Tuesday, 29 September 2009

Unit 12: Task 2

Motion Control: More and more games are utilising motion control these days, adding to the gaming experience by allowing the player to truly interact with the game. The Nintendo Wii was the first gaming platform to make use of motion controls in most (if not all) of its games, the idea being that this new way of playing wouldn’t just offer a more realistic experience but would also provide a simplified way to play for non-gamers. Motion control has become ever more popular due to the success of the Wii with many companies providing similar options for many of their products, such as Sony’s sixaxis which allows players to tilt their controller to control certain aspects of games.

This is the Nintendo Wii's remote control that brought Motion Control into the public's eye

Music Games: Music games entered the public’s attention with game series like Guitar Hero and Rock Band. These games allow players to “play” their favourite songs by hitting a series of buttons in time with the music. The reason behind the success of these games lies not just in the choice of music that appeals to almost everyone but also in the peripheral’s that are used to play the game. These game specific controllers provide a more entertaining method of playing the game by offering a control scheme that is simple to learn but difficult to master, appealing to hardcore gamers as well as non-gamers. This type of controller, along with the game’s concept, allows players to pick up and play the game within minutes providing optimum enjoyment. Because of their success the budgets for the games have gotten bigger allowing the developers to buy the rights to use particular artists songs, resulting in games such as The Beatles Rock Band.

Rock Band is played using a variety of intrument inspired peripheral’s


User-Generated Content: User-Generated content is an ingenious way to increase the life of a game whilst creating a community and getting the player involved. It allows the player to create something such as a level or a new character design and share it with other players over the internet. By doing this they are giving other players a reason to keep on playing the game. It’s because of this reason that more developers are giving players different ways of generating additional content for their games. Many just provide a level editor, allowing the player to design and create their own levels, and a network to upload it onto like Little Big Planet. However, some developers like Valve actually give their players a full development kit allowing them to create everything from new stages to mods.

Valve's Source SDK allows their players to create almost anything that can then be implimented into their games.

Monday, 21 September 2009

Unit 65: Task 1

Anticipation – This is a motion or action that prepares the audience for a bigger, more significant action. A good example would be someone swinging their arm back before they punch someone.
Secondary Action – This is an action that emphasizes another action, such as the hair of a runner following in the direction they’re running.
Exaggeration – This is a way to make animation look more interesting as a perfect imitation of reality can be boring. This can also be used to portray characters personalities easily, as many caricature’s demonstrate.
Curved Motion – Most human (and animal) actions don’t happen in straight lines but rather a curved arc. Animators will use this knowledge to make their animation look more realistic by keeping the movement arced. However, some things do move in straight lines most notably motorized objects.
Follow Through – This is when various moving parts of an object will continue to move even when the object has stopped.
Staging – This is used to direct the audience’s attention to that which is most important to the scene. This can be done in a variety of ways, although the most common way is to change the angle and position of the camera. A good example would be the camera zooming in on a rope being cut by a sharp stone as our hero tries to climb up it.

Unit 12: Task 1

Sony Computer Entertainment

Sony Computer Entertainment was founded in 1987 as a subsidiary of Sony specializing in a variety of areas in the video game industry. It is probably most well known as a manufacturer, researching, developing and producing all of the Playstation line of consoles, including the PSP. SCE also owns several internal studios such as Naughty Dog and Team ICO, making SCE a successful developer as well. Often it publishes many of the games produced not only by internally owned studios but also second party studios that work exclusively for them such as Sucker Punch Studios who have produced the likes of the Sly Cooper series of games and inFAMOUS.

Design – Design is in charge of creating an idea and concept for a game.

Programming – Programming is in charge of all the programming and code used in the game.

Art – Art is in charge of everything from concept art to texturing.

Game Designer – A designer has to come up with a concept for the game, designing and conceiving the rules and structures that will make the game fun to play. They then have to explain their idea to the team they are working with in order to get their vision across, usually doing so with a “design document”. The design document will include sketches, notes and various other things that will give the team an idea what the finished game should be like. Later on the designer will often oversee the production of the game, making sure it is coming along as planned. They may focus their attention to one particular branch of development such as level design or storyboarding.

3D Artist/Modeller – A modeller will create and render 3D models of characters and props, ready to be used in the game. They use concept art to assist them in what the final product should look like although they are often overseen by a lead designer or art director.

Physics Programmer – A physics programmer will be dedicated to the creation and development of the physics used in the game, such as gravity. They may, along with other programmers, develop a new physics engine that they can rework and reuse in future games.

Sound Programmer – A sound programmer will devote their time to the game’s sound engine if the game in question makes use of surround sound or stereo. They have to make sure that each sound is triggered correctly and implemented in the right way.

AI Programmer – An AI programmer is responsible for the development of the games logic. They may focus on one particular part of the AI such as enemy tactics or pathfinding. Sometimes they create their own language to simplify the programming of AI for their game. This also helps other members of the team, such as level designers, have a better idea of how they can program the AI for certain parts of the game.

I would like to work in the one that isn't modelling.