Friday 26 November 2010

Chris Goodswen, 3D artist, twitter@tincow, portfolio: http://www.tincow.net/
On the 8th of October 10 I was fortunate enough to have the chance to meet an ‘ex’ student of NUCA ‘Chris Goodswen’ who had studied Game Art & Design at foundation level, before he moved on to the BA(Hons). Like most people on this course, we all enjoy playing games and are also creative people, the best of both worlds. 

Chris rather enjoyed designing 2D Characters but at the time didn’t know a lot about 3D design and to design characters for the gaming world he needed to know both, which he achieved. Chris then went on to study the BA(Hons) Game Art & Design.   
         He focused on the popular culture and fashion of the 1980’s with a twist of fairy tale horror. Chris found himself enjoying using software’s such as ‘Mudbox, ‘Maya’ and ‘Zbrush’ to create 3D characters. After he’d graduated Chris then went on to develop his skills at the University of Abertay, in Dundee to do a Master course in professional game play. This really challenged Chris as he only had ten weeks to create a working game and if it wasn’t bad enough he was responsible for all the artwork where he had weekly visits with harsh criticism. 
        
This was the final outcome of the ten weeks. ‘QUAD XNA’


After completing the first semester at Abertay Chris now had a team of six to create another working game, this game was called ‘Trap Inc’. Again he was responsible for the artwork etc, Character design. Only this time whist creating this game and these characters he used software called ‘Unreal Development Kit’ or ‘UDK’ for short. However whilst developing the game Goodswen, he had a very strict brief including the look and feel of the artwork and characters, this often meant that he'd spend hours perfecting the designs to fit the brief.

'Trap Inc.'











In the final semester, Chris was working in a team of 14, yet again he had to create another working game only this time there was to be a public showing. The game was called ‘Mount Dash’ again the game was built on a “UDK’ engine over ten weeks just like ‘Trap Inc.’ ‘Mount Dash’s’ target audience was young children so the game had to appeal to them. 
'Mount Dash'
The game was a huge success, after doing everything to get him where he is today, Chris has gained valuable skills and abilities with working with both 2 and 3D designs. These days Chris is a freelancer helping out with various games and Character designs within the gaming Industry. If I’ve learnt anything from having this lecture it’s that to become a Character designer in 2D & 3D design I’ve got to gain an understanding of anatomy and how people move in order to create the human form.

My personal gaming history

My first experience with games was when I was about nine when every time I visited my granddad because he owned an ‘Atari 2600’ which is famous because it was one of the first video game consoles you could play pong and of course he owned a copy of it, so used to sit there for hours playing either against the console or with my cousins but after a couple of months playing this basic video game I grew tired of it, it wasn’t until I was eleven where my parents bought me a second hand ‘Play station’ along with games like ‘Tomb Raider’ and ‘2002 FIFA World Cup’. I rather enjoyed playing ‘Tomb Raider’ compared to ‘FIFA World Cup’ because I felt it was more challenging solving puzzles and shooting various enemies, but this was shortly lived as my parents especially my mother wasn’t keen on violence so it was taken away so there I was left with ‘2002 FIFA World Cup’, not impressed.













So every now and again, I’d steal it back sit there for hours on end until it was light outside then put the game back where I found it and no one was none the wiser, being eleven at the time I thought it was genius.  A couple of years later I asked my parents if they would buy me an Playstation 2 after seeing an advert on the television for my twelfth birthday, finally the day of my birthday I was given a Playstation 2  with the game Sonic heroes not really being in to the whole Sonic phenomena I was really fussed about playing it but being the only Playsation 2 game at the time I didn’t really have much choice, months later I had a large growing game library with games such as Splinter Cell, Tony Hawks Underground 2 and Stuntman which I rather enjoyed until my Play station broken, at the time being twelve I didn’t really fully understand why it had broken. It wasn’t until my thirteen birthday I asked for xBox instead of another Playstation 2 the console came with classic xBox games such as “Halo” and “Ford Racing 3” having never played a racing game before I started to get into it however after about a couple of months playing it, I just frustrated with it because I always ended up finishing last or third, even had steering wheel controller, just found the driving round and round a track rather tedious and not really enjoyable. Started looking at other games that were out at that time and ‘Grand Theft Auto: San Andreas’, which at the time looked amazing both graphical and as a game, however I could only dream of playing it because of my age but thankfully I had contacts who bought me it much to my mother’s disgust. After playing ‘GTA’ for days on end I fell in love with the whole free roaming virtual world experience.



From that moment where I started driving round, doing drive by's and steal random vehicles I fell in love with the game, I think I simply enjoyed the fact that you could do whatever, go whatever wasn’t all linear in three massive cites each one different to the rest, by playing this game I feel that its greatly influenced me in what games I buy and play today. As I grew up and technology and graphics in games changed greatly I decided it was time to buy myself an xBox 360 with the games ‘GTA IV’ and ‘Fallout 3’. Hence why my personal favourite games would probably have to be, GTA IV, Fallout 3, Mainly sandbox games’ meaning it’s a nonlinear game play present players i.e. me with challenges that can be completed in a number of different sequences, giving me the player more freedom to explore the game. I prefer this to a linear game where I have to follow a fixed route or sequence of challenges. First ever games I played as a kid was generally racing games such as ‘Ford Racing 3’, ‘Forza Motorsport’ and ‘Burnout’ on xBox.  As I’ve got older I’ve drawn away from driving games where you compete with others to reach the finish line first, personally I don’t think it’s enjoyable, as I’m not the best driver and end up finishing last, where as when playing a free roaming game, like Fallout 3 it really doesn't matter if you end up first or not and to me that's me more enjoyable than competing against other players.


Wednesday 3 November 2010

Apple Interactive Concept

After being introduced to our new project I decided that it would be a rather good idea to visit an Apple store, once in the Apple store I began looking at the Apps that were already available from the App Store to get a rough idea at what Apps were popular to the public so if my App were to put on the market it would be rather successful. (In theory). So that I know what Apps are hot and what apps are not, (Do’s and Don’ts) of creating a game app, for example if the app contains references or commentary about religious, culture or ethnic groups that are defamatory, offensive, mean-spirited or likely to expose the targeted group to harm or violence this will lead to the app being rejected. Or Apps containing pornographic material, defined by Webster's Dictionary, as "Explicit descriptions or displays of sexual organs or activities intended to stimulate erotic rather than aesthetic or emotional feelings", will be rejected.


With this in mind I checked out the iTunes store online to see what apps are already out there and what genre are of apps are popular for etc, puzzle, shoot them up, racing, action, adventure, arcade, board, card, casino, dice, educational, family, kids, music, role playing, simulation, sports, strategy, trivia and word. I also read the Apple’s Mac App store approval guidelines so that I knew what genre of game apps there are millions of so that I could avoid designing one. 




The most popular applications seemed to be:

Puzzle

Shoot them ups

Arcade

Below is a link to the App store review guidelines stating what apps are hot and what apps are not!

http://www.boygeniusreport.com/2010/09/09/app-store-review-guidelines/


App store review guidelines.


http://www.youtube.com/watch?v=PjxY1LR9mj4
What makes a good mobile app?


Knowing this I began looking at the devices used to play these applications, such as the iPhone, iPod touch and the iPad, it came clear that they all use touch-screen technology to detect a person’s input on the screen to interact with the phone or in this case the game application.
Link with more information about how Apple products work.
References:
'Spore'
'Half life'
'Monsters Vs. Aliens'
'Destroy All Humans!'


 From looking at games and films that are already out that are based on the genre, ‘Sci-fi’ its helped me greatly in both the designing process for both the characters and the environment.  






































Possible names:
Rocket Dash
Asteroid Belt
Asteroid Hopper
Asteroid Assassin
Warp Drive
Galaxy Chaser
Planet Hunter
Reason for 'Wrap Drive' being bold is because it will be the working title for the application. 

Secondary Research on current games: 

The first app that I found on the app store was Rocket Run, Rocket Run is rocket-racing game compete with CPU player. Walls from top and bottom get narrows as it close to the goal and a player should avoid colliding with top and bottom walls in order to male 1st to the goal, booster and rocket docking is essential since the CPU rocket has better performance. Higher level makes steeper changes of walls.



Reviews

“Addictive”

“Funny game with fast scroll”


“Simple but exciting”


By carrying out primary research at the Apple store and looking at the App store I started to think of what genre of game my application should be, having a fascination with space it came clear what genre my game should be. Since I knew that arcade styled and games shoot them ups were quite popular, I deiced to create an application that would incorporate all of these ideas. Knowing what game genre I was going to design, I carried about yet even more research on what games were already on the market but this time I was searching for games that would be similar to mine, here’s what I found. Quite liked the main feature of the game where you had to avoid crashing into the top and bottom whilst traveling at speed. So I thought in my iPhone Application I could use that feature but instead of having the object of avoid the top or bottom, the objective this time would be to avoid either the asteroids, space debris or the other aliens in that particular solar system trying to stop you from destroying their planet.
  






















The second game application that I found on the App store from iTunes was Star Battalion, where you are an ace star pilot fighting against the militaristic Royalists who usurped your leader and spread fear across the galaxy. Lead the Resistance in a high-intensity space simulation filled with fierce action.

 





Review
It's alright. Good graphics for the most part, multiplayer is just a little laggy and glitchy but not bad. It's just kinda boring is all; the flying physics don't feel realistic at all. For an arcade shooter it's great I guess, I just would have liked to feel like I was flying a little more, kinda like Skies of Glory- which I realize is a whole other genre of game, but that model of flight physics mixed with Star Battalion's storyline and arcade graphics would be sweet. So, this is a good game, falls a little short of its $6.99 price tag though.



Again taking features from the application and developing them to fit in with my application, this particular game would have to be the app that influenced me the most, with the whole camera angle and interface.
My Game Concept: 


You play as a little alien, your mission it is to avoid getting hit by either asteroids, space debris other aliens trying to stop you from blowing up their planet in your one manned space in order to collect or destroy planets so you can move on to the next level, each asteroid you destroy, you could be rewarded with a perk such as a health perk, another weapon, ammo or the ‘Warp Drive’ perk which will allows you with a 10 second speed boost to the ship. As you complete each level they’ll get the chance of unlocking various weapons and perks to help you in order to complete the next level. By collecting the various planets in that solar system. Each level being a different solar system As you play through the game blasting and dodging your way through different quadrants you’ll have a point system this making the game more addictive so that you’d want to play time and time again to beat your high score but be carefully as each time you progress through the game you will be introduced to a timer, if you don’t collect/destroy all the planets before the time runs out, its game over!



  Below are just a few concept design of what the Iphone application would look like:


 

Starting screen




Game play from outer the space ship

Character Selection Screen
 
Game Over!
Once the player has either collected or terminated a particular planet then a message on the game will appear on the screen.

Level Up


  
Conceptual drawings


Ammo, health and Warp Drive


Satellite apart of the space debris





Possible Characters
Xonoidi

  Xonoidis are a proud, thick-skinned race mainly as they are made up of mostly metal components. The Xonoidi society is dependent on one technology: teleportation. Their home quadrant in the vast universe is the Zeta quadrant, which features in the application, there you can see their home planet, Xoni. They are notoriously laid-back, they are rapidly expanding into the universe. They are in possession of advanced technology from an ancient race.
Facts

Home Planet:      Xoni
Height              7’6”
Weight             340 pounds
Eye Slight:          Poor
Strength:            Excellent
Combat Skills:    Excellent
Air Combat:        Average
 

Mitar






Mitars are a skeletal race similar to the Human race, with slight differences as they have prominent ears which gives them a powerful sense of hearing which makes up for their poor eye slight. The Mitar’s have more than two genders, which makes things rather complex.

Facts

Home Planet:     Winoss 
Height:               6’2"
Weight:              180 pounds
Eye Slight:         Poor
Strength:           Average
Combat Skills:  Average
Air Combat:      Average
 
Oulbrog

These enormous slime-covered race herbivores which have powerful eyesight as they only have the one eye. Oulbrog’s have relatively undeveloped limbs; they discharge electricity as a weapon through their tentacles. The Oulbrog’s government is extremely corrupt most of them  are the fallen remnants of a once-mighty empire. Their world of origin is mineral-poor and has two moons. 


Facts

Home Planet:     Nu Xiu Prime
Height:               8’7”
Weight:              280 pounds
Eye Slight:         Excellent
Strength:           Poor
Combat Skills:  Average
Air Combat:      Average


To control the speed of the space ship, simple just tilt the iPhone forwards to speed up and to slow down just tilt the device backwards but remember you’re always travelling. To move the UFO left and right just lean the phone left and right. The scoring system will be shown at the top left of the screen along with your health and ammo, to choose your weapons just flick at through them at the bottom right hand side of the screen, once you’ve chosen your weapon it’ll remain there until you change it. Destroying either space debris, asteroids or hostile enemies you’ll have a locking system, that will remain green until you the player lock on to the object, once you’ve locked on the green cross fire will then automatically turn red allowing you to fire upon it, just by double tapping on the screen at what object you want to obliterate. 
             Whilst playing you’ll get the an armoury of weapons such as the Fire Ray that shots long bursts of fire to burn on coming space objects, Gamma Explosives that stick to the asteroids for about two seconds before exploding. Gigawattnator that emits a high voltage electric charge, and of course for perks you’ll unlock, Warp drive which will give you a 10 second speed boost to help you collect the planets in that particular solar system.  Ammo packs so that you can restock and a shield boosts that would act as your health if your health were dangerously low. You will receive these perks by destroying either the asteroids or the space debris that will be hurtling towards you.