zondag 31 mei 2015

A week untill presentation time!

It's been quite a while since I posted anything. I am working on a concluding text about my research. But for now here's an image I've been working on this morning. I also included a Gif showing the process of the image.



dinsdag 21 april 2015

Spacestation design

The final design for the spacestation. My small gameplay demo will take place within this flying spacehulk

Creating a demo


I'm creating a scene of my game. It's one of the later stages of the story. I started the day with a little pencil sketch of the spacestation where the players need to go to.

donderdag 16 april 2015

Practising space vistas





A big part of my game will take place in space. (rhymes)
So I might as well practise a bit before going into production.

Also. Johan Terink, a former colleague of mine is helping me with some html programming. We just made a very small prototype to see which interface works best.

Wrapping up research

So weeks left untill a very important green light presentation. Might as well start wrapping up my research. I'm going to give a quick summary about all sources and books that where an influence or an inspiration for my project.

Books.

Framed ink by Marcos Mateu-Mestre
A book that goes over composition and storytelling with images. I learned a lot from this book.
I talked about this in the beginning of my research phase.

Understanding Comics by Scott McCloud
A theory book about the history and the art of comics. Written as a comic. So not only very usefull but also fun to read. The most important thing I learned from this book is Closure. The space between pictures.

Reinventing Comics by Scott McCloud
Not As usefull to me as his first book but defintely an interesting perspective on the future of comic books.

Dream worlds by Hans Bacher
As a painter for Disney Hans Bacher has an incredible knowledge of storytelling with images. He shares his experiences in this book. A good read!  

Color and Light by James Gurney
The artist behind Dinotopia shares his knowledge of color and light in an easy to read and interesting way. He talks about how light behaves and how colors act in the real world. A tough subject but very useful!






 
A bunch of other artbooks which happened to be in my room.
I like to collect artbooks of games and movies. Not only are the images pretty, those books give a great insight on the design pipeline in the game and filmindustry.
 
  

Games.

The Yawhg. 
 A multiplayer storytelling game. I got the idea for my project by playing this game. I wrote a small article about it in the beginning stages of my project. 

Telltale Games
The walking dead, Game of thrones, The wolf among us. Games that use the same succesfull format. Single player rpg's where choices affect the storyline. Just like in my game. 

Pen and Paper roleplaying games.
Games like The one Ring, Pathfinder and mutants and masterminds. Choices are made individually or as a team and a throw of the dice decides the outcome of situations. One of my hobbies and some mechanics proved very useful to me.

 

 Movies

Guardians of the Galaxy
An inspiration to me because of the look and feel and the overall design of the movie. Colourful space vistas and crowded cities. Two things I really love. I looked at their design process to use for my own project. 
The Lego Movie
The story element was important for me here. Especially the switch to the real world near the ending of the film. 

The Matrix
The Matrix shows two worlds next to eachother. Things in the real world affect the fantasy world (the matrix) An idea I used for my project. 

Paultje en de draak
A short animated film about a kid battling his illness in a fantasy world. Just like my protagonists are doing. 


That's it for a short summary. I talked about most of the sources in previous posts. 
I'm of to write some more game mechanics and puzzles for my game! 
 







dinsdag 14 april 2015

Interface


About my interface. I have been trying out some formats and ratios. I'll probably go for 1080p resolution paintings. But I also need to describe those paintings and give players choices. The main point is that the text must not interfere with the images. So I decided to put the text in the top right corner.
People read from left to right so they will probably look at the image first and then at the text. And as I said. The textbox can't interfere too much with the important parts of the paintings. But painting and text have to interact with eachother somehow so I have to keep the text box in mind when I make the paintings. There shouldn't be important information on the spot where the textbox is. I have to keep that in mind when I make the composition for the paintings.

An example below



as you can see all the important stuff is happening outside of the text box. I have to keep in mind that the text needs to be readable for all players but in the end the game is about the artworks and players make choices based on what they see so the textbox shouldn't be too dominant. I think the composition above works well. Because according to the golden ratio, the focal point should be on or near one of those four intersections. The place where the textbox is is usually an empty space or a space supporting the focal point. So no vital stuff happening there. If I use those composition rules with my paintings the textbook will never interfere with the rest of the painting. The painting below is showing the Mri machine, the most important part of he painting, placed on one of the four intersections.


Some actual test shots of the game coming soon.
And to make things clear, you can't walk through the paintings. The paintings are describing the situation and players can react on that and give their own interpretation to the story, like in comic books.