Wednesday, 1 April 2009
Also after reading the first link about how after imagining an idea most people skip straight to the creating it part of the process. However if there was one thing i learnt from college was never skip the in between steps as these are crucial to refining and improving your work. I think that this is how I learn what looks good and what looks bad by using those steps and i think that that is what the first link is saying-by skipping those parts and not "reflecting" on your ideas you loose quality.
However like it said in the task layout thinking more clearly is an essential life skill and i think that for me this is one thing i will have to work on, as i think that my work, especially the projects for Chris, can become easily distracted and go off course
I also would have liked to have read the other two links but I'm at a library and because its quite shit it won't let me.
Tuesday, 17 March 2009
So creativity part two well i er don't know where to go from the last time.
well i suppose since last time, we had that talk on creativity, and i also found out that without meaning creativity is non existent, it can also be belittled by others and therefore ruined which I'm sure is what that guy from the video was talking about when he was saying that school education has ruined creativity. Which i agree with in some aspects, i mean if the a child is seen to be good at art by the teacher then their art will be put on the wall. I remember on more that one occasion some children in my primary school class had their work put up and other children when they asked about their work were actually told that theirs wasn't as good as the displayed work which is probably where he was coming from.
He also said that "children are being taught out of creativity" i also agree with this as I wasn't really taught how to draw by any of my teachers but as i said above i was told when a picture was "wrong" through my grades. A "better" picture would get a better grade. So that pretty much taught me how i shouldn't draw, not how I should.
I believe that creativity can be shown in many different ways, like i said in my last blog, i think that u don't really need to draw to be creative and that art is not the only output or conduit of creativity. However ideas can be creative as well but i think that its what u do with the idea and how u present it, in your head creative thoughts are pretty much pointless.
I have to apologise again that this isnt as long as id have liked.
Now I know that most people who have come through this course have always said the want to go into game design, making games and the such like. Now don't get me wrong i do too but there are other things i want for my future too.
I don't just want to go into a games company, I would be happy in most jobs, and grateful. I would be more grateful if the job i did get was in the industry i had trained for 3 years to be in, but a jobs a job, i suppose.
I however also want other, non job related stuff like a family, i mean Ive always thought that its quite pointless having a career if your going to die alone, wow that's quite morbid but that's how i feel, and since this blogs about careers, i wont keep talking about it.
Drawing for me has always been very important and as far as i can remember all I've ever really done is draw and sketch, also all I've ever really wanted was to draw for a living.
when i was younger i remember saying that i wanted to be an artist and this course is just me narrowing that fields of work down.
So i suppose in all, i would love to ultimately end up in a career which involves drawing, but i suppose the recent times any job is something to be grateful for.
and I'm sorry if this blog hasn't been as long as some of the others but this subject of "the future" scares me a bit.
Thursday, 5 March 2009
Thursday, 26 February 2009
However just before joining this coarse when i was still deciding whether to stay at Stephenson's or come here i read in the paper that Eidos were complaining about game art students, claiming that they we rent experienced enough when they got to industry, and they also claimed that most game art courses were a joke. naturally this scared me a bit and i was even more unsure about where to go. After coming to an opening day and to my interview, where i was able to view the work of the students here and speak to them, my mind was set at ease.
This was before the recession of course and now i am getting worried again, this might not seem like its got noting to do with "demand for game art courses" but it does. I suppose if your not on "the right course" or a coarse that's got connections to industry, then you may not prosper after the recession ends and its time to get a job.
I can see the high and low points to wanting highly trained graduate artists or programmers and creative individuals with a good Liberal Arts background.
With a trained background employers are more likely to get people who know what they are doing with the programmes, like 3ds max. But with the creative arts background employers are more likely to get more creativity in their employees, and with better skills in the drawing department.
I would say that better drawing skills are probably better to have than the programme skills, as most people can learn the programmes in a few weeks. I suppose its a good thing that this coarse teaches drawing and modelling.
Sound, I find is one of the most useful tools in the entire game in creating atmosphere and tension etc. It is also useful to set the mood of the game for example the music for the Sims *shudder* will be completely different to Manhunt.
I’ve also found that some games use sound to tell u something as well. Again in manhunt when your "spotted" the music changes to tell the player. Again in Devil May Cry 3 the game doesn’t have music until the fighting starts.
Other games like Soul Reaver have music all the way through like background music. This works well only if it’s not off putting to the player. this also applies to the other games above if the game is tense like manhunt then permanent background music is not a good idea, unless it blends in, (which is why I think that soul Reaver is such a good game, as it manages to be quite dark and not have off-putting background music). But if is light-hearted like the Sims or other games like animal crossing then it is better and adds to that games charm or appeal.
Unfortunately I’ve never played on Halo so I haven’t heard the music that Nile Rodgers/Bernard Edwards created so I can’t comment on it personally. However this extract taken from http://www.apbspeakers.com/resources/speakerpdf/1002111.pdf seems to suggest that those pieces of music were quite important: Today, Rodgers finds himself at the helm of the next craze: the rapidly growing video game soundtrack industry. Recognizing that music is becoming "as integral to the game experiences as soundtracks are to movies," Rodgers is the go-to guy responsible for recent hits such as Microsoft Xbox’s Outlaw Volleyball, and Halo, along with the next pop phenomenon, Halo 2, being released in April, 2004.
This extract also suggests the same thing:
Nile is also the first African-American to own his own music distribution company – Sumthing Distribution. Sumthing recently formed a joint venture with Bungie and Microsoft and released the soundtrack to “Halo Combat Evolves”. Sumthing is now a leader in the distribution of video game soundtracks.
So basically now, probably because of that soundtrack his music distribution company is a leader in that field so the halo soundtrack must have been good.
Wednesday, 25 February 2009
"A game engine is a software system designed for the creation and development of video games. There are many game engines that are designed to work on video game consoles and desktop operating systems such as Linux, Mac OS X, and Microsoft Windows. The core functionality typically provided by a game engine includes a rendering engine (“renderer”) for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, and a scene graph. The process of game development is frequently economized by in large part reusing the same game engine to create different games."
This basically translates into what you run your models through to make them playable, or to make the characters playable etc.
I have limited knowledge of game engines, actually id didn’t even know they existed before this course
This explains (almost) basically what a game engine is:
The game engine is generally the library of core functions used in the game, usually related to graphics, input, networking and other systems.
Another explanation of the game engine is taken from this website: http://www.gamecareerguide.com/features/529/what_is_a_game_.php
This extract explains that the game engine is basically the component that brings the game to life i.e. the animating objects/characters, loading screens and displays and "collision detection between objects".
Also according to some of the second/third years and heather the game engine is also where your mistakes when modelling are found, when for example two faces and overlapping etc.




