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September 29, 2008

Dario Argento – theoretical analysis

Filed under: CMM4106 Psycho & Cinema,ECU MInT — steve @ 8:11 pm

Follows is a “theoretical essay” on three films by Dario Argento for CMM4106 Psychology, Psychoanalysis & Cinema, Assessment 2.

The form of the essay contains long paragraphs – not the style I would normally use in written content, however my initial draft essay containe brief paragraphs and my tutor asked for lengthy, more detailed discussion of the topic in my paragraphs – hence the following aimed to address that need: 

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Psycho-Ego Machinima

Filed under: ECU MInT,GDT3102 Writing for Games — steve @ 7:54 pm

Group project for GDT3102 Writing for Games: Machinima created from Second life.

Machinima concept based upon the Psycho-Ego game concept as detailed here.

The project team: Ash B., Roy G., Mirai R., and myself (Steve E.).

Download the PAL 4:3 machinima here: http://tigerleo.com/composition/Psycho-ego_machinima.mpg (right-click and save as).

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September 16, 2008

Week 8 readings: Game Genres

Filed under: ECU MInT,GDT3102 Writing for Games — steve @ 1:22 pm

Bates, B. (2001). Genre-Specific Game Design Issues. Game Design: The Art and Business of Creating Games.

Rollings, A. Adams, E. (2003). Genre Worksheets. On Game Design.

Bates (2001) described the following game genres: Action Games, RPGs [Role Playing Games], Adventure Games, Strategy Games, Simulations, Sports Games, Fighting Games, Casual Games, God Games, Educational Games, Puzzle Games, and Online Games of which the latter can be of any genre. Rollings (2003) defined the following genres: Action Games, Strategy Games, RPGs, Sports Games, Simulations, Adventure Games, and Hybrid Games; with the latter defined as a combination of “construction and management simulation” and a war game (p. 439).

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September 13, 2008

Machinima script:

Filed under: ECU MInT,GDT3102 Writing for Games — steve @ 12:09 am

Machinima Script: “Psycho-Ego: The Knowing of the Self” level three intro cut-scene “The Anima”.

Based upon an intitial basic script by Roy Gamsgro, for the second Writing for Games assigment, the following details of a basic script are offered for discussion:

PC = Player Character

Athena = the Anima

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September 10, 2008

Week Seven Discussion: Storyboarding & Cut-scenes

Filed under: ECU MInT,GDT3102 Writing for Games — steve @ 3:46 pm

Week 7 Discussion:

a. If storyboarding each part of a game takes work, how does it save the development company money?

The storyboard saves development time, and therefore money, as it provides a visually clearer identification of the development objective than text. It can serve as a style-guide of sorts in that it can indicate composition, movement and follow-through action that would be far more difficult to describe in text. In a development team of many animators (and in-betweeners) the lack of a storyboard would be the same as not having a script to work on in a film. Though both are important (the script and the storyboard) from an animation perspective the world has to be created by “hand’ rather than through a camera lens, so it is critical  that there is some sense of what the animation director is intending for the animators to do via the use of the storyboard.

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Week 7 Readings: The Storyboard & Pre-Rendered and In-Game Cinematics

Filed under: ECU MInT,GDT3102 Writing for Games — steve @ 2:05 pm

Week 7 readings from:

Pardew, L. (2005). The Storyboard. Beginning Illustration and Storyboarding.

Freeman, D. (2003). Writing Pre-Rendered and In-Game Cinematics Opening Cinematic Techniques. Creating Emotion in Games: The Craft and Art of Emotioneering

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September 9, 2008

Week 6: Game Interface

Filed under: ECU MInT,GDT3102 Writing for Games — steve @ 3:13 pm

Game interface plus navigation keys and buttons help file for “Psycho-Ego“:

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September 2, 2008

Week 6 Readings: Bateman (2007) & Freeman (2003)

Filed under: ECU MInT,GDT3102 Writing for Games — steve @ 2:26 pm

Bateman, C. (Ed.). (2007). Keeping the Player on Track.

Freeman, D. (2003). Agency Motivation Cohesiveness Techniques Tying Story to Gameplay.

What Bateman and Freeman offer in their respective readings would have been ideally beneficial prior to the development of the week 5 game story and any subsequent flow-charts. Concepts such as “Game Spine” and “Golden Path” obviously have an overall influence on the design of the game narrative. Concepts discussed by Bateman concerning dialogue would have been very useful for the week 3 Character Development & Dialogue. It is easy to see now how one will need to go back and review that material developed as part of those exercises and re-develop the content to take into account this new found knowledge.

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September 1, 2008

Week 5 Development of the Game Story “Psycho-Ego – the knowing of the self”

Filed under: ECU MInT,GDT3102 Writing for Games — steve @ 9:56 pm

[1.] Develop a story for a game [see high concept here] and answer some of the questions that Rollins (2003, p. 118) asks:

Q a. Does the story begin with the beginning of the game, or are you intending to use a back-story?

A. There will be some back-story in the prologue cut sequence to give an indication of who the Player character is, their role in the world, and what their main objective will be. (more…)

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