Ben Teague – Final Entry: Reflective Summary

“We find you need to make a game wrong at least two or three times before you find the right path. We took a lot of time to design and explore, knowing that a lot of it would be thrown away.”Monument Valley lead designer, Ken Wong

I am someone who has a multitude of ideas, a lot of them go wrong, but I always come out with something that works. This isn’t only apparent in game design it’s self though… it happens in my written work, presentations and everything else I do.

I think my overall progress in the question pairs has turned out rather well. I answered them all as best I could, included all the necessary references, images, and even my own images in some of them. I like that the questions were each about their own subject which led me to research into other subjects. For example; in the ‘HCI’ answer, I talked about ‘BCI’ (Brain Computer Interface) which I didn’t know much about until I researched into it more. This went rather well for me as it’s not something I have done much of before. I usually only researched into to things I already knew about as I was scared of looking into new areas that I may get wrong. But this research really helped me to understand ‘HCI’ and ‘BCI’ in a better way.

Copyright was a very interesting and beneficial lecture for me. I didn’t know much about this subject and was scared to look into it as you always hear law suit horror stories, especially in the industry of game development. This lecture with Adam, especially the questionnaire at the end, really opened my eyes to what copyright actually is, and how miss-informed most people are to it, myself included. I have learned how important copyright is in the games industry, especially indie developers. It not only protects my own work, but stops me from plagiarising anyone else’s.

The Barbican project has changed my thinking a lot. Typically I would research areas, things, places, etc that I like. However, I didn’t like The Barbican a lot. This showed me that in the industry, whether you are indie or more well known, you will still have times where you are working on things that you do not enjoy. This is a bad way of going about tasks. If I worked in a game company as was told to 3D model a plain, boring box, I couldn’t just complain about it and get assigned something else, I would have to get on with it, otherwise I would be out of a job.

In the end, I enjoyed the Barbican project. I got a really good idea from it, made some concepts that I am really proud of and would of loved to take the idea I had further. I do not think my presentation was all that successful though. It fell short compared to some people’s. If I could do it again I would include more of the concepts from my book and expand them even further to block out my idea, but I would also need to take a step away from my comfort zone of concept art and take a step into the verbal aspect. I didn’t talk a lot about the idea, I just briefly spoke about what was on each slide. This was what made my presentation fall short I think. So I would also make sure to note down some rough “selling” points to talk about on each slide, sort of like a rough script for myself. This would greatly improve my presentations in the future. I would also try not to go into a project with a bad attitude towards it. This just leads me to not putting my full effort into it, leading me to eventually fail. From now on I am going to go into all projects with a neutral outlook towards them, to keep me from shooting myself in the foot.

Task 10. Summary of Work Content

Task 10: Image Summarising Work’s Content

 

An Elective Setting Whereby White Males Dominate The Entire Democracy:

 

‘Hands of the very men that held them as slaves’

Throughout the Manifesto project, I concluded my writing was more powerful in an anti-manifesto format, as opposed to any positive claims of things advocated. I feel this is down to human nature as we often kick against what they’re told to do. Therefore, once given freedom of choice to decide if we agree with an outrageous and ill-informed statement, we are more likely to take the moral high ground independently.

Similarly, work that I’ve produced whilst doing Research and Communication tasks has suggested a hint of irony, such as the appropriation task. Here, I placed the heads of black celebrities who have been successful in the eye of the public on the painted head of Emmett Till, produced by Dana Schutz called ‘Open Casket’ created in sympathy for Emmett’s grievous mother. The exposure was to broadcast grief and mistreatment, not to launch any kind of fame. Michael Jackson’s bleached white face over Emmett’s was the final outcome, raising a tremendous indignity on those who made Jackson, in his latter years, feel unhappy in the skin he was born with.

https://timeline.com/history-white-terror-black-voters-27fbf9a0d968

Reflection


The good and the bad

Researching and communicating my ideas has helped me to expand my thinking beyond the small pops on inspiration in my mind. Rather than just a thought, I have had to explain my thoughts and feelings in detail, fitting to the length of a blog post. I have also thought about how my writing can be interesting to the reader.  Some of the question pairs made me think creatively about how to express my research, and I visualised dieter rams 10 principles of good design which is still very memorable to me because of that.

I enjoyed coming to these presentations as it woke me up and inspired me for the rest of the day. I would say that the history of indie was my favourite presentation. It was colourful, it had multiple videos and it had a nice timeline which I was able to jot down for reference in the future. There was also lots of researchable slides containing artists and developers that I could look at later on.

I feel like I could have used the sources in a more viable way rather than just aiming to get the blog posts complete. I have a short memory but want to re-visit some of these ideas somewhere that is accessible and organised. My time management of this module could have been better as I had to post some blogs before the hand in, so I feel like I didn’t spend as much time on them as I probably should have. I also enjoyed the blogs more when I was taking the time to research different parts and explain thoroughly.

“Every duty that is bidden to wait comes back with seven fresh duties at it’s back” – Charles Kingsly


What I learnt

This module has taken my research down avenues I have not thought to explore when working on projects, Specifically taking my target audience’s thoughts and understanding into consideration.  I have learnt that using interactive ideas can really help me to engage my audience in new ways. I have also learnt different ways to remember information, as I am a visual learner. Also, on the other side of the module I have learnt how a presentation can be interesting and keep an audiences attention.

Throughout my previous projects I have not researched and explored as many avenues as I would like to and I think this module has definitely opened my mind to different areas, as well as teaching me the basics in game design, design in general and technology.I will definitely be looking back at some of this research for  future game design projects.

Suggestions for future:

In the future I will make a separate document on the slides noting the information that is not written so I can look for it again in the future. I should also be using the time allocated after these lectures to create a portfolio of research I can access at any time.

 

Task 8

For the appropriation task I wanted to take this sinister looking drawing and include words that could truly lift this drawing to new atmospheric heights, by including the lettering found on ordinary playing cards around the globe. The typographical face is such a common thing that by introducing it to my own work and appropriating as such, it lends it’s meaning to my work and allows my own to grow from it’s archaic themes. I have included the two images, one quite obviously being the Joker from a deck of cards, whereas the other is a drawing i’ve done which includes the signature ‘JOKER’ lettering.

While appropriation in art has been around for ages, it began to gain popularity in the 20th century. Most notably with “Dada” artists like Marcel Duchamp, who championed the art of the “ready mades”. Andy Warhol continued the tradition of appropriation, but the times were changing, and borrowing images to create new ones became more controversial with the onset of consumerism.

Consumerism is the bane of society, it’s most probable everyone has owned such deck of cards in there existence, so it could certainly be said that by appropriating these ready made exerts into my own work that I’d be relinquished of my newly produced work immediately. I think that by indoctrinating such work into my own, it adds to the overall quality and due to it being so commonly found it’s therefore directly in our mass consciousness.


Revolver Gallery. 2017. Andy Warhol and the Art of Appropriation. [ONLINE] Available at: http://revolverwarholgallery.com/andy-warhol-art-appropriation/. [Accessed 06 December 2017].

Reflective statement

After having completed the 6 tasks, I have learnt much about how I approach questions and my thinking process.

Something I realised almost straight away was that I have too much of a reliance on using my own knowledge to answer questions. I examples I wanted to include were all experiences of my own, which I now realise is quite a narrow-minded approach to answering a task. I believe I amended this when answering the question “Is it still possible to be truly Avant Garde?”, in which I used the book “How Game Move Us” by Katherine Isbister to research potential games that showed evidence of innovation and original ideas. It was through her analysis of Waco Resurrection that I chose that particular game, as she mentions that it “exposes the potential of games to reopen problematic cultural episodes, towards deeper understanding and continuing conversation.”. Through this experience I better see the importance of research, as it better helped to bolster my argument.

A positive experience I gained from the tasks was looking deeper into the games I already play, and through questioning elements of these games I discovered things about them I had never thought about. For example, researching about the UI of Hearthstone, specifically from Derek Satamoto’s talk at GDC 2015 made me see the game for the first time as a designer, not a player. Understanding how important UI is to make a smooth and enjoyable experience for the player has made me question design choices more often when playing games, and has already impacted my thought process for the current HitchBrick project. As the designer of the team, I have considered carefully every aspect of the UI, designing it in such a way as to not break the player’s immersion from the game, and to make it as accessible and easy to figure out as possible.

Another example that made me look deeper was analysing the AI for the guards in Dishonored. From reading “Human Behaviour Modelling in Games using Agents” by Susantha Andradi, Asoka Karunananda, and Romesh Ranawana, I learned about how incorporating real human behaviour into NPCs can create more immersive and engaging experiences. Transferring that knowledge to Dishonored made me see flaws in the AI I had never considered before, for example, the lack of variety of personalities between guards.

After reflecting back on my work, an improvement I could make for the future would be to give more evidence to back up my arguments. I feel that for many points I’ve made, they are simply backed up by my own opinion, which is not optimal for a thorough investigation into these tasks. Next time I will find more sources that either agree with my arguments or offer a different insight, which I could make judgements on.

http://www.gdcvault.com/play/1022036/Hearthstone-How-to-Create-an

Click to access 3408E0314005.pdf

The History of Indie

Choose one of the indie designers / developers and outline why their work, and approach is of interest to you.

The indie developer that I have decided to talk about is ‘Hello Games’ they are the developers that created no man sky, the reason why I decided to go with Hello Games is because they created an indie game but they made it like an AAA game and because of that this peaked a lot of interest in a wide variety of people, including people that only play AAA standard games, since its E3 2014 debut this game got a lot of people excited in the game. Since this being an indie developer, the game was published by Sony therefore giving it a AAA price and it was given a lot of high profile marketing therefore ensuring that a lot of people know about the game so that there is more a higher chance that more people will see it and increasing the amount of copies sold.

The reason why No Man Sky peaked my interest is that it was a big project for the developers and the game took a long time to develop, also the game got a lot of its inspiration from science fiction writers for example: Isaac Asimov, Arthur C. Clarke and Robert Heinlein, their work was considered fantastic, vibrant and unexplored and the developers took on those pillars and put it into their games and this got me excited because this game could be really good as I am a huge fan of science fiction so this game would be right up my alley but unfortunately the game did not live up to my expectations, as most of the planets were a copy and paste and most of the time you would be doing the same thing over and over game and this got very repetitive and I stopped playing within an month as I got really bored and there was no end game content and nothing to grind towards, this game really let me down, the developers are still updating this game to its full potential but there is still a long way to go but I will still give it a chance.

Developers of No Man Sky

What do you think could be the most exciting indie projects that are in development?

One indie project that I am really looking forward to playing is Super Meat Boy Forever, this game is the sequel to the original Super Meat Boy, and this game has been in development for a while and it has been long awaited by a lot of people including me, while holding the tasteful and foolish appeal of the first (and the Flash amusement that went before it), Super Meat Boy Forever will play in an unexpected way. Rather than giving full flexibility of movement to the player, Super Meat Boy Forever is a sprinter style amusement that just requests that you control Meat Boy’s hopping and assault control. Inclining toward components that are regularly utilized as a part of versatile amusements (, it’s coming to phones alongside PS4, Xbox, Windows PCs, and Nintendo Switch), you can hop and assault as you run however levels, sliding under obstructions and again attempting to beat your foe Dr Fetus, who’s presently abducted your kid, Nugget.

https://www.redbull.com/gb-en/indie-games-in-2018

Reflective Summary

Over the course of the past few weeks of researching different topics and creating a blog in response to questions asked of me, I’ve learnt a great deal and had my perspective changed on quite a few issues. Looking back to the question about should emotive modelling be included for NPC’s, I realise I found myself struggling quite a lot. It wasn’t just a matter of difficulty understanding the question as it turned out to be an issue of whether or not it is suitable and how specific people would view it. I began by trying to research behaviour modelling and how that linked to emotive modelling but felt like I was getting nowhere. It was quite difficult to find information on at first as I found that I was being too specific with my searches. This is when I decided to change my research method and search for any work related to AI and emotions.

I found that the answer I gave in response to the question was pretty open about how I would personally consider emotion modelling in NPC’s for games. I found that the longer I researched into the topic the more fascinating it became and was very interested in the stories of how developers had input emotion into some characters.

By changing how I researched I found that I could get to my answer a lot easier as I was thrown down a path which led to different perceptions that I may have never even considered. This broader view on the situation really helped me to see that by changing the nature of the question slightly whilst researching, we can still come to a conclusion for our original question that was put before us. I know now that in future when i am researching, I will adopt this new method of distorting the question to gain different perspectives on how the question can be answered. So i am sure this will affect all future work.

Another example of my overall experiences with this module is how I took to completing the first question pair. I chose to look into Dieter Ram’s 10 Principles of good design because it interested me that these 10 principles still help guide creators in developing new items for consumers. It baffled me at first and I was confused on how I would visualise these principles in a relevant way. I mentioned in the blog post about how these principles don’t just apply to physical items such as radios but how they also apply to digital work such as websites. “Dieter Rams 10 principles aren’t just applied to physical objects though. Looking at a toaster you know what you’re doing, and this should be the same for a webpage.” This really fascinated me as it gave me an insight into how web developers have to consider so many different possibilities when creating a new website.

Overall I would say that through the module my research methods have slightly changed for the better and will help me to improve upon my work in the future and assist me when I’m feeling stuck on a particular topic.

 

Task 6

Firstly, we’re on the verge of becoming swallowed up by our own greed and consumerist attitudes. Rubbish, is a major problem in todays society, the whole reuse, recycle and reduce headline has been well overspent. On the horizon, is a wave of trash that we will eventually consume us all.

It is therefore essential for us to develop a means of using trash as a way of symbolising our own consumerist attitudes. My practice, would involve building sculptures/installations from our own trash, which would allow us on a more personal level to understand just how much we use as a group or as an individual. We must consume less and live more! By taking all this trash, it is highly likely we could build from this a detailed image, which when produced would not only highlight our own downfalls, but on a wider scale, on an international level.

It’s a way of taking junk and creating a process which responds to our consumerist ideology, now this could be done as a community project, you could accumulate a months worth of trash and allow everyone to take part in creating a tall sculpture of a human being standing tall. As the light breaks, a shadow could be cast, now this could show how we’re being progressive in such dire times, but it also leaves room for us to question exactly what sort of future we want to have as the human species moves forward into climatic times.

 

What do you see as the positives and negatives around copyright?

The main purpose of copyright law is to protect new creative works from being duplicated without permission. One of the main strengths of this is that any published creative work is automatically protected, with no registration of the work needed for this to happen. Copyrights also give creators the exclusive right to profit from their work, which can really help musicians, artists and writers for example. Also, breaches of copyright are usually dealt with in a very straightforward manner, as only the burden of proof that copyright was infringed needs to been shown, as opposed to proof beyond a reasonable doubt that is needed in criminal proceedings.

However, there are negatives about the system. While in one aspect creativity is encouraged, as creators know their works are protected, in another aspect creativity is restricted, as profit cannot be made from a work that derives something from another. What makes this worse is how vague copyright law can be, especially in terms of fair use, which includes using someone else’s work for commentary, criticism or reporting. This is a fairly large problem on YouTube as each case is interpreted different; there are no set rules. One huge example is a channel called H3H3 Productions, a channel consisting mainly of commentary on other videos. In one video they parody and criticise a video from another YouTuber, something many would assume is under fair use. However, the owner of the original video filed a lawsuit against them, accusing them of reproducing too much of the original video, which led to H3H3 having to spend hundreds of thousands of dollars fighting the case, not to mention the emotional stress they must have been going through. While they did end up winning the lawsuit, the ambiguity of copyright law meant the process was long, painful and uncertain, and could have been avoided if there were set rules on fair use.

Image result for copyright

Is it possible to make anything new?

Absolutely, although that does not mean it isn’t a challenge to make something new. Recent indie games show that it is very possible to come up with successful new ideas, such as Undertale, a pixel game created by Toby Fox in 2015.

Undertale is not your typical RPG; it constantly surprises you with quirky mechanics such as the battle system, in which you move a dot around a playing area to avoid enemy attacks. The mercy feature is similarly fresh, as you don’t get a reward for not killing enemies, while in games like Bioshock for example, there is much to gain from saving the Little Sisters. In Undertale, you can choose not to kill anyone simply because it is the right thing to do. Undertale is an example of a game that takes influences from other games but uses them to create fresh and inventive ideas. This means that you don’t need to necessarily copy other works to create something new; you can always take influences from them to create your own.

British Library (n.d.).Fair use copyright explained. Retrieved from British Library:  https://www.bl.uk/business-and-ip-centre/articles/fair-use-copyright-explained

Schnotz, W. (n.d). Pros & Cons of Copyright Laws. Retrieved from Az Central: https://yourbusiness.azcentral.com/pros-cons-copyright-laws-5170.html

http://smallbusiness.chron.com/pros-cons-copyright-laws-52554.html

https://kotaku.com/h3h3-productions-win-lawsuit-against-youtuber-they-paro-1798386207

https://www.reddit.com/r/Undertale/comments/3wpnd6/what_makes_undertales_mercy_mechanic_unique/?st=javearup&sh=bb0ce03d

https://www.gamefaqs.com/boards/180989-undertale/72981369/839030619

Image 1: http://www.finearttips.com/wp-content/uploads/2011/02/copyright-.png

 

Task 5

I’ve decided to write about Van Gogh self-portrait (1889) due to the significant impact it had on me at such a prolific time in my own personal life. Gogh created many self-portraits over his short career, due to his financial situation he was unable to hire models to sit for him, but on an introspective level this allowed him to fine tune his painting skills, but also to ask the necessary questions about ones own identity.

At first glance upon visiting this piece, we’re struck with this character who is quite anxiously well prepared in his suit. The emerald green that projects from the subjects eyes strikes us with this demoralizing tone, that could quite honestly make us as the viewer question our own sense of identity as

Vincent van Gogh,Self-Portrait,Š MusÊe d'Orsay, dist.RMN-Grand Palais / Patrice Schmidt

Self-Portrait 1889 Oil on canvas H. 65; W. 54.5 cm Paris, MusĂŠe d’Orsay Gift of Paul and Marguerite Gachet, the children of Dr Gachet, 1949Š MusĂŠe d’Orsay, dist.RMN-Grand Palais / Patrice Schmidt