Tuesday 5 May 2009
Week 7 - Art Directors
Art Directors are responsible for all of the artist within a project and work directly under the company and are often in close contact with the client for whichever project the team is working on.
In some ways I would say it's one of the most creative roles you could have, as you have to solidify the visions from all the different sections within the project into something tangible.
Obviously to become an Art Director you would need to have good organisation and management skills as well as an open and creative mind. Communication skills would be invaluable in this role, and although this is speculation on my part, I would say that an Art Director would have to be able to keep a cool head in any situation - it is a very powerful title to have and without a cool head a whole project could collapse around one arguement.
As for "How is art direction in Games similar to or different from Film, for example?" I will come back to this question.
Wednesday 29 April 2009
Week 6, Gameplay.
"We used to spend so much of our time on game play and today's games seem to
put too much emphasis on graphics and sound. It's the game play that makes a
game fun, sometimes they forget that." ~Larry Kaplan
Game play is a fairly ambiguous term from what I've seen. It describes the whole game experience excluding other means of describing the game such as graphics and sound. It can mean the way in which a gamer can interact with other elements in the game, and how enjoyable the overall experience is/was as a result.
One of the games I find myself playing a lot is Eternal Darkness on the Gamecube. Although it is not my favourite game, I keep coming back to it and getting friends that have never played it to try it out. The storyline is fairly detailed, each new level takes the knowledge from the previous and adds to it. You build up a repetoire of spells and techniques to tackle each enemy, and moving through the game feels like an actual progression that you don’t always find in other games.
The graphics in Eternal Darkness is not what makes it so enjoyable to play, it is the gameplay that makes it stand out from other games - the introduction of a sanity meter that not only messes with your character’s mind, but also the gamer themself.
SPOILER: There is a list of conditions you might find during low sanity can be found at - http://gameshelf.jmac.org/2008/09/eternal-darkness-sequel-highly.html
Thursday 11 December 2008
Path Continued... Again!
Not everyone sees the increased graphical capabilities as negative thing. From a more positive view, the constantly updated graphics make it much easier to absorb yourself in the game without having pixellated characters and objects distracting you from the game play.
Saying that though, I must applaud Nintendo for their fantastic choice in 'Legend of Zelda:Twilight Princess' as their premier launch title. Having played the previous console released Zelda games from Ocarina of Time onwards, I was already excited by the prospect of a new Zelda game and I was not disappointed. The updated graphics were refreshing, especially after I had only recently decided to replay Ocarina of Time. The game play was still in the familiar style that I was used to from the previous Zelda games and the introduction of motion sensitive swordsmanship was brilliant. I thoroughly enjoyed the entire game from start to finish, even through the oh so familiar "How is this dungeon even possible" of the typical Zelda game. Congratulations Nintendo! You made a fantastic start with Twilight Princess.
...Red Steel? Why would you punish us like this *weeps*
Path Continued
The first computer games created were made for two players, but from 1977 until 1993 the true nature of the anti social gamer burst forth and the game industry was dominated by games created for single players. One of the most widely known of these is Doom, created in 1993. It has been described as a highly influential game, leading the way proudly towards our beloved first person shooters. Created a couple of decades before and developed parallel to Doom were the "interactive fiction" class of games. To me these seem to be the predecessors of Modern Day role playing games with more focus on the playable story and less on fighting.
The first console I ever got was a Nintendo64. It was a join Christmas present for both me and my brother, and we played that little machine for hours on end. Some of the games on there that I enjoyed the most were Super Mario 64, MarioKart 64 and Goldeneye, and I have never beaten my brother at any of them even to this date.