Sunday, December 09, 2007
creativity
i was browsing the net and came across this web page devoted to quotes and i was reading through them an i came across a few i realy liked one is
Arthur Koestler:
Creativity is a type of learning process where the teacher and pupil are located in the same individual.
this quote stood out for me because of the many times we have been told in lessons we should be learning for ourselves and how learning max is best to be self taught and it also reminded me of a random thought i have when anyone is explaning something, for example if a tutor is showing you someone elses work to explain how to do the task then that idea he used as an example becomes void, thats why i hate it when examples are used. It also seems to me that if you cant come up with an idea from a word without guidence then you shouldn't be wasting your time doing a creative course. i prefer to be left in the dark about a task and work my way up untill i have an idea as that way gives more room for originality and creativity. its the hard work and lack of guidence which forces the mind to work for that goal.
The best way to have a good idea is to have lots of ideas.
this is another quote i like because its exactly what was drilled into me at college and its what i try and use for my drawing all the time, create as much as possible and there is bound to be that one thats good, you just have to search through the junk to find the ideas worth developing.
There is nothing new except what has been forgotten.
i chose this quote because i just love its simplicity, everything has been done before in some way, shape or form. Its inevitable to have similarity's in work its the people that can admit that and move on to develope that idea that are truly creative.
drawing project
this is another version iam working on it encludes a background and the light source but they are not finnished yet
Wednesday, December 05, 2007
unreal creativity
now off that random thought ill show my model in the unreal3 engine.
prop for my model
choosing my prop wasn't hard because its sitting next to my desk were i work, this also made it easier to create as i have the item with me all the time so i have reference and can easily take texture photos of it. But even though i had it easy i didn't take any reference photos i modeled it all just by looking then slaped a quality photographed texture on it, even the amps texture isnt a photograph of my amp its one from google. Even though i cut corners creating it, it still came out reasonably well and looks exactly like the real thing apart from the straight low poly lines.
ALL HAIL CHAMFER BOXES!!
me
this is my model of me before texturing. After finding out the true poly-budget i had to strip my model of about 300-400 tri's, which didn't change the models looks at all. most of the tri's were taken from the face especially around the back of the head, which you can't see at the moment.
what also helped me create this model easier was my hair covers my ears so i didnt have to waste poly's on them and the final thing making my model easy to create was the simple hair, which became simpler after i deleted poly's.
this is my model textured. It took me a while to get the shirt to line up well on my model as it had lines across it. The face was quite easy for me to get right as most of my facial features were modeled in 3D so the texturing just added to the realism, the major facial feature that made my model look like me is the nose as i modeled it to be wonky as i have a brocken nose due to an unfortunate event at a nightclub. But this added to the characteristics of my model.
here are some images of my 3D model self portrait rigged. iam liking it so far yet im not liking much of the rigging and posing i can never seem to get it right, after a few attempts i should be fine. this model was the first attempt, i just opened it up and it looked like this. I found out it was to do with the rigid selection. some parts of my model were rigind and some wre not so it skewed the deformable ones around .
Monday, November 05, 2007
creative attire
Sunday, April 22, 2007
we went looking for ideas for characters interior and exterior spaces, well almost everything we recorded anything that might of been useful.
this picture i thought looked like a character with the hands streched out forward and i thought i could try and develope this which i have and will eventualy be seen. ive finnished it and i like it very much, its a sort of creature made of old dry twigs and branches, it gave me an unusual idea for a game which was.... those things you see out of the corner of your eye, shadows and strange shapes the ones movie makers use to creat atmosphere and tension i.e. tapping of a tree on a window that is sort of shaped like a hand, well i thought of taking this and the things that turn out to be you imagination were actually creatures. its not been developed but i may work more into it just an idea at the moment.
these are more pictures from the same are i thought the change in paint on different surfaces could be useful.
after this we went to a factory which we did not think we could get into but the door was wide open and it was great. the atmosphere was awsome and the lighting looked really creepy. the place looked small when we went in but when we left and came back we realised we had missed a door and this door was like a portqal because it led into multiple rooms and another floor the place was larger than we had first anticipated it was MASSIVE!
after this we went to another place down the river but i have not loaded the pictures up yet so i will save them for later
Friday, March 30, 2007
next year i would love to see Photo shop tutorials and some for of creative writing/ storytelling as i would like to further my skills in art with words as well as pictures. i would also like to go with the group to things similar to the GDC and have a blogging session on it or go to any type of useful exhibitions as we've bin to an artist exhibition now i would like to see the games world with class mates to enjoy it with. again GDC WOULD BE GOOD! i like nearly every conference they had on except i do not really enjoy serious games as i came into thiscourse wanting to make fun games that people would want to play over and over and maybe even fix problems with some of the games out today, i wouldn't find serious games fun therefore i wouldn't be passionate.
Friday, March 09, 2007
gdccoference proceedings
i was looking through all the confrences and i came across alot which i would love to go to many of which would help my knowledge on games and game making. for example i realy want to see the future of storytelling as this has become some what weak in many games titles to the point where we're seeing a lot of repetition. and fankly im getting board there is only a few new and wonderous ideas coming out and i want to see the confrences views on sequals whether they see them as money making scemes weakened by the past success and the inevitable weaker second part i.e. ff10 part 2 or as new ideas ready to be developed into that last chance 3rd title that almost never works. story telling in games keeps us hooked theres no doubt about it. this is the reason i do not play ff11, yes it does have a storyline and its supposed to be realy good but getting there is a nightmare you need to reach maximum level and get parties with other online players who are not guarenteed to be there, to pass one little stage. i mean talk about time consuming.
one of the major conferences i would love to go to is the motorstorm conference because itdelves in to a the technical physics of next gen something im truly pashionate about, physics is what i love about games these days it used to be if something is in a scene you couldn't do much to it unless it was part of the story line but now things like cups and chairs can be moved, one thing i feel makes games look more real is if they have those little things we take for granted in real life. if we take something for granted in the real world, to get that sence of reality we need to take it for granted in the game world.
in short i probably would get some one to record the confrences i cant go to just so i could get a glimpse of them all. they all seem useful and exciting.
Monday, February 26, 2007
well theres 2 answers to that big question 1 is qualifications a great career and oppotunities opening up which i never thought i would get. and theres the knowledge of university life growing up and becoming an official adult with the chance to do anything i want. the biggest thing iam going to get out of these three years is the understanding of the things i love; games and the games industry ive only been here a little while but my veiws and attitudes towards games and game cultures have severily changed, i now see little details in games like low poly trying to look hight poly and i do not take for granted the details in assets as i know how hard they are to make. Back when i was in college i did not know a thing so i traveled past vast peices of comutergame art thinking nothing of it, now i stop ant look especialy in games that try to impress using new technologies ad large landscapes like oblivion, on that game i traveled to the highest point and turned up veiw distance so i could see it and it looked beautiful. iam changing as a person, from a bedroom geek playing games like crazy passing storylines and art to a real game enthusiast which is a far cry from the way i was before i came here, games mean alot more to me now. i buy game that i know will not be very good just so i can rate it and see how not to make a game im also playing genres ive hated in the past as i know i may be making these in the future even though i do not like them some people do and they need to be as good as i can make them. ive looked back on what ive done in the past not just my attitudes towards games but my work and i have recently looked back at my 3D work and it helped me alot as now ive seen all my flaws and ive ironed them out for my next project which im happy to say is coming out pretty well accoring to joel(yes praise!). in the second year i will do alot better than this year testing my limits and pushig my drawing skills so i can become the best i can for the third year were i will hopefuly be a 3d and 2d master!
But what exactly is it, and how does it manifest itself? Is creativity hindered or enhanced by technical constraints? Who 'does' creativity - the art director? The artists? Programmers? Writers?
What does creativity look like? Is it in the brand identity, think Halo or HalfLife for example, or does it live in the overall experience of play? How do games manifest creativity? Graphics? AI? Gameplay? Are there any companies or individuals who seem, to you, to be particularly creative?
As an artist, or programmer, how will you show your creativity - and how would you expect it to be acknowledged by others?
Tasks:
1. dig into the web to find what other people have to say about creativity
2. write your blog entry considering the issues raised above
creativity can be known as the measure of talent or in our feild creativity could be when you make something new something not seen before thats creativity, if you can take things that exist and make something new out of it, if you can get ideas from everyday things you see all the time and make something from it you are creative. in the theasaurus creative means imaginative and furtile, to be full of ideas to think of things no other person would. imaginative people think in a completely different way to most other people they see usefull things in everything. a simple crisp packet could be part of a character in a film to a creative person.
technology helps in a big way for creativity as it makes the job so much easier and fun, i dont know what the world would be like without photoshop or even a pc, the games industry would probably not exist at all, but you could also say without creativity we wouldnt have the technology today it takes imagination and creativity to come up with things like the pc or photoshop, even a simple thing as the pencil.
you can not place a lable on who is the creative one in a games team because its the team thats creative, if you took one specialist out of the team the team will fall apart, each person is creative in there own feild and thats what makes a great game great film, great artist in genaral.
creativity is in everything. everything has thought gone into it from the carpet at your feet to the keyboard im typing this out with. without some ones imagination and creativity things may not have worked in the way they do now. the brand name and corperate identity to half-life was thought out usein the imagination of alot of creative people so yes creativity is in brand identities but it does live within' the game aswell to a larger extent as there are games out there where the brand identity was made on microsoft word and dumped on the cover, every person working on a game is creative if they weren't then there would be alot of boring buggy games out there.
every different specialist focuses on there field with there passion and creativity so there is creativity bursting out of every part of the game.
there are alot of talented and creative people out there from artists in many fields such as music painting, scientists .... my favourite musician would have to be steve vai as he can create a song from nowere on his own with a simple instrument. bacon as he can make a person look like a peice of meat and that is what we are he can perfectly describe people and objects with ease.
Sunday, February 11, 2007
How can education meet these opposing views and yet provide a valid and fulfilling experience to students?
Tasks:
1. trawl the web to research more on these issues
2. write your blog entry, and discuss your findings and your personal views on this issue
these requirments are usualy specific to a certain company and these opposing veiws can only be solved in two ways either let the pupil choose which he or she prefers depending on what company she or he wants to get into or give the pupil both types of teaching. either way has good and bad points for example teaching both types makes the learner weaker in both subjects its like many things today for example on an rpg if you choose to multiclass you will be weak at both due to the deminished amount of levels for each class. this brings us to the fulfilling part as the weakening in both tpes of teaching its hardly a fulfiling course.
i feel there should be a course for each type giving a focust teaching enviornment but also a choice in which to graduate to or from my time in multimedia at college i started out doing everything you posibly could then as the second year came round i got the choice to choose which i liked most an focust on that subject my choice was 3d animation this could also be applied the try before you bye aproach.
this would be so much easier if games companies just chose poeple who were good at making GAMES not people who fit into there criteria, at the end of the day its all about the quality of games and thats it even to the corprate poeple who are just in it for the money not entertainment get money from good games so to be honest all games comanies need to do is choose skill over qualifications. if i was a qualified musicion with a certificate going up for a job against an awsome musician i would loose because at the end of the day its what comes out at the end, great music great games, great product!
ive trawled the web and magazines to find what games companies want and its skill and knoledge.. they ask for skill in programs, knowlege of games and the companies past succeses, so if your just a geek at home with no qualifications but know how to use a program or you can draw well draw well then you can get a job, just show you can work hard and your in so different teaching styles do not mean anything really just your skill and know how.
Thursday, February 08, 2007
sound brings atmosphere and tension it hightens mood and game pace, it makes a game worth playing, have you ever got to a part on halo were your a bit tired and feel like saving and quiting but then u here that feint sound in the background then it gets louder adn louder and the heavy steve via riff comes into play egging u to move on, makes you sit up and wanna squash those alien scum. i love that tune made me play that game like crazy and i loved it so much that i learned to play it on guitar. there are also tunes in games that arnt actual songs just ambient sounds which change the mod of the area especially when you pass from a large open bright safe place to an eerie dark secluded dungeon. on alot of games especialy oblivion and neverwinter nights 2 i changed some of the music files so i can go into battle with heavy metal music making me wanna bash the skulls of goblins or rip apart a low armoured archer until the musci fades away and im standing there victorious then the slow ambient music comes on after the battle calming me down and taking me out of the frenzied state of barberionism (i think u just made up a word) music can also indicate whats coming round the corner and start your adrenalin pumping for the fight ahead, for example in fear i was walkin towards a shut door and music started playing and my heart started mumping the......BANG!!... the door ripped of its hinges and a fully armoured soldier with a nail gun popped out with 2 other soldiers brandishing shjotguns, i quickly chucked on granades and burst into slow mo dodging bullets while lobbing explosives but this guy kept coming making me wish i had it on easy, all this time heavy metal music in my ears making me go crasy in slow mo as soldiers heads flew off from my shotgun bursts at point blank range. man that was exciting.
one great composer of games is steve horowitz, he has made music for sony, sega and many titles for nickalodeon like Sponge bob; Dora The Explorer; Jimmy Neutron and Joe from "Blues Clues"
kojo kondo is another great composer as he made all the well known tunes from every mario game and every zelda games.
Nobuo Uematsu, composer of the much loved Final Fantasy games series music he is so well known that all his music was played at walt disney concert hall in may 2004.
there are many composers out there alot with very good titles under there belt and alot with not so many but to see real great composition you need to check out composers from many diferent companies and many differen countries, but to be honest great composers is down to taste for example people might like the music from silent hill created by Akira Yamaoka but some may not in my opinion the music and soundtrack is one of my alltime favourites but other poeple might disagree and like music from say Sponge Bob Square Pants, its all down to taste.
Friday, January 26, 2007
2. write your blog entry considering the following questions:
What does a game engine do? What are the key engine technologies? What is meant by subtractive and additive? What are the advantages and disadvantages of buying into proprietary technology? What seem to be the key issues for 'next-gen' game engines?
game engines are basicly a bunch of code putting all the fine gamplay and details together. it regulates things like say ragdoll effects or simple animations. it turns your polygon lifless characters and objects into an interactive element capable of creating an interactive universe were a story can progress. its the morter to the wall. game engines can also vary for example a game engine can be made to make simple game charectersistics work like a flame in the unreal engine it has the coding to implament that but if you want say many moving treas that are interactive you would need a new engine to do that for example the cryengine designed for farcry it was made to implament key charecteristics that the game needed to make it unique. game engines can run the basic elements to make it playable but as we are starting to see now more games are become unique requiring specialised game engines another one of these is the fear engine helping you have that slow motion effect with particles flying everywere more like a matrix film than the matrix games lol. the technologies are becoming more specialised but all game engines need things like 2D 3D renderers or there would be no visual elements they need to be able to implament animation sound basic script to detail charecters or objects acts and speach.
well i watched the vids to fear a while ago and one guy said it was being able to see your body in real time first person, to look down and see your feet is a good thing its in many newish titles like fear, condemned, dark massiah, but at the moment im guessing better phyisics and better graphics if things look real and things act real then youll get a better imersive game, totally a next gen quallity i would like to see also more inteligent ai is a big thing with game engines and with new technology coming out offering bettter proccesing power then the AI in games is set to skyrocket. i would also love to see things like being able to do anything you want in an enviornment, if a tree is infront of me i want to be able to climb it if a flower is next to me i want to be able to pick, in other words interactivity needs to get better and this leads back to the new processing power which should broaden the horizons of interactivity and inturn gameplay itself.
Thursday, January 18, 2007
http://www.gamasutra.com/php-bin/column_index.php?toplevel=2
http://www.gamasutra.com/php-bin/column_index.php?toplevel=3
Tasks:
1. review some of these links and
2. write your blog entry considering the following questions:
What game cultures are you part of? How much of your life does it occupy? Do you have friends who you know only through MSN for example?
game cultures well i think to be honest ive been part of many over the years the biggest game culture ive been part of is the mix of many game cultures known as the online gaming comunity i play many games online from 1st person shooters to beat 'em ups to strategy they all have tere own culture i was part of a modding culture that exploded from half-life 1 i fooled around with the hl1 editor but rarly came up with much just me and my friend making cube rooms full of loads of monsters and loads of big guns i never got round to the technical side of it ie coding as i did not know were to start now i fool around with the TES4 engine for oblivion which ive now found an exporter for 3ds max were i may be able to import things like my bin or new monsters. it rarely takes up my time as iam to busy doing work for uni or drawing or getting drunk as i have found out iam taged with the party students who dont do much work lol. it used to take up alot of my time as i would finish school at 4 and me and my modder friend would go round his house as i did not have the net at that time and we would mod half-life while eating fast food just like the sterio typical computer geek except ive taken it further and he is just on the dole maybe that A in maths did set us apart.
there are people i only know through msn as i find on games like rpg's you stand around alot and talk its like a giant chat room were sooner or later you will get the odd friend. it also sometimes happens to me on fps but maybe its just me but does anyone realy talk nicly on fps's because i mainly just get the words noob, hacker, cheater shouted over a low signal mic from an american that cant take it when i pawn his ass at counter-strike the moronic noobs hehe. msn is a large culture if your not part of it there is alot of the world and alot off people your missing out on yeah maybe there are many idiots but thats just mainly americans(yes i hate em) with no social lives, i just use block and delete work for me.
Tuesday, January 16, 2007
the industry is doin well appart from a few mistakes on the hardwares side i.e. ps3 price and the wii's low stock but apart from that the industry is still coming up with new games axcept not many ar original they are relying on the hardware for more originality for example using new and better graphics to make there game original or for the wii there is the style of interactivity which to me seems very stupid. There isn't much new and exciting ideas out at the moment for exaple i will take the new game gears of war yes sure its fun but its over done, its just a mix between the coman aliens vs huumans scenario mixed with a war time scenario whats new, everything in that game is old news again the only good thing thats reasanably new is the online play with split screen were you and a friend can battle together but this again is relying on hardware nothing to do with the game creation. these days originality is more focust on graphics and being able to play with people in other players via the net. there is hope however as the new hardware is getting to the point that we will soon be seing better more officent A.I. for example the quad core proccesors were spoken about in conjunction with half- life creators and they spoke of the use of multiple proccesors to give more random acts for people I.E if morgan freeman sat down with a zombie and they both started to play chess each proccesor acts like a brain for each charecter, so they would actually have a real game of chess fighting to beat each other or even cheat if they wanted, more proccesors means more brain power for our upcoming AI these proccesors were even said to be making graphics cards obsolete but obviously thats a stupid remark because a processor could not create the realistic visuals as well as a graphics card i mean when i buy a sound system or an aplifier for my guitar i try to get seperates as they seperate parts are designed to fullfill 1 function no more meaning they would not be overrun with alternate proccessors, (were do they get there ideas from, the morons).
i read an article on a major artis/developer and his views were to not bog yourself down with how much money your getting or whether your company is talanted its about learning use what they have and the knowledge they have to improve your own skills, if there is a talented well developed company that wants you but there small and have not shipped many titles and a low talented company that have shifted many titles go for the one you will learn most from especially if your new in the industry. its all about improving your own skills not the portfolio of the company your in because your not always going to be working for that company.
the biggest chalenges for companies these days is compatiotion by far as there is so many games consoles out there and so many games titles that games developers find it hard to choose the best console for there game and same on the other side if say sony didn't have games like silent hill, resident evil devil may cry 3, METAL GEAR SOLID, ps3 would not sell well. the new titles make the consoles sell and that is the biggest problem as the consoles are at war to pitch for new games. another challenge i see is age groups because there is only a small portion of older gamers out there compared to say kids. if i asked you what was the most sold game last year ou would probably say somthing like final fantasy or metal gear, but no it would be on the lines of pokemon as this is played by more game cultures, kids and adults play it making it more universal all over the globe neiches are all good and well but it doesn't make money. in the near future this could lead to more childrens games being developed we've seen it before, for example the digimon series and famous cartoon games they all came out after the boom of pokemon because people saw the profit. dont get me wrong they still will make games for us with gorre and stuff becuae that gets them awards they dnt put high poly models of sponge bob or pikachu because kids dnt notice but games for us do as we notice and its more appreciated.
Monday, January 15, 2007
gamplay im sure we have done this...week 11 :-)
Gameplay? game play? play, game. What exactly is this thing? And why is it important? Does it exist as a definable set of rules? Can it be designed into a game, or is it the random convergence of several interacting factors? Is it even important?
for game play iam going to just copy and paste what i have already said because my veiws have not changed since i wrote this peice.
"Game play is large area of gaming, it means the feeling of the game or it can mean the way a game plays, if a game plays badly its game play for example the movement system is to complex then the game play would be poor but much like a car it can be fast pace and exciting as well as sluggish and boring. It depends on the game you are playing. Different genres have different game play styles. Game play is in the name, its how the game plays, moves, feels and flows."
id like to take a moment out to tell you something one of my friends informed me of , this little thing called nintendo, the creations of nintendo against the creations of sony show cclearly how gameplay works for instance sony create psp yeah a good handheld console with lots of stuff like dvd's internet and good graphics but then you look at nintendos dual screen very interactive and good graphics guess who sold more yep nintendo, because the gameplay was better it was more fun and involving than the psp. so gamplay is an invisible force that shows how good a game is to play.
it is very important as it gives the state in which the game works and fits together, if there is bad gameplay when im driving down a street but its all an animation and im playing a driving game then that takes all the fun and meaning out of the game. if a game is meant for one perpose yet it doesnt fit that then its a bad game, gameplay makes the game work without it it falls apart just like a cog in a machine or a lightbulb in the christmas tree lights. its that one thing that holds the integraty of the game together its VITAL!
it can be a definable set of rules in some instances like a driving game if the steering isnt realistic the gameplay is bad or if the movement of the car relative to the movement of the steering is bad then the gameplay is bad. so there can be one big rule for certaingames but most of all this only works in games that need to be realistic for example if you take a fantasy game you could always blame certain aspects on its not real its fantasy but it still comes down to does it work well and to me that is a rule IT HAS TO WORK WELL like a finly tuned machine to get good gameplay and that is the rule.
it can be designed into a game if the game makers work hard but sometimes you just get that little unpredictable factor that crushes all hope of good gameplay that misstimed animation duplicated for all charecters or that rigid rag doll attept that failed at the first hurdle. gameplay can be very unpredictable when unsupervised but if averything in a game is designed perfectly then it should work just fine, but this could be the reason why games are just to fake and boxed in holding the games industry back. making a game work well needs it to be controlable and tame but to do this it needs to be on the scale to be controled serverly deminishing the options a game maker has. you cant have a massive realistic size world without a few gameplay probels because it cannot be policed and checked its just a to big task.