The Pixel Crush

-------------------------------------------|Digital Animation & Game Criticism|-------------------------------------------

Showing posts with label Jonathan Blow. Show all posts
Showing posts with label Jonathan Blow. Show all posts

Thursday, 14 June 2012

Dissertation

Cover
If anyone ever felt there was a 9,000 word gap in their knowledge of the videogame medium, then I have just the solution for them: in the form of my dissertation. Click the title below to begin reading it in all its multi-chaptered and fully illustrated glory.


If you don't feel there's any holes in your encyclopedic knowledge of game and media theory then perhaps my writing can offer new perspective and context on the role of meaning in a fundamentally systemic and procedural medium.

As a substantial body of writing I have made a tab dedicated to the dissertation at the top of the website, so you can revisit it multiple times as you work your way through it, easily locating the prose you are part way through reading.

Or, if you want to download the PDF, you can view and download that HERE.

Wednesday, 1 June 2011

Pixel Prose IV

Look at the beautiful sparkle in his eye...

Applying the displacement map of the sculpt to the shader.
Noel is now into phase two of the negotiated brief and I've begun sculpting him in Mudbox. The transition wasn't as smooth as planned with re-scaling, normal reversing, UV unwrapping, and OBJ exporting all necessary steps to undertake before any sculpting can begin. Note to anyone attempting a similar thing: don't bother with Autodesk's cross software format of choice FBX, its a pile of crap that doesn't work properly with Mudbox's brushes, stick with OBJs.

For those not in the know, a displacement map is a texture that physically deforms the original model according to the light and dark values of the texture, this texture is generated by a sculpt you make in a piece of software like Mudbox of Zbrush. This means you can view the low poly model in the viewport but at render time a giant texture's worth of detail is tessellated at render time.

Ok that's slightly misleading. What actually happened when I applied the displacement map to the model was this:


Nice one Mudbox, how would you like it if I did that to your face?
Maya can actually handle a pretty epic amount of polygons in the viewport if you're lucky to have a half way decent graphics card. So this series of renders above this one are 2,830,320 polygons, rendered straight out of Maya. 

Unfortunately with my Wacom out of action I've been switching between dodgy tablets from the media desk, a faulty bamboo or a malfunctioning Intuos 4 when I'm in the studio. But I'm getting used to it, this is what the sculpt looks like in mudbox, I'm really trying to push the crumpled paper style wrinkles of age, so they show up nicely in the render, because some detail is bound to get lost as light is scattered through the head by the SSS shader.
Soulful Noel
I've tried to strike a balance between mirroring my brush strokes to save time, and sculpting asymmetrically to create a more organic looking character.

Pitted and Creased
Meanwhile we have a pitch rehearsal coming up, not as soon as I first thought thankfully. Hopefully I can get the concept pieces done in time and we can get a solid run through so that on the day we can break out the charm and enthusiasm. Seems like we're ditching out more ambitious gimmick which I loved as it involved the audience and therefore the pitch was unique in the same way our product was: it would be interactive. But five minutes isn't adequate time for this so we'll have to revise our strategy and either come up with something new or hope we can put together a very slick presentation.

Baker's Escape

The fourth and final literature review, from Tom Bissell excellent book Extra Lives.


Literature Review IV

Chapter 6: Braided

From Extra Lives

(2010, Pantheon Books)



This chapter features extracts of an interview within prominent independent game designer Jonathan Blow. Using Blow's words, Bissell works to construct an argument for games as an art form on its own terms.



Bissell explores the possibility of a fundamental conflict between narrative and game structure, “Games are about challenge, which frustrates the passing of time and impedes narrative progression.” (Bissell, 2010: 93) While this is a good observation about generic game design, it doesn't include the wider definitions of narrative that both Jesper Jull and Henry Jenkins have acknowledged, it very much refers to the fixed narrative as seen in the film or novel that different genres appear to draw from so much with limited success.



Then Blow raises the question of whether the art or expression in games should really be coming from the storytelling at all when other mediums may incorporate narrative but “the real art is happening else where” (2010: 94). Here the author gives the excellent example of opera, where story takes a back seat to musical performance. Later in the chapter Bissell gives us a hint as to one of the ways games serve as an expression between designer and player “Like a poem, a great platformer does not disguise the fact that it is designed” (2010: 97) but it is through a game's difficulty that Blow chooses to use as one of his methods of communication with the player: “It's difficulty is interesting because it is not arbitrarily difficult. It is meaningfully difficult, because, again, it forces you to think about what subverting time really means and does” (2010: 101). Through this back and forth between designer and author, the successes and failures of, Jonathan Blow's game Braid (2008), can be very directly evaluated, though in a mostly subjective manner.



Bissell acknowledges that Blow relates “the videogame's umbilical attachment to story to the influence of film” (2010: 94). When a medium draws so heavily from its predecessor of moving image, perhaps developers find it hard to escape this heritage, when dealing with subjects that are more representations of reality than abstractions of it. Perhaps Bissell could explore this rift between the failures of representational games and the successes of abstract games, and relating it to Juul's writing on abstraction in games.


Games often have very defined gameplay conventions, and the author does well to recognise these whilst identifying the fact that there is a difference between what some critics might refer to as a genre when it is in fact a movement, the movement in question being the 'art game' movement, whose ethos- Bissell infers, primarily follows ludologist design ideals- “They work off a few basic assumptions: games have rules, rules have meaning, and gameplay is the process by which those rules are tested and explored.” (2010: 96) Drawing parallels between artistic movements is something that few authors have done when discussing games. Relating them to established movements in other media, I feel, is a good decision that creates context for the evolution of games and fosters a better understanding of their current state of progression. “Naturalism is not the pinnacle but rather a stage of representation. With Braid, a considered impressionistic subversion of 'reality' has at last arrived” (2010: 99-100).



Overall Bissell's writing is little light on videogame terminology and theory, he makes up for this with his knowledge of literature, fine art, and film theory when discussing the topics raised throughout the chapter. While the subjects are wide ranging, they revolve around the central critique of Braid in order to cohesively hang together, and appear to fit the style of experiential game criticism well.

Pixel Propaganda 

Not much to share this week, I still want to write about LA Noire but with these literature reviews I'm aware the blog posts are verbose enough as it is.

Luckily there are a number of good pieces of LA Noire based criticism to fill that gap for me, the first of which is a hypothetical look at the gameplay enhancements a sequel could make. The second takes a critical look at the breakdown between Cole Phelps, the player, and intentionality.

Wednesday, 6 April 2011

Respite

Subtle, but the new shaders connote the metallic materials of the blimp and the bump mapping helps break up the specular highlights.
Its the holidays so stuff to do animation-wise has dried up a bit. Though I'm still doing a bit of 3rd year work to stave off the sunshine induced apathy. I've had to gut my laptop (which was dying anyway) and implement some pretty illogical work-arounds to get my laptop to function properly with the, now enormous scenes The Last Trophy is working with. I remember when I was proud of my laptop, and lived under the illusion that it could hold its own against most desktops of its age...

Note the faulty motion blur on the left propeller, something we'll have to live with without increasing rendertime in unhelpful ways.

I've also been dabbling in render passes in order to give the compositor more control over the different elements of the image. So far we have diffuse material colour, specular, reflection, shadows, zdepth, and ambient occlusion. Unless specifically requested I'm hoping that should cover everything.

There's even some Ambient Occlusion on this one, not that you can really tell, but now you know its there, doesn't it look nicer?
Even though we still have a term left of this academic year I feel very aware of the vast amount of summer holiday approaching, a length of time that I'd like to fill with something productive if possible. I've been sending emails to a small number of companies I'd like to do placements with over the summer and recieving not particularly encouraging automated replies generally saying: "we can't reply to every email, so don't expect a response". Even the hardly known Frictional Games in Sweden have a response warning that they aren't looking for interns. They're a 5 man team for gods sake, and I offered to work for free! Obviously the fact that there is only 5 of them means they can't babysit a useless student, still, slightly disheartening.


In the meantime I've been trying to push myself into making a start on pre-production for our own 3rd year major projects. While this feels stupidly early, I don't want to arrive at term one of next year and have to sketch and storyboard a load of stuff from scratch, if at all possible I'd want to be able to go straight into asset production to give me and whoever else I can convince to join me as much time as possible in the production stage, because the sooner that all wraps, the more we can up the shininess :D

Meet Noel Paisley, Professional Protagonist.

Since gutting my laptop I haven't been able to install adobe stuff because (not expecting it to die on me) I left all the installation discs in Falmouth. So this is just a pencil sketch until I can ink and colour it in Photoshop. Hopefully I can make a start on modelling a low poly version of the character and figure out how the scraps of cloth or his beard might work in terms of dynamics.

Pixel Propaganda

Chris Hecker, designer working on Spy Party recently did a lecture at a University that covers some pretty fundamental aspects of game design but in a way pacey way that infuses his own enthusiasm and opinion.

I've always felt a resistance to killing in videogames, after a while it feels normal (which is worrying in itself) but this article discusses some of the other options available to developers that are being neglected.

This is Jonathan Blow's most complete talk on Braid, specifically its gameplay, and shows footage of the games prototyping phase. Its a fascinating look at one of my favourite games ever and even in this talk, there are still elements Blow refuses to discuss as he believes so strongly in the importance of player discovery.

Sunday, 7 November 2010

Masterclass

Here is my work in progress for the 11 second club so far.



But this clip is more of a disguise because what I really want to share is this blog post and the information it contains. The Witness is what Jonathan Blow, Braid creator, is currently working on, and in this blog post he address the quality of most game texturing and how it often detracts from the beauty of the modelled geometry. I happen to agree. I think its the reason I love ambient occlusion so much, it describes a three dimensional object's form in the purest way:

Mr Blow goes on to reference a particularly important pdf of Naughty Dog's art direction presentation at GDC this year. As I was reading it I realised I actually didn't have much of an idea of what game geometry looked like and what kinds of detail were possible, it was fascinating to see how techniques like instancing, shader blending and all kinds of crazily innovative design methods allowed Naughty Dog to create what is probably the most stunningly beautiful game I've ever played. How they budget detail on everything from models to textures to lighting and rendering is what makes this presentation a masterclass in how to make a game look good in the most efficient way possible.