Friday, March 11, 2011

Blog assignment 8b

http://jgatesyeah.blogspot.com/

          This critique is of Dr. Owen and Mr. Rib.  For these two pictures, I think that it would be most appropriate to talk about lighting.  The first and most noticeable thing about the two images is that Mr. Rib has a shaded background while Dr. Owen has a white back ground.  Even if the characters were not in the pictures, it would be clear which background belonged to who. This sets the mood right form the beginning. I really like how Mr. Rip has a shadow down the left side of his body.  I think that it really adds a lot to the character's shadiness.   As far as symbolism goes, not much needs to be said.  Mr. Rib is a cigarette maybe even one of them marijuana cigarettes.  And Dr. Owen is a swell looking fellow in a suit.  In the video,  Mr. Rib knocks out Dr. Owen and then the audience reads don't do drugs. So there you go for that one.

    
      Next up is the flying turtle vs. Peggy.  I'm going to use the animation for this one and talk about movement.  Unfortunately Peggy's  animation and picture are not up so it will be mostly about the flying turtle.  The thing that is emphasized most is weight.  The turtle is flying (imagine that) at an upwards angle, with the building there on the right, it helps to establish relativity.  After the flying turtle grabs the first civilian, they are dropped and another display of weight is shown.  Overlapping movement is shown when the turtle flies into the building.  I remember enough about peggy to remember that there was much contrast between the two.  Peggy was very raggedy and the turtle is colorful and pretty clean around the edges.    In the animation, the flying turtle has word bubbles and through his dialog, he didactically tells the audience that he is not the greatest hero, like when he drops the first person and says at least i saved one.


http://awkellogg.blogspot.com/search?updated-max=2011-03-10T14%3A25%3A00-05%3A00&max-results=7
      This could not have worked out more perfect.  The character names are not posted but it is the rainbow guy, and the guy who is trying to get rid of all color.  so I am going to talk about color for this one, the one i have not mentioned yet.

blog assignment 9b

http://www.collapsus.com

 

blog assignment 9a

      One of the weaknesses that our our game/presentation had was that once you got to the safe haven, we didn't talk about what would happen next.  In our meetings, we threw around a few ideas about how the first few "safe havens" that you located turned out to be just rumors because it turned out that they were not fortified enough from the outside forces (i.e zombies, mercenaries who no longer care, or even an internal uprising that caused the safe haven to become unstable).  With this in mind, when the player got to the end of the game and found a safe haven that really worked, it wood be under attack by zombies.   So our climax/boss fight of the game would have been you showing up in mid siege and you you join the resistance to prevent the breach by the zombies so that this safe haven doesn't turn out like the other ones that were destroyed.  Like I said, the ideas were mentioned but they never made it into the presentation and that cost us some points.

For this next point, I would really like to talk about a strength that I felt our game had.  I'm sure I could find another weakness but Id rather go deeper into my motivation to make this game have a lot of choices for the player to explore.  We mentioned that our game had many ways for the player to customize your character, such as skills, looks, types of weapons the carried and how they interacted with NPCs and their environment.  This was really important to me because when I play video games, this is what I look for a lot. Many great games do not have this, and I own a good number of them.  But when ever I name of games that i consider to be my favorite, its games that give the player this option.  Not only does it allow for the player to feel like they have a lot of control over the game, but it allows for replay and experimentation to be very enjoyable.  

In my opinion, the rules of the game are the most difficult to discuss.  I think this because the rules are what bind the game.  In my game design class, we learned that a great game is one that keeps the player deeply engaged for as long as possible without things that appear that remind the player that it is only a game.  Since rules are what limit the player from going certain places and restrict the player from doing exactly what they want, they often break that deep engagement and remind the player that their is a controller in their hands.  Good games will have their game worlds and characters governed by rules that do not fell restrictive.  Game play, choices, environments, etc. should all mask the rules so that the player is tricked into thinking that the game is much bigger than it is (because lets be honest, games must have restrictions so that the project can be completed with reasonable resources).

Blog assignment 8a

http://www.thisamericanlife.org/radio-archives/episode/178/superpowers






Blog assignment 7a

The video joke turned out great in my opinion.  There was a lot of work involved in the process, but I will admit that the completion of them was very rewarding.  Both videos were shot in the same house with the same to actors/actresses, but they are clearly two completely different ways to portray the same joke.  The first film is a silent film that is designed to use music and expression to tell the story.  Even though the dialog is shown in text, it was still important for us to make sure the point of the joke got across without it.  The second movie was shot as documentary of sorts about a boy and his mom.  It did not take as much visually because the driving force and humor all came from the audio which was a voice over narration that my friend did for me. 

The focus for the first video was to really establish a rhythm that would flow throughout the entire film.  In one of the first shots, we should a sink dripping at the rhythm that we wanted and then the music takes the music carries the rhythm throughout the rest.  In the documentary film, the slow Morgan Freeman-like voice that my friend did established a bit of a rhythm.  The silent film also dealt with a lot of lines.  Our cinematographer made sure that each shot used actual and virtual lines as much as he could.

For the documentary style film, we had the son and the mom where contrasting colors.  The son was wearing a dark red shirt and the mom had on light blue.  We had hoped that this would make the sun to appear a bit more fiery and the mom to have a calm and soothing aura. 

Both films use didactic thinking, the documentary has the narrator telling you about the feelings of each characters, and the silent film has text that even uses exclamation points to tell the audience the mood.  But if you were to consider the silent film without all of the text, I think that the expressions on the characters is enough for the audience to actively figure out the story that is being told.

Video Game slideshow

SafeHaven