Sunday, 11 May 2014

Year 2 Review - Self doubt and Crazy talk

So, we have just come to a close on our 2nd year at De Montfort University.
This sure has been a big year, I feel I have developed so much. Just putting our final submission disk together was making me really see how far I have come. Looking back at our very first projects, I am crying to myself, thinking ' what the hell was I doing??'
My artistic judgement has come on in leaps and bounds, and with Mitch joining the teaching staff, we have been learning techniques I never thought even existed.

This year has been so exciting, yet at the same time very sobering. It seems that everybody has had their little epiphanies, realising that actually, what we are doing is freaking hard.
We called it the 'mid game art crisis' after the first term, a lot of us became very existential and were strongly questioning whether this is what we should be doing.
Am I good enough? Is this what I really want? How much work can I put in without killing myself?
After watching John Cleese's talk on creativity I have realised we were all very stuck in the closed mind mode, especially as we were all in the same place, it was hard to get out of.
The way I looked at it was; what else am I passionate about?
Turns out, this is the only subject that I truly care about. I question myself daily on whether or not I am crazy for wanting to pursue Character Art; Watching Rich (last years graduate) struggling for some time, and seeing the standard I am expecting to get up to is absolutely terrifying.
But Rich made it, he worked his ass off and he is now in a position he wanted to be. It give me hope, after speaking to some character artist's and receiving some feedback and helpful tips, it started bringing me out of my closed state of mind.
Gradually we all relaxed a bit and managed to get back to our open minded state.
Once we got there, the rate of our development rocketed, we were all at full steam, pushing each other to achieve more than we ever thought we could. I am so thankful for what we have here at uni.

Yet, with people I am close to getting jobs, and the potential of me doing some internships (possibly a year long) I am starting to feel myself slip back into that closed minded state. I don't feel am I ready to go out into the big bad world yet. I mean, I am still in my safe game art bubble, the majority of it got popped compared to my euphoric mind set in first year, but I still have the stability of the people I trust and the creative environment we thrive in.
Luckily I am looking to do internships with my close friend Ben, so I am not completely alone, but I am still so afraid that my skills still aren't good enough. One of Emma's feedback for us when we presented our work, was that our confidence doesn't show. I agree, I say I have started to relax to feedback, which I certainly have, but I still find myself making excuses all over the place. I talk my work down, it is silly really as when you are in the presence of somebody working in industry you sort of automatically put yourself lower than them. Which isn't completely bad, but it is hard to over come that lack of confidence in your own work. It is something I need to work on.

As John Cleese said, confidence is one of the keys to getting to that open minded state. Not ego stroking, but just believing in yourself a bit. I guess it stems from education on the whole. My entire educational career (up to uni) has been people telling me that I should be doing something sensible like maths or science, that I will never make a living out of Art, what I love. It is not that I want to prove them wrong, I am purely following this path as it is what I care about, it is my passion, but the implications of that are that sense of self doubt. With opportunities presented to me like this, it seems that maybe I may be able to make it, that I do have potential.

Either way, I still feel I have matured in my outlook on things, as Anna often says what seems to keep getting us down is that fact that we can now see the bigger picture. That hill called university we have to climb seems minuscule compared to the mountain that is the games industry. I do have more confidence in my abilities, but I also doubt myself regularly. While this can be bad, I do not see it is a completely awful thing. For every time I doubt myself I remind myself why I am doing this and I tell myself that I am doing the right thing. That keeps me going, along with all the amazing people that I surround myself with.

On the whole, this year has been very 'eye opening' I feel I am developing my work ethic as well as my artistic judgement. I am happy with my progress, but I know I still have a long way to go. Pray it never ends as I don't know what I would do if I was not constantly trying to better myself.


Monday, 14 April 2014

Life Changing or Career Building?

As the games industry is constantly changing and developing, it is often hard to know what to teach students on specialist courses to go into the games industry. It is hard to keep up with what the industry is doing, but there surely are skills that are always going to be necessary.
As most students join these courses with little or no 3D modelling experience, so it is something that undoubtedly needs to be taught. It takes time to learn new software and get used to the pipelines and processes of 3D art. Unlike traditional artistic skill, learning 3D is more of a mechanical process. 

You can learn pretty much learn anything if you invest enough time and effort into it however. With a structured learning course and being surrounded by similar minds looking to learn similar thinks, the rate or learning can be accelerated. For example, sat on your own trying to learn 3D studio max can be a daunting task, but when in an environment surrounded by people working towards the same goal, you all learn it easier and collectively.

But what is necessary to succeed in the games industry? Often learning the technical side (once you have a basic grasp of 3D modelling) is a case of doing a little research and practising. Learning core traditional skills takes a lot longer, and will serve you much better in the long run. Technology is constantly changing, but with great traditional skills, they can be transferred no matter what the situation. 
Game developers will look for employees who have strong 2D skills as well as technical skills. Flexibility of style is also important, as in smaller companies you may be expected to work on various different projects in various different styles. 

I think that a strong foundation in traditional skills is very important but having the technical skills is necessary to take on a job in industry. It varies on your role, some jobs need more traditional skill than technical. For example if you are working on developing a game environment, you are all well and good having some well made sound assets, but if you have no understanding of composition or other traditional skills, you will find the overall environment will look disjointed and wrong. 


I think one of the strongest things about my course is that we are very much based in 2D, our fundamental skills are in observation, composition, perspective, etc. But then we also get to learn a lot about 3D modelling, game engines, sculpting, etc. We treat 3D as an extension of our core 2D skills.

Wednesday, 2 April 2014

Interactivity design

Companies are always trying to find ways to innovate and involve the player more with the game. They want them to interact more and create a bigger sense of immersion.
Motion control has been on the rise over the last few years with the PS2 introducing the ‘Eye toy’, Nintendo creating a whole console around the use of the Wii Motion controller, and moving on to the Wii U. Microsoft and Sony have been playing around with the Kinect and Move.

The Wii U features a touchscreen pad which can supplement or replicate the television.  For example, when playing Mario the pad gets the maps as well as having the playable area on the television screen. For first person shooters you can buy plastic replica guns that the Wii Motion controllers slot into, which requires you to use it to aim and shoot the targets.  Using it like an actual gun.
This is all very interesting, but since its release it shows that people are less into the physical exhaustion to play a game and opt for the sofa and a bowl of crisps.
Playing an aircraft simulator, you a buy a joystick, because pilots use those right?  You buy s racing wheel to play a racing game (or truck driving simulator in my boyfriends case) and pedals and a gear stick. Devices like these were popular because they were accurate to the game and helped immersion.  Things like rumble controllers have a similar appeal, they just add that bit more depth to the playing experience.
This kind of interactivity is quickly getting out dated, with technology moving at record paces there are new exciting things coming out all the time. The most exciting and relevant at this moment in time is most certainly the Oculus Rift.

The Rift is an upcoming 
virtual reality head-mounted display, being developed by Oculus VR. During its period as an independent company, Oculus VR had raised US$91 million for the development of the Rift.’ - Wikipedia

So with so much money being pumped into this project it hold a lot of potential. It allows the player to actually be within the game, there have been many interesting and exciting examples of its use over the internet, my personal favourite being;


The Oculus in addition with omni treadmill seems to be the most exciting and most immersive gaming platform to date. The potential for them both will give a really immersive experience (even if you might look a little bit silly!




Monday, 10 March 2014

Creativity


So, I will just start with this video. It is quite a long, and I am sure nearly every other person writing about creativity has used this an an example too, but it is well worth a watch. John Cleese makes some invaluable points on creativity; I want to discuss what he had to say on the matter.

Firstly it is important not to treat creativity as a talent, because it is not. It is more like a way of thinking, a way of life, Cleese discusses this and then goes on to discuss the different states of mind. He narrows it down to two types of thinking, the open mode and the closed mode.
So the main traits of each mode are; in the open mode, you are relaxed, you are playful, both of which are key to being creative. Where as the closed mode, is usually under pressure, you are questioning yourself, being critical and makes it a struggle for yourself to be creative.
As I am well aware being under pressure and being a bit anxious makes it incredible hard to be creative, pressure stops natural creativity. But of course, sometimes we are under pressure and are expected to be creative and do work, can we adapt to work under both modes? Or just avoid the closed mode all together?

Cleese also addresses this; to stop pressure on oneself, planning and reviewing our progress would help with that. Planning and reviewing can be done in the closed mode, being more critical of oneself and being more organised. Where as when actually working you want to be relaxed and have an open mind.
'To be at our most efficient we need to be able to switch backwards and forwards between the two modes. But here is the problem, we too often get stuck in the closed mode'
We must learn to use both modes to progress and influence our creativity. But it is very true that we too often get stuck in the closed mind. You know you have a problem to solve, yet you sit and worry about it, and every other mundane problem that pops into your head.



He also goes on to discuss the best way of getting back into the open mode and to let yourself be creative.
He states that you need these things; space, time, confidence and humor.
You need your own space, somewhere quiet, secluded and private. You need to create a little oasis for yourself where you can relax and let your mind wander.
Secondly you need time, give yourself enough time to relax, let the other problems fade and then enough time to let some creativity happen. Undoubtedly as soon as you have time to yourself your mind will buzz, worrying about day to day tasks you need to have done or other projects you also need to work on. Getting into the right mind for precisely what you are working on is the hardest part.
Cleese says that part of being creative is having the ability to over look these little problems, to tolerate them for the time being so that your mind can relax and be free to create. If you can achieve this, you will spend longer looking at the problem, which in the long run can lead to more creative outcomes.

Once you have your oasis and you have let your mind be completely open, it is still important to have some confidence. The worse thing for crushing creativity is the fear of being wrong, the fear of failure. It is important to look at creativity as subjective, it is never wrong and never right. It is important to believe that whatever happens, whatever brain farts you have are ok, anything may lead to a breakthrough.
A good way of helping your confidence is through humor, the best way to get to the open mode is through laughter.
I can strongly relate to this, the amount of times I have been sat around with friends, laughing over silly ideas we are coming out with, that then may lead onto a sound and strong idea, especially throughout our group project.
'Humor is an essential part of spontaneity, an essential part of playfulness, essential part of the creativity we need to solve problems no matter how serious they may be.'

To lead on from that, surrounding ones self with creative open minded people, always helps increase your own creativity. I am incredibly fortunate to be constantly surrounded by people I trust and am relaxed around, who all have wonderful creative minds. One of my favourite things about our community at university is how we all bounce off of one another, our ideas are pushed further and we all develop as a group of creatives taking pride in each others success.
In my opinion, getting into the open mode is easiest in that environment, I would not have developed as an artist as fast without that surrounding me.

Sorry guys! (No regrets)

Wednesday, 5 February 2014

From Generalist to Specialist?

One of the main things that has been introduced to us as we progress through the course is that often you are required to specialize to get a job in industry. After having more of an understanding of how big AAA companies work, it is clear why this is the case. In some companies your job role may be so specific that you may only be creating armor plates for a character or are in charge of only the foliage of a level. Yet, because the industry has developed to this point of such specialization, it seems that now it is starting to reverse slightly.

With a wave of new small companies opening, particularly with the growth of the mobile games industry, it is again seeming more like being a generalist is not exactly a bad thing. I keep hearing the phrase of 'T shaped' workers floating about, with a little bit of research it comes from the Valve Employer's handbook. The 'T shaped' worker is described as having a broad range of skills and deep expertise in one area. So for a character artist, you have a deep understanding of creating characters, but also a sound understanding of rigging, rendering, animation, etc.



Even to get into the AAA development, I still feel that it is important to keep up with lots of different skills. After speaking to past graduates who are in industry they still work on a variety of things, be that bug fixing, texturing, learning in-house engines, or just learning new programs in general. I think that one should stay flexible and keep an open mind to a variety of skills. What happens when you have done everything you can do? If they employee has other skills, they can go help in another area, someone without those skills can not. So surely the employer would see the person with more general skills as a better investment?

So as well all struggle on deciding where we want to specialize our skills, maybe it is better to stay a bit more general.

Saturday, 18 January 2014

Sounds in Games

Sounds, be that effects or music, in games can make so much difference to the atmosphere of the game; A well placed creak can create a sense of tension or a somber song may get them close to tears. Sounds can have a very powerful effect over the player, when used intelligently. In my opinion a good soundtrack and thoughtful sound design can make a game timeless.

One of the most important parts of a game is creating the immersion, that sense of being a part of the game. Things like bad level design, bad visual design and bad sound design can break that barrier and the player will not be able to connect with the game as the developer planned. I would argue that sound has one of the most important part to creating this sense of involvement within the game. Making sure all the surrounding sound effects are accurate are key to this. Sound is also a big part of level design as intelligently placed sound can help make the player progress in the preferred way through the level, it is an important part of triggered events.

If done well and successfully sound can help to create a sense of tension, stir emotions and even play on nostalgia.
Some games execute the tension very well through their sound; one game that stands out to me as doing this is Outlast. Even from the start up menu you have this horrible sense of tension and dread (even to those who do not know what they are about to inflict upon themselves.) Whenever I play this game with friends, the moment we hear the opening sounds we are straight back to feeling on edge and unsure about the whole situation. Even when in the middle of a level, you are constantly questioning what all the sounds are; some of the levels even revolve around the use of sound. For example, the guy we are avoiding at the moment has a chain that drags on the floor as he walks, so as soon as you hear that sound you know you have to hide as fast as possible. Then once hidden it is a question of whether it is your own breathing you can hear or someone else!

This game gets me every time! 
Possible SPOLIERS! 


Sounds also help to create emotions in the player; one too many games have had me bawling my eyes out and I can bet you that music in the game has helped achieve this effect. A good example of this, is in the opening of The Last of Us.

SPOILERS!

This opening is so well done as it established this personal relationship with the characters within the first few minutes of meeting them. In addition to this development the sounds and visuals support this well; when the music starts at the part where one of the characters is dying in the opening, it really stirs those emotions (makes me cry every time.)

Music from older games really starts to play on nostalgia these days, music from games we played when younger really stir our emotions when we hear them. When you hear a song from a game you played years ago it fills you with that sense of excitement and enjoyment you got from the first time you played it. Prime examples (at least for me personally) are the Legend of Zelda theme and the Elder Scrolls theme, whenever I hear these themes it makes me want to go play them all over again. When a song has this effect over you, you know that the games soundtrack was a very well done and successful one as it still remains in your memory.

My inner adventurer is crying with excitement!

Tuesday, 10 December 2013

Game Engines

So, what is a game engine? My understanding of a game engine is that it is the place where all the elements come together to create a playable game. The main thing I use them for is to create a playable level to showcase assets I have been working on. Things like 3d assets, textures, terrain, sounds, AI and other scripts come together in one place to create a final product.
There are many different engines to choose from so it is important to choose correctly as things like lighting and shaders are dependent upon your choice.
The amount of different effects and elements you can achieve also depend on the engines features.

So, most engines are based on licencing and again prices can vary depending on which you are looking at. So some companies choose to create an ‘in-house’ engine; ‘In-house’ engines can be a very viable option as it gives the developer the freedom to have any features that are necessary for their game. If they have the time, money, staff and patience to create one (and make it usable for more than one title) it can be very effective in the long run as they will avoid licencing and royalty fees.
While some developers may opt for ‘in-house’ engine, a lot of companies will still choose the licencing as it may often work out easier and cheaper. The benefit of using well established engines means that the bugs have already been fixed and there are often lots of tutorials available. While some engines can limit the visuals or features of a game, more commonly used engines like Unreal Development Kit (UDK) is known to have adaptable styles. While UDK is relatively easy to use and offers great features especially for first person shooters, it may prove a challenge for other types of game (not unachievable, but more of a challenge.)



All  above created using UDK (Bioshock Infinite, Dishonored, Mass Effect 2)
So, UDK still one of the most used engines boasts a variety of different titles and different visual styles, it is popular because of its flexibility and versatility. Because it is so widely used there are plenty of online resources to help with achieving a variety of different features and styles.
Another reason it is so popular is because of its node-based shader system, the layout is somewhat similar to other texture and shader compilers and is easy to grasp.
The lighting in UDK is not real time and is baked onto a lighting map. While this does not limit the lighting effects you can achieve, plus it is a lot cheaper than real time lighting, but it does take up extra time making sure all the lighting maps are correct.



All above created in CryEngine (Crysis 3, Far Cry, Ryse)
Another popular engine is CryEngine which was originally developed as a tech demo for Nvidia, which after its potential was realised was made into a full game engine. Crytek are re-known for creating beautiful games with ground breaking graphics and their Engine sure doesn't disappoint. The real time lighting is stunning and it has an easy to use flow graph system for shaders and in-game events. While it is relatively easy to jump into (with a bit of prior knowledge of other engines) it still requires a bit of adjusting to get used to importing assets. It makes it easy to create levels that look pretty good and as an artist it is pretty simple to get triggered events and other effects working without having much knowledge of programming.
However, CryEngine is not nearly as flexible as other engines and the lighting is set up for photo realistic styles. So trying to create a more stylised or cartoon-y effect can be a challenge. Also, because of the lighting it is often easy to distinguish when a level has been created using CryEngine.



All of the above created in Unity Engine (Guns of Icarus, Kerbal Space Program, Anna)
Although I do not know much about this engine, I feel it is worth a mention; Unity. Unity has long since been regarded as an engine for hobbyists and amateurs, but since its development it has drawn the attention of many companies. It’s vast tools for mobile games and has a pretty cheap licencing fee have helped build its popularity. It is easy to access and is surprisingly versatile with plenty of shaders and tools available. Unity is also well rated as it works for browsers; the Unity web-layer enables Unity levels to be accessible via internet browsers, as well as created and played over the internet with hardly any download necessary. Another important thing to look at is the fact that it imports max and maya files which helps speed up the work flow.
However as it is still being improved the lighting is not amazing, especially when competing with CryEngine and UDK; but there are plenty of plug-ins available from companies like Marmoset, which help improve this tenfold.
Obviously there are lots of other exciting game engines out there; these are just the three I am most accustomed to. It is worth researching other engines as they can offer even more different features and effects that would be more suited for whatever project it is you are working on. It is always worth looking out for new engines as well as the market is constantly changing so new programs will be developed to suit its needs.