Research conclusion: Serious Games

If you’re interested in some research about ‘serious games’ I’ve posted it in my online work book which includes a project brief, some game analysis, research (academic – sort of) and steps on how I programmed my prototype.  Link to workbook

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I regret these colours, so, so much.

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The Definition of Terms

This week I researched different commonly used terms used in the study of game design and game development. The task was to find two different meanings to commonly used terms that are often differently viewed between different people, and then define them myself. I found Chris Crawford’s writing ‘The Art of Computer Game Design’ the most relatable of all the sources I looked at. He himself understands that in order to understand games and game design, you must determine what the word ‘game’ means (Crawford, 1982). From his writing and others (which I will mention shortly) I was able to recognise my own interpretation of these terms.

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NZGDA – 7/10/15 – Game Design

This month at the meeting we discussed game design with the creator of Tallowmere. I enjoyed the presentation and how honest he was about his process. The one mechanic in the game that stood about to me by a mile was the integration of  player choice with the difficulty. Instead of adding level choices at the start (easy, medium, hard etc) he added a pile of kittens that you have to sacrifice in order to be stronger. I thought that mechanic was what made the game really stand out and become something i’d like to play. In my opinion a simple creative and unique mechanic like that is what takes a game from being average – to being great.

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Women in Games

 

I attended the NZGDC 2015, and learnt so much about the industry. With speaking to Dean Hall – meeting people from studios and the talks, I feel like it was a great benefit and I was glad I could go. I spent most of the time listening to the design talks – although I thought I’d be interesting in the indie and art talks, design was the most interesting to me. I found a passion for level and UI design that I never had before – which is great.  I feel these events are encouraging more and more of my passion for game design every time I go. I also got to learn more about the UI for Into the Dead – a mobile game I really loved before I even knew it was a NZ made game.

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Chris Crawford on Interactive Storytelling

Artists and engineers as cats and dogs: implications for interactive storytelling.

I choose to look into this chapter as collaborating with other artists and developers is something I’m coming across more and more as the years go on.

Crawford states clearly the divide between programmers and artists and how it needs to be resolved in order to achieve a good story. In order to do this he says that programmers or engineers must make a solid effort to create tool for the artists that meets their needs. It also helps to learn some of the artists terminology. Artists must learn the basics of algebra, and must coherently express their needs to the engineers. Most importantly the artists and engineers must have mutual respect for each other.

ANALYZING THE RESULTS

How can we analyze the experiential outcomes to inform your practice or measure it’s success? I want to know if people playing the game can pick up the gameplay from the start. If they don’t understand what they have to do within the short time they’re playing it then it won’t be an engaging experience.We can find this out by playtesting vigorously with people who aren’t aware of what the mechanics are. It’s a short time-frame people will be playing so we want them to pick it up as soon as they start.

Output Reflection – I am the Rivers

This week my task was to ‘Create chosen trees in 3D using the low poly style from style sheet’.

I basically looked at the style sheet and started to grasp an idea of how its suppose to look, then started a couple trial models to see what I could come up with. I also wanted to make sure I address any technical issues before the deadlines creep up.

  • I was able to explore the different styles of low poly in order to refine a distinctive design.
  • The ideas I had are different to my groups, I need to change my modelling style direction.
  • Communication may be a big hurdle, the ideas getting across clearly and whether technically I can create from these ideas.

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