Category:

Game Design

Burlington, Vermont: Art Hop 2010

Friday, September 3rd, 2010 at 6:53 pm - No Comments »

If you’re in the Burlington, Vermont area, check out Art Hop 2010:

A creative mix of art will showcase the talents of Champlain College students, alumni, faculty and staff during the 18th annual South End Art Hop on Sept. 10 and 11, 2010.

Showing during the weekend … a movie featuring Game Art student work from Amanda Crispel, Champlain College’s program director of Game Design, and Game Art and Animation.

Champlain College’s Emergent Media Center will showcase its new online game Breakaway, a collaborative project with the United Nations and Population Media Center and its Google Map project in partnership with the City of Burlington.

Champlain College Partners With South End Art Hop @ Champlain College

Trailer for Breakaway! – Chapter Two:

 
Dateline: Friday, September 3rd, 2010 at 6:53 pm - No Comments »
Author: admin
 
 
 
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Game Design and Higher Education

Tuesday, August 24th, 2010 at 8:12 pm - No Comments »

Laurentius de Voltolina meets Pac-Man
Above: Laurentius de Voltolina meets Pac-man

Students who may have been scolded by their parents for spending too much time playing video games are turning their passion into a promising career, thanks to more universities offering degrees in video game design and development.

The Entertainment Software Association reported last week that 300 American colleges and universities are offering courses and degrees in video game design, development, programming and art this academic year, a nearly 20 percent increase over last year.

Johanna Thompson @ Ashland Daily Tidings: August 24, 2010

Images:

 
Dateline: Tuesday, August 24th, 2010 at 8:12 pm - No Comments »
Author: the_handy_vandal
 
 
 
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Inception

Saturday, August 21st, 2010 at 11:02 am - No Comments »

InceptionChristopher Nolan does it again: Inception is a wonderfully tricky mind-game disguised as a blockbuster movie. I enjoyed it immensely.

Out in the game design blogosector, Kirk Hamilton makes an interesting connection between Inception and in-game tutorials:

Inception’s Usability Problem

For me, Nolan’s dreamjacking caper was the film-going equivalent of sitting through a videogame that is all tutorial and no play.

For those of us in the gaming set, one of the coolest things about Inception is its narrative set-up. Here is a videogame movie that isn’t based on a game, it’s simply … a videogame movie. In other words, rather than adapting an existing game’s story a la Prince of Persia or Hitman, Inception presents an original story built on the fundamental tenets of videogames. It’s a tale of people transporting their consciousness into a construct where notions of life, death, time and identity become quite different than in the waking world. So I suppose it’s appropriate that the film’s biggest shortcoming feels so fundamentally game-y in nature.

I found Inception’s script to be an overwhelming stream of unfettered information the likes of which would be inexcusable in a modern-day videogame. For the entire run of the film, characters do nothing but deliberately, forcefully explain and expound upon the ever-more-complex rules and systems that Nolan has designed, leaving the audience no room to actually internalize any of it.

Kirk Hamilton @ Gamer Melodico

Charles Webb follows up on these ideas with some observations about how the Architect is what game designers would call a Level Designer:

The Film Inception: Architects Designing a Game

Watching the much-talked-about Inception, I couldn’t help thinking about the overlap between the movie and level design, the aspect of game development involving the creation of in-game environments. I was not the only one. Reading this very interesting take on Inception from game development blogger Kirk Hamilton’s site [see above], I was struck again by how the role of the architect (or would that be Architect?) Ariadne: the Architect: Inceptionshould have instead been that of a level designer. Hamilton’s piece looks at the movie in gaming parlance (and finds it lacking), it’s reliance on tutorial (the frequent explanation of the rules) putting him off from the narrative. What I found interesting, however, was how quickly one could jump from a discussion of this movie to one about games.

… In the modern parlance, shouldn’t Ariadne’s role [the Architect] more appropriately be given to a level designer? I wonder if this was something Nolan had in mind when writing the script for the movie –- he seems to be someone very cognizant of games, rules, and play, and must have some interest in those people who create the mechanics of each. My reading of Ariadne’s role in the film throws in language like “enemy encounters,” “spawn points,” and “critical path.” Indeed, as with a game, the characters are occupying goal-centered worlds with known sets of rules. If anything, a subtext of Inception, relevant to game and level designers, is how play can be impacted negatively when the rules are upset dramatically and frequently.

Charles Webb @ Conducive Chronicle

Interesting points all round.

I’m a big fan of in-game tutorials. I got a lot of pleasure from Half-Life and Half-Life 2, in part because the tutorials were fun in their own right.

 
Dateline: Saturday, August 21st, 2010 at 11:02 am - No Comments »
Author: the_handy_vandal
Categories: Game Design, Movies
Permalink: Inception
 
 
 
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Self-Replication in Conway’s Game of Life

Sunday, August 1st, 2010 at 11:36 am - No Comments »

Andrew Wade has created — or discovered, if you prefer — a self-replicating pattern in Conway’s Game of Life. New Scientist reports:

Dubbed Gemini, [Wade's] creature is made of two sets of identical structures, which sit at either end of the instruction tape. Each is a fraction of the size of the tape’s length but, made up of two constructor arms and one “destructor”, plays a key role. Gemini’s initial state contains three of these structures, plus a fourth that is incomplete.

As the simulation progresses the incomplete structure begins to grow, while the structure at the start of the tape is demolished. The original Gemini continues to disassemble as the new one emerges until after nearly 34 million generations, new life is born.

The “offspring” is identical to its parent, but it has shifted up and slightly to the left — another first for Life: every other known pattern moves along one of the eight compass points, but Gemini travels across the grid in a north by north-west direction.

New Scientist

Via Slashdot.

Conway’s Game of Life @ Wikipedia

I first encountered Conway’s game in my late teens, which is to say the late seventies. It fascinated me then, and it still has a certain magical hold over my imagination.

 
Dateline: Sunday, August 1st, 2010 at 11:36 am - No Comments »
Author: the_handy_vandal
 
 
 
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Why Making a Blockbuster Game Is a Poor Goal

Tuesday, July 27th, 2010 at 9:56 am - No Comments »

Slashdot recently posted On Why Making a Blockbuster Game Is a Poor Goal.

From the comments:

What I take away from the article is that Bioware can make games like that because they have a proven track record of making games like that financial successes, but that a development team with a less powerful resume probably couldn’t get it done. Not because the team wouldn’t be up to it creatively or technically, but because in the current market, management/investors wouldn’t have enough faith in an unproven team to let them take the time to do it right.

Mongoose Disciple

And:

Of the games that try to be the biggest, baddest, most epic ever, only the top X will be making a profit at all. Most will actually make a loss.

And that is something that seems to escape most people, sad to say. From people going into making games with delusions of being paid a million like Carmack, to kiddies who think that pirating a game is some kind of act of resistance to some uber-rich fatcat who’s only charging 40$ for it because of greed, to people starting some monumental epic as some mod and expecting to finish it with 5 people in a few months, to fanboys arguing that a publisher is the incarnation of pure Evil if they had an upper limit at all for budget and didn’t give the team an infinite limit on money and time to produce the perfect game, to ultimately the devs end publishers who increasingly compete only in that segment. The fact that there’s a finite amount of money to chase in that segment seems to be genuinely news to most people.

It’s not even a matter of “get off my turf” as some other poster made it sound. We have the equivalent of, say, 90% of the car makers deciding they want to compete only at the Bugatti Veryon end of the market. Or 90% of the computer manufacturers deciding they want to make only supercomputers. Sure, it’s great if you do manage to sell the next Bugatti Veryon for 1 million a pop, but there are only so many buyers who will buy at those prices. If actually all major companies, from Ford and Fiat and Volkswagen to Bugatti and Ferrari decided to make only supercars in that segment, that most _will_ make a loss. Same here. There simply isn’t enough money in the market to cover the costs of _everyone_ who wants to make the next super-game.

Moraelin

 
Dateline: Tuesday, July 27th, 2010 at 9:56 am - No Comments »
Author: the_handy_vandal
 
 
 
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Game Seeds, the card game about game design

Wednesday, June 23rd, 2010 at 5:52 pm - No Comments »

Game Seeds — a “card game created by Utrecht School of the Arts, Monobanda and Metagama to help game designers brainstorm both character design and entire games, by playfully combining their specific mechanics.”

Via Brandon Boyer @ Boing Boing.

 
Dateline: Wednesday, June 23rd, 2010 at 5:52 pm - No Comments »
Author: the_handy_vandal
 
 
 
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Spidey Noir

Tuesday, June 8th, 2010 at 8:48 pm - 1 Comment »

Spider Man: Shattered Dimensions (Noir)
The upcoming Spider-Man: Shattered Dimensions promises four different Dimensions (distinctive game modes). I love the above screenshot from the Noir mode!

… The second dimension takes place in Marvel’s “Noir” universe, and is a slightly darker (both figuratively and literally) take on Spider-Man, using a style commonly found in pulp crime novels. The gameplay falls in line with this darker approach as there’s an emphasis on stealth, with slower and more methodical gameplay elements incorporated to encourage you to stay in the shadows as often as possible. You’ll still have access to the core Spider-Man abilities, so he’ll still be able to handle himself in a fight, but the developers tell us that sometimes it pays to remain unseen.

Eduardo Vasconcellos @ GamePro

See Activision investor news.

 
Dateline: Tuesday, June 8th, 2010 at 8:48 pm - 1 Comment »
Author: the_handy_vandal
Permalink: Spidey Noir
 
 
 
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Cigarette Black Markets in Prisons

Thursday, June 3rd, 2010 at 12:30 pm - No Comments »

An idea that is begging — begging! — to be made into a game:

Smoke ‘Em If You Got ‘Em: Cigarette Black Markets In U.S. Prisons And Jails
Smoke 'Em If You Got 'Em: Cigarette Black Markets In U.S. Prisons And Jails

Abstract
Since the mid-1980s, cigarette-smoking policies have become increasingly restrictive in jails and prisons across the United States. Cigarette black markets of various form and scale often emerge in jails and prisons where tobacco is prohibited or banned. Case studies of 16 jails and prisons were undertaken to understand the effects of cigarette bans versus restrictions on inmate culture and prison economies. This study describes how bans can transform largely benign cigarette “gray markets,” where cigarettes are used as a currency, into more problematic black markets, where cigarettes are a highly priced commodity. Analysis points to several structural factors that affected the development of cigarette black markets in the visited facilities: the architectural design, inmate movement inside and outside, officer involvement in smuggling cigarettes to inmates, and officer vigilance in enforcing the smoking policy. Although these factors affect the influx of other types of contraband into correctional facilities, such as illegal drugs, this study argues that the demand and availability of cigarettes creates a unique kind of black market.

Stephen E. Lankenau


Lemonade StandRather like the old Lemonade Stand:

  • A simplified economic model using a familiar and popular product (lemonade, cigarettes)
  • In a familiar iconic setting (residential neighborhood, federal penitentiary)



Update: consider these lyrics from The Big Rock Candy Mountain

Oh the buzzin’ of the bees
In the cigarette trees
Near the soda water fountain
At the lemonade springs
Where the bluebird sings
On the big rock candy mountain

Cigarette trees? Lemonade springs? Many a Hobo has spent many a night in jail. What exactly is the Hobo’s Anthem trying to tell us about the relationship between prisons and cigarettes and lemonade?

 
Dateline: Thursday, June 3rd, 2010 at 12:30 pm - No Comments »
Author: the_handy_vandal
 
 
 
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TLBB Boss Illustrator Interview

Thursday, May 27th, 2010 at 8:01 pm - No Comments »

“Generally speaking, there are three types of bosses that appear in games, the cute-type, abominable-type and fantasy-type.”
– Ying Shi

Multiplayer Online Games Directory recently published an interview with Ying Shi, an illustrator working for ChangYou on such projects as Tian Long Ba Bu (”The most powerful martial arts experience of your MMO life.”)

Tian Long Ba Bu

MPOGD: How many concepts do you go through to get to the right one when developing the characters?

YS: We can use our own ideas to create an image, but if we want the person or player to like what they see, then we need to take some time to think about what it is we want to design. Generally speaking, there are three types of bosses that appear in games, the cute-type, abominable-type and fantasy-type. These are factors to think about when designing and, at the same time, we need to consider the story of the boss life, where does he/she come from, whats the background, the reason the boss is an enemy and how/why they became the way they are.

MPOGD: TLBB is widely known for its authenticity to the book (Tian Long Ba Bu). What key ideas and features did you take from the book in order to create what we see today?

YS: Its important to bear in mind that the game has a genuine ancient Chinese martial arts feel to it and so highlighted areas such as the 9 nine different classes, the cities, the skills etc. are very influential. Weve tried to maintain a genuine feel to the book also, hence why the NPCs are named after characters in the original work of Louis Cha.

- Multiplayer Online Games Directory

For more about the classes:
http://tlbb.eu.changyou.com/gameguide/Classes.shtml

 
Dateline: Thursday, May 27th, 2010 at 8:01 pm - No Comments »
Author: the_handy_vandal
 
 
 
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Deus Ex meets Icarus

Saturday, May 15th, 2010 at 10:22 am - No Comments »

Deus Ex 3: Human Revolution - Icarus

“I wanted to find a fable or myth that worked with the main theme of Human Revolution. [I was] researching Greek mythology and the story of Icarus, and I said to myself, ‘Man, this is it. This is transhumanism.’”

– Jonathan Jacques-Belletete, art director of Deus Ex 3: Human Revolution

Via Gamepro.


See also Salome: Fatale.
 
Dateline: Saturday, May 15th, 2010 at 10:22 am - No Comments »
Author: the_handy_vandal
 
 
 
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