Monday 9 June 2014

Unit 72 Computer Games Design

 


Task 1 

Game Trailer

https://www.youtube.com/watch?v=QpvM9uwOcUc
Gameplay Footage

https://www.youtube.com/watch?v=oSL-r9AIEEU

Review:

Elder scrolls V: Skyrim is a game is which to take the place of a nameless hero that is thrown into Skyrim after trying to make his escape, whilst escaping the imperial army captures him thinking he is one of the Stormcloack rebels. As you progress through the land of Skyrim your character comes across many themes such as fear happiness and hope he portrays these themes through the missions that you complete and the little tasks that you under take by helping people live there lives, also by joining factions and armies you can save the land of Skyrim and bring hope and destroy the fear that once gloomed over the land. The games genre is RPG this is shown because your character can explore the entire world and take on multiple missions whilst on the hero journey this shows that it is a RPG because you play as a character that must complete tasks and missions and become the hero. the game is also a single player experience as the game is detailed too much to be multiplayer and also it hasn't detailed any aspect of it featuring multiplayer modes. Skyrim only demonstrated that it has one game mode which is single player and for a game that is so big and so detailed I wouldn't expect it to have anymore than that in the games engine. Also from what the elder scrolls series has done in the past it shows that the game will not have anything detailed through a multiplayer. the gameplay shows two different perspectives during the video, these two perspectives are first and third person. this is a very good idea for people playing the game as some people have difference preferences and like the game to be played how they are use to in other games, and from the look of the game it is very easy to change this perspective and is fluent when you need to change it between First and third.

Task 2

 


Task 3


this is the main menu that would be in my game they have different navigation to different and setting that are in my game. the thinking that was in this idea is that i thought that every game needs a good and well designed main menu instead of just 3 buttons where to are useless i designed it so that it would be easy to navigate and well designed for good and effective use.

this is when my character attack the Aberisk facility to destroy there machine which sustains there power. this level will detail the destruction of the Aberisks and show the struggle that the character has gone through to get to this point and the hard decisions he is going to make in this mission with regards to destroying or keeping the Aberisks at large.

this is the first mission from my game. in this mission the character will be learning the basic of all the things that he can do in his arsenal. also you will be finding out about the world and the enemy you are going to face.

 
this is one of the ending that you can get in my game. this ending details the city being destroyed by a nuclear bomb. this happens because the player chooses to pick the worst outcomes for you in the game and will ultimately give you an awful ending and a disappointing ending to the game. this is so the player will be encouraged to play again and get the better ending.
 


Task 4

Thursday 5 June 2014

Unit 74 Game Story Development

Task 1

Cave Painting's

cave paintings are paintings that are found on cave walls and ceilings, and especially refer to those of prehistoric origins. the earliest such art in Europe dates back to the Aurignacian period, approximately 40,000 years ago, and is found in the EL Castillo cave in Cantabria Spain.

 An example of cave paintings in a game can be in assassins creed 3 at the very beginning of the game. the doesn't have much of this art but it is an example from the beginning.

Oral Tradition

Oral tradition and oral lore is cultural material and tradition transmitted orally from one generation to another. The messages or testimony are verbally transmitted in speech or song and may take that form.

Oral tradition as a field of study had its origins in the work of the Serb scholar Vuk Stefanović Karadžić (1787–1864), a contemporary and friend of the Brothers Grimm.

Oral tradition in myths is important to have stories passed down from generation to generation by word of mouth as it enables the very young to participate in having tradition and myths handed down to them orally as they may be too young to read or write. Also, I think it socialises the young into the traditions and myths of their culture by listening to them being talked about.


Theatre

Theatre is a collaborative form of fine art that uses live performers to present the experience of a real or imagined event before a live audience in a specific place. The performers may communicate this experience to the audience through combinations of gesture, speech, song, music, and dance.
According to Aristotle (384–322BC), the first theoretician of theatre, are to be found in the festivals that honored Dionysus. The performances were given in semi-circular auditoria cut into hillsides, capable of seating 10,000–20,000 people.


An example of theatre in real-life would be the theatre that is shown on the west-end or on Broadway two of the most famous places that still do what is known as classical theatre.


An example of theatre in a game is at the beginning mission of assassins creed 3 where Haythem Kenway go to the theatre to watch a show only to find out that his true intention is to assassinate a target.

Text
Literature (from Latin litterae (plural); letter) is the art of written work. The word literature literally means: "things made from letters". Literature is commonly classified as having two major forms—fiction & non-fiction—and two major techniques—poetry and prose.

Literature may consist of texts based on factual information (journalistic or non-fiction), a category that may also include polemical works, biography, and reflective essays, or it may consist of texts based on imagination (such as fiction, poetry, or drama). Literature written in poetry emphasizes the aesthetic and rhythmic qualities of language—such as sound, symbolism, and metre—to evoke meanings in addition to, or in place of, ordinary meanings, while literature written in prose applies ordinary grammatical structure and the natural flow of speech. Literature can also be classified according to historical periods, genres, and political influences. While the concept of genre has broadened over the centuries, in general, a genre consists of artistic works that fall within a certain central theme; examples of genre include romance, mystery, crime, fantasy, erotica, and adventure, among others.
Important historical periods in English literature include Old English, Middle English, the Renaissance, the Elizabethan era of the 16th century (which includes the Shakespearean era), the 17th Century Restoration period, the 18th century Age of Enlightenment, the Romanticism of the early 19th century, the later 19th Century Victorian, and 20th Century Modernism and Post-modernism. Important intellectual movements that have influenced the study of literature include feminism, post-colonialism, psychoanalysis, post-structuralism, post-modernism, romanticism, and Marxism.
Film
A film, also called a movie or motion picture, is a series of still images which, when shown on a screen, creates the illusion of moving images due to phi phenomenon. A film is created by photographing actual scenes with a motion picture camera; by photographing drawings or miniature models using traditional animation techniques; by means of CGI and computer animation; or by a combination of some or all of these techniques and other visual effects. Contemporary definition of cinema is the art of simulating experiences, that communicate ideas, stories, perceptions, feelings, beauty or atmosphere by the means of recorded or programed moving images along with other sensory stimulations.
The process of filmmaking is both an art and an industry. Films were originally recorded onto plastic film which was shown through a movie projector onto a large screen; more modern techniques may use wholly digital filming and storage, such as the Red One camera which records onto hard-disk or flash cards. Films usually include an optical soundtrack, which is a graphic recording of the spoken words, music and other sounds that are to accompany the images. It runs along a portion of the film exclusively reserved for it and is not projected.
TV
Television storytelling is when something is aired on the television telling you a story either of current events or something that may of happened in the past.
Television story telling has been around since the very creation of the television in the early 1920’s when they became available to the public.
Storytelling in TV can come in many different forms such as the news where it explains the stories of that particular day, documentary where the story of a specific place and time is chosen to tell the current events in the style of a documentary of that place and a soap or TV show where the story continues each week until it has ended or been cancelled.
Television (TV) is a telecommunication medium for transmitting and receiving moving images that can be monochrome (black-and-white) or colored, with or without accompanying sound. "Television" may also refer specifically to a television set, television program, or television transmission.

The etymology of the word has a mixed Latin and Greek origin, meaning "far sight": Greek tele (τῆλε), far, and Latin visio, sight (from video, vis- to see, or to view in the first person).
Commercially available since the late 1920s, the television set has become commonplace in homes, businesses and institutions, particularly as a vehicle for advertising, a source of entertainment, and news. Since the 1950s, television has been the main medium for molding public opinion. Since the 1970s, the availability of video cassettes, laserdiscs, DVDs and now Blu-ray Discs have resulted in the television set frequently being used for viewing recorded as well as broadcast material

Task 2 and 3

Game Story:

the story starts with the character waking up in a lab confused and dazed with men looking over his body the character hears a few words '' give him 50cc of Epinephrine'' the character then passes out he wakes up days later not knowing what happened but only remembering himself a few days before. strapped to a chair he rips the buckles off and runs in a panic whilst know one is there. he runs to the light gleaming through the doors and swings them open there stands people and guards they try to apprehend him but fail he runs off into the distance confused, scared and not understanding why he is where he is.

My game is about a man that had recently died and was brought back using a new programme called the Lazarus vector a secret government experiment that was created to form a new android human to advance human engineering. the experiment works but the man escapes the facility with new upgrades and being more powerful than any human he has to be captured. the main character has no idea of his past and nothing of why they want to contain him.

Along his journey he needs to learn who he is and why he is transformed into an android, he will meet new people along his journey to be free and learn of his past. During his journey he will encounter many life changing decisions that will test his humanity and change his fate to leave or be killed in this destructive and corrupt city.




Presentation and Feedback



Thursday 24 October 2013

Visual Styles


Visual Styles:

World:

Terrain – 

Terrain is used as a general term in physical geography, referring to the lay of the land. This is usually expressed in terms of the elevation, slope, and orientation of terrain features. Terrain affects surface water flow and distribution. Over a large area, it can affect weather and climate patterns.

Architecture –

is both the process and product of planning, designing, and construction, usually of buildings and other physical structures. Architectural works, in the material form of buildings, are often perceived as cultural symbols and as works of art. Historical civilizations are often identified with their surviving architectural achievements.

Objects –

An object is a location in memory having a value and referenced by an identifier. An object can be a variable, function, or data structure. With the later introduction of object-oriented programming the same word, "object," refers to a particular instance of a class. In relational Database management an object can be a table or column in a relational database, or an association between data and a database entity (such as relating a person's age to a specific person).

Player Characters:

A player character or playable character (PC) is a character in a video game or role playing game who is controlled or controllable by a player, and is typically a protagonist of the story told in the course of the game. A player character is a persona of the player who controls it.

Player Actions:

Non-Playing Character (NPC’s):

A non-player character (NPC), sometimes known as a non-person character or non-playable character, in a game is any character that is not controlled by a player. In electronic games, this usually means a character controlled by the computer through artificial intelligence. In traditional tabletop role-playing games the term applies to characters controlled by the game master or referee, rather than another player.

Feedback Interface:

Visual feedback is extremely important in User Interface Design. It tells the user what’s happening, or what’s going to happen next, and without it the user is left guessing or frustrated. In reality buttons, controls and objects react to our interaction, so this is how people expect things to work

 Perspectives:

2D –

The perspective of 2D is so that the player can only see everything in that game world as if it was created from paper and to only ever see that one side of the 2D image.

3D –

A 3D perspective is a view in which the player can see a 3 dimensional model of most of the objects in the gaming world and is able to move around these objects and most of the time is able to also interact with the objects.

First-Person –

First person perspective is the view of the player through there eyes so that you can fully understand and see everything that the player in that game can see. An example of this would be call of duty, because from the outset the entire game in set in the first person perspective.

Third-Person –

Third person perspective is the perspective of the character outside of the body. This is the view of the character from behind as if you were looking over there shoulder. Games like assassins creed have this perspective because of the free-running function and the fighting style in the game.

Scrolling –

Scrolling is the view of one angle throughout the game. This angle does not usually change from the beginning of a game to the end it is a lot like 2d but instead you can only move forwards and cannot back track through the game.

Aerial –

Aerial view is the view seen from the sky or as if you were in a helicopter looking down onto yourself. An example of this would be the first grand theft auto game were you could only see everything from an above angle.

Context-Sensitive –

A context sensitive user interface is one which can automatically choose from a multiplicity of options based on the current or previous state(s) of the program operation. Context sensitivity is almost ubiquitous in current graphical user interfaces, usually in the form of context menus. Context sensitivity, when operating correctly, should be practically transparent to the user

Writing Strategies

Representation and Emotional Themes in Story Design


Representation and emotional themes in story design:

Characterization:

Characterization is the concept of creating characters for a narrative. It is a literary element and may be employed in dramatic works of art or everyday conversation. Characters may be presented by means of description, through their actions, speech, or thoughts.

Stereotypes:

Gender:

Gender stereotypes are simplistic generalizations about the gender attributes, differences, and roles of individuals and/or groups. Stereotypes can be positive or negative, but they rarely communicate accurate information about others. When people automatically apply gender assumptions to others regardless of evidence to the contrary, they are perpetuating gender stereotyping.

Ethnicity:

An ethnic stereotype is a simplified and often misleading representation of an ethnic group, composed of what are thought to be typical characteristics of members of a given ethnic group. These images of a particular group are used to communicate underlying messages about status, society and cultural norms.

Symbolism:

Gameplay Models and Gameplay Features