Thursday, 5 May 2011

Black Swan film review


After watching countless films so far this year, very few have come as close to brilliance as Black Swan. After enjoying it so much, I thought I would share my views on it with the blogging world. After hearing such brilliant reviews and the inevitable Oscar hype, I was eager to go and see just what all the fuss was about. Going in I had relatively high expectations although I must admit, the idea of a film about ballet was a little off putting, even if Natalie Portman was in the leading role.

To put it simply, Black Swan is the reason I go to the cinema. Films are my favourite media (yes, I do realise I’m on a computer games design course!) and I go to the cinema these days with low to average expectations of what I’ll be watching. Sure, last year produced some fantastic films such as Inception and The Social Network but more often than not, Hollywood churns out complete trash to cater for today’s dumbed down, action seeking audiences. Black Swan, however, gets your adrenaline pumping in a completely different way to fast cars and epic action fights. It evokes every emotion imaginable.

Almost everything about Black Swan can be compared to real, everyday life and while at face value it’s a film based on Ballet, it goes into such depth that it gets into the soul of the viewer. I’m sure you will have by now heard about the basic plot line although for those of you who haven’t, I will outline it below.

Natalie Portman plays Nina Sayers, a professional ballerina that works for Thomas (Vincent Cassel). She gets offered the role of Swan Queen in the upcoming production of Swan Lake, which involves playing both the Black and White Swan. While the White Swan requires an innocent and caring performance, the Black Swan needs to portray sexually charged evil emotions. Nina is fantastic as the White Swan but she struggles with the intensity and pressure of becoming the Black Swan. As the pressure builds, she must change her life and delve deep into her own soul to produce a performance evil enough, which the part demands.

What makes this film so extraordinary is the performance from Natalie Portman and the direction of Darren Aronofsky. Portman is phenomenal and her transition from a kind and caring human being to a sexually charged evil monster is one of the most exceptional pieces of direction I’ve ever seen. It’s a film that plucks at every emotion and its realism is so shocking that it took me days to get over the initial ‘buzz’.

Black Swan is an emotionally charged, rollercoaster ride of a film that will make anyone watching it change their perspective on modern day cinema. It won’t appeal to everyone but I would thoroughly recommend it to anyone that appreciates fine performances and clever, powerful and precise directing. It’s an absolutely superb film that will stick with me for a long time to come. At least there is still a small part of the film industry that can produce a powerful masterpiece like this. 

Wednesday, 4 May 2011

Key Stage 1 game Essay

For our second set essay this year we have been taked to write about the major design issues we faced during the development of our Key Stage 1 game for children. Below is my final essay.

When designing and developing any computer game there are certain elements that must be considered in order to secure a sound product.  Professional writers’ advice for what constitutes a good game varies, but on reading their work it is clear that there is agreement amongst them that a vocabulary for gaming is essential.  Doug Church (1999:pp1) summarises this perfectly when he says,

The primary inhibitor of design evolution is the lack of a common design vocabulary.’ (1)

In his writing, Greg Costikyan (2002:pp26) suggests that the essential vocabulary, and thus the criteria for making a compelling game is to:

‘provide goals, create endogenous meanings, establish a structure, make sure you make the player struggle.’ (2)

His opinion is appropriate for measuring the success of the challenge faced by our own design team when tasked to produce a Key Stage 1 game. As such, it will be used to evaluate the particular issues encountered during the development of the project.

Al and Annie’s History Mystery is a puzzle-based, educational game designed for Key Stage 1 (KS1) pupils (aged 5-7years).

The aim of the game is to progress through a haunted mansion by solving puzzles based on different periods of history. The house is split into five rooms, themed differently, each housing two puzzles. The player must correctly solve both puzzles to advance to the next room. Upon completion, the player must then answer some general knowledge questions to finish the game.

The most challenging aspect of creating Al and Annie’s History Mystery was to make the game appropriate for, and easily playable by, our target audience. Additionally, achieving the correct level of participant challenge or struggle in the game was a key element to its eventual success.  Costikyan (2002: pp28) emphasises this point when he states that ‘challenge’

…is at the heart of any game: you may be able to dispense with fantasy or narrative, but you cannot dispense with challenge.’ (3)

It was clear to the development team from the outset that failure to gauge the necessary level of challenge for Al and Annie’s History Mystery would result in players turning quickly away from the game either because of its difficulty or its simplicity and lack of reward.

To tackle this, it was important to experience a wide variety of activities and games that were already developed for and knowingly successful to KS1 pupils.  By accessing and playing a wide variety of computer games for each of the KS1 curriculum subjects and investigating the preferences and interests of this age group, the team established the ideas that were eventually developed in the final game.

With such a wealth of resources available to this age group a further challenge was to select something appropriate but also relatively new.  Early ideas included a numeracy fishing game, shape identification game and various literacy challenges.  The obvious choice was to create an educational game that would develop a child’s early learning skills.  However, it was immediately clear that games for literacy and numeracy were in abundance and this led the team to select a curriculum area that was under-resourced; hence the decision to select ‘history’ as the main theme.

During the research period, the main things noted by the team were that the games were all bright and colourful, whilst being very simple to understand and play. Tasks were clear and characters and graphics predominantly cartoon-styled.  Most of the games were educational and fun to play. Eventually, the coupling of history, as the main subject, with its wealth of story and characters, with a mystery/haunted house theme was selected as a potentially successful combination to appeal most to the target audience. The potential to include elements of literacy and numeracy were also considered. 

Setting the storyboard for the game was simple enough as it was agreed to select those periods in history that were taught as part of the KS1 curriculum: Egyptians, Romans, 17th and 18th Century. The challenge here was to re-create thematic rooms for our characters to move through and carry out suitable activities appropriate to each time period. Designing these rooms to be colourful, meaningful and historically accurate took up much research time and a considered selection was made of the most appropriate artefacts and settings.

Having agreed the overall concept and structure for Al and Annie’s History Mystery, the next challenge to face was creating the goals and ‘fun’ elements. It is a common mistake to allow one designer’s idea of fun to dictate the design of a game and not consider whether this ‘fun’ appeals to a wider audience.  Noah Falstein (2004:pp1) asks

‘What makes a game fun? It's a question that seems central to the process of making good games. But it's an elusive and subjective question.’ (4)

As the game developed, the issue over the balance of ‘fun’ and ‘learning’ was discussed regularly and tested out on a variety of other users. Ultimately the ‘fun’ formula evolved with the careful selection and winning combination of structure, goals, struggle and meaning.

Initially, the game was to feature questions which the player would need to correctly answer to continue through the game. However, our discussions with a teacher of this age group resulted in a re-think as to how easy it would be for most pupil of this age group to read the text.  It was decided to change the questions to educational puzzles instead. This allowed the game to be more inclusive, as well as being a more interactive and involving experience for the player.  Feedback loops were also considered at this point to encourage rather than demoralise a player who may be having difficulty with a solution.  One such loop was placed and trialled at the final level.  Further development of this strategy could be included after testing with the target audience in the future.

It was agreed that whilst the game was now based largely upon ‘real’ historical events the issue was to design a game that would offer enough rewards for KS1 children to feel involved. It was therefore important to set a degree of fantasy by including elements of endogenous meaning.

Costikyan (2002:pp22) states that this is something that

“…has no concrete, real-world expression, and no value in any context other than the game” (5)

The team had to be select something in order for the

“…game’s structure to create its own meaning”. (6)

Hence, by adding in collectable cookies that could be earned by completing the puzzles the game retained its fun, modern day feel.  To enhance this element, further cookies were hidden throughout the levels, thus developing the struggle element between players and creating the opportunity for re-playability.

During the initial concept designs, I was personally tasked with creating the backgrounds and puzzle art for the game. It was agreed that each room of the house would be set in a different period of history.  My challenge, therefore, was to create a backdrop for each room and select appropriate artefacts to decorate and enhance these. Using the graphical style of other games, such as Luigi’s Mansion, as a base, I designed each room along a cartoon-styled theme whilst remaining authentic to the period of time being portrayed.  The difficulty lay in capturing the elements of each historical period in a way that remained simple but attractive for the target audience and effective and educational for the overall theme.

This part of the task required a lot of research around the historical periods of history.  I made full use of Internet images, but also studied a series of children’s history books from the local library. These were useful in focussing attention on what main historical sources would be best portrayed.  From my initial series of sketches I drew together whole room design concepts to share with the design team.  The fact that little was altered from my own initial designs is some measure of the success of my research and final selections.

In the early stages of the project, when the historical mystery theme was agreed, the name of the game was Haunted History Mansion.  Personally, I did not feel that this was appealing enough and, had the game been a serious attempt at a merchandisable product, such a lengthy title would not have stood out amongst other games.  It was my suggestion to the team that Al and Annie be chosen as names in the title, as the characters would feature greatly in the game. Using the alliterative link would also make them easy to remember.  History Mystery was also my suggestion as it explains clearly and effectively, using rhyme, what the game is about.  Thus, the title, Al and Annie’s History Mystery, was created. Mindful of the fact that, had this been a commercial project it may have needed a follow-up, then Al and Annie have the potential to become the characters for a whole series of games based upon similar themes: Al and Annie’s Maths Mystery or Al and Annie’s Geography Journey could all become future off-shoots.

Creating an appropriate soundtrack was also an important part of designing Al and Annie’s History Mystery. Again, research was done into other KS1 games and spooky television shows to generate ideas on what sort of music to create. Scooby Do, a popular children’s mystery show, was a great inspiration when creating music and sound effects. The haunting sounds used in the show gave ideas on what to create for the right feel to the game. Once the research was completed, sound effects were recorded using everyday objects, which were then digitally altered to give an appropriate effect to incorporate into the game.

Recording the background music for each level was difficult. Having three, separate, main themes for the game required a lot of research into the music styles of each, planned for, period of history. Coming up with authentically sounding, but original, music proved extremely challenging. With the game being aimed at such young children the music needed to be appropriately ‘spooky’ but also fun and lively.

It was essential to make the game appealing to both males and females. In the games used as research, it was a notable common feature that the player was able to choose their own character from the selection provided.  To make our game appeal to both genders, it was decided to create a male and female character, either of which could be selected by the user.  Character creation was an important part of the game to get right if the player was to empathise effectively. The characters needed to be designed in the same cartoon style as the rest of the game but they also needed to be likeable creations. With the target audience being pupils at KS1, young school children were chosen to depict the playable characters in order to help the player relate to what they were interacting with onscreen.

In fully evaluating the design issues faced by the development team, it is important to return to the first quote from Costikyan (2002) and ask, “Did the final game meet the criteria?”  Al and Annie’s History Mystery certainly provides the goals necessary for challenge; has a clear example of a sought-after endogenous element; contains an established and effective structure, and ensures that the player struggles. In every respect it meets the requirements of what might be regarded as a ‘compelling game’. 

To achieve this, the total commitment required from every team member was generated by the desire to question, research, trial and improve every idea plus the acknowledgement that there was, within our grasp, a truly sound product. In conclusion, and on a personal note, I have benefited from the important processes needed to successfully work within a team and of adhering to strict deadlines. From the initial ideas stage, right through to the final product, many design hurdles were faced. Creating Al and Annie’s History Mystery was a difficult but rewarding challenge and I shall use many of the experiences and much of the research findings to aid me in future projects.





Bibliography

Church, Doug. (1999) Formal Abstract Design Tools Gamasutra – http://www.gamasutra.com/view/feature/3357/formal abstract design to ols,php. pp1.

Costikyan Greg. (2002) “I Have No Words & I Must Design: Towards a Critical Vocabulary for Games”.  Proceedings of Computer Games & Design Cultures Conference.Tampere, USA: Tampere University Press. pp22 – 28.

Falstein Noah. (2004) Natural Funativity Gamasutra - http://www.gamasutra.com/features/20041110/falstein_01.shtml. pp1



Word Count: 1,999 excluding bibliography.

Tuesday, 3 May 2011

Group project update

So, after months of work, Al and Annie's History Mystery is now complete! As a development team, we presented the final version of our game to both Rob and Dan today alonside our project managers. We plan on testing out the game at a local primary school in the coming weeks to get some feedback from our target audience.

Tuesday, 26 April 2011

Alloy Wheel 3DS Max

Here is my current progress in making an alloy wheel in 3DS Max. All that's left to do is texture it.


Monday, 18 April 2011

Boston 2011

With two weeks off over Easter, I decided to book myself a holiday to Boston! Having been to America twice before I was looking forward to visiting again, this time to a completely different part. My first trip to the states was back in 2003 when i went to Florida. It was, of course, tailored to tourists which I wasn't particularly keen on. My second trip came in 2005 when I visited Seattle. It is a beautiful city with some incredible sights and is worlds apart from Florida. However, being such a business city it did make it extremely busy and there were parts in desperate need of renovation.

Boston was the perfect compromise of the two cities. Not only was it a business city but it also catered heavily for tourists. Being in New England, some of the views were beautiful and I was thoroughly impressed with the level of care and attention the city had been given. The Boston marathon was also due to get underway as we left which brought in lots of extra media attention.

Some of our activities included, Whale watching, Science Museum, MIT and Harvard tours, History Museum, Trolley bus tours, Harbour Cruise, Aquarium and of course lots of shopping! I would recommend Boston to anyone, old or young.

Friday, 8 April 2011

A-MAZE-ING

Below are a few screenshots of my individual Flash game that we are making for our 'Introduction to scripting' module.


Sunday, 20 March 2011

Pesto's Script

We have been tasked with writing a script for our design methods module. For mine, I have decided to create a realistic story about two brothers who inherit a restaurant. Below is a first draft script for the opening scene of the pilot episode.

Act 1, Scene 1: In the restaurant

INT.  RESTAURANT – MORNING

Lights fade up to show the interior of a restaurant. It is empty of people. There are dining chairs and tables and a small bar. The whole area looks run down. The main entrance is centre backstage. There is an exit stage right to the kitchens.

It is early morning. A car is heard to stop outside. A man and a woman approach the front door and a key is heard in the lock. The door is thrown open. Enter Doug and Claudia, dressed casually. They stand still in the doorway and look around.


DOUG
Welcome to your inheritance


CLAUDIA
It’s your uncle that left you this place and you know if I had my way I would have sold it straight away.


DOUG
(Pushing past Claudia and entering the restaurant)
But this business has been in the family for forty years and the least we can do is see if we can make a go of it.


CLAUDIA
(Closing the door)
Well with a name like ‘The Wooden Spoon’, I’m surprised it stayed open for as long as it did. From what I’ve learned about the place it went from one disaster to another. Now what makes you think that a used car salesman and a chef, with two failed businesses behind him already, are going to make a go of this dive?


DOUG
My brother’s a very good chef.


CLAUDIA
Yes, good at encouraging the health inspector to make regular visits.


DOUG
That dodgy prawn incident wasn’t Gareth’s fault.


CLAUDIA
Maybe not, but he was responsible for the business and if we’re going to make a go of this place we can’t afford to make mistakes like that. We don’t want this place known as ‘The Dodgy Prawn’.


DOUG
Come to think of it, what are we going to call it? You’re the one with the good imagination; perhaps you would like to come up with some ideas.


CLAUDIA
I’m not sure if that’s a blessing or a burden.


DOUG
Well, we’re here now and we need to find that magic something to get this business up and running again.


GARETH
(Entering from the kitchen, stage right)
Hi! I’m here.


CLAUDIA
(Aside)
 I’m not sure this is the magic something we really had in mind.


DOUG
Oh, Gareth how long have you been here?


GARETH
Not long. I came in through the service entrance. I must say there’s a fair bit of space at the back. We could set up some outdoor furniture and a BBQ in the summer.


CLAUDIA
Do you think we can concentrate on getting the main restaurant sorted out first, before you and your big ideas run away with themselves?


GARETH
Good to see you again Claudia, my favourite sister-in-law.


CLAUDIA
Your only sister-in-law!


DOUG
Oh don’t start you two.  There’ll be enough obstacles to clear in trying to get this restaurant back in people’s dining diaries without you both being one of them.  Let’s put the past well and truly behind us and make this a fresh start.


CLAUDIA
I’d be happier if he was a fresh starter.


DOUG
(firmly)
Claudia!


CLAUDIA
Okay.  I’m sorry?


GARETH
And I won’t take the pesto


DOUG
That’s it!


CLAUDIA & GARETH
(Together)
What?


DOUG
The name of the restaurant…Pesto!


Claudia and Gareth look at each other in disbelief and sigh.

FADE OUT: