Thursday, 4 February 2016

The coherent world of RPG's

The Coherent Worlds of Role-Play Games

The Role-playing game most commonly known as an RPG is a creative game that touches upon a mixture of sources. For example a variety of elements ranging from a number of sources taken from films to board games and as far stretched as the real world. The concept of the RPG is to enable the player to become someone else and take the role of another person (even creature). If you want to be that knight in shining armour you can be, if that old frail but powerful witch or wizard takes your fancy then you can be that too etc. RPG's provide players with an opportunity to experience and fulfil their dreams within the comfort of their own home (and even outside).

My own experience with such games is essentially my entire life so far. Ever since being a small child all I can remember is playing RPG's or all calibres or watching someone else (mainly my mother) playing them.
The stories were what dragged me in as a child, I played RPG's everyday of all kinds and I couldnt imagine my life without them.

I’ve played and experienced everything from Legend of Zelda: Ocarina of time on the N64, MediEvil on the Playstation 1, right the way through to The Yu-Gi-Oh card game and now in my 20's the recent release of The Witcher 3. My love for RPG elements stretches far beyond video games. I am also a keen lover of tabletop gaming and competitive figure painting. You may ask “what does painting have to do with RPG's?” well a lot of things actually, say you were painting a Viking warrior you would have to research everything they do, how they lived, what colours they had access to, the types of activities they would do etc, it is not just painting it is creating a character based upon a set of rules much like RPG's. All of the above curb my hunger for the RPG element but I still sit craving more.

Throughout this essay I will be covering the 3 topics as follows: (1) the history of the RPG (2) briefly covering the generic systems you can find within an RPG with examples (3) concluding with my analyst of a chosen game and further linking it to other media.





The History of RPG's

Firstly, to get to grips with role-playing games it is quite useful to know what was. To go through a complete history would be impossible during this essay but a certain level of understanding its cultural development is possible.

To start off we have to go back, back to 19th century Prussia and a “little” game called Kriegspiel (“War Game”). This game introduced the use of placing markers on a tabletop and using dice to create random encounters within the game. They were introduced during World War 1 by H.G. Wells. Darlington (1998) goes on to explain that
“It was Wells, however, who first opened up the games for the amateur. In 1915, he published a set of amateur wargaming rules in a book entitled Little Wars, now seen as the "wargamers’ bible". Wells was also the first to suggest that miniature figures be collected to represent respective forces, to add flavour, and a sense of involvement, to the game. Though the book was popular, wargames did not really take off until, in 1953, Charles Roberts released the first commercially available "board" war game. Though it was a slow starter, Roberts eventually went on to form the Avalon-Hill Game Company, now one of the world’s biggest game companies.”

So lets skip ahead a few year to the early 1970's, this particular game has to be the forefront of modern RPG's to date. Commonly known as D&D, Dungeons & Dragons was developed in the suburban American Midwest, Lake Geneva, Wisconsin. The game was developed over several years, evolving from a historical based board game moving onto individual fantasy personas that a player would create and adopt.

Moving into the 1980's and we have two hugely popular games, these games were Ultima and Wizardry. Ultima is a series of open world RPG's created by Richard Garriott from Origin Systems, inc. Within this game your character must find and destroy the Gem of Immortality, used by the evil wizard Mondain to take the lands of Sosaria for himself. Wizardry was a significant influence on early console RPG's, influencing titles like Dragon Warrior and Final Fantasy. It was originally made for the Apple II but later ported to other platforms the last game of which was Wizardry 8 intended for Microsoft Windows. The aim of the game was to manoeuvre your player created (up to) 6 man (or women) group around a dungeon maze consisting of 10 levels each progressing in difficulty.

Next we move to the mid 1990's unfortunately RPG's took a steep decline, technology simply advanced to fast, developers couldnt keep up with the increased graphics and storage space that new CD-ROM technology obtaining, this meant there were long delays between releases and expectations that weren't being met, this also meant that some small franchises were closing due to the shear price of making a game.

But along came a saviour, a not so little game named Diablo, released by Blizzard Entertainment on December 31st, 1996. Now this release was a surprise, the RPG market was stale, consumers moved away from RPG's infavour of more action-orientated video games such as first person shooters and real-time strategy games, but with the release of Diablo seemed to rejuvenated the genre things started to pick up speed again and the world saw releases such as Diablo II, Fallout and Baldur's gate.

Next we hit the 2000's, this was a peak time in technology there was a lot of competition within the industry to create bigger and better things with gaming the industry got to see games such as Neverwinter Nights, Star Wars: Knights of the Old Republic, Jade Empire, The Witcher series, Dragon age franchise and the Elder Scrolls franchise just to name a very small few.

It is plain to see that a lot of years have gone into the create of the RPG, from good to bad, now this is as brief as history as it can be but you can look further back in time right back to the middle ages and see that people have been role-playing even since then, taking on a persona of royalty, myths, legends and heroes it’s a formula that can’t lose and I hope to see even more advancements in the coming years.

The Mechanical Systems of RPG's

Story and Setting:
For any RPG the story and setting is crucial, it’s the backbone of the entire game and most RPG's are heavily story driven machines but for only (normally) half of the game (maybe even 30%), this is because with an RPG they want you to explore, they add content that makes you go off the beaten track, to become side tracked for an hour or two to prolong the game. This is a very clever way of creating a much larger game, it allows players to do their own thing and not has to conform and adhere to things within the game like most linear stories. The setting is also very crucial, the setting alone can create a vague set of rules that the developers have to stick too, for example you it wouldn’t be the norm to place fantasy dragons in the middle of a Sci-Fi world, or have alien technology during a medieval time period, Again this is true when sticking to the essence of things, but such games as Star Ocean blend genres together, this creates an intriguing mix of genres that can compliment each other quite well if done correctly.

Exploration and Quests:
Exploring the world is a big part of RPG's, it gives the player a sense of control and immersion, when they go off to talk to Non-player characters (NPC's), looting items, completing puzzles or hunting down creatures they can feel a sense of grounding and connection with their character. Some games go as far as to let the player creature entire houses for their character, letting them place individual props and assets almost creating a “home design” mini game. Questing, questing can either totally sidetrack or flesh out a story, it can be totally irrelevant to the main quests or it can take you down an alternate route to get to an end goal letting you acquire different loot, befriend different NPC's, or simply give the players another option to enrich their playing experience.

Items and Inventory:
During gameplay most RPG's allow players to find loot this involves things like, clothing, weapons and armour. Players can then take that loot and either use it or sell it for currency and better equipment. Trading generally takes place in “safe-zones” away from enemies with friendly NPC's, and most of the time uses a specialised trading screen. Now, these items that are acquired either from looting or trading make their way into the players inventory, inventories normally have a weight limit attached, this means the player has to make decisions on what they can and can’t take.

Experience and Levels:
As a players characters moves through the game world they will develop and gain new skills, this is generally associated with the collection of XP (experience) and levelling up skill trees. A skill tree is a set system that has a strong dedicated centre with branching attributes, those attributes within the skill tree are a collection of player perks that can add in player talents, such things as, faster movement speed, stronger attacks, more health and use of magic for longer periods of time, and with each new level up the player can either add to or choose a different skill to add to their ever growing tree.

Actions and Abilities:
Most actions within an RPG are performed some what indirectly, a player clicks an item or something similar and the character will make their own way to said item. Some games give you more control over your character such as using the left thumbstick or W A S D keys to move your characters around, some even let you use your mouse. Alot of RPG's allow players to have moral choices which dictate whether a character is good or evil, some games even off a neutral mid ground that can be a safe option if a player does not want to go to far to one side, This is also great for anyone who does not like making difficult choices or their character is being role-played as a by stander.

What inspired the Fable series?

So I would like to start by explaining what the Fable series is, who created it, and what inspired it. The Fable series spans over 3 main games 2 spin offs and (at the time of writing) 1 unreleased game that is still being made, for this part of the essay I will purely focus on the 3 main games.

Designed by Peter Molyneux within Big Blue Box Studios (now known as Lionhead Studios), it was a game built upon choice, much like what we have discussed during the “Mechanical Systems” portion of this essay the game featured optional quests, character development and a looting/inventory system, other things it included were a moral system (being good or bad) and also a renown system that altered how the NPC's reacted when they came into contact with the players character.

This game revolutionised the modern RPG, it brought systems and mechanics to the table that no other RPG had created. With its intense emotional story and thrilling combat it wooed players into taking an immersed roller coaster ride of action and adventure all while keeping a grounded sense of day to day life, doing things such as buying a house, getting a haircut, getting tattoos, going clothes shopping, buying food and growing old.

Fable was influenced by man media's, to name a few here is a small list and a brief description of each influence:

Terry Pratchet, Disc World (book series)
In many interviews Peter Molyneux himself stated that the works of terr Pratchet influenced many things within the game, one of which being over all style but also humour.

Piers Anthony, Xanth (book series)
Along with the works of Terry Pratchet, Piers Anthony's Xanth series was also used as influence for narrative and humour, this game has a lot of comedic dialogue and its clear to see when played that they put a lot of work into nailing British humour.
King Arthur Legend (History, Story)
Alot of the Fable series was influenced by the legend of King Arthur, a boy from nothing, taken and trained and found to be the destined king. The overall destination of Fable (Albion) is also taken from the historic name for Britain but is also the name of the land in King Arthur, anyone who has played the games can be a lot of links between worlds as its very prominent throughout the game.

As you can see, fable has taken a lot of twists and turns to be turned into the game it is now, the research that went into creating this morbid, humorous and emotional world was vast, along with the above it also featured a lot of adult themes, growing a family, having partners (male or female) and micro-managing estates

Conclusion

The RPG, when you tear it down its not as intimidating as it may seem, its a finally crafted piece of art, it takes groups of varying sizes and skill levels to create such a Frankenstein monster, its intricate systems and branching mechanics work in conjunction with one other to create something beautiful, just like an artist who uses different brush sizes and different techniques that pull a piece of work together to create, simply, an idea. But that doesn't mean everything has to be complicated, there are plenty of RPG's that are very simple indeed, games like the Castlevania series were not particularly heavy, a player didn't have to spend hours creating a character and transforming them into a stronger version of themselves. the player was given a set name, a set race, a set background and told to wreck havoc within their game world. This kind of game-play helps with new and returning players, to some an open world full blown RPG is quite an undertaking to commit themselves too, either due to time or attention span.

I would like to talk about what RPG's mean to me, to put simply they are my entire gaming experience, I tried First-person shooters, Puzzle games and Massive Multi-player Online games (MMO's) but they do not hit the spot like RPG's. It was my mother who first introduced me to any form of video game, she owned the old handle held donkey kong which I would spend 3 years playing over and over, after this moment I was hooked. Come the release of the PlayStation 1 I had already played severely other RPG's on varying consoles, but the PlayStation was what widened my passion for gaming and games in general. With the PlayStation 1 came a game called MediEvil, In this game you play as Sir Daniel Fortesque, Daniel led an army to kill a powerful evil wizard named Zorak (which they managed to achieve) however, Daniel was struck and killed by the first arrow loosed in battle. 100 years later Zorak returned from the dead to raise the dead army from the battle previous, unknowingly resurrecting Daniel in the process, with this new opportunity Daniel decided to take his revenge upon Zorak.

I was very lucky as a child to be able to have access to consoles and video games, not a lot of families would spend the money on such things.

In conclusion I feel RPG's are a very personal type of game, they are for a player to create his or her own world and character. this is probably why they are so popular. Developers know these created worlds will become more then just a game, they become a get away an escape from reality to some.

Bibliography


Darlington, S., (1998) A History of Role-Playing [e-book] Places to go, People to be, Available from: http://ptgptb.org/0001/history1.html [Accessed 03 Febuary 2016]

Wednesday, 27 January 2016

Development Practice


Concept artist
Highly proficient in traditional hand-drawn arts and 2D software such as Photoshop and Painter. Concept artists are responsible for the look and feel of the game by creating characters, creatures, environments, and all manner of visual aid for the rest of the art team. They work closely with the art director to maintain consistency in visual style. They also create storyboard art and therefore should be skilled at producing artwork quickly. The majority of the artwork on Creative Uncut was produced by concept artists.

UI artist
Designs the game's user interface, such as menus and HUD (heads-up display, or on-screen info), and handles any technical issues relating to it.

Writer
Tasked with writing the game's story, character dialogue, cut scene or narration text, game tips, and menu text. Writers must work closely with other designers to follow their plan for the game. Due to the variety of games and genres, writers may not always work full-time and often 'float' between projects.

Mechanics designer
Designs rules for the gameplay and ensures that they remain carefully balanced throughout the game. Also known as a systems designer.


Concept Artist: 

http://careers.sega.co.uk/careers/creative-assembly/concept-artist-ftc?source=Indeed.com

Concept Artist (FTC)

Department: 
CA Console
Location: 
Horsham, United Kingdom


Position OverviewTo successful candidate should be able to demonstrate outstanding all round creativity, artistic ability and imagination. They will be an accomplished artist with the ability to produce stunning imagery while also developing and communicating the art vision. This key person  will possess highly developed creative and technical ability.Key Responsibilities:
  • Work closely with the art director and team leads
  • Develop and communicate the console art vision
  • Communicate clearly, in all directions
 Essential Skills:
  • World Class concept art ability (environment or character)
  • Strong sketching, illustration and painting skills
  • Expert knowledge of Photoshop (or other industry standard)
  • Experience of working in a professional creative environment (games or film)
  • Developed understanding of art fundaments (space, form, light, surface, line, colour)
  • Self-motivated, great communicator, group focused, tenacious.
  • Insatiable visual appetite and awareness

UI Artist:

http://jobs.mediatonicgames.com/apply/131a1219755e5443480a414441045d7d484b3524202d64371f40583f3a1226087b181e/UI-Artist-Games?source=INDE&sid=yupFGnevx2rup0lEyrjprg3aMqahoArX4QD


UI Artist - Games


Location - London, London, United Kingdom

Job type - Full Time

Min. experience - 2+ years

About Mediatonic
Mediatonic is a team of sixty exceptionally talented and seriously hardworking people who devote their careers to crafting awesome original games.
We produce around three new titles every year and deliver them to millions of players with backing from the UK’s top industry veterans and carefully selected partners.
We love to try new things; and so you’ll find our games on Smartphones, Console and PC platforms being enjoyed by millions of people all over the world!
As we push towards ever more ambitious and high quality titles we are looking for the finest talents in the games industry to come and join us on our quest.
Key Responsibilities
As a UI Artist at Mediatonic, you'll be responsible for ensuring our games are a joy to interact with. 
Our work spans a broad range of styles, technology and platforms, from mobile to console. You'll be expected to: 
  • Design original and beautiful user-interfaces
  • Illustrate UI components such as icons and assets
  • Champion UX, mapping our player journey and information flow
  • Ensure players have the information they need at precisely the right time
  • Contribute to concepts and pitches
  • Troubleshoot live products and design enhancements to reduce friction for users
  • Work with technical delivery teams to solve technical and logistical issues with UI
Typically, you'll be working within one of our studio teams to lead the UI design and UX from the start to the end of a project. 
Requirements
  • 2+ years commercial experience in the games industry working on UI
  • Advanced skills in design software such as Photoshop & Illustrator
  • A strong portfolio of User Interface and Application designs (ideally for mobile or console games)
  • A passion for excellence in interface design and usability
  • In-depth knowledge of UI and UX principles
  • Creative leader with excellent communication skills
  • Exceptional eye for detail and quality


Concept Artist:


http://www.gamesindustry.biz/jobs/lockwood-publishing-ltd/uk-and-europe/2d-artist--id82650


Job Title2D Artist
Job CategoryWeb / Graphic Designer,2D / Concept / Texture Artist,Graduate Artist
Job DescriptionLockwood Publishing Ltd is Mobile Games Company based in Nottingham. Lockwood has developed Avakin Life published on Android, Amazon and iOS.   Avakin Life is a free to play mobile virtual world which is targeted at a 17+ millennial demographic focusing on virtual socialising and fashion. Avakin Life is in the top 400 grossing apps in the US on Android with over 12 million downloads and 100 000 DAU.

Lockwood is currently looking for a 2D Artist  who is self-motivated, organised and has experience with the design and production of gaming graphics and marketing material.   The role is a mid-junior design and production role inside the production and retail team. The junior marketing artist will support the production team by creating engaging visual marketing material such as digital images and videos. It would suit a motivated candidate with a strong portfolio and a genuine interest in the computer game industry as well as graphic design.

The ideal candidate will have the following:
- A solid industry experience with Photoshop and Illustrator with a strong knowledge of pixel and vector art.
- A solid industry experience with Premiere and After Effects.
- Being self-organised with the ability to multitask multiple on-going briefs.
- Very good English communication skills, both written and verbal
- The ability to take constructive feedback as well as give constructive feedback to internal and external staff
- Keen eye on detail, colour, and composition with the drive to continually improve the Avakin digital branding - Flexibility & the ability to learn new skills over time - UK- EU work    

Desirable, but not essential skills:-  Experience with Hansoft, SVN and Perforce
-  Experience or a genuine interest in clothing and fashion
-  Experience working on a social or mobile game
-  Experience working on a female orientated product
- Previous experience working within computer games preferably mobile and freemium                    

Your responsibilities will include: 
- Designing and producing the in-house 2D graphics and marketing videos for Avakin Life
- Experience working with external third parties


Marketing:

http://www.gamesindustry.biz/jobs/ndreams-ltd-/south-east/england/uk-and-europe/marketing-assistant-virtual-reality-id83231



Job TitleMarketing Assistant - Virtual Reality
Job CategoryMarketing Assistant
Job DescriptionnDreams are the UK’s largest virtual reality developer and publisher.  We’re looking to grow our publishing team to help ensure that our range of upcoming releases, including The Assembly, are huge commercial successes, as we head towards the launch of the major VR headsets this year.

We’re looking to hire a Marketing Assistant to support the publishing team with the execution of marketing campaigns across our PC, console and mobile VR titles.

Key Roles and Responsibilities
  • Manage creation of campaign assets as assigned by the Brand Manager, including capturing of in-game screenshots/b-roll, working with agencies and the Graphic Designer.
  • Manage localisation of required marketing copy and assets, working with agencies and the Graphic Designer.
  • Manage updates to the nDreams.com website & the creation and distribution of regular newsletters, working closely with the Communications Manager and Brand Manager.
  • Support the Communications Manager with the identification and scheduling of regular, relevant content for nDreams’ social media channels, along with their general maintenance.
  • Assist the Communications Manager with event management, including attendance at relevant events. Responsible for publishing team’s hardware and equipment.
  • Undertake ad-hoc projects and requests as required in order to support the publishing team.
  • Compilation and distribution of weekly marketing updates, reports and meeting minutes.
  • Manage asset schedules for each nDreams title.
  • Undertake competitor and environmental research as required by the publishing team.
  • Develop an in-depth knowledge of nDreams titles – become the team’s game expert!

Key Skills & Experience
  • Degree-level qualification, Marketing/Business (or equivalent) preferred.
  • 1 year + experience within a graduate or sandwich year-level marketing role.  Experience within a videogame, digital or entertainment organisation preferred.
  • Strong work ethic with a proven ability of working effectively under pressure and going the extra mile to get things done.
  • Excellent organisation skills – demonstrated ability to successfully plan and execute projects.
  • Proven written and verbal communication skills with a high attention to detail.
  • Demonstrated commercial awareness, knowledge and passion for video games and the video game industry.
  • Strong team player with experience working on projects within a diverse team, able to follow direction and respond to guidance.
  • Proven ability to learn on the job and a desire to continue to further develop your skills and knowledge as a marketing professional.
  • Strong knowledge of Microsoft Office, in particular PowerPoint and Excel. Basic knowledge of Adobe Photoshop is a bonus.



UI Artist:


http://www.gamesindustry.biz/jobs/rebellion-developments-limited/uk-and-europe/gui-designer--6-12-month-contract--id82418


Job TitleGUI Designer (6-12 month contract)
Job CategoryUI Artist
Job DescriptionRebellion Oxford are currently looking for an enthusiastic GUI Designer devoted to building intuitive, cutting-edge user interface experiences for games on all current platforms. The successful applicant will understand the importance of usability and visual communication, be self-driven and talented, with a genuine interest in playing games.This is a full-time role based in-house at our Oxford headquarters, on an initial 6-12 months employed contract basis (not freelance or agency). You must be able to legally work in the UK.Please include a link to your portfolio of examples demonstrating outstanding technical ability and understanding of user interfaces.

Experience:Experience of implementing graphical user interfaces, awareness of best selling games and the graphical styles they employ. Some game industry experience is preferred but not essential, print or web-layout experience will also be considered.

Responsibilities:
  • Work closely with a GUI Artist to design and implement 2D front-end game interfaces and in-game display HUDs
  • Work closely with each project’s design team to ensure menus and interface reflect the overarching goals of the title in the most intuitive fashion
  • Streamline and implement logical menu flow and function of interfaces
  • Work with technical artists and tools programmers to improve efficiency of workflow
  • Work to a functional and aesthetic brief within technical platform constraints/limitations and ensure publisher/platform compliancy
  • Document processes and task tracking, with great attention to detail
  • Research new tools, techniques and processes and how they can benefit Rebellion
  • Collaborate productively within larger multi-disciplined project team environments, communicating ideas and issues clearly
  • Work effectively with minimal levels of guidance, prioritising and scheduling your own work
  • Be responsive to deadlines and work well under pressure, meeting multiple production objectives and deadlines

Skills:
  • Great knowledge of flow and function of game interfaces, user interface design and game navigation
  • Skilled in GUI design and layouts
  • Knowledge of game engines and artist tools
  • Detail-orientated with a logical, structured approach
  • Excellent initiative, self-motivation, communication, organisational and problem solving skills, as well as team-working and the ability to accept and follow direction
  • Ability to grasp new concepts and tools quickly
  • Knowledge of Photoshop and/or Flash preferred but not essential
  • An aesthetic eye with experience of layout, web-design, print or typography would be advantageous
  • A genuine interest in playing games


PORTFOLIO 1: http://tommykinnerup.com/

Tommy Kinnerup is my first choice, his unique art style is what draws you in, his work on Injustice: Gods Among Us, Angry Birds GO! and Nightmare Guardians is a great example of clean and well produced work!








PORTFOLIO 2:  http://mastersofanatomy.com/joe-madureira

Second is my all time favourite artist Joe Madureira well known for his comic book work, he was also the creative director on the Darksiders franchise.








PORTFOLIO 3: http://andreewallin.com/portfolio

My third and final portfolio is from Andree Wallin, with work across the board from working on the recent Star Wars movie to Godzilla, The Elder Scrolls Online, Wasteland 2 and Napoleon: Total War (along with many other titles) his work is by far some of the most iconic!









Development Practice PLAN


During this 3 weeks I will be studying the female anatomy, I am hoping to have 3 full figure studys showing improvement and 2 pages of anatomical break down of certain chosen parts of the female anatomy this equals to:








Thursday, 21 January 2016

Wolfenstein: The Hateful Rise - Project complete

 Asset sheet 1
 Asset sheet 2
 Interior design
Exterior design







Fun project, cant wait to start the next project!

Wednesday, 13 January 2016

Interior Design 1



Many improvements yet to come, quick shading/clean lines and more detail, but i am happy with the current look

Monday, 4 January 2016

BA2A - NUA ART TESTS - Wolfenstein inspired

So here we are new year new term! and right off the bat we have a new project which im super hyped for!

Project Wolfenstein
The Hateful Rise Project

Description 
With the success of The New Order and Old Blood, MachineGames are working on a new prequel project focused on the resistance during the rise of Deathshead during 1944 in the Wolfenstein universe. Unlike the previous installments, they are experimenting with a squad based shooter and are not using their usual hero William "B.J." Blazkowicz.

Task Requirements 
You are to design a train inspection point that the resistance squad must encounter. Your mood painting should present the military building occupied by soldiers and the adjacent rail line it inspects. The building can be purpose built or modified for military use. Consider the squad based skirmish gameplay inside the building and create a detailed design of the interior. Take a couple of the interior assets from your design and expand upon them with assets sheets as reference for 3D artists.

Task Specification
❖ Exterior Mood Painting
❖ Interior Design
❖ 2 Asset Sheets



So heres a little sketch for the "exterior mood painting" this is only a sketch intended for playing with view points: