Research 1

I recently bought and played Undertale, a game where your choices in the game determine how the world reacts. Everything you interact with changes the results of the game, from what you say or do. The game does all of this for jokes, as well as messages about the player and what they believe. The game is full of likable, well-rounded characters that you can interact with in many ways. From talking and sparing them, to outright killing them. The characters react and change with every reaction, and the characters and the world around them change. The emotions of the game can have you laughing at one point, but then crying at another point. One of the major points is if a game needs things to die to make a game fun, which this game tries to show killing is not necessary. In the real world, of course killing is wrong. But is killing in a video game any better. The game is set up to try and make the player relate to the monsters in the game. The games focuses on interactions instead of gameplay.

This game relates closely to what kind I game I want to make, in terms of interactions changing the world. The game is slightly more moral based than what I intend to make. My choices are more like a personality quiz, personal beliefs based. While the game I am making will not have combat, the game will have some interactions and dialogue that will change the world. Changes will be visible to the player as they look around and see the city and park I want to make.

Research 2

I have been learning how to use Twine for creating a story, with branching pathways for every choice. Twine is a much simpler concept than I was originally thought, though I am having a few problems with understanding how to connect each point into one story. I am starting to look up questions that should work for the game I plan on making. I hope to finally come up with good questions, such as “Are you proud of the world humanity has created?” This would be the first question that people would be asked and would lead to which location you end up with. The next question leads to the city being cleaner or dirtier, or the season of the leaves. It would be your view on being an adult or being a child, and which side you would rather be on. Next would be a question that changes the time of day, like believing in a deity would make it night, and not believing in one would make it day. These are the ideas I believe reflect the player’s ideals. The next question should affect how the people in the world live their lives, like at work. Something along the lines of “What is your thoughts on the people you have in your life? Are you a good person to all of them?” This would affect how people are interacting in a city, such as going to work. But this will change how people see you. They may stay a safe distance away if you prefer being alone, or may let you close if you are happy with the people around you. And the last question will be about how you view yourself. Are you proud of the choices you made? With this, your “sex” in the game would be determined, and the camera would shift into a third person POV, showing which gender you are.

Research Update 2

Exploring some of the following programs:

Adobe XD, Invision, PubNub- Kuiphoff, PhoneGap, Cordova, React, swift, xcode, Sketch, Invision, Zeplin (part of sketch?) , figma, Balsamiq (will continue on next research post),

ADOBE XD VS. INVISION VS. BALSAMIQ VS. SKETCH

**Adobe XD(free with TCNJ sub): This application seems like an amazing prototyping tool. It is easy to use, and allows the user to create wireframes and full designs as well as preview their design as an interactive prototype. This will definitely come in handy when trying to visualize the differing layers of my idea. Right now, I have so many different ideas for “parts” to add to my app, but I’m not sure what will work/look good. Laying it out on Adobe XD will definitely help with making my ideas come to life as well as giving me a good and reliable expectation of what can and cannot work. A few flaws I’ve learned from Adobe XD were it’s sometimes confusing interface (with all of the connecting arrows)

Invision (free): Invision is another mockup tool/program that is used by large companies to prototype their ideas such as Netflix, Uber, Linkedin and Viacom. When comparing this program to Adobe XD, one frustrating element is that it is only for prototyping, all design will have to be done within another program. Many have stated that Adobe XD is a great program to use from start to finish, despite some flaws. Invision might be something to use as a fallback – it has some good elements such as its history tab and hotspot templates.

Balsamiq(9$ per month): Not sure if this one is even worth mentioning but I’ve seen it being compared to Adobe XD and Invision on some websites. It seems to be more of just a wireframing product, and it may be a bit outdated. It features low fidelity designs at first, which I’m not sure would be better or worse. I may want to see a more high quality version of my design earlier on. Additionally, Balsamiq does not encourage much of the designer’s own unique work- it’s mostly based on using their own logos/icons created. (it seems)

Sketch(99$ per year): Sketch has some pretty awesome reviews online saying it’s actually an upgrade from Adobe XD because of what it has to offer. First off, it’s easy to learn (similar interface to adobe xd), has hundreds of free plugins, and the basics needed for a digital designer are all right there.

Overall, I will continue to try all of these programs, but I am definitely leaning toward Adobe XD and for wireframing and prototyping.

Research Update 2

 

Characters –  in any game characters are a definitive aspect that distinguishes distinctive playstyles. From the weapons they use, to the abilities they perform, and to the way they simply move. In certain video games characters have very specific roles that illustrate what they specialize in; certain exact circumstances that they shine in among all others. For instance, in a game like Overwatch the character Reaper is regarded as a damage dealing character who focuses on eliminating foes with his dual shotguns up close. Other characters like Widowmaker do the very same thing but with a Sniper Rifle at further range. Considering what characters you need in any given match could be tactically crucial to achieving victory.

(Reaper)

(Widowmaker)

 

Extra: Character Archetypes (Community Categories)

Stage/Map Awareness – Is often overlooked as something that takes precedence after choosing the right character or team composition. Older games used to be incredibly oriented around an arena style map design where actual weapons were placed in specific areas of a given stage. Depending on the power of the weapon you might of had to delegate some members of your team to secure the zone or risk being at an armament disadvantage. Other titles like the fighting game Injustice for example possess stage interactables that when utilized grant the player access to throw-able objects or movement options. Winning is not only about how you use your character but how you also use your environment too.

 

Research Update #2

This week I found an incredibly helpful video by game developer Ryan Stevenson who talked at a Game Developer’s Conference on how the team approached creating a style for their newest game Sea of Thieves. The video goes over many different parts of the design/thought process. Ryan emphasizes the importance of research, references, and concept art so you don’t start creating things blind. He also recommends looking at others work not to steal their style but to try to understand why they did things the way they did (how they use lighting and color for example).

He also mentioned that they chose a more stylized aesthetic instead of a realistic one because those are the ones that tend to hold up better. I couldn’t agree more. While realistic and hyper-realistic games are impressive, it wasn’t really until this console generation that the hardware was powerful enough to handle such detailed models. Even then only AAA companies can afford to spend so much money to make these pricy games. Older games that were “realistic” have aged poorly aesthetically and this is something I want to avoid.

https://www.youtube.com/watch?v=BzppoQTG3m0

Research Update 2

For this week’s review I spent my time split between more content research while diving into the technology that will make my project a reality.

For this week’s content research, I decided to change things up a bit: last week I read a bunch of articles, websites and books. It dawned on me then that there are other mediums that have a plethora of information I need, that being documentaries. Asking around and getting in touch with some professors, I found quite a few documentaries and television series that talk about ancient civilizations and the common tie between them (which I will be sure to include at the end of this update). I found those to be helpful and insightful, providing even more content and helping me think about how to go about covering the information.

Having watched and read enough information on ancient civilizations to sustain a stable prototype, I decided it was time to tackle the beast I was avoiding: the technology. Having received feedback from Professor Ault and my student adviser a few weeks ago, I decided to look into leap motion cameras. It looks daunting to say the least, however reading about the technology in articles and watching demos provided me with enough information to realize that if I could execute this the same way I envisioned, the Leap Motion camera would help deliver the exact project I want. This upcoming week I’ll reach out to both Professor Ault and my student adviser, as well as a few other people who might be able to give insightful feedback, to talk about the technology and see if there aren’t other options I should consider and really cement my idea once and for all.

Leap Motion Releases Major Tracking Update and New Demos to Show It Off

How Does the Leap Motion Controller Work?

https://www.netflix.com/title/81012415

https://www.netflix.com/title/70212989

https://www.netflix.com/title/80095868

https://www.netflix.com/title/80185801

Research update 2

For my second research update I decided to watch a comedy. One of the biggest parts of my film is the ability to use a wide variety of film genres. In my opinion comedy is one of the hardest genres to successfully execute. It is important that I do a lot of research when it comes to different types of genres. While I will be watching movies with all different types of genres I felt that this was the best place to start. When it comes to comedy there are many different kinds and different approaches to it. Considering what I will be working with I decided to watch and study an Adam Sandler movie. Adam Sandler is one of the funniest comedians of our generation and has found much success in the film industry so he is a great person to study.

The Adam Sandler movie that I recently studied was “Happy Gilmore”. This is one of if not his most popular movie. I learned a lot from watching this movie and did my best to pick out the parts of the film that really made it successful. One of the things that Adam Sandler does best along with most other great comedians is the flare for the dramatics. The main character of the movie is Happy Gilmore and he has anger issues. While anger issues can tend to get out of control Adam Sandler took anger issues and really dramatized it in order to gain more of a reaction from the audience. While a golfer with anger issue may yell and curse, Happy would go beyond that and throw his golf clubs a mile long, beat up on elderly people, and even fight an alligator. These scenes proved to be some of the funniest. Along with the dramatics it seemed that Adam Sandler used pain and punishment to his advantage and it was apparent that some of his intentional funny moments came at the demise of certain characters. These are all things that I would have to direct the talent on in order to execute a joke or action. This movie showed me that sometimes the funniest parts are done and not said.

When it comes to filming it was important to note of how light the scenes were. Comedies are meant to put people in a good mood and be light hearted and fun. One would be hard pressed finding a scene that is dark and gloomy. When filming for this particular genre I will be making an intentional effort of filming things in well lite areas where it brings a light feel to the scene and puts the viewer in a good mood that is uplifting and enjoyable to watch. Another element that is important is the music. I’ve noticed that there isn’t much background music playing throughout the movie. When characters are speaking it’s usually with no background music. The main reason why songs or instrumentals are being played is to set the mood or feeling for a particular scene, but overall it’s important to let the on screen talent shine and not distract viewers away from them. Additionally many of the shot were close ups. These close ups helped bring attention and focus to the characters and let the audience know that this dialogue is very important for you to pay attention to.

It was very interesting watching a movie from a director’s or producers point of view. It’s interesting how little details can really make a big difference in the outcome of the film. With any genre that I am shooting it’s important for me to set the correct mood and setting for each different genre. The producer has the power to control the viewer’s feelings and if I am able to successfully move the emotions and feelings of the viewer from clip to clip then my project will be successful.

Research Update 2

Within this past week, my alumni advisor, Meghan McEneaney, reached out to me and gave me some valuable feedback and things to consider for my visual music project.

The first thing she suggested I look into is the Chrome Music Lab, which can be another solution for the technical aspect of the project. It is a web based program, so I may be able to design it for mobile and create a vibration feature to link multiple senses together.

For a less technical look at the project, Meghan suggested I consider the mappings of the colors. “The way people assign different shapes and colors to sound is unique and not to mention – there are an infinite amount of mappings. How will you define these mappings to make this truly accessible for everyone?” This is an excellent point Meghan makes and I’m glad she brought it to my attention. She gave me a few sources to take a look at in regards to visual music, as well as accessible music.

I’m adding these new sources to my list of sources from last week. I have plenty of research to work with for my thesis and I’m excited to show the world of accessible and visual music to everyone!

Research Update 2/3

Narrative (cont.)

This week, I started out doing some research on storytelling and telling impactful stories.

https://www.linkedin.com/pulse/5-ideas-help-create-impactful-storytelling-kieran-mccann/

https://www.forbes.com/sites/skollworldforum/2013/08/01/the-5-secrets-of-storytelling-for-social-change/#5c6af04c4859

https://www.weforum.org/agenda/2018/06/storytelling-for-social-change-communication-initiative/

My message has pretty  much been established, it’s just a matter of crafting around it. Stylistically, I’m thinking of having more geometric models (because I’m a sucker for the polygon aesthetic). I was inspired by this incredible short film I’d discovered years ago and managed to dig up again: https://www.youtube.com/watch?v=b5P2Qmq9r40 in which everything was made out of origami. Making the models geometric looking would be simple enough–I would just leave everything in 1 mode in Maya. I would just have to be very careful with my mesh and think about how I’d want to weight paint my models, whether I want them to move more organically or more like paper puppets.

In brainstorming my storyline, I decided I wanted to animate trees growing and looked for tutorials to learn how to do it.  I found this great video I can reference: https://forums.autodesk.com/t5/maya-forum/maya-2018-how-to-animate-a-growing-tree/td-p/7982261.
It doesn’t show how to do the leaves, but I can try to figure that out myself or ask for help. I have several mentors I can refer to for advice in my network, like Professor Smuga, my alum adviser Raya, and some friends who are in animation.

Speaking of adviser, I’ve been in contact with Raya and chatting with her. I’ve gotten some great advice so far so I’m excited to work with her more as my project continues to take form!

Display

On another note, after deliberating with some friends, I realized that my display set up would present a couple of problems:

  1. Material. I would need to find a material sturdy enough to provide a stable surface for the pedestals for my holograms to be displayed on. This means it would most likely be made out of  wood, or some kind of recycled material if I can find it. I know that wood is expensive, especially if I require a decent amount of it. This means the ideal situation would be if I could find some sort of alternative material to repurpose (which would, actually, fit in perfectly with my theme. Hmm…..HMMMmmmMM).
  2. Stability. In the same vein, I recognize that I my display needs to be sturdy enough. If I’m using iPads or some other kind of monitor, I would rather them not run the risk of being knocked over. That means the pedestal set up would be a bit precarious.
  3. Screens. After watching some more videos and looking into the way the holograms are projected, I realized that the brighter the screens (and the clearer the glass), the better the quality of the projections are. This means that my best bet would be using the iPads or some kind of tablet, as opposed to just a monitor. Perhaps a laptop would work as well, but the structure of laptops would be cumbersome for this purpose. The accessibility of laptops are also a tad slim. However, Professor Ault has brought up a good point that the iPads might be in short supply come presentation day. Perhaps I can get my hands on one and then use a series of smaller screens for more supporting holograms.

HANG ON I legitimately just had a new idea for my display set up. Maybe instead of using pedestals, I can create a physical environment to mimic (or contrast) the one in my holographic animation as an extension of sorts. That would solve my set up problem, and provide a sufficient justification for my use of holographic technology as a storytelling medium. I’d like to look into this idea further, and hopefully get some feedback!

Research Update 2/3

This week, I have been chatting with my assigned alumni advisor, Andy. He was very helpful in suggesting what tools and programs I should use to create my thesis project.

Two things I hadn’t thought to use before that he suggested are Unity and a Leap Controller. Unity should be able to create a textured model to show a crochet pattern and the Leap Controller should be able to pick up on hand movements and directions.

I’ll have to look into them more, but I have never used either tools before. Luckily, I have friends who have experience with coding in Unity. As for the Leap Controller though, I would have to find access to one and do more research on how it is used. I did manage to find a blog that summarizes what it does: http://blog.leapmotion.com/hardware-to-software-how-does-the-leap-motion-controller-work/