to throw down really interesting composition an characters and not just basic designs interesting ideas not just in the face but all over body and make my characters blend together on a whole also,this year ide like to try really define my style in original fashion an keep working on it,an be able to transfer my stylised characters into 3d ide like it be stylised realism prime reference for what kind of artwork I would like achieve someday is the level concept art from, the last of us being able to paint a highley realistic people an express there character through little thinks making them come to life like the way the girls legs are pushed out like a child neck craned with big smile clearly laughing­ an little appliance around like bags empty cans camp fire shows what kind of a game it is survival , but doing an making it look awesome without having to pump hours an hours into a painting rendering each think which is something I highly admire this work also reminds me of Andrew Loomis advertisement  work. Another artist in slightly different style which ide love to achieve  Wesley Burt work taken from his Kane an lynch project I really enjoyed how he can change a character just by adapting little things, which I think will be hugely important if I ever brake into the industry ­being able to get down quick sketches showing different character s just by tweaking aspects. is what I would very much like to work at this year .away from just the art side of this year ide like to become a better writer, in my blogs an self-analysis because I think that will help me all round being able to look my own work an critic better an make descions on where to go with it will help me if I have better knowledge of how to write about what I’m doing an to explain to others my thought proses so im not the only person who knows what im thinking espialy if was working with art director.

Monday, 23 April 2012

First year summary

Don’t have much bad to say about the course ive enjoyed all the aspects and thought its run very well and is hard but you can really see results throughout the class from start to end

My progress : I think my 3d skill has improved loads but I think it’s a lot easier to judge from knowing nothing to what I know now but the first couple 3d projects could literally do in half an hour now not to bragg as most people in the class I think would agree but they were very hard at the time  but I hope keep improving at the same rate.  I think my critical studies writing skills have improved , still trying to find my style of writing but I hope that will develop because I haven’t realy done much of this style of writing let alone what im interested in . I think watching the critical studies lectures had broadened my design skills because after doing my research throughout the first year I know what style of game art I want to go for rather then just bog standard realistic plain characters  I do still really like realistic games but stylised game have intrigued me a lot this year.

I personally find critical studies hard because of dyslexia I find the huge amount of links hard to take in and then rember and write about them  but I think the lectures are layed out very well quite simple we now what we’ve got to do and just get on with it I really enjoyed watching the films every week and looking at them for there artist values and direction styles and characters not just to watch a good film an assessing them in blogs I thing this helped me understand more  how development of stories work and how there shown across through media etc. films and games and I find them a lot easier to write about then some of the other tasks also what I think would be good is more game reviews maybe if we all had to write about the same game or a demo that you could have a quick go on in the labs or an internet game to see everyone’s opions not just to play on games instead of working .

I think the game production lectures are hard to follow and a lot of people feel the same but that’s what blackboards tutorials for I think maybe could be eased into 3d abit better but I think what progress everybody is how hard it is how fast it goes also the way the labs are set up is very helpful and if ever your realy stuck there’s lots of people who can help second years thirds years which for me is one of the best things about the course that if anyone gets overwhelmed or stuck all you need to do is just ask someone . I have really liked learning about 3d and has open a lot more doors and option to my original art skills and huge amount of places that I can improve on

I really enjoyed vd this year I think it’s good that were doing something different every week so cant really get bored and I thing the short week by projects are good espialy for building speed in drawings work and getting ideas down fast  which I think will help later being used to short snappy deadlines and moving very fast. The only think bad I could say about vd is not enough life models!! but I think it has improved my skills in anatomy drawings just hard to draw the same person and keep the attention span going

I think its very important to keep all the aspects of the course the desing drawings and 3d work and crit but I think the projects could integrate better and run along with each other better like when we go out to draw vehicles for example would of gone well with building them in 3d at the same time.

But overall I have enjoyed the course and am very glad I chose this course very clear to me it was the right choice  



my concept art piece, environment design I’m starting by building mood board from great concept artist already out primarily for games i have some initial ideas of what i want to design so from the mood boards and ideas i have going round my head made a simple spider diagram getting all my ideas written down but also to help narrow down my ideas i had to think which one is least likely other people would thing of and what i know personally and to narrow down do something I know and have primary research i think with my boxing background design a boxing environment for a game would work well I think its important with this type of painting is  to no what style I’m going for and how realistic I want it so I think because it boxing and its  real thing not an abstract concept very realistic as I can get in proportion would work and maybe some stylization in the characters .

After i have the idea i looked into further mood boards primarily about boxing gyms like English gyms and American and rich an poor gyms

Thought ide try figure out the rules an boundaries around environment design and what i can figure out by looking at environment pieces before starting the piece

1)      firstly the environment pieces with characters in you can get a strong feel for what type of game it is adventure game or shooter action all different types of games but as far as i can tell what grounds an image and lets you know what type of game it is the character or characters or just civilians walking around for example or people running round with guns firing

2)      thumnailing is a big design rule for concept art you must make thumbnails instead of diving straight into a design without having any idea how the composition will work or where lights coming from and by doing several thumbnails you’ll have more interesting images to choose from an a better outcome .

3)      having a clear idea in your head and the style your going for like realistic or styilised .

4)      Reference the more reference you gather to build an image the more substance it should have espialy if you’re creating a very realistic image.

5)      knowing the the world making everything fit it together even if its not realistic keeping it real but abstract elements that fit into the surrounding because you believe in the idea of the game for example and apocalypse town with plants everywhere the people would be dirty an carry rucksacks and weapons and be dirty to help them cope with this new world where as wouldn’t make sense if everybody was walking around in tailored suits all polished and clean.
6)      leading on from thumbnails composition checking everything is proportions using perspective lines depending on how you’re looking at your image like this image above from a two point perspective view were looking into a scene fading away  and it looks realistic because its in proportion but also they break it up with things extruding in the scene like the trees and the van the characters are standing on .
7)      lighting having a strong lightings source or lack of one in a dark image lighting certain areas realy pull together an image and helps draw the views eyes to the most importants parts of an image.
My final outcome

I think my image came out well the mix between stylised and realistic which what I was after I think it could of done with a lot more detail thought but I was trying to paint it in a blocky way like team fortress concept art edge of simplicity but descriptive witch I think I could of needed more of also I think more lighting would of boosted the image as well I think the characters blend in well and leave a believable image

Tuesday, 28 February 2012

part 3: character

i think its hard to thing of an individual character from films or books that give of feeling because all well made films let you relate to characters and give you an impression of them as you would in real life very fast we seem to make assumptions of people and get a gist of what there like the main way in films they would do something ab it extreme to give an impression of someone  like someone being a nice guy helping an old lady across the street or a man being a womaniser by waking up with a woman or talking about women allot a good film that instantly give you an impression of these 3 main characters the first within the first 2 Min's you can tell he works hard but hes ab it of a pushover who gets ab it annoyed but has to hide it ill let people walk all over him but i think what  makes the audience  like him is one because hes funny character and when he overcomes his shortcomings  and stands up to the boss the other characters is likable just because hes ab it daft and gets him stook in amusing situations and hes ab it squeamish about them and the last character you like because hes abit of a lad a womaniser but still seems to be a very nice guy and has a cheeky face.
another character that relates to game characters hugely i think would be troy because everybody loves to play as character who kicks ass and just batters everybody in style which what most games are about i think what attracts people to characters like troy is one the acting but mainly i think the look of the character like women would Fancy him and men would appreciate the alpha maleness of him nobody wants to play as a Winny character people i think want to play or watch someone who who is invigorating and basically awesome like argon or gladiator for example.
stories that attract me are good story lined exiting films drama but for me in most films acting skills are key i will watch specific films because i know certain actors are in it so its properly going to be good stories what attracts me inparticuler are epic story lined films that are set in other worlds like sci fi war of the world or big journey films for example lord of the rings or a film that i thing looks good hunger games because its a grounded and relates to real life but set in a place that's diff rent system different way there world works
part two art director

an art director is in charge of the look and genral style of the game and to make sure the game is meeting its deadlines  one of the main parts about being an art director is keeping the stylisation of the game together and constant throughout for example strong stylistic games like bring and street fighter that have constant style from the begging concept art to the final product the art director is responsible for the art staff .
i think its a creative role because you have to have allot of knowledge about art and be able to show your vision for the film through the scenes i think its very artist but not in the sense that you have to be able to draw not that they necessarily cant but i think it more important to be able to show your style thought the whole team
games art directing could be considered as similar because both roles your trying to portray a story a mood through style but the obvious main difference is film directing majorly working with  real people and trying to invoke a mood through acting where as games art directing is trying to invoke a story also thought characters but let you interact with the mood of the game and what you see
also directing a film is the storyline everything where art directing for games is just the art side nothing to do with the storyline
i think if i wanted to become an art director i would have to build a big knowledge on games  an art and history and stronger leadership skills mainly i think idea have to really develop my own style so that ide be able to influence other people to work to the style I'm after

Saturday, 18 February 2012

intersting character design mayan warrior

interesting character design Mayan warrior

for my interesting character design Ive chosen to design a Mayan warrior from a strong influence from the film apocalypto because it has really amazing designs and coincidentally one of my favourite films so thought it might be a good idea to review the film.
the Mayan civilization faces it downfall and in effort to stop there dismisses they build massive temples to worship the gos and to make sacrifice which needs slaves and sacrifices the story revolvers around Jaguar paw and his clan who live in the Forrest and are stolen for sacrifice and Jaguar paw is the only member to survivor by fleeing and eventually fighting back whittling of the enemies in clever ways there is a huge amount of character development throughout for example Jaguar paw starts out abit normally scared as he should be he is very motivated to survivor  and as hes fleeing after a close moment with a Jaguar he has a moment of clarity and says this is my Forrest and then he fights back using all the tricks of the Forrest .directed by Mel Gibson who looks like has done a really good job the film i think is very visual like ridley Scott's you could watch the film and no whats going on its also in subtitles which actually made me enjoy the film more because it make you main concentrate on what you see Rather than hear but also different to ridley films apocalypto is a fast passed film always locked in like ridley but it goes on a big loop retuning to same king of thing as the beginning where as ridley doesn't .the film also has beautifull settings which would be amazing to make in a game filmed in different parts of Mexico and the film really gives of the sound that places you right there the film also has a interesting ending big boats with the cross on them coming to the shore of there Forrest .


Thursday, 9 February 2012

black hawk down

black hawk down

123 elite U.S. soldiers drop into Somalia to capture two top lieutenants of a renegade warlord and find themselves in a desperate battle with a large force of heavily armed Somalis but then things start go in wrong and Somalia as whole go crazy and try to kill the soldiers two choppers go down and it then becomes a rescue mission to get all there men out before the Somalis Malissa get to them
black hawk down is directed by an amazing artist called ridley Scott first an for most an artist you can really tell by the way he draws hows much he thinks about like angle tone depth the sketches defiantly show through is drawings you can see the exact idea  of what he thinking he also has key frames that you barley notice or scenes that are in the main flow of the film but really brink out emotion and depth like a son shooting his father by accident then holding him and the children running along side the soldiers smiling an laughing  almost like there lots of separate story to be told in short spaces of the film but they never go back to them they always keep moving onto the next story but without breaking the flow  i personally loved the film i think it could of been a also very interesting if they was no talking just music  and the scenes very clearly explain themselves  to what is going on with abit of editing i would be intrigued to watch that film or to get someone who hasn't seen it to see how well they understand it but also there were some very good young actors who have hugely developed since the film i don't no whether black hawk down kicked of there careers but i think it would of helped alot if it wasn't an all star cast back then it certainly would be now.
what amused me in the film was certain call of duty moments that made me laugh for example when Ewan mcgregor  jumped out with a grenade launcher and tyred to noobtube the gunner and completed missed and the quick weapon change on the second hawk down trying to defend it all i could think was spamming {y} i thoroughly enjoyed the film i thought it was interesting how it manages to keep your attentions and interest for a long film because not all films can pull that of .

Sunday, 5 February 2012

elements of game design part one :

game play is basically the way you interact with the game the way you run jump kill play but also the depth and atmosphere the game makes you feel when you play it game play is also used to show the interactive of game design game play is difference between interactive games  and non interactive films as such or books in their way that you have to control what happens in the game rather then watch it happen .the biggest game developers i know releasing the best games like epic games rockstar and bio ware  also leading developers like gearbox president randy pitchford who's worked on games like half life and halo pc version an also james hawkins who's worked on gears of 1 and 2 and unreal 1 an 2 and half life counter strike and severall others work al over America in big cities like new york.
i think game design begin with idea from a group of people in a room to one person who would initiate the game and build a team to bring it to life or take it to a big company  imaging an idea for a game begging with concepts designs scripts several different ways to sprout an idea.
i don't think different genre need different design principals i think the initial design skill is needed to build on but always keeping in mind what the genre is to design forward not nessically knowing already  but i think as your stick with a genre you will pick up the key skills that make it what it is .
when i play a game i want to be able to really immerse myself in the world and in the characters believable and enjoy whatever obstacles face them i think characters have really got to feel real an show emotion like what you'd want out of real actors for me to be able to get into a game and also still keeping it action packed but real i think graphics definitely help to add realism for example mass effect series very believable characters even thought some are aliens but there personalty and graphics make them so realistic that it makes the game flow very easy

Wednesday, 18 January 2012


dead space 2 was released in 2011 its horror action survival game  made by visceral games and sponsored by ea the game is about an engineer called Isaac Clarke and his fight for survival  and  his fight against dementia  that's slowly corrupting his brain  throughout the game its unsure whether all the necromorph attack are just his head being traumatised by all the horrible things hes seen in the first game or whether its all real.the game really gives you a survival instinct always making you jump and  pushing your against harder enemies all the time and new scenarios which makes it very enjoyable to play as well as it being a hard game it gives you lots of tools to play in your own way with several different types of weapons which are fully upgrade Abel.
at the begging of the game your start of waking in a straight jacket on a space ship and a man trying to help you get free an immediately you feel tension that something bad is going to happen and the man is brutality murdered and then your have to escape without the use of your arms with lots of mad things going on around which cause allot pressure to escape and minuver around the monsters and escape throughout the game you experience lots of different emotions because of the gripping and compelling  storyline with even some parts that are surprisingly sad when Friends who are trying ti help die or escape thanks too your help but most of the time there is allot of tension when a monster is coming towards and you have to tactically dismember its limbs to efficiently kill them while trying to use as little ammo as possible or walking down a corridor and little things might make you jump like gas pipes or pumping into something  or big things like in a tiny elevator and the lights turn of and you jump out your skin when a huge monster that looks like something out of the thing drops from the ceiling or a corpse which you thought was dead just reanimating it self when you get close.
also what really sets the atmosphere is the sounds like little screeches or screaming in the background sometimes no sound at all that makes you unconsciously hold your breath for something about to happen.

i really enjoyed playing it and highly recommend its because of  it awesome story line and realistic believable charters and boss fights with brilliant graphics and you can really tell that they've put a huge amount of time in designs the awesome landscapes  and flow in the game with amazing game play asetts.
i thing the game was influenced by thing like the thing and resendent evil