Thursday, 20 November 2014

SELF EVALUATION

­­NORWICH UNIVERSITY OF THE ARTS

UNDERGRADUATE STUDIES

STUDENT SELF-EVALUATION FORM


Stephen Abbs
                                                                                                                                                      
Student Name:

BA 1: Fundamentals 1

Unit title, number & credit rating:          

Lothar Zhou and Nigel Potter
Tutor(s) Name(s):

20/11/2014
Date:                                                     


Please think carefully about how well you achieved the Learning Outcomes for this unit and write down your strengths, weaknesses and opportunities for future development for each one.
1.   LO1: Show an awareness of the basic concepts and principles associated with your subject.
Strengths:  Strong awareness of the concepts in relation to the course with more than a basic understanding of requirements for the project.
Weaknesses: In my opinion I didn’t use the library resources enough and hence relied too much on digital resources.
Opportunities: I used the museum as a strong resource for the project, but I could have obtained books from the library as physical copies to work from. 
2.   LO2: Demonstrate the skills required for researching, interpreting and presenting basic ideas and theories around your subject.
Strengths: Looked in great detail at relevant subject matter for my concepts. I felt that I had a very strong understanding on the good and the bad and areas for improvement.
Weaknesses: Often struggled to find enough ‘reliable’ information to work from.
Opportunities: Once again use more of the library and other physical media for research.
3.    LO3: Demonstrate a basic understanding of the materials and processes associated with your subject specialism.
Strengths: I used different materials during this project, including both digital and traditional methods.
Weaknesses: I could have gone into more detail in terms of technical aspects during my study
Opportunities: I could have used different mediums in my work. Also spend more of my own time in practicing different techniques so I can work more efficiently.
4.   LO4:  Communicate the development and outcomes of your work clearly and effectively to others.
Strengths: I often posted my work online to show others, as well as this I always showed my work during crit sessions.
Weaknesses: I think that if my written communication was stronger then I would have been able to give peers better feedback but also be better at describing and sharing my work during crit sessions as I struggle to stand in front of others.
Opportunities: Practice and try to get better at both written communication and presenting.
Overall Action Points: (to be discussed and agreed with tutor)
I need to spend more time practicing in my spare time so that I can work better and more efficiently.
Overall I need to get better at communicating with my peers in both written and presenting, overall I need to improve my confidence in both myself and in my work.

Signed (Student) Stephen Abbs.......................... Signed (Tutor):.................................................. 

CS ESSAY - HOW DOES 'JOURNEY' CREATE MEANING FOR THE PLAYER?

How does ‘Journey’ make meaning for players?

Games in general are very important in today’s world. In this essay I will discuss my research into ‘Meaningful play’ in ‘the rules of play’ by Katie Salen and Eric Zimmerman [2004] and relate it to my game of choice, ‘Journey’. In this document they describe what is meant by ‘meaningful play’. Before we get into that, what defines ‘play’? Well it is defined as: ‘engaging in an activity for enjoyment and recreation rather than a serious or practical purpose.’ In terms of playing games this isn’t too farfetched as games are almost entirely there for entertainment purposes. Zimmerman says ‘play doesn’t just come from the game itself, but from the way that players interact with the game in order to play it’. Does this give a game meaning? If so, what is ‘meaningful play’? In this book they define it as ‘meaningful play emerges from the relationship between player action and system outcome’ and furthermore ‘creating meaningful play is the goal of a successful game design’. Essentially what they are saying is that a game only has meaning if there is a sense of interaction. Furthermore, the more choices, events and changes you can make to a game story through sophisticated interaction, the more meaning the game will have. But surely meaning is more than just interaction? Well, let’s look at game content itself. There are many things that make up a game, for example aesthetics, mechanics, audio and its contextual framework. All of these things add to the meaning of a game.

So… How does all of this relate to my game of choice ‘Journey’? Journey is made by ‘That game company’ in 2012. As an overview of the game, it is very short and very simple but at the same time it has a lot of meaning. You play as an unnamed cloaked traveller through a barren arid world, you have one task, and that is to get to the summit of the shimmering mountain. This game is linear but also offers the opportunity to explore and enhance your game experience, this is done through hidden murals and symbols that when lit up tell the story of your ‘journey’.

In terms of Audio and visuals it won many awards including a nomination for a Grammy in 2013. The character itself is very different and intriguing. In Tracy Fullerton’s [2008] Game design workshop’ (page 33) it says ‘players are attracted to pure abstract challenges’. This is one of the reasons that ‘Journey’ won so many awards for its graphics, purely because the aesthetics are so conceptual and stylised, the visuals themselves are based upon a ‘Japanese garden’. Additionally when it come to the audio within this game the music fits perfectly, but something unique about the game is that there is no dialogue or text. The only interactional feedback the player gets from the character is a musical note which you can use in the game to connect with other features. This therefore creates meaning because the developers expand and covey the story without the use of dialogue or text. This is very important when it comes to the developers striving to gain emotion from the game because they multiplayer aspect is very unique, it is a seamless interaction with another player from which there are no gamer tags, voice or text chat, the only form of communication is the small bleeps that the characters give out. The game uses simple yet captivating visual imagery and sound to create an emotional connection and meaning for the players.  

Throughout the game the player collects floating banners that act as resources. By Interacting with these, the trailing scarf worn by the character grows in length, allowing you to float and remain airborne for longer. In a simple way, it is a form of ‘levelling up’, just without the numbers. This further creates more meaning in the gameplay as the player can gain abilities through acquiring these resources.

Another valuable asset you get in games is conflict, although in journey it’s not an action packed ‘Agon’ game there are still some aspects of conflict at play. For example instead of PvP, you are constantly fighting the environment. Later as you progress through the game there is a snowy environment, you have to time your moves perfectly to stop yourself from being blown away, and this means that overall as you progress through the game it becomes more and more challenging. Even though within this game there isn’t very much damage to your character, there are still consequences. For example the hostile stone creatures do not kill you but damage your abilities as in the players scarf will become damaged and shorter, hence you have to try and stay hidden to avoid them. The other way to think of this is that the lack of ‘conflict’ within this game detracts itself from the meaningful play, purely because it makes the game too easy and the lack of punishment for doing something wrong or badly. The game itself is as a whole quite challenging but without the aspects of having to start again or restart levels it decreases the meaningfulness of the play.

During the development of the game they tried to design it like a ‘Japanese garden’. The minimalism within this is to make the game feel intuitive to the player. It leaves room for the player’s imagination but also so they can feel a sense of wonder within the game. Jenova Chen the founder of ‘That game company’ based there entire game around emotion, and took 2 more years than originally scheduled because they wanted to get the sentiment within the game perfect. During his D.I.C.E speech, at 35 minutes through he claims ‘using that interactivity, freedom and movement to emphasize the emotion really worked out and played off at the very end’. He then supports that be stating that 3 of the 25 testers for the game actually cried. This further proves that the play is extremely meaningful and makes a very good connection with the player on an emotional level.

In conclusion Journey is an extremely well put together game and above that the gameplay does have a lot of meaning. It achieves meaning in multiple ways, for example the aesthetics, mechanics, audio, interactivity, multiplayer, atmosphere, conflict and most importantly the emotions that it gives out. This game generates an abundance of meaning for the player purely upon these basis and relating back to ‘The rules of play’ it states ‘the goal of successful game design is the creation of meaningful play’. From which ‘Journey’ does perfectly though all of these different factors within the gameplay.


Bibliography

Fullerton, T., Swain, C. and Hoffman, S. (2008). Game design workshop. Amsterdam: Elsevier Morgan Kaufmann.
Tekinbaş, K. and Zimmerman, E. (2003). Rules of play. Cambridge, Mass.: MIT Press.
Jenova Chen "Theories Behind Journey" - Full Keynote Speech (2013) http://youtu.be/S684RQHzmGA



REFLECTIVE JOURNAL

Reflective Journal

Week 1

To start of this project I have decided to indulge into iron age Britain and researching about the era, as I originally knew pretty much nothing about the iron age other than the time period I had a lot of research to do. I started off with a general search of the era and discovered a few things, for example what they looked like, what they did and how they lived.
After reviewing my first set of research I decided to refine it in relation to the tinderbox. I started that off by looking at warriors and soldiers. I then soon discovered Boudicca who was the leader of the Icini tribe and how she tried to go against the roman invasion. This had me very interested and immediately wanted to do a native female warrior inspired by Boudicca.

Week 2

This week I decided to start on my silhouettes. I started doing these by giving myself 10 – 20 seconds each. After I had done half a dozen I realised they were looking too much like ‘people’ so I then shortened the time period for each and progressively they started to end up looking like scribbles. Which I thought is a good thing, this means that the ideas that I would get from them would be less generic and more interesting. I have now finished all of my silhouettes and you can quite clearly see the progression as they are done in multiple different styles, brushes and how long I spent on each.

Week 3

This week I really needed to catch up and so I looked at all of my silhouettes and picked 4 that I liked, from these I did paint over to try and make them look like something. From the 4 I had I really liked one of them and so I started to develop it, still keeping in mind my female warrior I created a line drawing, keeping to my research on clothing and the aesthetics of the people. From this I started to develop it further and add value to it. So from this point I now have a character idea! I am now much happier with my progression.

Week 4

So continuing on from last week’s crit session I have now started to do my iterations and start to bring my character to life a bit. I started off by doing a variety of different clothes and costumes for my character. With the clothing now chosen I am now moving onto weapons and assets, accessories and all that. First of all I needed her to be armed, started off with axes, clubs and a shield as they were popular weapons of that era. Furthermore long bows and spears were also used. So through the creation of multiple different types of iterations for her weapons I have decided on giving her a spear and a shield, but I am not quite sure on whether to give her a bow and or dagger yet.

Week 5

So this week I have finally started working on my final character piece and her model and character sheet. My character has started to come to life and I am very happy with how it looks, with Lothar’s help and advice from last week’s group crit my character is now done. From using my final as a reference I started and finished my model sheet and have now started her character sheet, I have created her movements for using her bow and throwing the spear. Furthermore I have been advised to start my line drawings for my environments.

Week 6

My character sheet, model sheet and final character are all now complete so I can now start to focus on the environment pieces and their finals. Furthermore we have now been set our essay for CS ‘meaning of play’ so this is going to be a very busy weeks up until deadline!

End of final week

Everything is now done and finished ready for submission tomorrow!


Wednesday, 19 November 2014

LIFE DRAWING

Life Drawing

People sketches

I will openly admit, i am terrible at drawing people. But here we go, as part of our personal study every other week we have a life drawing session. The first 2 weeks we spent in the drawing room sketching models with a variety of materials. Most of mine are all done with pencil or charcoal. 








The Museum

In the most recent life drawing session we went to the castle museum. I found this far more enjoyable and actually had a fun time. Our brief was to look at the taxidermy collection and draw 'monsters' by picking at least 2 different animals and merging them together.  

For this I decided to merge together a Dear, Penguin and a Snail. Yes i know, sounds stupid but here it is. 


I actually really liked this concept of merging animals, but by sticking to the penguin with antlers i went home and in my own time created this digital paint. I was really happy with how it came out, its quite wacky and would make a great Christmas card. 




CHARACTER ENVIRONMENT FINAL PIECE

Character environment final

This is my final piece for my character, this piece connotes mystery within the character.


Wednesday, 12 November 2014

ENVIRONMENTS

Environment progression

Line Drawings

I thought of the line drawings almost as the equivalent to the silhouettes, i gave myself 2 - 3 minutes to make some really quick environments without reference and see how they came out, the 2 that i originally liked was the 2nd and the 4th ones.

1

2

3

4



Value sketches

After completing the line drawings i went straight into giving them value and lighting, for this i used a big black brush but turned down the opacity as this made it easier to show lighting in the images. I have learnt that the background and or the subject needs to be lighter than the foreground, also i wanted to almost add a frame to the images using this technique which is probably why i like the 2nd one the best as it has both a background and a foreground, using the twisted wood around the edges as a frame and making it very dark around the edges.

1

2

3

4

Colour 

I wanted  to stay very basic with the colours but as well as this the iron age was a very gloomy period and so i didn't use and bright, vibrant or high contrast colours, also its Britain. These aren't detailed and made with a very small range of colours because i want to leave room for change when i go to develop one of them further.









Idea for final

For my final idea the piece that i am going to further develop is number 2, this is because i really like the perspective and the framing of it. As the character needs to be in the piece as well i think it will work well if i have her walking into the woods (facing this way).


























Tuesday, 11 November 2014

CHARACTER SHEET

Character sheet

I will probably go back and finish this. This was a very difficult task for me as i cant draw faces, s other next move for me was to make them like a cartoon. On the brief for are character sheets they said it would be similar to the model sheet in the fact that we don't need to add value to the designs, these are just used to get a basic understanding of the atmosphere around the character and to show modelers and animators how the character moves. In this example i have shown how she uses her spear and long bow.



If i have time at the end of this project i will go back and add more/remake the faces.

Monday, 10 November 2014

MODEL SHEET

The model sheet

My character has a lot of different assets and items, so showing this for modeling wasn't easy.



CHARACTER DEVELOPMENT


My character

When it came to designing my character i started by doing paint overs of my original line drawings i got from my silhouettes. While i was happy with the design at this stage there was a lot that i needed to change, especially the style. The step between this current idea and my final meant that i needed to a wide variety of the assets and get rid of all of those black lines that made it look almost like a cartoon.



After much thought i have decided that i want to implement a long bow to my character. This will mean i will need to make some changes to my design for example an arm guard and arrow sleeve.

Final Design (Almost)

There are still some changes that i need to make to my character to make it into the finished article but i am very happy with this. I have now spent a very long time developing this character and am now getting pretty sick of it. The changes that i made between this and the previous one is added the bow, strap and arrows. As well as this i have strapped up her right arm (bow arm) as else it would be impractical to have it loose. Furthermore i have gotten rid of the helmet as i think it looked stupid but also it looked far too viking for my taste, but generally looks better without a helmet. Also i have removed the right shoulder protection to increase flexibility in her bow arm. Lastly i have brought her shirt in across her chest and added a pendant. This pendant is a gold coin as they intertwines with both my research as gold coins were a popular form of jewelry but also links with 'The Tinderbox' story.










ITERATIONS


Weapons

The next stage for me was to decide what she was going to hold or use. I started off by doing a wide range of primary weapons. In my mind i already knew that i wanted her to have something in combination with a shield. After i finished these top 5 i decided that i would like my character to have a spear.


As you can see i also did some designs for a shield as well as 2 different long bows. I am not entirely sure if i want my character to have a bow yet but i am just jotting down some different ideas.

From the idea of having a spear i then went on to do more iterations for different designs for the tip. I really liked the designs 1, 2 and 6.

By taking the ideas from all 3 i decided to come up with this. I wanted to create something different and not generic and so i took number 2 and flipped the right hand side. In my opinion i think this works really well.



Face

I had a decent understanding of what i wanted her to look like but i did some research into hair colour and war paint. The two most popular hair colours were brown and ginger. Furthermore i looked into paint and they used very earthy colours, or blue. Males often had big swirls on there body but as my character is female i decided to have face paint. By mixing up all of these variables i decided that i was going to use ginger hair and blue war paint.







ITERATIONS - CLOTHING

Iterations Part 1

At first i struggled to think of ideas and also where to start with my iterations. I thought i'd jump straight into the deep end and look at costume and clothing. By using some references and looking at interpretations of what they thought that they would have worn in the iron age i decided to make some very quick color paints. These are not very detailed but i just wanted to have a good idea on what i was doing.

As you can see at first i stuck to the more traditional Celtic looking designs with long color dresses and robes and then went onto more heavy leather, wool and animal skin coats and shirts

My favorite design was the last one that i did, so i went on and further developed it wit annotations of what it consisted of.







DRAWING FROM SILHOUETTES


Stage 2

The next step for me was to try and make something out of these silhouettes. To do this i picked my favorite detailed silhouette which is the one below and try to get something from it.


By doing a paint over and a few changes from references and incorporating my clothing iterations i came up with this line drawing. I was immediately quite happy with the result.


After this i decided to add some value to the character, so see which bits are lighter and darker but also so i have a better understanding of what she looks like as well as being able to easily distinguish different items and assets.



MOOD BOARD

Mood Board

For me to get a reasonable understanding of what it was like back then i decided to do a quick image search and create a mood board of a variety of different aspects. so i have family's, soldiers and houses.





































By making a mood board it also gives me some very good references to work from.

SILHOUETTES


Silhouettes

Our first task was to very quickly jot down some very quick fast ideas. At first i was spending too long on them and they were looking far too much like something generic. So my next step was to just start making things more loose and faster, this meant that i would have some more original ideas for my character.


From this I decided to pick 4 to then try get some ideas from. As you could see i was trying to get some inspiration from doing paint overs of my previous silhouettes.





RESEARCH 'IRON AGE BRITAIN'

Research

I didn't know very much about the iron age before this task other than they were pretty brutal and lived in tribes. So for me the first step was to find out what people were like in that era.

What was it like?

The people of iron age Britain were mostly descended from the Celts. Little is known about who people were but life expectancy was low and most people died as infants. People rarely lived longer than 35- 40 years. After trying to research into what people looked like i discovered that very little evidence from what the people of the ion age wore was preserved. But archaeologists state that clothing was probably derived from woolen or linen shirts and dresses as well as leather armor for fighters. Jewelry however it is a very different story. Coins are often found with peoples names engraved into them. As well as coins women often wore very simple broaches and pins.

Queen Boudica by John Opie.jpg


Tribes

There were a lot of tribes in Britain during this era. More famously the Icini tribe who was ruled by Boudicca and her husband Prasutagus. This tribe existed for nearly 200 years from 100BC to 100AD. It inhibited what is now East Anglia, but mainly in Norfolk. It is probably the most famous tribe because of its uprising against the Roman empire.






Primary Research

In order for me to get a first person understanding of the iron age i decided to go to the castle museum and look at the displays, this would help me a lot for my character design.





















I was very interested at looking into the coins as they were a very popular item in terms of jewelry but also because the tinderbox story revolves around wealth and in this case gold coins. These will all be very useful when doing my iterations.


Bibliography

http://www.britishmuseum.org/explore/online_tours/britain/people_in_iron_age_britain/people_in_iron_age_britain.aspx

http://en.wikipedia.org/wiki/Boudica

http://en.wikipedia.org/wiki/British_Iron_Age









SYNOPSIS

What is it about? 
The Tinderbox by Hans Christian Andersen is a short story based around a soldier. On his travels he meets a witch that sets him an offer. She tells him that within this tree there are three doors and behind those three doors are separate chests which are full of gold silver and copper. She tells him that he can keep all the money he desires as long as he brings her back one thing, a small tinderbox that has been put down there by her grandmother. With the help of the witch the soldier accepts and climbs into the tree finding three chests. Each of these chests were guarded by a different dog. He follows her instructions On how to move the dogs using a handkerchief and fills his pockets with as much copper as he could, then loses it for the silver and finally gets rid of the silver and fills as much gold into his pockets as he could. Upon exiting the tree he asks the witch about the tinderbox. She doesn't tell him why or what the tinderbox does, henceforth he beheaded her. As the story continues he spends his money in order to live a rich life. He eventually starts to run out of money and hence he discovers the magic of the tinderbox. The tinderbox grants him whatever he asks for via the summoning of these dogs. Through this he acquires more riches and carries  on his life. He is told about a princess that is trapped in a huge copper tower and asks the tinderbox to bring her to him. They start to fall in love but her family start to try and follow where she is going at night. Eventually the soldier gets caught and is imprisoned by the king. while he is waiting on his execution he asks a young shoemakers boy to get him his tinderbox. He asks for his freedom and escapes, shortly after this he slays the king and queen and marries the princess living happily ever after as a king. 
My interpretation for 'Iron Age Britain'
My take on this is the soldier is a female warrior exiled from her tribe, she is alone and wanders the land looking for excitement. She is a very strong fighter and seeks quests across the country. This time that she has spent alone has turned her into a very selfish and arrogant woman. On her journey she meets an old woman on the outskirts of a keep. After being told about these riches she takes all the gold she can carry and brutally slays her. Keeping all the gold and importantly 'The tinderbox'. After discovering the power of the tinderbox she grants herself eternal youth and strength. Through her new abundance of money and power she goes around destroying anything in her wake. As a game this would be similar to something like skyrim. The influences for my character came from Boudicca as she was a very successful female warrior in the Icini tribe. 

BA1 - THE TINDERBOX

It's now time for our first project! Our brief asked us to read a short story called 'The Tinderbox' By Hans Christian Anderson. After this each person was given a separate time period to base their work upon. I was given 'Iron Age Britain'. The task was to take a character from the book to base your work on but sticking to your time period. This project is entirely 2D based work. 
This is the list of work that we needed to complete within these 7 weeks:
· Short Synopsis- A short version explaining the main parts of the story as well as how we plan to interpret it
·100 Silhouettes – These are quick 3-10 second scribbles with just grey scale values. This is to help kick start your imagination by seeing forms within the shapes.
· Character Iteration -This is probably the most important part of the design stage, plenty of variation.
· Model Sheet – side front and back view of character
· Character Sheet -Showing personality, characteristics, expression and movement of the character.
· Environment Studies-These will be thumbnail studies four of each. Colour, greyscale and line drawing. 2 completed environments with character in the scene
· Research Portfolio – all research
· Reflective Journal- Include critiques received and thought process.

· Final Piece – Full character design and 2 environments