Saturday 30 November 2013

Now for the fun part.

My last post was a mash up of how the graphics of gaming has evolved over the years, and how different camera angles are used to interpret 3D forms. Instead of banging on about Spyro again, I've decided to look at games I've played over the last few years, and analyse the ever-changing developments within the industry which have helped evoke a sense of realism in games.

(I should probably start by saying I'm a big Uncharted fan, so this is probably going to be 1000 words on why Naughty Dog are awesome...oh well, onwards and upwards!) 

As a 90s child, top-down perspective games played a huge part in my childhood. Pokémon and SimCity all but to name a few. I was too young to play GTA then, sadly. As much as I loved being outdoors, there's something special about being stuck inside on a rainy day and being immersed in a good game. However these years seem quite blurry so it's pointless writing about something in which my knowledge may not be accurate. So onto the future!

The aesthetic quality of a game is something that’s always interested me, if I play a game from my childhood years now, the graphics are still just as impressive to me now as they were when I was five. The games I can remember playing were very stylised – often fantasy like – and would’ve been made to the best quality for the console and engine capability of the time (or at least I’d hope.) I wouldn’t go as far as saying graphics are more important than the storyline, but it’s a pretty big factor. The first thing that stands out to me - and probably the majority of other people – when I see a trailer for a new game is what it looks like. This tends to be the first thing noticed, if I find it appealing, I tend to read up on the title to see if it’s something I might like. Well, this is what I do as a student with limited funds anyway. I used to just buy anything and everything that looked pretty.

One of my all time favourite game series would be the Uncharted trilogy. As soon as I saw Drake’s Fortune advertised in 2007, I knew it was going to be something special. Released as a PS3 exclusive (see ya later Xbox), Naughty Dog really pushed the boat out with this game, and it was noted as part of the European best selling titles. It was also the first game released on the PS3 by Naughty Dog!




In order to recreate realistic animations and fluid movements in-game, Naughty Dog used the Cell processor and the RSX Reality Synthesiser to help the player see realism in the environment. As I mentioned, Uncharted was also Naughty Dog’s first PS3 installment, this would’ve given the company a chance to familiarise with the new technology. I’d still say this game was definitely of much better standards than some being released in 2014. The aesthetic quality coupled with the storyline means you can literally get lost in the game, which is something that I imagine is quite difficult to achieve. [1]


This cool image above shows the comparison of the graphics used within the Uncharted trilogy. The same engine was used for Drake's Fortune and Among Thieves, whereas Drake's Deception was a total revamp of the original. Ive also been reading an article on a similar topic, in which the writer said this about the above image:
"Now some of you may be hard-pressed to notice a big difference between Uncharted 2 and Uncharted 3, but upon closer inspection you can see a ton more detail, especially in Nathan Drake's skin.  While he looked great in Uncharted 2, he looked sort of plastic-y.  Everything has a shine to it and it's very smooth.  No rough or course textures.  Looking at Nathan Drake in Uncharted 3, you can see much more distinguished features.  He's got wrinkles in his forehead; he's got a rough 5 o'clock shadow.  Look closely and you can even see the pores in his skin."[2]

For me, the Uncharted trilogy played a big part in my growing up, and inspired me to get where I am today. Anyway, enough about Uncharted, I'd rather not get too carried away here...
However, the question 'just how important are graphics in games?' is extremely controversial and can be argued in a variety of different ways. I was rooting around and found this article which was a really good read and has a lot of valid arguments. It also links in with previous research I've done in this area, particularly text-based games. Some of the first games made were highly simple, pixel images such as 'Pong'. There was no real art behind them as such, but people still played them. This also helps reinforce the statement put across in the linked article, graphics aren't everything after all.


Pong
The Last of Us
Looking back, a game as simple as Pong made someone during that era happy, the same as the feeling our generation get now. It's odd to think something that basic had such a renowned effect on a vast amount of people. Thankfully, games such as Pong helped the industry get to where it is today - and without it? God knows where we'd be...

References:

[1] - http://www.gnomonschool.com/events/naughty_dog/naughty_dog.php - ‘Uncharted: Drake’s Fortune’
[2] - http://www.gamezone.com/originals/2011/10/28/uncharted-3-graphical-comparison-to-the-series-history - 'Uncharted Quote'
Personal Enquiry: Part Three - 'Your graphics have evolved!'
08:23

Personal Enquiry: Part Three - 'Your graphics have evolved!'

Tuesday 26 November 2013

I've been pondering over just what to write for my personal enquiry for the past week or so, and I guess it's probably a good time to get it all down in writing. I don't want to bore you with another history post - which you may or may not find interesting - so I'm going to write about a topic that I find absolutely fascinating, in the hopes that you will too!

As I mentioned in the final instalment of the history posts, I spent the majority of my childhood dabbling around in a variety of different games. Mainly involving purple dragons, but hey, I was having fun. Hours on end were spent playing Gateway to Glimmer, and as soon as Year of the Dragon was released, I was ecstatic to see how different the game would look and more importantly, how the lovely little dragon looked. I was five, give me a break! But let's not go off track, I need to talk about the technical side of things too.

Soooo...the technical stuffs. The evolution of graphics is something that I've always found really interesting and just seeing how games can change over a few years is absolutely incredible. *Rewind to 1970* The industry was taking off, and more home systems were becoming available. Many of the first games were text-based and were extremely popular until the 1990s - this was because they were easier to make than other games and required less processing power. This was also the introduction of text based games, no images, just text. This always reminds me of the console command menu in the Sims 2, where you'd type in motherlode and get 50,000 simoleons. Awww yisssss. You'd have the world described to you, and use certain commands to control what you were doing etc. Two of the most popular text-based games are 'Colossal Cave Adventure' and 'Zork'.
Colossal Cave Adventure is actually pretty awesome as it's based around a real cave situated in Kentucky! Cool stuff right there guys! [1]
In this era we also had MUD - multi-user dungeons - which were again, entirely text based, and the 'roguelike' sub-genre. [2]


Example of a MUD
I stumbled across this site when researching, quite useful if you fancy having a go at some original text-based games!

So fast forwarding a couple more years, we move onto slightly more advanced graphics, 2D! Firstly we've got the birds-eye view - I shan't bother explaining this as it's pretty self explanatory, I hope..? - instead of the first/third person angle we're used to in games today, the camera is positioned above the character, showing the world around them. This angle was used in popular games such as Pokémon, The Legend of Zelda and Grand Theft Auto.


The Legend of Zelda B-EV [3]

Swiftly moving onto side-scrolling games. I can remember playing these as a child and oh how fun they were! I own Lemmings for my PSP which remains to be one of my favourite games of this genre. These particular games use the scrolling function of a PC, and help to increase the depth. One thing that bugs me a little bit about some of these games is that once you move to the right hand side of the screen and the camera follows you, you can no longer revisit a previous area. Welp. 

Here's some cute little Lemmings for you to marvel over.




Now I guess we can move onto more familiar territory with the 3D side of things. First up we've got fixed 3D - this involved a real-time rendered character but against a static background. This was useful 'cause it meant you could have a lot of detail on a fairly simple object. Quite annoying really, seeing as though you can't explore the area as your view is fixed. [4]
This is when first-person perspective really started to hit it off. Like real life, you're playing as the character - obviously - but unlike third-person, you're unable to see the character in front of you. Often only hands/weapons are seen in this view.


First-person screen cap from the Elder Scrolls Online [5]

So part two is over! I hope I haven't bored you too much with another timeline and more purple dragons.


References:
[1] - http://rickadams.org/adventure/b_cave.html - 'Colossal Cavern, Kentucky'
[2] - http://uk.ign.com/articles/2013/12/26/a-history-of-roguelikes-in-6-free-games - 'Roguelike games'
[3] - http://www.zeldadungeon.net/wp-content/uploads/2013/04/220px-Legend_of_Zelda_NES.png - 'Zelda NES'
[4] - http://en.wikipedia.org/wiki/Video_game_graphics#cite_note-2 - 'Fixed 3D'
[5] - http://camelotpost.com/2013/06/25/elder-scrolls-online-first-person-third-person-balance-an-impossible-task/ - 'First person'

Personal Enquiry: Part Two
06:07

Personal Enquiry: Part Two

Wednesday 20 November 2013

So it's the start of the personal enquiry task, and the end of the history of computing! I'm excited about this one as I'm getting to write about a topic that I find particularly interesting...what to choose though? I started by producing some reeeeaaallly quick mind-maps in Photoshop. Haha good luck reading them.



In this first mind-map I covered a variety of different areas that interest me. The storyline of a game is something I've always found amazing, especially that in the Elder Scrolls series. The amount of lore within that game is absolutely insane! Graphics are also something I find really cool. Being able to create a game that appears so visually realistic takes a hell of a lot of time and effort, and most of the time, the results look fabulous. My mam was watching me play the Last of Us before I started university and for a split second she thought it was real. Until the clickers attacked. That's the kind of thing that fascinates me, how something like this can look so realistic.



After much um-ing and ah-ing, I finally decided on what specific area I wanted to research into. Graphics! Yaaaaaaaaaay. 
I did a couple of quick google searches to determine the development of graphics over the years, and compiled a quick mind-map/timeline of the various stages of improvement. This started from text-based graphics, as seen in the game Zork, to interchangeable third/first person games such as Skyrim.


Taken from Resident Evil 2, this image shows examples of the virtual camera system used and required in third-person games. Third person is more common in action-adventure games, whereas FPS are pretty self explanatory and don't require the use of third-person....


So now I've got some basic knowledge on what I need to research, the hard work begins. The us of graphics in gaming tends to be a very controversial topic, so I'm sure there's a mountain of articles and debates out there that I can have a nice little chuckle at along the way...

Personal Enquiry: Part One
09:13

Personal Enquiry: Part One

Friday 15 November 2013

So I thought for my final post on the 'history of computers/gaming' task, I'd make this one more personal. I haven't planned this one at all so I'm probably going to go off on one giant tangent about some of the games I'd played during the 2000s.

Let's stop the clocks and wind back a few years...I'm approximately 5 years old and I'm sat in front of my TV playing Spyro: Year of the Dragon - those were the days. I'd probably say this is one of my earliest childhood memories, and certainly one of the first games I'd ever played. If you haven't played or at least heard of the Insomniac trilogy then I'm deeply ashamed and feel sorry that you haven't experienced the awesome-ness of it. Tsk.


After a couple of cutscenes and meeting the already familiar characters, you're transported straight into Sunrise Spring, the first level of the game. I can always remember this particular place as being extremely colourful and having awesome music, boyyyyyyyyy my memory is good. You can see just how vivid the colours are in the screen cap above - I bet that orange tree in the background is making you want to play it...
So moving on from trees, I'd say this was the one game that really made an impact on my childhood and has led me to what I'm choosing to do with my future. Welp. Can I just be a child again? Please? I wish this whole post could be about this game, but alas, work needs to be done.

Next in the timeline would probably be Croc: Legend of the Gobbos. Weirdly this came out a couple of years before Spyro 3 but I have absolutely no recollection of playing it until I was about 7 or 8. Now I can remember this game being seriously hard and very, very odd. One of the best things about this game was the fact there was a character called the 'Willy-Stick Man' - so of course the 8 year old me found this highly hilarious (the 18 year old one still does.) You also had the Gobbos which looked like adorable super fluffy pom-poms.


JUST LOOK AT HOW ADORABLE THEY ARE

Sadly I can't find a photo of the 'Willy-Stick Man'. Possibly because I'm too scared to Google it...


After a couple of years of more game-playing, I discovered the Sims. Little did I know that my life was about to be taken over yet again. Up until this moment, I'd always been playing on consoles, so using a keyboard and a mouse to control a character felt alien in comparison to the beloved PS1 controller I was so used to. Always makes me laugh when I think of the first time I played it. I didn't want to open up a household and move furniture around because I thought it belonged to someone else...oh dear. Around this time, I was also playing on handheld consoles too. I had a light for my GameBoy Colour in the shape of a snake, I thought I was absolutely awesome because none of my friends had one. I'm pretty sure I still have it somewhere. 


Everything after the discovery of the Sims seems to be a bit of a blur...Rayman and Tetris were in there somewhere...and then we get to the more recent years. This was where I'd started getting into console gaming again and because addicted to Uncharted. Now I know I said earlier that Spyro 3 was one to play...Uncharted is a MUST play. It's one of those games where you can spend hours playing it, but lose total track of time in the process. It has an impeccable storyline, which I may have cried at a few times, and the script is hilarious. It's worth playing just for the banter between Nate and Sully.

Anyway, I'll stop rambling for now. Go and play Uncharted.

A Brief History of Computing: Part Three - From Here to Eternity?
15:39

A Brief History of Computing: Part Three - From Here to Eternity?

Thursday 7 November 2013

We're moving on from Antikythera Mechanisms and audio oscillators and onto home gaming and the rise of the genres and companies we know so well today. This is where the main footing of the industry began.

Flash back to 1970...the year of the Magnavox Odyssey! Released in 1972, this was the first home video console. Pretty awesome huh? A total of 27 games were produced for this machine running over 12 cards. I stumbled across this website whilst researching - once you get past the fact it looks as though it could've been made in a year 8 ICT lesson, there's some really fascinating information on there!

From watching trailers like these, it's easy to see where the inspiration for the learning games 'everyone' (mainly people my age? hmm) played when learning maths among other academic subjects. I recall having a Scooby Doo one which was pretty damn cool.

Moving onto the years I'm supposed to be blogging about...we hit a huge snag in 1983. You may know this as the video game crash! However in Japan they apparently call it 'Atari shock' which sounds like a shot you'd get in a really dodgy bar... Before this, the industry was roaring, so it obviously came as quite a shock to consumers. The crash led to the bankruptcy of a number of companies, including Atari. During this time there was also a vast number of consoles available, and a few disappointing games that ended up in a landfill...mentioning no names ahem E.T. Several million copies were apparently dumped and it was dubbed as one of the biggest failures in gaming of this time.[1]

Ironically, E.T. was listed as number one in the 'Top 10 Worst Games of All Time'.[2]
This event also marked the end of US dominance, and the rise of Japan and Nintendo.

Following on from the crash, things started to look up in the industry with the arrival of the Nintendo Entertainment System (NES) in 1985.



Here's another absolutely mental trailer for you. God knows why they don't make houses fly out of the ground in console adverts anymore. I'd be more inclined to buy one if it implied my house could fly. One of the most popular games released for the NES in 1985 would be Super Mario Bros. Yes, the same Mario we all know and love today - what a guy. SMB could also be played with two players, one being Mario, the other being Luigi. This game was extremely influential and has helped to make the side-scrolling theme seen in a variety of games popular once more.[3]

Moving into the 90s, there's a drastic shift in the development of games. 3D you say? How on Earth will that work? Several genres arose during this shift, a few being FPS, real-time strategy, MMO and a personal favourite, survival horror. There's something about sitting on the edge of my chair with my hand covering my eyes that I absolutely adore. This decade also marked the rise of the fifth generation of consoles; the Nintendo 64, PlayStation and the Sega Saturn. The PlayStation and the Sega Saturn marked the introduction of the CD which would change the way we play games forever. In 1999, the sixth generation began with the release of the Sega Dreamcast. The Dreamcast was also able to be used for online gaming, again, something that paved the way for the current gen consoles we know and love today.
However, the release of the PlayStation 2 in 2000 led to the Dreamcast being discontinued.[4]

Looking back, it's easy to see the development of gaming over the years and just how it's paved the way to get us where we are today.

[5]


References:
[1] - http://books.google.co.uk/books?id=sy8EAAAAMBAJ&pg=PA151#v=onepage&q&f=false - "What Went Wrong at Atari?"
[2] - http://www.pcworld.com/article/127579/article.html?page=2 - "Top 10 Worst Games of All Time"
[3] - http://nesguide.com/games/super-mario-bros/ - "NES Super Mario Bros trailer & article"
[4] - http://www.gamasutra.com/view/feature/1851/a_detailed_crossexamination_of_.php "...Examination of Yesterday and Today's Best Selling Platform Games"
[5] - http://games.mxdwn.com/wp-content/uploads/2014/04/ET-atari-wallpaper.gif - "E.T. Wallpaper"
A Brief History of Computing: Part Two - The Middle Ages
17:05

A Brief History of Computing: Part Two - The Middle Ages

Wednesday 30 October 2013

I've always been interested in learning about how the computer has evolved over the decades, so this post will *hopefully* help me to satisfy my desire to delve into the history of where it all began. 

Its never really crossed my mind how much I rely on my computer on a day to day basis and I'm not sure how I'd manage to cope without it (sad, I know). It's crazy how children today are being brought up in a world that consists of technology. We are so dependant on the equipment we use and we rely on it in everyday life - you could call it an addiction. Whether it being for personal use such as gaming, or retail, we've come a long way in 130 years. 

Antikythera Mechanism  

This is one awesome little guy that I believe had a HUGE impact in todays world of computing. It's an early analog computer and was constructed approximately around 1 BC. The mechanism is of Greek origin and was made to calculate astronomical positions. Instead of punching in information on a keyboard like we'd do today, a lever is turned and the information you needed will all be there for you. Kind of like a manual Wikipedia. But more reliable.


The image above shows the various different gears and cogs within the mechanism itself. Pretty complex for such early times. 


If you have 3 minutes to spare, this guy has created a lego model of the Antikythera Mechanism which is definitely worth a watch! 


The Stepped Reckoner

Invented by the mathematician Gottfried Wilhelm Leibniz in 1694, the Stepped Reckoner was a mechanical calculator that performed four arithmetic operations. Due to the gearwork apparently being beyond the technology for the time, it had many mechanical issues and design flaws which prevented it from functioning properly.


However, putting aside the flaws, one incredibly important thing came out of this object that would later be used for centuries. The Leibniz Wheel. This was invented in 1673 and was used up until the birth of electronic calculators in the 1970's! So even if the Stepped Reckoner did turn out to be a mechanical flop, at least his Leibniz Wheel was used for 3 centuries! 

Yet another Lego video showing a working Leibniz Wheel! I'm not obsessed with Lego...promise. 


Arithmometer

Now we start to move onto something slightly more reliable than the Stepped Reckoner... 
The Arithmometer was the first calculator that was efficient enough to be used within a professional environment. This calculator was able to add and subtract two numbers and perform long division/multiplication methods.  It was manufactured from 1851 to 1915 and was the first successful mechanical calculator.

Reference - Arithmometer (1)


In comparison to today's calculators, the Arithmometer was big enough to cover a desk. I can imagine this would have been increasingly difficult during the calculator paper on a maths exam. 

HP Audio Oscillator

Fast forward a few years and onto more complex systems. Take 1939 for example, the company we know today as Toshiba was founded by the merging of two companies and HP was founded by William Hewlett and David Packard. Hewlett Packard created the audio oscillator in 1939 and this pretty much paved the way for the technology we have today. The oscillator generated one tone and were used in the making of phones, radios and other audio equipment. 

Reference - HP Audio Oscillator 200A (1)



References:
Antikythera Mechanism
  1. http://www.age-of-the-sage.org/archaeology/antikythera_mechanism_remains.jpg - mechanism image 
  2. http://www.youtube.com/watch?v=RLPVCJjTNgk - Lego model of Antikythera Mechanism 
The Stepped Reckoner
  1. http://upload.wikimedia.org/wikipedia/commons/5/59/Arithmometre.jpg - Arithmometer image
HP Audio Oscillator 200A
A Brief History of Computing: Part One - The Dark Ages
14:56

A Brief History of Computing: Part One - The Dark Ages

Saturday 5 October 2013

For our first visual design lesson, Jack took us down to the canal. We were told to focus on one point perspective and given a short lecture before setting off to ensure we fully understood what we had to achieve. I didn't manage to finish my piece within the lesson, so I returned later in the week for self directed study.
My final for the canal. With added scanner blur.

Week 1 - Visual Design
14:17

Week 1 - Visual Design

Thursday 3 October 2013

I feel somewhat overwhelmed about writing this first blog post...I guess I should start by introducing myself. My name is Lucy and I'm currently studying Game Art Design at De Montfort University in Leicester!


I come from a fine art/sculptural background so the thought of creating objects etc in 3DS Max terrifies and excites me at the same time. I've not had much experience with 3D modelling software, so I was a little taken aback at first when I was told I had to produce a Dalek out of 1500 tris. This seemed like a lot to me at first, but I somehow managed to make an extremely high poly base which exceeded the tri count by about 20,000. I DID manage to get it down to 1497. So that's an achievement in itself!



The past few days at university have been amazing and if they're anything to go by, the next three years will be too! So far I've only had 3 lectures but I've really enjoyed them and I feel as though I'm learning new skills already; especially in visual design and game production. I can imagine critical studies will be one of the lectures I look forward to the most. I've always been interested in learning about history and how inventions have evolved over the years.



I assume that the vast majority of this blog is going to be me stressing about why 3DS Max won't let me move my object around, only to find I haven't got the move tool selected...Or that my pivot point has disappeared into an abyss of polygons.
A New Beginning
17:25

A New Beginning