Thursday 29 October 2015

Assignment: Unit 1: Pre-Production Techniques for the Creative Media Industries


BTEC Extended Diploma in Computer Games Design
Unit 1: Pre-Production Techniques for the Creative Media Industries
Pre-Production and planning for a Computer Game



There are many pre-production elements in which needs to be considered when preparing for a specific game idea. The pre-production elements in which I am going to discuss are: Type of production, Finance, Time constraints, Personnel, Facilities, Materials, Contributors and Codes of Practice. Each of these pre-production elements are going to be implemented into what I will need to make my game I am creating and why I will need them. The type of production which I will be doing is game pre-production. This game will be created on Game Maker and so will be a PC game.



Finance, Equipment & Facilities:

When it comes to finance, you will have to carefully plan how you spend your money and buy what you think is necessary to make you game. You will have to purchase a lot of things in order to make your game. First off, you will need to support whatever program that you are using or going to be using.  Furthermore, you will have to pay for licensing of the programs and such. For example, Maya costs £97 pounds per month and for a year it will cost £1,160. GameMaker (which is what I will be using for my game) has 3 different versions I can download/buy. The first version is for free, this includes registration, made with GameMaker Splash Screen in game, unlimited resources, GameMaker: Player Export and Windows Desktop Module. The second version of GameMaker (Professional) costs $149.99 which includes a lot more features and the third and final version of GameMaker (Master Collection) costs $799.99 which includes everything GameMaker can offer. UDK (Unreal Development Kit) is a development kit which you can use to create games and is free to download. Unity has two options in which you can download. The first version is the free download which is called the personal edition and has a limitation on the features and the second download is the professional edition which costs $75 per month and comes with all the features. This is only one of the aspects of which financing will cover, you will also need to make sure that your computer system can handle these programs. I have researched what sort of specifications the programs need to run well with and how much they cost. To run Unity, you will need the minimum of Windows XP, 7, 8, 10 and graphics card with DX9 (anything made since 2004). Lenovo H30 Desktop PC costs £449.99 includes, windows 10 free upgrade, I3 intel core processor, 8GB RAM, dedicated NVIDIA GT 705 direct X 9 compatible graphics card and 1TB HD. In my opinion, I wouldn’t go for a PC with NVIDIA GT as I feel the GTX graphic cards work a lot nicer and makes it all look a lot nicer. This system is also suitable for GameMaker too. For the system requirements to use UDK you will need the minimum of windows 7/8 64-bit OS, Quad-Core Intel or AMD, 2.5 GHz or faster, 8GB RAM and DirectX 11 compatible graphics card. The cheapest computer I have found costs £499.99. This PC has 8GB, AMD FX-4300 Black edition processor, AMD Radeon R7 250 which is direct x 11 compatible, comes with windows 10 free upgrade and 1TB hard drive. This system is also suitable for Maya.
Despite that all of the above are great for creating PC games, they are not suitable for creating games on other platforms. If you want to publish and create an Xbox game then you will need to use the ID@Xbox (Independent Developers at Xbox. When researching, I was unable to find out how much it costs to purchase the development kit. On the other hand, I found out that if you are a developer with an approved concept for Xbox One, then you will receive two dev’ kits for free. When it came to researching how much the PlayStation 4 Dev Kit costs, It was rumoured that it would cost $2500, Even though the PlayStation Dev’ Kit costs so much, it was also rumoured that Sony were handing out their dev’ kits like “candy”.
http://www.polygon.com/2013/7/24/4553842/so-how-much-does-it-cost-to-develop-for-playstation-4
For the Apple Developer Program it costs $99 per membership year. You are able to download and install the latest beta OS releases simply for development and distribution, advanced app capabilities, testing and support app which allows you to invite users to test your iOS app and then you are able to distribute your app.
For the android developer you need to pay $25 as a one-time registration fee that can be paid with various cards. Androids developer console offers you to set up a
google payments merchant account if you want to sell priced apps, in-app products or subscriptions. With Steam Greenlight, you only have to pay £70.00 and then you can publish as many games as you like under Greenlight. There are rules in which you have to abide by to post your games and there are different factors that you have to consider.

They are different ways to receive and manage your money in which you will be using in the pre-production process. Self-Financing is one of the ways to manage your money. Self-financing means being able to make enough money to carry on supporting yourself/your company. Money that comes from yourself and not from anyone else such as investors and lenders. The advantages and disadvantages of self-financing are listed below.

Advantages
Disadvantages
Quickest and easiest way of securing money
The person who in which started up the business (entrepreneur) may not have the required knowledge or skills to keep the business running or make it bigger.
The entrepreneur gets to spend the money on whatever the entrepreneur needs/wants.
The entrepreneur is the only one at risk, if the money runs low then it is the entrepreneurs roll to sort it out.
It gets rid of any complications of having to add more partners and shareholders.
If an opportunity comes up to expand your business or make an appearance somewhere, you may not have the money to take the opportunity.
It is simple to exit the business.
Possibly be put into debt by taking out overdrafts from the bank.
All of the profit goes to the entrepreneur.



If you are low on money or don’t have any at all, there are different ways in which you can receive money to help you create your game. There are websites in which you can visit that will help you, but only under certain conditions. Indie Fund and GamesLab are two very good examples of indie funding. Indie fund is an organisation in which is created by many different independent game developers. The indie fund is to help fund businesses in which are going into indie video game development. GamesLab Development Fund is a dedicated program in which support and invest in indie game businesses. Companies that are eligible to this program will be granted up to £25,000 to support themselves on. This includes publishing, marketing and distributing. The advantages and disadvantages are listed below, they cover the advantages and disadvantages of going to an indie funding website to help you develop your game.                                                                                                                                                                                                                                                                                                                                                                                                                                        

Advantages
Disadvantages
Simple contract which you doesn’t need negotiation or lawyers. (indie fund)
They don’t publish (both)
Get funded quicker than other funding organisations (indie fund)
Cannot be repaid if your game doesn’t launch (indie fund)
Advisers to ask for advice when you run into a situation or problem (indie fund)
Very selective (indie)
Offers master classes for development which includes pitching, legal workshops, marketing and development. (GamesLab)

Free access to UK events where it is possible for you promote your company (GamesLab)

Opportunity to show your game at the GamesLab event (GamesLab)

Regular contact with an industry mentor who can offer guidance and advice (GamesLab)





Crowd funding is another way in which you can raise a certain amount of money to support you in creating your game. Crowd funding is where you ask a large group of different people for money and then receiving small amounts of money from each person. Crowd funding is very common on the internet. Indiegogo is accordingly the “largest global fundraising site” in whom help out individual people, businesses and non-profits to raise money online for what they want to achieve. How it works is that you start a campaign and then you activate your community and then wait for it to be funded. Kickstarter is another website in which helps people raise enough money for them to fund their projects. Kickstarter also builds a community around your work. With Kickstarter, you are able to track your funding progress on your phone with the Kickstarter app. The advantages and disadvantages listed below talk through why crowd funding could be a good decision or it could possibly be a bad decision.

Advantages
Disadvantages
Free to launch (Indiegogo)
Your project may not get funded at all
“Simply and Easy” campaign editor (Indiegogo)
Collects 5% fee from a projects funding total (Kickstarter)
Multiple payment options (indiegogo)
Pledges on Kickstarter are collected and processed by their payment partner, stripe. They take 3-5% of the processing fees.
100% ownership of your work (Kickstarter)










The final way to receive money (from what I have researched) is from receiving grants. “Epic has created a $5,000,000 development fund to provide financial grants to innovative projects built in and around Unreal Engine 4. Awards range from $5,000 to $50,000, and there are no strings attached: you continue to own your IP, are free to publish however you wish, and can use the grant funds without any restrictions or obligations to Epic.” This quote is from the Unreal Engine website. If you are using crowd funding sites such as Kickstarter then you are still eligible to receiving a grant from Epic. Although to apply for the UE dev grant you need your project to already be working in UE4 or for it.


A game publisher is a company that publishes video games that they have either been developed by someone in that company or by someone who has created a successful game. Activision is a very popular video game publisher. It has published series of games in which are extremely popular amongst the gaming community. These game series are Call of Duty, Destiny and Skylanders. They also publish games which are on a variety of platforms.

To make my game, I wouldn’t need a grant to publish my game as it is only a small game. The grants in which are given are usually there for a person to develop a big game whereas I want mine to be  published in steam or free to play on the internet.



Facility Houses:

Facility houses are houses in which are made for a specific purpose. I have found a website in which has a facility house for media production. They have film crews and kit, sound proof room, Avid symphony Nitris DX edit suite, Avid Media Composer edit suites and so on. The two links below are links to two facility houses which work with post-production. http://www.the-hall.co.uk/index.html


Extra information:
In the game of Call of Duty: Advanced warfare, they use Audiomotion to create and deliver the Exo Zombies trailer. Here is a list of the post production they do, they provide a varied range of post-services apart from solved, re-targeted animation, Conversion to different formats and output to all major 3D pipelines, animation post production including loops and blends, solving to custom rigs and skeletons and un-paralled after sales support.



Time Constraints:

Deadlines and how to manage your time: When creating games, you will have deadlines in which you would need to meet. You will need a good structure of how you are going to complete the game and when by. Setting yourself a list of deadlines would be ideal as that means you know that you will have to complete this certain task to move on to the next. If you didn’t have a set structure then your layout for creating the game will be messy and you may not release your game out in time. If you have an idea of when you want you to game to be finished then write it down and stick to that deadline. The more you push the deadline ahead, the likelihood of actually finishing the game would reduce.
Now that you have a set date for when you want your game to published, you would need to break your game down into chunks. This meaning knowing what you need to do first and when by. Make a list of what needs to be done, for example, sounds, graphics and coding. Once you have written down what needs to be down, break that list down even more. So with the sounds, the list could be; sounds for level 1, sounds for level 2, sounds for when you die, sounds for when you have picked something up etc. Although, you don’t need to break everything down so that the list seems long and unbearable, just break it down until you think it’s reasonable enough and then move on to the next list that you are going to create. This idea is very helpful for each game that you create. It will help you keep your work very organised. After making the lists, move the lists into an order of which needs to doing first. Also group the lists together if they fall under a similar subject. Then assign the people whom you work with, with what they specify in. Giving them things to do in an organised manner helps keep everything under control. A way of managing your money would be to set your money aside for the things you need monthly first and then after that set your money aside for the yearly things around 4 months before you need to pay. When it comes to deadlines for designing my game, I will preferably want to section off each level and work on each level individually and set times for when I need to complete a certain level for. I think working this way would be best as it is a platform game that I am creating and I need the levels to progress. Also, completing a level before jumping to next without finishing the others would be slightly inefficient as I will be constantly switching rooms fixing another level and then forgetting what I needed to fix on a previous room.
Availability of equipment and personnel:
The availability of the equipment that you use is talking about how long you have got the licenses for that you have bought. For example, Maya costs £97 per month, Unity Professional Edition costs $75 per month and iOS Apple Developer Program for $99 per membership year. You would have to keep on top of when these licenses run out and have to set money aside to pay for them again.
The availability of the personnel is very dependent on whether you work on your own, in a small group/business or a large business. If you work on your own you would need to set time for yourself to work on the game and also revolve whether you work at your job or look after family members around working on your game. If you work with a small group of people you will have to consider what times that they can dedicate themselves to working on the game. When working in a large business you would have to consider when your workers are available and know which days they work on. Furthermore, you may come across that one of your workers are ill and you need to take in mind which other person could take over and if they can do overtime. I will only need to use GameMaker. One version of GameMaker is free however it is also good for me to purchase the other versions as this will allow me to use more features on GameMaker itself.

Timescales for clearances: When it comes to finally finishing the game you will need to set a time for when your game can be tested. In this test it will determine what age rating the game is given. For example, PEGI gets the developer of the game to complete an online declaration form in which is sent to the administrator of the age rating system. The completed form then gets reviewed by the administrator and is used when the content of the game is being reviewed. They choose particular sections of the game to review based off what information the developer has given the administrator. This system is accordingly a more efficient way of rating the game than by playing the full game.
For the delays in publishing you would need to set yourself another deadline after you have your original one set just in case you do not meet your first deadline. For the game to be legal it does need to be checked for plagiarism. To see that it is not the exact same as another game just different graphics. Also you need your game to be tested so that you can receive some feedback and change your game slightly if needed to. Organising this time after the release is essential as you will want this time slot to fit before the final release of the game. When it comes to my game, I would need the game to be verified so I would leave time at the end so this process can happen.


Materials:

Concept Art:
Concept art is a way of displaying visual ideas for games, films, animation, comic books etc. Concept art can include ideas for characters, weapons, backgrounds, vehicles and much more. The concept art in which is created for a project is used as a guideline for the entire projects itself, it gives the look and feel to the project. Others consider concept art as visual development for concept design. Usually, when it comes to designs of characters and weapons, they show different designs for the same character/weapon. For the characters, the concept art would contain different styles of clothes the character might be able to change into in the game, the specific stances it will do and the different facial expressions.

 This concept art is from Final Fantasy XIII, it shows the different viewpoints of a character they have created and it shows what sort of weapon this character specifically uses. The different viewpoints show that the game artist has thought about this character thoroughly. Also you can see the development of this concept art. The top right images, show the original design of the front and back upper part of the body of the character and then underneath is the characters full body in which has a lot more detail to it, added colour and detail. The concept of the character from the side viewpoint has a lot more detail and tone on its body. They have also added in where the light hits the character and where the shadows are created.



Audio:
Audio is very important in games. The audio can give the game an overall feel to it. For example, in horror games, the audio is very important as it makes the player feel fear. The game called “Outlast” is a prime example of having tense music playing when being chased by one of the “mental patients” contained within the asylum. Other games such as Mario, the audio used within that game is very memorable and that leaves a positive effect on the player. Audio in games isn’t just based on the background music, there are many different places you can use audio. You can use it when a player has collected something, the character has died, completed a level and so on. Within my game, I would like there to be audio whenever my character had collected something, when they have completed a level and moved on, when they die and for music to play in the background throughout the whole process of playing the game.



Storyboard/animatic:

Storyboards and animatics are basically the same thing. The only difference is, is that animatics are animated storyboards. An example of when using animatics in the gaming industry would be using them in the pre-production process of animation. They can be produced using computer animation in 2D and 3D with special effects. A storyboard is a similar thing except the drawings are static. Both techniques are ideas used before creating the real thing. 



Script:

Within the pre-production process, the script writer will need to create the story of the game and explain the environment, characters, details of scenes, triggers, actions, sounds and music which will be implemented into the game. The script writer will have to make specific choices in which will suit the original game idea which was created. He/she has a lot of things to work on such as character development, how the story rolls out, what the environment would be like in a specific scene, what the weather would be like, what sounds play where and explain these actions thoroughly. Within my game, there will be a story line in which suits the games end goal and links in with why the character is collecting the specific pieces of stuff which needs to be collected and why the character is going on such a journey.


Contributors:

In a lot of famous games there are voice actors/voice-over artists who in which play a role in your game. They use these voices so that the game sounds more professional. Furthermore, if your game fits into the photo-realistic style, using famous voice actors would gain your game a lot of attention. For example, Until Dawn is a horror game in which used the voices of real actors and the characters of real actors. In my game, I wouldn’t need voice actors as it is only a small game which is being made in game-maker. My game doesn’t actually include any humans at all and is the complete opposite of the style, photo-realistic. For my game, I only want the music to lead the player through the levels. There are no dramatic cut-scenes involved within the game in which would require speech.





Codes of Practice:

The part in which is copyrighted in the game is the underlying code, the artwork and the sound. There are parts of a game in which are not copyrightable. These are the lives, scoring system, coins, the sky, the ground and much more. These all fall under the “Scenes of faire” section. A good example of this would be creating a football game. It would be ridiculous if you could not create a football game because the scoring system is the same as another game, even though that is the scoring system which is used in the original sport.  Liability insurance is insurance in which protects the an organisation or a person from risk that they may be possibly sued and it protects against claims that in which a person has hurt themselves or damaged property due to inappropriate actions. Other codes of practise include health and safety and completion insurance. Every company/organisation has health and safety rules for the employees to follow. Everyone has to follow these health and safety rules within a work place so that one employee does not manage to injure another employee or themselves accidently. Completion insurance is insurance in which is used to guarantee minimum payment distribution amount only if the game is delivered on time.









Animators:



There are a list of things in which you need to fulfil to recognise whether you are perfect for this roll or not. Animators are the people who are “responsible for the portrayal of movement and behaviour within a game”. There are a number of certain skills that you need to have to become an Animator. You need to know how to use FMV (Full Motion Video), need to have some knowledge on how to program, need to be able to have knowledge of “traditional and computer 2D and 3D animation techniques”, need to have knowledge of “the requirements of the relevant health and safety legislation and procedures”, to be able to work as part of a team, have your own initiative and to “be able to take responsibility for organising your work within the production schedule, managing files and meeting deadlines”, need to be creative and imaginative and spatial awareness. There are other requirements which are needed, you need to understand the production process, to communicate well with other people in other teams, be able to understand the appearance of animal and human movement, and this includes lip syncing and limb movements. Animators give life to the characters which are created and they have to apply their understanding of movements of human and animals. They don’t just animate humans and animals, they animate objects too. Furthermore, they animate using 3D animation software. The average cost for Animators (Games) with 3-6 years of experience is $65.619 a year. With less than 3 years of experience it would be $42,512 a year and with 6+ years of experience it would be $73,031 a year. You need to have an animation-related degree with games animation involved. You also need to show your work that you have produced through a portfolio or/and a showreel. However, if you bring a reel it has to last roughly around 2-3 minutes and contain detail about contribution you have made. People who hire animators look for a variety of different genres and styles that you have worked with, different walking and running cycles and emotion, movement and personality portrayed in a character. For the game that I have created, I would need an animator to animate the sprites I have created. I would also need the animator to animate the moving platforms that I want in the game and to animate the objects that the player has to collect.



http://creativeskillset.org/creative_industries/games/job_roles/325_animator_games


 Assistant Producer:


An Assistant Producer makes sure that all of the game production staff deliver their work on time to a very high quality product, to the highest quality possible. What an Assistant Producer must do it work well in a team, have full knowledge of project management, have strong communications skills, verbal and written language, be able to learn new skills quickly, have high self-motivation and confidence in dealing with difficult situations, be able to plan ahead, set objectives and prioritise objectives when they need to be done first, have good management skills, pay close attention to detail, have high standards of work and to have knowledge of the health and safety legislation and procedures. An Assistant producer’s role and responsibility can change during the game development process and they also work between sales and marketing departments. To be fit for this job, you won’t need a qualification but you will need to have some previous experience working with production. You will be receiving training on the job. The salary of an Associate Producer in Ubisoft is between 24k to 26k.



http://creativeskillset.org/creative_industries/games/job_roles/326_assistant_producer_games



Audio Engineers:



Their salary ranges from $20,000 a year to over $100,000 a year. What Audio Engineers do is create the soundtrack for a game they have been set to work on. This includes the sound effects, the music, the character voice, instruction voice and ambient effects. They must have a sense of timing, being able to create and perform music, have knowledge on using the relevant programs and technology, have imagination, creativity and have a sense of fun, to be able to keep up with any changes the producers decide to make, to be able to communicate well with the art departments of the gaming industry, to work independently, have good organisational skills and know the relevant health and safety legislation and procedures. Audio engineers usually work as 1. For my game sketch idea, I would need the audio engineer to work on the background music, making it something fun and cheer. I would need them to work on the sound of the snakes and when they die, the sound of when you have died, when you have collected some string, when you use Unicat’s special ability and then music for the final boss level which should be something quite daunting and serious.



http://creativeskillset.org/creative_industries/games/job_roles/327_audio_engineer



Creative Director:



The Creative Director works in the design department in the gaming industry and is responsible for the overall look of the game, making sure that everything is in working order and oversees any high-level decisions that affect the game. As a Creative Director, you must be able to inspire those around you so that they make the highest quality product possible, be able to make tough decisions, have an excellent imagination, creativity and problem-solving skills, and be able to communicate well with other and have great presentation skills and have knowledge on relevant health and safety legislation and procedures. You don’t need a qualification to become a Creative Director however you do need previous experience and a strong artistic vision. The full time salary is 75k to 10k and the freelance day rate salary for a Creative Director is £350 to £500.



http://creativeskillset.org/creative_industries/games/job_roles/329_external_producer



















External Producer:



An External Producer is someone who ensures the successful delivery of a game, whilst working externally from the game development team. They also make sure that the publisher has all of the relevant information required to make that game as commercially successful as possible. To be an External Producer, you need to have a clear understanding of the role and requirements of a game publishing company and a game development company , understand the development and publishing processes from a game's design phase through to its release, have solid project management skills including scheduling, budget and risk management , have a passion for games, be able to handle multiple projects at the same time, have excellent communication and presentation skills, be able to manage people, time and resources and to have good negotiation skills and have knowledge of the requirements of the relevant health and safety legislation and procedures. You don’t need a qualification to be an External Produced however most External Producers are graduates in which have studied course including visual and technical arts. You must be able to demonstrate a track record gained by having been involved in every stage of a project. You will also need to have experience at a senior level of game development. You should have a good knowledge of project management software.
http://creativeskillset.org/creative_industries/games/job_roles/329_external_producer



Games Designer:



The Games Designer decides on what a game consists of, how it plays and defining all of the core elements. They also talking to and telling the rest of the development team who create the art and computer code about the ideas they have come up with and what they want doing. They come up with a plan and decide on all of the elements in game. These elements in game are the structures, characters, what story it’s going to have, the setting, the rules, whether it is going to have vehicles or not, HUD design and if there are going to be different modes of play. To be a Games Designer you need to be able to work in collaboration with multi-disciplinary teams, be able to communicate your vision to artists, programmers, producers, marketing staff, and others involved in the development process, be able to accept constructive feedback on your work, be able to present your ideas both verbally and on paper, be imaginative and creative, have good written and verbal communication skills, have good basic visual design and drawing skills, be reasonably fluent in a range of 2D and 3D graphics and animation packages, such as 3D Studio Max, NUKE or Maya, have some programming skills at least at ‘scripting’ level , have an awareness of the various games platforms and technologies, possess a thorough understanding of game play theory, have storytelling and narrative development skills, be skilled in information design and user interface design, be able to think systematically and strategically, have knowledge of the requirements of the relevant health and safety legislation and procedures.



You apparently don’t have to have a specific qualification to become a Games Designer however, most people that are hired to be a Games Designer are graduates. Employers will want to see what work you have done and see what you can do, it’s best to take in portfolios of work and these portfolios can take in the form of a game project, proposal or written games design documents. The average salary of a Games Designer per year is $83,240. They can range from $45,090 to $121,230.



http://creativeskillset.org/creative_industries/games/job_roles/331_game_designer



Game Programmer/Lead Programmer:



A Game Programmer is someone who designs and write the computer code that controls the game and runs the game. They also work in the development department. A Game Programmer must be able to program in C++,C and other programming languages, must be systematic and highly organised, be able to work on their own and as a part of a team, have good communication skills, have specific platform experience such as Xbox, PlayStation etc., they also must have a good understanding of game play, be able to take instructions and hit deadlines on time, have excellent problem-solving skills, be creative and have knowledge of the relevant health and safety legislation and procedures. The Lead Programmer translates the design into a technical specification for the game, and the he gives specific task to the programming team. The general programmers work on code that has already been written by others, the programmers with specific tasks might work on the physics of objects and the specialist tools programmers identify and design any custom tools which are needed. To become a Game Programmer you need to have a degree in something such as Physics, Maths or Computer Science. Most people who usually pick this job uses programming as a hobby. The average salary of a Game Programmer is $83,060.
The Lead Programmer must also provide support and guidance to the programming team, making sure that the programmers understand the specification and have the right skills and training to be able to do their jobs effectively. Lead Programmers will also write a substantial amount of code themselves. The Lead Programmer must be a team player and an excellent leader, be approachable, able to communicate well, understand all of the programming roles, have advanced programming skills, have excellent people management skills, able to multitask and solve problems, be calm under pressure, be creative and understand the relevant health and safety legislation and procedures. The Lead Programmer needs the same qualifications as a Games Programmer and when they are seeing the employer, they need to ask for some kind of demo or put you in a test. Furthermore, you must have 5 years’ experience working as a Game Programmer. For my game, I would need someone to program in the AI characters movements, the main characters/players movements and the platforms movement.
http://creativeskillset.org/creative_industries/games/job_roles/333_lead_programmer_games



http://creativeskillset.org/creative_industries/games/job_roles/336_game_programmer


Games Artist/Lead Artist:



The Games Artists are the people who create all of the visual elements in game. These include the scenery, the objects in game, texture art, characters, animals etc. They also create the concept art and story boards in which propose the ideas during the pre-production. They work in the Art Department. To be a Games Artist, you need to have an art portfolio demonstrating a range of work and originality of style, be able to draw from life, have knowledge of anatomy and architecture, be able to convey facial expressions and emotions, have a flair for colour, composition, perspective, modelling and texturing techniques, lighting and mood, have skills in comic book art and/or storyboarding, be able to work as part of a team and independently , be imaginative and creative, pay close attention to detail and have strong powers of observation, have good communication skills, be able to work to a style guide and have knowledge of the requirements of the relevant Health and Safety legislation and procedures. The Game Artists are the people who try to achieve the desired result of the visual style that is wanted. For example this could be Photo-Realistic, Cel-Shaded, Exaggeration, Retro and so on. The Game Artists have to cover the different techniques and range of jobs given to them For example, creating the concept art would typically use pen and paper whereas building the characters they need to use a 3D modeller. The majority of game artists which have been hired have a degree or HND in fine art, graphic design or illustration. The lead artist will need the same HND or degree experience and 5 years of experience working in the games industry. The lead artist will need the same things in which you need to be a games artist however leadership skills, communication skills and art skills are key. You must be able to motivate and inspire a large team and have an original style. You must have excellent organisational skills and skills with different software packages. The Games Artist salary averages around $75,000 a year and for the Lead Artists earn a considerable amount more as being a Lead Artist in the game industry is the highest paid job in the art department.



http://creativeskillset.org/creative_industries/games/job_roles/330_games_artist



http://creativeskillset.org/creative_industries/games/job_roles/332_lead_artist_games



Level Editor:

 The Level Editor is someone who creates an interactive environment/architecture for part of the game. This includes the landscape, buildings and the objects. The Level Editors are based in the design department. The skills that you need to be a Level Editor are to have good spatial and layout design skills, have knowledge of 3D modelling and a firm grasp of game design principles, have the ability to visualise layouts, have a practical understanding of programming and scripting language to work closely with artists and programmers, be able to train the QA Testers to play the game, have IT skills and competence in the use of world-editing tools, have knowledge of different platforms, be very well organised, be able to work both independently and as part of a team, be able to accept and give direction, be imaginative and creative, have excellent communication skills (both verbal and written), pay close attention to detail and be able to evaluate quality, have a passion for games and knowledge of game design theory and have knowledge of the requirements of the relevant health and safety legislation and procedure. You don’t need a specific degree in anything however most people who are hired for this job are graduates. However, you could study design, engineering or software development degrees. I wouldn’t necessarily need a level editor for my game because it is a platform game in which the background/environment isn’t interactive. A Level Editors salary per year ranges from £17,737 to £32,511.



http://creativeskillset.org/creative_industries/games/job_roles/334_level_editor



Marketing Executive:



A Marketing Executive is someone who would promote your employers products, services or ideas. You need to be excellent with your communications skills, organisational skills, plan product launches, market research and knowing public relations events. You need high levels of confidence and creativity as you may need to talk about the product on TV, radio or to the press. Work as a Marketing Executive may include doing market research, creating marketing campaigns, looking at competitors marketing strategies, organisational public relations events, arranging sponsorship, distributing posters etc. The salaries can range from £18,000 to £22,000 a year and then with experience it can rise to £25,000 to £40,000 per year. To get this job you need to have a lot of experience. The majority of people who are hired on this job have a HNC/HND or degree in marketing, communications, advertising, business and management or psychology.



https://nationalcareersservice.direct.gov.uk/advice/planning/jobprofiles/pages/marketingexecutive.aspx



Marketing manager:

It is the marketing manager’s job to find out the best ways they can promote the employers product, services or brand. Your work could possibly involve researching and analysing market trends, coming up with marketing strategies, organising the production of posters and brochures, attending trade shows, managing a team of marketing executives etc. You could earn up to £50,000 a year or more if you are a senior marketing manager or a marketing director. The salaries are usually £25,000 to £40,000 a year. You will need at least 3-5 years of experience working as a marketing executive before you apply for this job.



https://nationalcareersservice.direct.gov.uk/advice/planning/jobprofiles/pages/marketingmanager.aspx


 Product Manager

The Product Manager works within the production department and they help create marketing campaigns to help increase the game sales. A few of the things a product manager needs to have is to be able to manage a marketing budget, have strong presentation and communication skills, good knowledge on the gaming industry and on games and have good negotiation skills. There isn’t a specific qualification that you need to take up this job however experience is needed.



http://creativeskillset.org/creative_industries/games/job_roles/335_product_manager

 Project Manager/ Producer



The Project Manager/Producer works within the production department and they ensure that the game is delivered on time and successfully. A few of the attributes the person needs to do this role would be, the ability to multitask, be good at managing people, be able to inspire those around them and motivate them and be able to handle clients well. There isn’t a specific qualification in which is needed for this role however it would be good if you had some previous experience which is relevant/similar to this role.



http://creativeskillset.org/creative_industries/games/job_roles/337_project_manager_producer_games

 Public Relations Officer

A public relations officer is someone who is responsible for managing the businesses/organisations reputation. To become a public relations officer you need to have great communication skills and be excellent at managing your time. You also need to be able to get on well with others as you would be working with lots of different people. There is no specific qualification you need for this job however it is said that most people who take up this job have a degree qualification.



https://nationalcareersservice.direct.gov.uk/advice/planning/jobprofiles/pages/publicrelationsofficer.aspx



QA Tester

 The QA tester works within the production department and what they do is test, tune and debug the game that everyone else within the organisation was working on. They makes sure that the game is flawless before it is introduced to the public. A few of the attributes that a person needs to be a QA Tester is, they need to be analytical, be able to identify, record and fix problems, have good conflict resolution skills and be persistent and patient. There is no specific qualification needed however experience and passion for coding is necessary.



http://creativeskillset.org/creative_industries/games/job_roles/338_qa_tester

Technical Artist

The Technical Artist works in the art department in the organisation and what they do is they investigate new techniques, they bridge the gap between artists and programmers and they ensure that the art assets which have been created by the artists is easily integrated into the game. A few of the attributes a person needs to do this role is to be to work well as a team, work with minimum supervision, think creatively and have knowledge of console hardware architecture. You will need a degree for this job. A degree in any art of technical subject would be advisable.
http://creativeskillset.org/creative_industries/games/job_roles/339_technical_artist_games


To produce the game that I want is a single person job or a two person job. What I am using for my game is GameMaker and I don't need a really expensive computer as GameMakers specifications aren't that high. When it comes to finance, it is most likely that if I wanted to purchase the full GameMaker package in which includes different platforms for me to work with then I would use either self finance or try to get a small grant/use Kickstarter for me to set up a project of creating this game on different platforms.









Tuesday 27 October 2015

P2: Be able to Generate Concept Art Ideas for Computer Game Graphics

Unit 78: Digital Graphics for Computer Games
P2 Be able to Generate Concept Art Ideas for Computer Game Graphics


Stimulus:

A brief is a specification of an idea in which a client has. On the brief would be a list of potential rules that they want you to follow. If you are working on your own then you would consider working on your own brief to give yourself basic guidelines to follow or this could be something you produce after you have received the client brief is their brief is not very limited.


Ideas Generation:

Brainstorming: Brainstorming is when you put all of your ideas together. You can also string of a main idea and put in sub ideas such as; Ice, icicles, snow and then fire, flames, orange and red tones and so on.

Mood boards: Mood boards are created so that you can create a mood for your game. For example if your game was based on a gothic style then you would put a bunch of pictures of old castles, dark skies, gargoyles, thunderstorm etc.

Thumbnail Sketching: Thumbnail sketches are quick small sketches of ideas that you may have. They are very quick and small ideas and they are considered as artists notes.

Concept Drawings such as: Backgrounds, Sprites, Character, Weapons, Vehicles and Environments
Concept drawings are drawings in which the artist has developed from all of the stages above. (Brief, brainstorming, mood boards and thumbnail sketching). Concept drawings could be considered as their final design for the backgrounds, sprites, characters, weapons, vehicles and environments. Concept art is a way of displaying visual ideas for games, films, animation, comic books etc. Concept art can include ideas for characters, weapons, backgrounds, vehicles and much more. The concept art in which is created for a project is used as a guideline for the entire projects itself, it gives the look and feel to the project. Others consider concept art as visual development for concept design.


Legal & Ethical Considerations:

The Copyright act was introduced in 1988. The name for the copyright law is “The Copyright, Designs and Patents Act 1988”. This UK copyright law covers broadcasts, copying, issuing, lending copies and renting. It stops people from stealing people’s creations.

Libel is making a false statement about a product/company. It has the potential to ruin the reputation of that company/product.

There are not many female protagonists in game. The one of the most popular female protagonist however is Lara Croft from Tomb Raider. When Tomb Raider was first released the players loved her however the critics didn’t. In the newer game of Tomb Raider, she has less of an exaggerated figure and made into more of a real person with scars and cuts.

"The industry as a culture feels less sexist than it used to," says University of Southern California professor Dmitri Williams.

"The research is pretty consistent that there are two types of female characters: the 'damsel in distress' or the 'ultimate warrior'," says Edward Downs, a professor of communications at the University of Minnesota, who notes that most "ultimate warrior" characters are depicted as hyper-sexualised.

Tuesday 13 October 2015

P2: Be able to generate concept art ideas for computer game graphics

Computer Game Graphics

Computer game graphics include print media, in-game graphics and concept art graphics. The in-game graphics include the Heads-Up Display (HUD), sprite graphics, background graphics and image textures.
Print Media:
Print media is the media coverage of the game. This includes what the game packaging is going to look like, the box cover, what the manual is going to look like and include, the labeling, what the posters are going to contain and the advertising. Print media is very important for a game. For example, if you produce an advert which contains the best part of the game play then people will be excited waiting for the game release. However, they will soon become disappointed as they have come to realise that the parts shown in the advert are the only best parts of the game. The print media needs to balance well.
What I thought about this game casing is that it is composed structurally well. The composition of where the globe is attracts the most attention. The colouring of the title of the game and the globe both contrast again the dark background thus resulting in making those two objects stand out the most and attracting our attention to it. Furthermore, the simplicity of the design contrasts against the title of the name which I suppose makes it more desirable.







This is a game manual for the game Skyrim. The text which is used in the game is also the same text which is used in the game manual. This is a design idea which has been thought about when it game to print media. Also on the edges of the pages are little symbols which are used on every page.


Concept Art
Concept art is a way of displaying visual ideas for games, films, animation, comic books etc. Concept art can include ideas for characters, weapons, backgrounds, vehicles and much more. The concept art in which is created for a project is used as a guideline for the entire projects itself, it gives the look and feel to the project. Others consider concept art as visual development for concept design. Usually, when it comes to designs of characters and weapons, they show different designs for the same character/weapon. For the characters, the concept art would contain different styles of clothes the character might be able to change into in the game, the specific stances it will do and the different facial expressions.
 

In-Game Interface:
In the majority of games, there will be a HUD (Heads Up Display). This HUD might contains stats of your character such as your health, stamina, food, water and lots more. There also might be a HUD for your weapon that you are using (dependent on the game). This may contain how much ammo you have left in your gun and it might tell you what particular gun you are using at the moment.
This image is a screenshot of the HUD in the game Call of Duty: Advanced Warfare.  What this displays is the usual characteristics of a HUD. The HUD is usually displayed around the edge of the screen so that the player is still able to see what is happening in front of them. This HUD contains ammo, the current score (in the bottom left) the amount of grenades left, the score streaks, how much of the ability is left to use (bottom right) and then the map (top left).

Sprite
A sprite is a 2D image/animation in which is a bitmap image that is put into a game. A sprite can be for anything in a game such as a character or part of the user interface (HUD). This is an example of sprites being used in the HUD. On the far left you can see images of class icons. In the bottom left there are icons for the health and shield and in the bottom right there is an icon for the grenade.



Background Graphics
The background in some games are major priority. In some games the background would need to be full of texture and high quality whereas, in other games the background might not be something that they necessarily want to focus upon. The background graphics may contain lots of different elements to it such as trees, clouds, birds, lights, objects etc. However other backgrounds may want to limit the amount of objects in the background to only trees and clouds. A great example of showing a complex and full background would be Ark: Survival Evolved. The background of this is completely full of different objects. There are clouds, dynamic lighting, rocks, bushes, forests and dinosaurs.


 


Texture Art
Texture art is recreating the texture from the real world into a game. This computer graphic art is most commonly used in photorealistic games. The reason behind this would be that photorealistic games are the art style games in which are trying recreate elements of the real world into a game, therefor using texture art. A great example to show texture art would be the game Until Dawn. This game is a photorealistic game as it uses real actors as actors.
In this image you can see the texture of the wallpaper that is peeling off the wall, the wooden panels which are shown, you can see the texture of the characters hair and in her clothing. The environment around the characters here is full of texture and that is why this is a very good example of texture art.


 

What is graphics specification?

Client needs:
This is a brief in which the person who you are creating an idea for will give you a list of what they want. For example, they may give you a theme of horror and they want a horror game. On this brief they may ask for more blood and gore other than a clean survival horror game.
Audience:
The audience is who you are going to sell the game to and who you want the game to appeal to. This includes the age, gender and social class. You need to consider these aspects when creating a game because you need to decide what your age rating might possibly be, the age rating may effect who your target audience is.
Thumbnail Sketching:
Thumbnail sketching is creating small frames for particular things. They are also considered to be small, quick shorthand notes for artists and planning tools. They potentially develop into concept art. This is a good example of thumbnail sketching. It shows quick small drawings of characters holding weapons.

 




Visual Styles:

Photorealism
Photorealism is where the artist is attempting to make the game look realistic, almost like a real photograph. Photorealistic artists aim to reproduce an image with accurate detail. They aim to make the objects, background, characters and foreground to look as real as possible. Most first person shooters use this style in their games. Photorealistic games attempt to catch the emotion on the faces of their characters so that we as the gamers or viewers are able to define the emotions of which the character is currently feeling. Light and shadows are used immensely throughout photorealistic games, without brilliant light and shading, the game wouldn’t look as realistic as they would like it to be.


Exaggeration
Exaggeration is a game style which is used in games such as final fantasy.  Exaggeration styled games manage to convey emotion better than the photorealistic games. In various exaggerated games, they may have exaggerated eyes for example which makes it easy for us to see the emotion in their eyes. A lot of RPG games use the exaggerated art style as this make the characters more desirable to play as them. Weapons, physicality and objects are usually exaggerated the most in games. Anime/Manga games are most commonly known to use the exaggerated style. A few games in which use the exaggerated artistic style are the new Pokémon series from Generation 4 to the 6 and the animal crossing series. Both of these games have characters in which have exaggerated eyes and proportions of the body.

Cel-Shaded
Cel-shaded games are the opposite of the photorealism style. Cell shaded games use bright colours which relates to the style which is used in comic books. These sort of games which use the cel-shaded artistic style are very effective and they stand out. A cel-shaded game example would be The Legend of Zelda:  The Wind Waker.  The Legend of Zelda: The Wind Waker is probably the most famous cel-shaded game.

Composition
Composition is the placement of objects and people in a frame. You would usually plan where you would want particular things to feature in your frame. The rule of thirds is linked in with composition. The rule of thirds is a rule in which divides your image into 9 boxes, 3 thirds. It is accordingly pleasing to the eye when an object in the frame is positioned within one of the thirds, on the (invisible) lines which divide the image or on the point where the lines intersect.
Typography
Typography is font which is placed in a very artistic way. Most people would find typography pleasing and inspiring. Typography includes what sort of font you use, the line length, letter spacing, line spacing etc. When it comes to typography, people find it interesting to use different fonts within the same image.


Technical Consideration:

Intended Output:
The intended output is where you want the game to end up. This considering what platform you may want the game on. This could be PlayStation, Xbox, 3DS, PC, Wii U, DS etc. If you want to bring out a game on the 3DS for example, you will need to consider the 3D aspects you will put in the game and involve the touch screen.

Asset Management, File Naming Conventions, File Size and File Format;
It is important to name your files accordingly. If you have quite a few images of dogs but they are all different versions you may want to give them the file name of “Dog V1” (v = version) and then “Dog V2”, “Dog V3” and so on. This will make it a lot easier to find files in which you need and will benefit the person who is going to use them or yourself. The file size is also something to consider as you may need a smaller file size.
A file extension is what type of file the file is and it is displayed at the end of the file name. There are many different types of file extensions. The file extension is separated from the file name by a dot and then followed by 2/3/4 letters. For example, .PDF, .JPEG, .AI etc. Showing the file extension at the end of the file name in file explorer helps us identify what type of file it is before we open it.

Optimising
To optimise an image, it is rewriting something to improve “efficiency of retrieval or processing.” Optimising graphics is very important as you need to consider what the file sizes need to be, what type of file it needs to be and where you are saving all of the graphics. You need to think about where you want your final product to end up. Bit depth is the volume of a pixel, reducing the bit depth of an image will reduce the size of the file however the image quality will drop. Same with the resolution of the image, the smaller the resolution of the image the smaller the file size will be and the larger the resolution the larger the image. You need to consider which would be beneficial dependant on the situation you are in. The dimensions of the image (the width and height) are there so you make the image smaller or larger, making the image smaller and the volume of pixels with be closer together and vice versa for the larger images.