Monday, 18 May 2009
Life After Earth - Scene Test
After producing a few models, I decided to put them all in a scene to show how the level will feel and also to decide where to place them . . .
Life After Earth - Textured Models
Here are images of some completed models that will feature in the game level that i am currently creating. For my latest, and final project of the year at University I have decided to create the level that is featured in my earlier storyboard for a cutscene in 3D. So far I have produced three structures and a crop container. Strategically placed crop containers will act as cover for the player as they make their way through this level. The structures I have created are a farmhouse, vehicle storage, and a research lab. These buildings will occupy a concrete yard area of the level . . .






Monday, 4 May 2009
Immersion in Digital Games - Part One - Introduction
For my critical studies project at university, I am looking into immersion in digital games. So firstly, what is immersion?
Well, the dictionary definition of immersion often returns a few results regarding baptism and being submerged in water. Whilst the description of being submerged in water could be likened to the immersion experience felt while playing a game, it is best to focus on these dictionary definitions . . .
Immersion
noun
1. an act or instance of immersing.
2. state of being immersed.
3. state of being deeply engaged or involved; absorption.
And here is my personal description of what immersion is regarding the playing and participation of a digital games . . .
To be immersed in a game is to be totally absorbed in it. When the game player is experiencing deep immersion, nothing else outside the game matters.
So, how can games immerse the player? I believe that different types of games have the power to immerse the player in different ways. I feel that the genre of a game plays an important part in the type of immersion that the player will feel. For example, immersion in a fast-paced shooter such as the arcade classic Time Crisis will have noticeable differences in the immersion that it can create when compared to the immersing effects of a slower paced strategy type game such as The Sims. I also believe that being immersed in a game can involve losing your sense of time, losing awareness of your surroundings and becoming emotionally involved in the game. Games that are strongly story driven tend to employ many of the same techniques as successful novels and movies. Exciting storytelling and strong, believable characters can help immerse the player into forgetting the world around them as their attention becomes fully concentrated on the game they are playing. If a game is set within its own fantasy world that has been designed with great care, attention to detail and believability then it is possible for the player to experience immersion on a very strong level, forgetting about their own reality momentarily.
This post is really just a short and brief introduction to my views on immersion in digital games. In the near future I plan to look into subjects such as the different kinds of immersion and the real world and social factors that can effect the level of immersion that the game player feels.
Well, the dictionary definition of immersion often returns a few results regarding baptism and being submerged in water. Whilst the description of being submerged in water could be likened to the immersion experience felt while playing a game, it is best to focus on these dictionary definitions . . .
Immersion
noun
1. an act or instance of immersing.
2. state of being immersed.
3. state of being deeply engaged or involved; absorption.
And here is my personal description of what immersion is regarding the playing and participation of a digital games . . .
To be immersed in a game is to be totally absorbed in it. When the game player is experiencing deep immersion, nothing else outside the game matters.
So, how can games immerse the player? I believe that different types of games have the power to immerse the player in different ways. I feel that the genre of a game plays an important part in the type of immersion that the player will feel. For example, immersion in a fast-paced shooter such as the arcade classic Time Crisis will have noticeable differences in the immersion that it can create when compared to the immersing effects of a slower paced strategy type game such as The Sims. I also believe that being immersed in a game can involve losing your sense of time, losing awareness of your surroundings and becoming emotionally involved in the game. Games that are strongly story driven tend to employ many of the same techniques as successful novels and movies. Exciting storytelling and strong, believable characters can help immerse the player into forgetting the world around them as their attention becomes fully concentrated on the game they are playing. If a game is set within its own fantasy world that has been designed with great care, attention to detail and believability then it is possible for the player to experience immersion on a very strong level, forgetting about their own reality momentarily.
This post is really just a short and brief introduction to my views on immersion in digital games. In the near future I plan to look into subjects such as the different kinds of immersion and the real world and social factors that can effect the level of immersion that the game player feels.
Wednesday, 29 April 2009
Life After Earth - 3D modelling so far . . .
I am now in the process of bringing to life my two main playable characters and my 'futuristic farm themed' game level. Below are some images showing basic, untextured 3D work I have produced for my project so far, including the mesh for 'Finn Newton' and various structures and props for the game level . . .


Life After Earth - Storyboard for an in-game cutscene
Basically what the title says . . . The cutscene idea I have storyboarded will feature in the second level of the game on a futuristic farm. The cutscene will build up to introduce the player to how a 'hovering combine harverster' can be inspiringly utilised on the battlefield! The gameplay that will follow this cutscene I intend to no doubt be one of the most enjoyable parts of the game for the player. The panels were hand drawn and then coloured using Photoshop . . .


Life After Earth - Character Progression
After coming up with the basic ideas for 'Life After Earth's' two main playable characters, I decided to develop them further using an iterative process. These images show the various changes the character designs went through to get to how they look now, in their final decided form and ready to be modelled using 3D software . . .


My concept for a game - Life After Earth
Since October 2008 I have been working on a concept for a digital game as part of my university course. My game concept, Life After Earth, is a science fiction adventure game intended for the Xbox 360 platform set 400 years into the future in which you control both a human and an alien character who share the desire of prevailing as victors of the brutal war that they are stuck in. Below is some artwork from the game featuring the game's two main playable characters, enemy alien race concepts and some basic environment concepts . . .




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