Wednesday, 9 March 2016

CINEMATIC :: 09/03/16 - Design and setup

Started to work on designing both the background and spirit characters for this assignment!  So far I've been working with the following design concepts:


  • Oscar wants a lake and islands surrounded by trees for the other world
  • The sky needs to be cosmic
  • involve nebula pillars somehow
  • style and creatures need to be consistent
I feel like with the limitations we have, a simple fade to black would work better for our environment, as it drops away rather quickly and extra detail on it would be lost.  This could probably be achieved in After Effects.

I've been having trouble envisioning how the environment would be set up, but here is a concept i intend to run past everyone tomorrow:

At this point I'm not entirely sure if a really detailed cosmic sky would work, as the creatures are going to have to still take precedence against it and still stand out, which might be difficult to do if there are so many colors and things swirling about.  I'll run my concerns past the group tomorrow and see what feedback I can gather.


I haven't drawn up any moodboards for the creatures yet, and at this point i feel like its a bit too late to be messing around with them.  But I'd like to base these creatures off of underwater things to add to the impression of flowing movement.  Combine these with the ebru style 'droplets turning into flowing shapes' idea of the video i posted last week and I think we have a basis for monster shapes and movement.  I particularly want to make these spirits akin to Nudibranchs, whose shapes and colors already have a very ethereal and otherworldy appearance.


With these inspirations in mind, I put together a quick idea sheet for a few spectral creatures:

I quite like the idea of them being faceless or only having the barest hints of facial features.  I feel like it helps to define them as beings that are completely different from us as humans.  The characters here are all quite streamlined and have smooth, natural edges and curves to them too,  Plus, having simpler and streamlined creatures means that they'll be easier to draw and animate, though I'm still not sure if hand drawn animation or symbols would work better for them.  Its something to consider at least, and maybe I'll run a few animation tests on both styles once we've settled on designs for these creatures.

I intended to have one central creature and maybe two others just floating about in the background, but the figurehead creature needs to have a bit more weight and personality to it to make it both look and feel important to the plot.  The first thing that comes to mind, however, is the saint-beast character I drew for my portfolio to enter the college:

  
something with a more distinguishable face might work better though.  Or perhaps I could modify this one to put a face in place of the mask.  I've been looking to things like the forest spirit from princess mononoke and my own dream-visions for inspiration, but I'm still uncertain on how I want this central character to appear.

Thursday, 3 March 2016

CINEMATIC :: 04/03/16 - Final Script


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CLOSE UP OF MEDITATION TRACK ON PHONE, LOW BATTERY ON ORANGE IN THE TOP CORNER
PERSON PUTTING IN HEADPHONES
SOOTHING MUSIC STARTS
MEDITATION VOICE OVER STARTS

VOICE OVER: Hello, welcome to this guided meditation. Find a comfortable position, sitting or lying down.

INDIVIDUAL SITTING, UNABLE TO GET COMFORTABLE, SLIGHTLY TWITCHY

VOICE OVER: Allow yourself to enter a space of deep relaxation.

MID CLOSEUP BIRDS EYE SHOT: WATCH CHEST TAKE DEEP BREATHS AND FACIALS RELAX AS THE BREATHING SLOWS AND THE BODY STARTS TO CALM. SHOULDERS DROP

VOICE OVER: With your mind, slowly scan your body.

As you move from your toes up to your head, Feel your physical body being erased and released into the universe, revealing your spiritual self.

FULL BODY SHOT: BLUE ENERGY/GLOWING LIGHT SLOWLY MOVES FROM THE FEET UP THROUGH THE WHOLE BODY, REACHING THE CROWN OF THE HEAD. ONCE IT REACHES THE TOP, THE LIGHT ENVELOPS THE WHOLE ROOM THEN SLOWLY FADES OUT, ALLOWING THE SPIRIT WORLD TO SLOWLY APPEAR. GOLD PARTICLES ARE LEFT SIMMERING IN THE BODY, AND THE ROOM SLOWLY STARTS TO TRANSFORM IN THE SPIRITUAL WORLD.

VOICE OVER: Embrace the warm sensations running through your body, and drop all preconceived ideas of what you’re hoping to expect.

THE GOLD PARTICLES START TO ELEVATE UPWARDS, TAKING A HUMAN LIKE FORM, THE SPIRIT WORLD IS BECOMING EXTREMELY CLEAR, AND THE SOUL STARTS OBSERVING ITS SURROUNDINGS; A PEACEFUL/MAJESTIC FOREST WITH A LAKE IN THE MIDDLE, WITH STEPPING STONES LEADING TO AN ISLAND IN THE CENTER. THE SKY THROUGH THE TREES HAS AN AMAZING VIEW OF THE COSMOS, DANCING WITH COLOUR AND LIGHT.

VOICE OVER: with no earthly tethers, allow your soul to move freely on its own accord

SUDDENLY THE MEDITATION CUTS OFF, THE PHONE HAS DIED
THE RINGING SOUND OF TINNITUS STARTS TO BUILD

THE SPIRITS GLITCH OUT AND TURN INTO DARK SPIRITS,THE STEPPING STONES START TO FALL AWAY AND THE PEACEFUL SETTING BECOMES DARK AND OMINOUS

A CLOSEUP OF THE PHYSICAL BODY, SWEAT ON THE FOREHEAD.

SUDDENLY JOLTING AWAKE AND RIPPING OUT THE HEADPHONES, PANTING, THEN CREDITS

INTERACTIVE NARRATIVE :: Week 2 Questions

Week 2 - Reading
Salen and Zimmerman Games as Narrative Play

  1. J. Hillis Miller outlines a handful of components that constitute a narrative: “There must be, first of all, an initial situation, a sequence leading to a change or reversal of that situation, and a revelation made possible by the reversal of the situation. Second, there must be some use of personification whereby character is created out of signs – for example, the words on the page in a written narrative, the modulated sounds in the air in an oral narrative. However important plot may be, without personification there can be no storytelling… Third, there must be some patterning or repetition of key elements.”
    Give one example of a game or film that conforms to this definition of narrative.
Dragon Age Inquisition conforms to this definition of narrative, as the sky more or less explodes, creating an enormous rift that disrupts life as it was in Thedas. Personification appears in the form of the player's character, who is fully customizeable and serves as an avatar/vessel for the player and all the decisions that they make in the game. The key elements in the story appear as snags and quests along the way which are related to the breach in some shape or form. The player must recruit followers, close rifts, and fetch things for NPCs in order to get closer and closer to the goal of closing the breach for good.

  1. S&Z refer to types of narrative in videogames, embedded and emergent. Define each of these and give at least one example of each from videogames.
Embedded narrative is a pre-generated story that is interactively told and exists before the player's interaction – the example in the reading suggests Jak and Daxter as two characters who are saving the world. This is crafted interactive story. Emergent Narrative is the experience when the game is played – again referring to Jak and Daxter with their story forming and changing through the player playng the game. This is improvised play experience.
  1. In what ways do games combine embedded and emergent narratives?
Games link the embedded and emergent narratives togeter – the embedded gives the player motivation to move forward in the game and gives meaning to any actions that they take, while the emergent provides the challenges and thrills that make the game feel fulfilling and advance the story.

  1. How do goals, conflicts, and core mechanics make gameplay meaningful?
The Goal helps the player to judge how far they are in the game and understand the significance of their actions within a narrative context. It describes the nature of player interaction with the narrative context and thus makes the interaction meaningful.
Conflict creates an obstacle for the player to overcome, giving opportunity for narrative events and aids in the player's satisfaction of reaching the goal. It is an element that works against the player's success and tries ultimately to lead to the player's failure.
Core mechanics create patterns of repeated behavior and frame the moment to moment activity of the player. It forces the player to pay attention to the game and to understand and learn what their limits within it are and teaches what they can and cannot do to reach the goal. The player engages with the core mechanics to make meaningful choices and explore their possibilities.

  1. In what ways does a “game space” contribute to context, time and causality?
The design of a game space creates events in these concepts of context, time and casualty. Design changes depending on the type of game, but it helps the player to interpret just how they can go about playing the game and offers many possibilities and choices in how they can succeed. The game space contains the embedded narrative qualities to help shape the story and help the player understand and achieve the goal.

  1. How do “game descriptors” contribute to a game’s narrative? What are some examples of game descriptors? Are they always effective?

The game descriptors help to identify objects in the game, giving meaning to what might otherwise be (particularly in early games?) abstract shapes on the screen. The narrative descriptor frames the elements inside and outside of the game as objects that communicate the story. These descriptors could be all the objects you see on screen – the player character, identified by the one moving when you touch the controller buttons, scenery, identified by the familiar shapes of walls and rocks etc, enemies, identified by shapes that may be differntly colored to your character sprite, and create a reaction in the form of blood/flashing colors/sounds when they touch you. They may start out as ineffective, but to one conditioned to video games, signs of what approaching figures or shapes are can be more easily identified based on previous games and previously understood 'rules' from them. The game descriptor helps to contextualize objects within the game so that even new players can begin to understand what shapes do which things, and which objects to attack or avoid.


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Week 2 – Video Questions

  1. Do you agree with me that The Walking Dead by Telltale Games doesn’t really offer the player meaningful choice? Does it really matter if it does or doesn’t?
I can't take a stand on agreeing or disagreeing about meaningful choice as I'd have to experience the game for myself, but as someone who doesn't set replaying games very high on their list of priorities I feel like it doesn't truly matter whether the game's choices are meaningful. In my opinion, once you know what's going to happen in the story, the experience of replaying it is ruined – you already know what's going to happen and while you might be curious to see what kinds of other choices you can make in the same scenarios, the overall experience of the game will feel diminished as the main plot points of the story driven narrative will not change and thus you can already expect to know what twists and turns the story is going to take.
  1. How does The Walking Dead incorporate minimal interactivity to make the player feel like they are driving the story forward?
The dialogue options that your character is given are often under a time limit, making the player feel like they must make a snap decision in order to avoid consequences. The same is true for the game's quick time events when faced with a character's reflex actions or during fight scenes – if the buttons on screen aren't pressed quickly or for long enough, consequences also occur. The game plays on the player's desire to avoid death or harm coming to the character they have played thus far with and continue the progression of the story.

  1. How could The Walking Dead have incorporated more player freedom, and how might this have impacted the telling of the story?
As the video mentioned, the player is only in control of certain 'scenes' that occur between cutscenes and dialogue/quicktime events. They do not have the freedom to explore an open world or to make choices beyond the the ones presented in the dialogue options. The video mentions that Clem leaves her gun out in the open and the player is not allowed to retrieve it for the sake of the story, even though the player knows that it is a terrible decision to put the gun down for even a moment. With more freedom, it would be much harder to keep the narrative on track, as the player would be exploring and getting into encounters that they weren't supposed to. The consequence could be similar to those in Bethesda games – where the player is free to do whatever they like at the expense of never progressing or completing the main story, or being left to do whatever they liked once the central 'backbone' plot is complete.

  1. What is the tension between “me the player” and the intended actions of “characters” in a game like The Walking Dead?
Sometimes – particularly when the player has experienced the sequence of the game already – the player will want to take actions that the characters within the game would not think of/cannot do due to programming. The player might find the character's current goal or motives unnecessary or would want to do things differently, or the character's actions might create a sort of frustrating tenseness in the player, due to knowing the trope that the character's actions will ultimately cause.

  1. The game Until Dawn is an interactive horror film where choices determine who survives. How does the player’s prior knowledge of horror tropes influence their choices?
Many people who have played this game say that it relies heavily on Horror tropes, and that if you know how those work, its very easy to avoid danger/disaster and make it through the game with most of, if not all of the characters surviving. There are 'rules' to a horror film, and characters can all fit into horror stereotypes, many of which suggest that they will die before the end of the game. However, Until Dawn also gives you the option to circumvent what is otherwise predestined within a horror film, as every single playable character can survive.

  1. Do you think that choice makes an interactive narrative more dramatic? Are the limited choices in games like Until Dawn and The Walking Dead enough to make these choices meaningful?
The idea of choice, even if it does turn out to be a superficial one can definitely have meaningful impact on the player, as it helps to engage them more with the story and make them feel that the choices that they made had a certain weight or impact on how things turned out. I feel like an interactive game could definitely be considered more dramatic – on one hand the player could make force drama by purposely insighting fights and discord among the characters or making the characters enter situations that anyone with common sense would avoid. On the other, they may choose to avoid dramatic situations by 'playing it safe' – but no doubt the video game accomodates for that and can potentially throw in even more surprising twists and turns at the player in order to constantly keep them on their toes.

  1. In what ways might an interactive narrative lack the qualities of “traditional narratives,” such as twists, tropes, symbolism etc… What do interactive narratives offer instead?
The interactive aspect of a narrative means that the set in stone, solid backbone of a traditional narrative is missing due to the free will and choices that the player exerts over it. The story can turn to unexpected places the symbolism and hints are reduced in order to create a deeper sense of mystery and involvement. As the Gamer Maker's toolkit has suggested, however, the interactive narrative can offer the player to direct and form a plot based on their own whims and ideas. It allows the player's imagination to run wild, to create a game out of the game itself by pulling the strings and avoiding or travelling into the common tropes that one expects. It also offers a more immersive experience, as the player feels as though their choices have a direct impact on the story at hand.

Wednesday, 2 March 2016

CINEMATIC :: 02/03/16 - Design Preparation

Met with the tutors today to discuss what we had planned for our project.  Overall we have a very solid idea of a person sitting down to meditate, the third eye opening and the spirit leaving the body as a particle simulation.  It attempts to cross the threshold from our mundane world into the spirit world, a vast, cosmic place with spiritual creatures roaming about just beyond.  When it reaches the threshold, it hesitates/is interrupted (not sure yet) and ends up returning to the body as it draws the attention of a creature (or creatures), which turn terrifying and fierce.

SCRIPT:
The script is still in the works, but we should have a final one tomorrow!  I'll post it here once its been shared around.

SCHEDULE:
This is the schedule we've worked out, but its more of a guideline than set in stone.  I'm sure Jo is going to keep us on track if we fall behind.



DESIGN IDEAS:
Since I haven't felt as though I could contribute anything to our script, I spent today making sure Oscar approved of my ideas for the monster designs and working on a moodboard for the spiritual realm.  Oscar has asked for something vast and cosmic, full of stars, nebula pillars, trees and a lake.  Floating islands were another idea, and we have decided to incorporate a parallax effect to make things feel as though they're moving through space in their own time.

Below are the sorts of things I feel would work well in this idea of a cosmic realm:


As you can see, stars and colors are quite important!  I erred toward cooler tones - deep blues and purples with green and cyan, but another thing I looked into was textures of things and stylization of the landscape.  I feel like the cosmic realm should have a very natural feel to it so we've been playing with the idea organic shapes and fluid movements.  I feel like the textures and patterns in natural gemstones would play a really nice role in influencing this world, particularly in gems like the various forms of opal, and labradorite, or formations of one mineral on another.  I've also been inspired by more man-made crystals such as aura quartz, bismuth and goldstone.

Keat mentioned today that I would also have to think about how the cosmic world would change when the spirits became aware of the human soul or the soul hesitated and drew their attention.  He told me I would have to think about how the place would become darker and what I would do to accentuate the danger aspect.  So tomorrow I plan on doing another mood board in order to think out the dangerous version of the cosmos, and one to work out the kind of shapes and animals that I would like to base the creatures off.

Hamish mentioned that the style of both the creatures and the matte painted world would have to look the same and flow together, so I might do a third moodboard just for stylization.  I plan to use the weekend to sketch up a few concepts and see which my group likes best.

Tuesday, 1 March 2016

INTERACTIVE NARRATIVE :: Gameblogging 01

Does your chosen game make user input feel meaningful in terms of story direction and progression? Why or why not?

The conflict and central story of Facade is staged very clearly – The PC's friends,Trip and Grace are in an unhappy marriage as they fight before the PC arrives, they make passive aggressive remarks to one another while they're trying to be hospitable, and eventually break out into a full scale confrontation that the PC must mediate in an attempt to meet a peaceful outcome... or so I would assume.

My playthrough ended with Grace leaving before Trip could confess that he was having an affair, and though I answered as personably and as honestly as the real me would have in the situation, I didn't feel like my input had any strong or lasting effect on either character and that this ending was inevitable. They seemed so argumentative over seemingly insignificant things and gave off the impression that they hated each other so much that it honestly left me feeling helpless to even try to solve anything between the two of them. Half the time what I typed went completely ignored or Trip and Grace just side-eyed each other awkwardly like they weren't sure what I meant. Other times I would try to help one or the other, only to accidentally interrupt them or answer a question that I hadn't heard and didn't mean to answer. Grace asked for a lot of yes/no answers, and simply interpreted my words as yes or no depending on if I had a negative or positvely associated word in it – I kept typing 'you shouldn't be fighting' and the AI interpreted it as me telling her she shouldn't feel like she was important or she shouldn't want to be an artist. It felt like my answers only mattered when I insinuated 'yes' or 'no' and everything else I said was inconsequential.

From what I gathered of the story, Grace was mad that Trip wanted to go on vacation all the time? Trip was mad that Grace was always angry and frigid? It felt like the pettiest conflict but over the course of my playthrough, I couldn't figure out whether there was any deeper meaning to it, though I felt like there had to be. I feel like this game is a case of too much player freedom and not enough actual player interaction. Realistic as standing around in a modern setting and talking is, its neither immersive nor stimulating to feel like the player's words don't mean anything and that the AI is only acting on key phrases.

CINEMATIC :: 02/03/16 - Scripting and pre production

Monday saw us getting organized into groups and choosing the roles that each of us would have.  Out of the following in our team, our role holders are:

DIRECTOR - Oscar
PRODUCER - Jo
HEAD OF 3D - Hamish

Me and Tea will be handling the mattepainting and 2D animation aspects for this project, as we have chosen to go with Oscar's project suggestion of someone reaching enlightenment in their meditation and their soul ascending to the spirit world.  Our live action character is the person meditating, our 3D object is the human soul and potentially the environment for the other world, and our animated characters are the spirits which dwell in the ether.

We've given each other today to work on improving and tweaking the script, but I really don't feel like I have much to add to it at this point.  Therefore I have been thinking about the kinds of creatures that we could incorporate on the spiritual world and what the interims might look like.  As I've been recording dreams and half asleep visions I've had for a few years now, I find some of the characters I've dreamed subconsciously quite fascinating and would love to incorporate similar designs into the creatures of our own project.  Here are a few I've drawn from 2012-2013



My own interpretation of the spirit world lines up with oscar's idea of how it should look as well, except in his mind its much brighter, more vibrant and with a lot less black.


I've also recently discovered Ebru painting, and feel like the process of creating droplets on water before swirling them into shapes and patterns would create a fluid and simple forms for a monster concept to be based around.



Overall, I guess I'd like my focus to be on character/creature design and bringing those to life more than anything else.  Of course I need to run my ideas by Oscar to see if they fit in with his vision, but I think overall these creatures need to be simple in shape, design and movement if we're going to have a handful of them in our final project.  I'm not entirely sure if my strengths lie in this area, but it is probably where the majority of my interest is for certain.