Sunday, 29 July 2012

Visual Design Work


I've reworked my visual design stuff and done a lot more studies of still life and fruit.
I've really gotten a lot faster at digital art over the past year, not just that but in my pencil studies I think my rendering has improved and my ability to draw elliptical shapes to.


Drawing more and more things helps you improve, for example the more times you do something you get better (or at least you should get better) while you progress.  I think drawing fruits has improved my colour theory to for example there was a time when I would use black for shadows and highlights now I've learned that using darker tones of colour something is better because it slightly shows up in the shadow/highlight.

I tried putting my new 9th floor ideas into action. based on an edited floor plan I did.



Basically it's just the life drawing area, I like simplicity, so I wanted to do something that got the job with a lot of open space to draw in that area, I want a nice clean design which I think I achieved.
Thing is, it's hard to render and applying lighting  when you try to draw something from your mind cause it I think most times out of ten it doesn't always turn out the way you 'imagineered' it.

On the other hand I added a little more to my writing project, I just added a couple of more things in there that I originally planned , I found this project hard to say the least.



Some more fruit:



Went with portrait this time as my original pieces are just the fruit itself and empty space around it which I think was a problem with a lot of them.

Cultural project... well I blame 'imagineering' again for the turn out of my Photoshop version of this, I work better with a pencil and paper in greyscale, that's all I'll say.


Better Graphics Do Not Equal A Better Game


I found an interesting article on '7 things video game must obey' which I think it quite interesting.
They were all intriguing but the most interesting I found is the final rule (number 1) that better graphics make a better game, this is very true.


Why is it that Nintendo are doing better than Sony and Microsoft? Nintendo's Wii console doesn't do what Sony's PS3 or Microsoft's Xbox 360 does and can't handle as much yet it sold more than the others. It's all down to the games, the Wii offers a whole new way to play games and as I've said before  Nintendo always coming up with new ways to interact and play games. Which is one of the companies major selling points. I think another thing is that NIntendo games are typical bright colourful games aimed at kids and kids are a bigger target audience than any other when it comes to video games. Kids have a need to have the latest things and their eyes are immediately attracted to the bright bold colours and fonts they see, it presents a desirable advertisement and they need to 'have'. So they obviously nag and nag their parents to splash out hundreds of thousands on the latest console or game, toys and trading cards are just the same, it is a way of selling more and wanting to collect them all.

When you look at gaming in typical Nintendo games, it's all about the game play, nobody is bothered really about the graphics really, yes Nintendo do get the odd person complaining about their graphics and the limitations of the hardware they produce but overall they go for function over aesthetics. Function is more important, I mean everyone would love to have something that does a good job at what it is suppose to do and also look stylish but that's not really the case.

Mario Kart DS
Graphics don't look absolutely amazing but damn does it sell...

22.57 million copies to be precise.

Just compare that to the PS3 or Xbox 360's best selling games, Nintendo's little handheld beat them by a long shot.

As I've said before it's the game play, the characters the colourful art style, the user interaction, I've even said before when you walk into any game store it's the Nintendo section that stands out the most, even the much older audience plays these games, it's the dynamics that make it up that sell it.

PS3's best selling game - Gran Turismo 5

The whole point of a video game is to make money, maybe too much money is going on graphics.



Grand Theft Auto 4 took $100m to make, that in my eyes is ridiculous, great game mind, but I think it could be done a lot cheaper. When you spend that much you better hope it damn well sells and is AMAZING, however with a majorly successful background such as GTA its guaranteed to make that money back and then some, so in this case I wouldn't say its as much of a risk of investing in, with previous success and positive reviews from earlier titles including, GTA 3, Vice City and San Andreas.

Even the expense of the games and consoles can factor in on its selling, the Wii for example is small and cheaper than the PS3 and 360 most likely because of what its capable of, the PS3 and 360 on the other hand can handle HD graphics, PS3 has a Blu-Ray player built in but that doesn't make it any better, why? I think because it's a gaming machine for a start, it comes with a controller, not a DVD remote, that's optional and it adds to the pricing. The games are mostly dark and gloomy types and are aimed at 18+, I'm not criticizing the PS3 or Xbox cause Nintendo have dark games too, I'm just saying some games are better on different platforms. I don't want to sound like a Nintendo 'fan boy' cause I'm not, I just prefer their games better and they tend to be a lot cheaper.

I won't ramble on anymore about this though I will say this:


Including and not including handhelds Sony top the list for best selling console, though not everything on Wikipedia is accurate...

Thursday, 26 July 2012

Crash Bandicoot - Concept to Game


I stumbled across a website recently for one of my favourite game series of all time.
Of course I'm talking about Crash Bandicoot, it was the first 3D game I ever played, on the original PS1, and it's always stuck with me till this very day.

I found a lot of the original concept work for the original PlayStation games.


The games are bright and colourful, which is the typical sort of games everyone played as a kid especially in the 90's. It has great environments as well as character designs. Back in those days (mid 90's) graphics were very limited, there's no bump and specular maps (and all that fancy stuff as far as I'm aware) to be found in any of these games (though I think they should go back and add them now just to see what they'd look like) it was pretty basic modelling and texturing. The PS1 alongside the N64 back then where the main two 3D games consoles.

What I like is the concept works of these games though, they are just neat, simple and straight to the point of what they wanted to try and create within the games themselves.



Videos I've also found include interviews and the making of the games themselves. The creators sort of explain how they changed the game engine, instead of making Crash 1.5 (after the first game) and using the same engine for new levels, they scraped the entire thing and made Crash 2 giving it different game play, more level of detail using polygons on their models and basically just expanding the game to fit more in.



They talk about how they were able to animate more things such as the characters, using the polygons to gain better animations through their being more space available, having someone texture and people voice acting etc which they were unable to achieve in the last installment.


Even the racing is something totally different,  they talk about how the level design is made to suit the type of cart racing genre that it is, people are addicted to finding secrets, shortcuts and how to gain the most height/hang time to make you go faster.


The art work is great too because shows their intentions of how they want to build these levels, what they want them to look like and some of the obstacles/hazards that are in them. One thing that you have to remember is that all games need difficultly factor and building just a plain boring track with no hazards wouldn't make it that entertaining to play.




(posted this video before but there's more to talk about)

In Crash Bandicoot 3 they talked about how in previous Crash games you could see polygons about 70 meters away from where the camera is and the player is standing, in the new game you can see up to 700 meters which is a huge improvement and shows how they've developed their game engines as each game has progressed. When you game a game you are basically making a specific type of engine that will play the game that you're attempting to create on the chosen platform/platforms that's intended to be played for, in other words it's a piece of software made for a machine to run in its own unique way. Talking about things like perspective etc you can see things in the background of the game that get bigger and bigger the more you move forward. For example the castle they talk about, you can see this in the concept art itself.

When they are concepting the levels they start out with prep sketches, much like we do in out Visual Design studies, they turn this into line art by picking the best elements of their prep work.
By doing this you can start rendering the work, just the same as we do with our digital work, you can apply textures, lighting, and use a colour palette that works well within the environment itself and then turn that into a day or night setting if you want.




Once you have all this you can create an overhead view/orthographic  view of the level design itself, and use the arrangement of objects/assets and making the use of space and how much is around you when playing to fill and populate the game levels. From this you can white box model and test and interact with the levels making changes etc if need be before applying the final textures to it.

Another interesting thing about the website I found is that it tells you the medium of how the art/concept work was made, which I think is kind of unique, almost all art works you look at don't come with a medium list. 

Medium list:

(P&P) Pencil, pen and paper
(Maya) Alias | Wavefront Maya on SGI or NT
(PA) Alias | Wavefront PowerAnimator on SGI
(Acr) Acrylics Paints
(G) Gouache
(P) Painter on NT
(PS) Photoshop on NT, Mac or SGI
(NPS) Naughty Dog's Porprietary Renderer
(SGI) Game Backgrounds grabber from SGI version of Crash Bandicoot
(Oil) Oil Pa
Basically the keys to the symbols that appear next to the images.

Example:
(ND & P&P)


What I like is that it's just simple line work that they start off with to create these environments and characters etc, they can use the same drawing/silhouette to make many variations of the characters and enemies. I did the same thing for my reef character in the first year.






They can then (when they are happy with it) take that to a texture artist to render and get a final result which obviously again once happy with it can be made in 3D and again textured and from there obviously animation happens and coding etc.

One last thing they talk about it how animation and coding is quite a complex thing to put together and only through persevering they were able to put together some of the environments and effects that they thought weren't possible to create on the PS1. Animation and programming isn't my area but I do remember reading (can't find where) that the creators of the Crash games did hack the PlayStation to make the graphics better, which is what makes the game stand out more than any other at the time in my opinion. Which possibly argues a point that better graphics make a better game, but I don't believe that for one second. I think that it's the game play, the lovable characters and the level design that makes it, the graphics (if they are good) are just an added bonus, which kind of makes it the 'perfect game' almost. I've talked enough and that is something I want to talk about in another entry.