#And my goal for this project is to get better at drawing Pokémon and better at sketching in general
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Rosa Murasaki joins the party!!
Heavily inspired by the Leaf design, Rosa is a 20something Pokémon trainer who is starting her journey 10+ years late! She's never had a Pokémon, never bought from a Mart, never even seen a Pokémon Gym before. Please look forward to following her adventures in:
Rosa's PokéJournal, first installment coming soon!!
#Pokémon#Pokémon OC#Rosa's PokéJournal#That's what I'll tag any post relating to this project so I can find it later :)#Basically I'm gonna play Leaf Green thru the lens of Rosa#And as things happen I'll journal about it from her perspective and have drawings of Pokémon and places#And my goal for this project is to get better at drawing Pokémon and better at sketching in general#As well as being a creative exercise :)#So I hope you look forward to it! It's a physical journal!#I'm either going to stream reading sections of it or simply post it on here and Twitter like page by page#And yes I know her legs are too long I drew this at a weird angle and didn't notice until I took a top down picture lmao#I think she looks very cute and tbh I'm really proud of myself for making a decent Pokémon person#Even tho I did use reference especially for the top half like very heavily I still hadn't done it before so I'm happy
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Hi!! I love this series so much, and as someone who hasn’t really drawn since they were a kid but wants to start as a hobby, do you have any advice for sort of learning to doodle on paper and get better at it? I want to start but I don’t really know how/where
The most important step in getting better at any skill is Persistence and Consistency. Practice and keep practicing! The best way to do that is to keep it fun! Picking a project helps generate ideas (e.g. drawing Pokémon, or characters from a series you like). There are also a ton of monthly prompt lists out there!
I also highly recommend scheduling in a 'drawing/practice' time in your day. For me, I started with 30-60 min before bed (bonus: its a good 'no screentime' activity), and the habit took root there.
There are a lot of 'technical' things to study but find the fun first. At a certain point you will discover you've hit a wall, and have a specific aspect/goal you want to target (colour theory, anatomy, lighting, comic layout). Then it's time to go looking for resources.
Once you have the habit and some goals, go collect some inspiration! Find people who inspire you and study their work!
Another little 'art skill builder' I recommend is the Shrimp Method! Only if you find technical challenges like this fun though (Example of one of my studies below)
#art faqs#TL;DR: Step 1 is 'Just start drawing'. Step 2 is 'Keep on drawing'. Step 3 is 'Hit a wall and start studying only as much as you want'#Step 4: keep it fun and keep drawing.#I think this is where artists who start young have the advantage over adult learners#because adults try to tackle art at the technical point first!#AND THAT JUST FEELS LIKE A CHORE!!#When I got into piano & string instruments I started by just doodling around. Banging out the tunes and experimenting.#The low pressure made it fun! I started lessons because I wanted to learn more!#I personally own quite a few art textbooks! Some are workbook/prompt-based (to help me get started)#and some are actual textbooks! But I certainly didn't start by reading a textbook.#I *highly* recommend Scott McCloud's 'understanding comics' for anyone trying to get into comics#its also a comic in of itself so its a fun read! It breaks down a lot of the key aspects of what's in a comic.#And tbh you don"t HAVE to trace for the shrimp method to work. Just take the time to do a study of a subject!#Good luck on your art journey! B*)
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A habit I've picked up from my mother is reflecting on the year and assessing my goals at my birthday rather than New Years, so I thought I'd take a moment to consider that now.
So 24 has been quite the year. While there's the obvious more general 2020 elephants in the room, it's been an odd year for me personally. While it technically happened two weeks before my last birthday, the car accident where I was struck while crossing the street is pretty indelibly tied to my memory of this year of my life. I don't know, it's on my mind a lot. Then there were some interesting changes with Pokémon which I have tied a part of my personality to for better or for worse. I'm happy to have seen my boy make progress, and I have been enjoying Journeys, but I'm still ambivalent about the move to Netflix.
For a long time, Pokémon was how I marked the passage of time, and especially with my schedule getting thrown out the window this year, I would have appreciated the more traditional weekly schedule. Moving past September, the next big set of things revolved around Anime Milwaukee. I'm glad we managed to make it to that before everything locked down. I managed to finish two large sewing projects, and those were probably the last art pieces I managed to complete before the piece I made today. Around that same time I managed to both loose my wallet traveling between Galesburg and Milwaukee and then I got accepted into grad school later that same week. It was a real whirl wind. I think I was between Wisconsin and Illinois for 3 weekends solid.
That was followed pretty quickly by quarantine which led to me moving back to Milwaukee much sooner than I had planned. I'm still kind of feel like I didn't truly say my goodbyes to GBurg due to how abrupt everything was. This was also my first introduction to online education both as an educator and a student as I finished my contract with Knox online, and pretty much immediately began grad school at UWM. Summer was pretty hectic with a pretty heavy online course load. But towards the end I saw a job announcement for a biology teaching position at my High School and I was lucky enough to get hired! So now here I am, newly 25, struggling though my first year of teaching in an unprecedented school year, while juggling my own school work. So, yeah, it's been an interesting year. I feel like I'm on a good track right now, but it is a pretty stressful time.
Well, you probably won't hear from me for another several months, unless I manage to get a new sewing project underway before Halloween. For the drawing, I drew myself in what I wore today, a little timestamp of me at 25.
For anyone who read all of this, thanks for your time.
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hello! this is going to be kind of long, so i apologize in advance! i’ve been trying to find my class & aspect for years now since i got into homestuck. for reference, i’m an enfp & an enneagram 6w7 (tritype 6-4-1/6-4-9, can’t decide which one fits me more). i’m also a gemini sun, cancer moon, & gemini rising. while i’m not the biggest fan of harry potter my hogwarts house is ravenclaw.
a bit about me:
i’ve never understood the dichotomy of “science versus art” because in my opinion both are so deeply intertwined and both are a huge part of my life! i enjoy both the sciences (specifically biology, ornithology, and natural sciences) and the humanities (history, art, literature culture, etc) i love gathering information, learning new things, and sharing it with others. since i was a kid i enjoyed classifying animals (specifically birds), plants, and to this day i consider myself a hobbyist bird watcher.
some of my other interests are tolkien (lotr, the silmarillion, & the hobbit, as well as tolkien lore in general), star wars, jojo’s bizarre adventure, the MCU, demon slayer, theatre, stufio ghibli, pokémon, and fashion history/design history. whenever i get into a piece of media that i care about, i want to learn as much about it as i can! in the past as a kid i would get super obsessive about my newest interest. i also love to draw, sew, paint, cosplay, write, dabble in animating, study art history movements, train my pet parrot, and just be creative in general. i also did martial arts and theatre in middle school and high school. i guess you could describe me as a generalist or a jack of-all-trades? i want to know everything there is to know about things i’m interested in. and i’m always working on side projects, creating stuff, and just putting my ideas into action.
because of my vast amount of interests i’m able to easily relate to other people and form acquaintances and friends but i only have a few very deep, very close friendships. like, i’m very social and make friends easily but while i have a big circle of people i know there’s like >5 people who i consider to be my best friends.
despite being outgoing and extroverted i am also a very analytical and inquisitive person. researching, overthinking, and overanalyzing is my jam. i’m not afraid to confront harsh realities and discuss solutions to social issues, how to make a project more efficient, or doing copious amounts of research when writing essays/reports. people who are just meeting me perceive as being a friendly, fun, extroverted person and nothing more, but there’s more than what meets the eye. people who know me better know that i love to pick apart huge concepts like ethics, philosophy, etc. and tend think about “the big picture.” while having a type B personality i’m a high-achieving student with clear set goals for my future. if i care about a topic i’ll write an essay about it for fun XD
Looking back, a “character arc” i’ve gone through in the past is developing maturity. i was kind of a late bloomer in middle school and high school so it took me a while to start really “acting my age.” it might be due to undiagnosed ADHD (considering getting tested for it) but it took me a bit longer than my peers to “grow up,” if that makes any sense. i had to learn to become more open to change and realize that growing and changing is good and important.
so i guess the reason why i’ve struggled to find my aspect is that i see myself equally creative and equally analytical. i enjoy creating things as much as i enjoy learning new things, & i would consider myself as both a creative and a scholar.
i have no idea what aspect i could be. maybe light or space? but it might be something else entirely. XD
as for classes i haven’t the foggiest either. i’ve juggled around sylph, seer, and even knight at one point in the past but i still don’t know lol.
as for blood color, bc of my zodiac i’m a goldblood, but i’m curious what alternative hemotype i’d get based on my personality!
lastly, i have no idea what my lunar sway is bc i have gotten both derse and prospit different times in quizzes.
again, apologize for the length of this message. thank you so much! :) 🤍���🤍
Your most likely classpect appears to be a Seer of Space - your class reflects your desire for knowledge and researching, whereas your aspect covers your creativity, focus on the big picture and the main sciences you enjoy also fit into it (especially as it relates to nature). Overall you appear to be searching to know and understand Space. In some ways your focus on knowledge does suit Light and your focus on interests suits Heart, but as these easily fall under Space they are less likely.
If you think your aspect is Light instead, you may want to consider Heir rather than Seer - it would better describe how it surrounds you and why your interaction with it may make it seem like another aspect at times. However, considering that you do consider Space as a possible aspect for yourself you probably don't need to consider this. Feel free to ask me questions about it if you are uncertain though.
As for blood colour, you haven't given me enough information based on what I use to determine it to be certain. However, considering enneagram can reflect your desires I'll make some suggestions based on that: Bronze (craves support and safety), Olive (values familiarity and others) and Indigo (suits the inward energy of 6 and outward energy of 7).
You could be a dual dreamer, but it's also likely that your class or aspect is skewing it. Based on what you've stated here, it's likely class is affecting it and you are a Prospit dreamer. Asides from a couple of things like being analytical, you do consistently suit Prospit and even how you act as a Seer mirrors a Prospit Seer rather than a Derse Seer.
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Janishacolors About the Artist FAQ!
So I’ve decided to dedicate my Sundays to writing about all kinds of things
And what way to start it off by introducing myself with and giving an FAQ Pictures Included X3
Q.How do you pronounce your LAST Name
A. Ocaña is pronounced O-Kahn-Yah. The n has a tilde (squiggle) over it and makes it sound like “piñata” owob
Q. Where can I find you on social media?
A. You can find me most places under Janishacolors X3
Instagram \ Twitter \ YouTube \ Facebook \ Twitch
Q. Do you take commissions
A. Absolutely! If you’re curious about commission please feel free to message me!
Q. Favorite Fandoms and Things
Games: Pokémon, Fire Emblem, Stardew Valley, Animal Crossing, Phantasy Star Series, Miitopia ( the most hilarious game series ever that needs to become a switch title LOL)
Anime/Manga: Yu Yu Hakusho, Cardcaptor Sakura, Ancient Magnus Bride, Dr. Stone, Anatolia Story(Aka: Red River), My hero Academia, Yuri on Ice
Other: Lore Olympus, Star Versus The Forces of Evil, Steven Universe
Q. Do you want to be freelance artist?
A. As of current I am a freelance artist in between school so yeah!
Q. What’s your workspace like?
A. It’s a war zone of plants but very peaceful LOL
Q. What art programs and equipment do you use?
A. On my desktop I use A Wacom Intuos Pro Pen tablet and I use Clip studio paint and SAI for artwork
On my IPad I use the Apple pencil Clip studio paint and Procreate!
Q. What is your favorite software to use for drawing and doodling?
A. For drawing and doodling I really love using Procreate on my IPad. I just recently got one and it’s just amazing to be able to doodle wherever and whenever. If I’m doodling concepts on the computer I like to use Mischeif. it’s an infinite zooming canvas and I love using it for when I’m doing original story work.
Q. What are you in art school for?
A. At my university I’m actually a graphic design and digital media major. I wanted to understanding art better in the business/industry sense.
Q. What’s your ultimate goal as an artist?
A. Currently my ultimate goal is to become a graphic designer for the Pokémon company. I am currently working towards this goal by starting a Pokémon logo art project to gear up my portfolio while finish up my bachelors in Graphic design design. >:D
Q. Favorite topic in art?
A. Color Theory!
Q. What hobbies do you have aside from drawing?
A. Slalom inline skating is my main hobby followed by handbells, and knitting. (I can’t sit still for very long lol )
Q. Do you do traditional Art?
A. Yes! Mainly copic markers and watercolors x3
Q. Do you have original stories?
A. Yes I do and I have a bundle of OCs Too lol. Only really working on one story that I would like to make a webcomic soon!. Long story short this story focus on a race of Sentient stars called remnants. They maintain the expanding multiverse. The story focuses on the delves into all the various space theories I’ve studied and learned in astrophysics over the years so shenanigans will ensue! If you’re curious about How the multiverse works in this story definitely check out My Huevember 2019 project on my page. Each hue has a snippet about remnants and how they function in their world
Q. What made you get into astrophysics?
A. I love stargazing and looking for constellations it wasn’t until high school that I actually studied start studying the universe and how it works which eventually led me to look into all the various theories of astrophysics it’s just amazing all the speculations there are about the different celestial bodies in our universe
Q. What are those bubbles that you put in your artwork?
A. They’re actually photons. They are tiny light particles that we’re not actually able to perceive. It’s how I perceive those photons as they interact with an object.
Why do you draw yourself with the bottom of your hair colored?
A. I color the ends of my hair in hair waxes for funsies, the colors are really subtle unless it’ under direct light. It’s something I decided to do to celebrate my natural hair journey X3
So here’s the start of my About the artist FAQ if you have any question please don’t hesitate to ask ^W^
#artistis on tumblr#meet the artist#digitalart#sketch#ask me stuff#digitalillustration#illustration#blog faq#myart#doodles#ask blog#blog post#ask away#shenanigans#art#huevember#my favorite anime#pokemon#yyh#fire emblem
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Artfight Exhaustion
I am definitely too tired to continue or try to make bigger pieces by the end.
Unfortunately this has to be the most disappointing artfight so far, mostly for myself- because I couldn’t draw better stuff. I hyped myself up too much and only could do really small things by the end. I’m glad people loved my chibiheads. I’m just hoping next year won’t be this bad for me.
The arts I’ve gotten from people, mostly been fighting my friends, are amazing. And I’m very very happy with them.
But I have to remember that I do have chronic health problems.. And making big plans like special artfight twitch streams aren’t in it for me. I just can’t do much in the summer and I should remember that for next year.
Man. I feel awful.
But on the bright side, I was able to have nice exchanges with people. And my chibiheads weren’t unwelcome. I reached my goal; 400 attacks total (This counts all years together.)
I’ll be focusing on adopts and personal projects now that the weather is slowly cooling down. Maybe do a few summer activities. Focus on my health.
After that It’s webtoon / personal art full time for a bit I think. I can’t promise myself too much, knowing otherwise I’ll just feel largely disappointed due how easily my body just goes ‘’nope, suffer.’’
Fun stuff is coming up. Several shows I love and am excited for are releasing or getting sequels and continuations. I watched the thor love and thunder movie, Wakanda forever is coming out later this year- Next month we have She-hulk. I am going to be stuffed with all my fav stuff by the end of the year.. New god of war game. ajshjfhkh new pokémon. Man.
I have no reason to be bummed. But I just am, I guess over-hyping artfight is what it does. I wonder what next year will be like for me. Maybe I’ll have to skip it for the first time if the weather gets worse next July.
I’ll be a bit more active in blogging once my mind has settled down. Maybe talk about my fangasms a bit, nerding out. All that stuff.
#artfight#artfight2022#artfight 2022#artfight team wither#tired#break time#journal#diary#blog#blog update#update
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Day 4: “Stargazer”
Synopsis: Michael has been traveling on his own throughout the Pokémon world for a couple of years now, sightseeing through multiple regions and experiencing their cultures, talking with their people and seeing the many different customs and practices. He finds himself reminiscing one night in the Hoenn Region, wondering if perhaps the Orre Region isn’t so distant from the rest of the world after all…
Author’s Note: Finally, a simpler prompt! And a bit of a shorter one, because I kind of needed it. I’ll be honest, “Challenger” was the hardest to write so far, mostly because I’m not confident in how I write Pokémon battles. I try to mostly follow the rules of the games but also keep some of the excitement from different mediums like the multiple Pokémon anime series we’ve had as well as Pokémon Adventures. Here, I wanted to illustrate a more mature, reflective Michael who has learned a lot, condensing some of his progression but still showing some of the naiveté that I feel will always be a part of his character—at least my interpretation of his character anyway.
This was a nice, calming one to write, as was the drawing. I drew it one evening while out in a restaurant with my family as I was having a bit of a bad day. This was actually weeks before Orre Week started, but it inspired me to go with these prompts and stories that went along with pictures. So originally, the other sketches were going to be inked like this one, but I ultimately left them as sketches (and did a liiiiittle bit of editing to give them an inked appearance). Here is one of two drawings that are actually inked.
But enough talk. For this one’s simplicity, I hope you guys enjoy it. Click below to the break for the one-shot!
“Gosh, we still have another route to get through before we reach Lilycove City…” Michael sighed as he stared down at his P*DA, viewing a map on its screen. “I suppose even if I’m given a P*DA Map feature, it’s not going to help my poor sense of travel and time, huh Jolteon?”
As Michael looked down at his yellow-furred companion, Jolteon scowled at his trainer with a sense of frustration. Michael laughed anxiously, scratching the back of his head.
“Come on now Jolteon, it’s not so bad. It’s another opportunity for us to camp out. Let’s find a nice spot, shall we?” Michael pushed through some of the tall grass around him, cutting through with Jolteon keeping an eye out for wild Pokémon sneaking around in the night. But the area had generally remained peaceful, with only a few wild Pokémon daring to approach the Orrean duo. Michael occasionally found himself tripping on a stray twig otherwise, never in much danger.
Walking further ahead, Michael then saw a vast lake stretched out before him. It shimmered under the moonlight, with the twinkling of the stars reflecting in its waves. Even Jolteon couldn’t help but stare at the sight, seeing Volbeat and Illumise flying over the lake with their flickering tails that made for a scene one would only dream of seeing in paintings
“Wow, this is gorgeous…” Michael breathed, looking down to Jolteon. “How about we sleep here Jolteon?”
With a bark of agreement and delight, Michael and Jolteon crawled out of the tall grass, with Michael kneeling at the lake’s shore as he pulled out a towel. He laid it on the ground, then sitting on top of it as he took off his fanny pack and set it aside. His camping set-up was a simple one to be sure, and while it had taken time to get used to not having his comfortable bed from his room, he was perfectly fine with it when the weather was normal. Jolteon settled next to Michael’s resting spot, pawing at the ground and preparing his spot before sitting down.
Leaning back on the towel, Michael looked back towards the grassy fields he had just climbed out of as well as the tall trees and flowers surrounding them. He had never seen such tall grass in any of the places he had been to so far—Kanto, Oblivia, Alola, Unova, Fiore, Johto… And he still found he had so much more to see.
“I can’t believe how bountiful the Hoenn Region is… And with so much technology too. Oh, and that the Devon Corporation was willing to show us some of their equipment and even some of their projects in development! I’m glad we got them connected with Makan and Perr, and they were able to all put together the P*DA Map with the PokéNav technology. It really opened some opportunities for us, didn’t it Jolteon?”
Jolteon nodded with a bark of recognition, purring as he enjoyed the soft breeze flowing through his spikey fur. Even he felt a sense of contentment traveling the rest of the world along with his master and fellow Pokémon companions. His ears twitched as he continued to listen to the reflections of his master, his tail wagging steadily.
“I mean, the city we just came from, Fortree City… I know Agate Village was built around nature too, but Fortree followed the concept in a new way. They built them into the trees themselves and are living along with nature itself. It blended in so well…” Michael closed his eyes as he re-envisioned the city, with other locations flashing through his mind. “And then there was the ash falling from Mount Chimney… The snowy, glacial mountains in Oblivia… The tropical islands of Alola… And that massive metropolis in Unova…!”
Opening his green eyes back up, Michael glanced towards Jolteon as he chuckled. “Sorry to go on like that Jolteon. Just… wouldn’t it be great if Orre could be the same?”
Jolteon nodded as he looked towards the stars in the sky, with Michael’s head following the same direction. The sky was colorful with not just a deep navy, but shades of purple and ivory with star clusters. He found himself picking out constellations, his ears taking in the chirps of nocturnal Pokémon around him as he took in the atmosphere.
His eyes then caught a brief white streak across the sky, eyelids widening and letting out a small gasp. But before he could even speak, several more shooting stars followed as the sky began to light with these elements. “Wow! Look at that meteor shower! I didn’t even know there was one tonight! And the sky is so clear…”
Jolteon exhaled with bewilderment as he stared at the collection of meteors burning into the atmosphere, with the reflection of the stars and meteors gleaming in the lake. It were almost as if the lake itself were a window to a parallel world, with even bits of Michael and Jolteon’s reflection in the water. The Pokémon and his trainer kept their eyes locked on the sky together, Michael’s mind then drifting into an old memory.
The night after the Pokémon HQ Lab’s celebration, Michael had walked outside and climbed up to the roof of the lab. This wasn’t an uncommon habit of his, as even in his childhood he had snuck on the roof with his then young Eevee. But that night, he had begun to feel lost in what to do. He had stopped Cipher, returned all of the Shadow Pokémon to their true states and back to their original owners, and had explored Orre to the farthest corners he was aware of. And after all was said and done, he had no goal in mind. And that very night, the same stars shined down on him and Jolteon from his very home, with its own falling stars crossing the skies.
Michael blinked as he heard a distant howl echo throughout the area, snapping him back into reality as he found himself gazing at the same sky. But not once did his mind truly realize the difference between what he was remembering and what he was seeing. Michael then straightened up his stance as he continued to watch the occasional shooting star, a smile suddenly coming across his face.
“You know Jolteon…” Michael began, with his Jolteon looking back over to his trainer. “The stars… are still the same here. They’re no different from Orre, are they?”
Jolteon’s head tilted at Michael’s sudden statement, with a curious whimper coming from his throat.
“Sure, Orre doesn’t have a sort of Pokémon League or wild Pokémon or even a region that’s very lively… But it still has people and Pokémon, doesn’t it? Don’t we all still live part of the same world and live under the same sky?”
Michael then laid back on his towel, with a growing smile on his face as he continued to think aloud with Jolteon soon laying alongside him. “In that case, we deserve to play a part in it. I know we have some complications, but… maybe we can change that somehow.”
Change. It was something people feared. An undertaking that was heavier than a quest around the world for self-discovery. Its results were always a mystery, with no one truly knowing how change would affect the world around them. But it was change that always progressed the world—sometimes for better, yet sometimes for worse. But Pokémon Trainers had not existed without humans and Pokémon making the change to strengthen their bonds. Pokémon Leagues would not exist without humans creating the tradition. So many of the regions throughout the world would not be connected without their communities making the effort to connect with each other. Change dictated and directed the world.
The very word—change—brought a now familiar face to Michael’s mind. A tall and lean young man with tanned skin and brown hair, wearing simply a white cap, green glasses, a lab coat, gray pants and green sandals. The man always wore his huge, enthusiastic grin with his stubble, full with so much energy that he might not have been human.
“Kukui… Professor Kukui strived to put together Alola’s new Pokémon League…” Michael mumbled. “He worked with so many people to put together the Island Challenge, and he never wavered. He was such a cheery guy to talk with, and so understanding of the kind of situation Orre and its people are in…”
Change… Thinking of the word once more, Kukui’s face burned into Michael’s mind with his usual grin and hearty laugh. And with such passion as his, Kukui made change happen. Change that was strong enough to transform an entire region and its customs.
“Maybe… That’s what I need to do,” Michael sat up once more. “If I can bring change to the Orre Region just the same, I can bring it a better future for everyone too. That’s a change that would be for the better, just like with Alola… Don’t you think Jolteon?”
Looking over, Michael then saw Jolteon had now fallen asleep, curled up and gently snoring up against his towel. Seeing his lifelong partner at peace, Michael couldn’t help but smile as he gently pet the yellow canine’s head as he purred in his sleep. Fatigue finally began to settle into Michael’s mind, as he laid back down and turned to his side facing Jolteon. Taking off his hat and setting it down, Michael then continued to pet Jolteon’s soft body as his eyes finally began to shut.
“We’ll… figure it out, I’m sure…” Michael yawned as his mind finally began to settle, with the faint idea of a new Orre forming in his mind. “And when we do… We’ll make a brighter future for the Orre Region.”
#OrreWeek2k17#JJ Doodles#JJ Writes#Pokémon#Pokémon XD: Gale of Darkness#Michael#Orre#Jolteon#fanart#fanfiction
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4.4.1 Mastery Learning Project: Project Reflection
The target audience for PAWS was intended for young females between the age of 20-30, with education, and who have/had pets or interacted with animals in some form. As stated in an article by Suzy Bashford (2014), the best way to attract a female audience is to talk to women with empathy and credit their intelligence. This helped focus on the direction of the campaign that in one that is based on factuality and sentiment. Based on Settle and Alreck’s book (1983) and George Felton’s book (2013) there are 15 needs that consumers have. Through the research I learned that the PAWS campaign covers some of those needs with nurturance, succorance, understanding and security. The aim is to evoke the feeling of nurture in the female audience by letting them know that they can do something to help the animals. Succorance is shown with calling for comfort for the animals and that the animals are asking for the audience’s help. Understanding for bringing awareness and teaching about the issue and security by letting the audience know that there will be a safe place for the animals to live in after a life of abuse.
For the first concept shown is based on an idea of an expert voicing their approval for the organization. Since the campaign message is based on facts, what better way to show that than by having an expert on the issue speaking to the audience. This is based on what George stated (2013) to find someone who stands outside the brand and has the expertise to evaluate it. The second concept is based on having a celebrity campaign for the organization. The target audience is young female and Leonardo DiCaprio, a famous actor and who has advocated for animal rights, would be a good choice to draw the attention of the particular audience. The third concept revolves around having someone who is associated with the person speak about the cause. Instead of showing a pet owner heartbroken about losing their pet or having them speak, using the pet itself speak for the cause will cause the audience to want to help prevent others from experiencing the pain of losing their pet. This concept was made to talk to the audience with their empathetic side. The fourth concept is using the wrong person for the cause. By using an poacher and showing what they do to the animals, the nurturance and succorance of the audience will be reached and they will be moved to do something to help. As stated by George (2013) consumers are often persuaded to go for things if they have a negative endorsement. The fifth concept is based on irony. People know that animals are not trade able like in card games such as Pokémon but the irony of it is that it is what happens anyways. By stating the irony of it to the audience who will be able to relate to the card trade game scenario, because of the generation they come from it will raise awareness about the cruelty and the illegal activities people do with exotic animals. The last concept is having a plain folk talk about the issue. It was created with the thought that the young female audience want to be able to relate to the cause themselves. By appealing to them in a form that they can see the animals as their brother or family member who they care for deeply and want to protect it can make them want to do something for the animals cause.
I went with my third, fifth, and sixth concepts. The first concept shown is the ironic testimonial discussed before. As stated previously the direct message of the PAWS campaign will be written with facts and emotion in order to be able to connect with to them. I decided to go with what George Felton had described in his book (2013) about starting a headline in the middle. Instead of giving an introduction as to what is happening, I created a headline that is already in depth on the situation. The body copy for the concept states the facts of the illegal trade and how the organization plans on stopping it and helping the animals already affected by it. I went with the transition from the headline by stating how the illegal trading has hurt the animals and continued by giving details and then providing the argument on how people having join the cause will help PAWS stop the illegal multi-million animal trade. For the voice of the copy I went with one that kept the same tone as the headline, which was with authority. The second concept is about someone associated with the person talking. The headline was written with the goal of making the audience feel like it could happen to them. The body copy states what animals are supposed to be doing and why they are not where they are supposed to be. The third concept’s headline was written with having a plain folk talk about the issue. The headline is arranged in a way that will make the reader feel as if it is talking to them, because they can relate to what is happening. I used parallelism as described by George (2013) in his book. As George (2013) stated parallelism involves repetition, which is why I used the word like twice in order to make the reader feel as if it is them. The body copy is written by detaching itself from the headline which doesn’t touch on the abuse and neglect animals experience and asking the reader to imagine something that is incomprehensible. It continues with stating a fact about what the tigers situation. It ends with stating how people can help reuniting tigers to their families and home.
I made two versions for my final ad.
Version 1
Version 2
In the end I decided to go with the ironic testimonial. I had not added a call to action in my draft and I added it this one. For version 1 I changed the position of the card so that what is written on it can be read without having to rotate the image. The bold outline on the hands were also removed. Information about the specific animal discussed where included in the card. That follows the campaigns direction of using facts to reel in the audience. For the second version I removed the hands trading the card and added 2 extra cards with different images of the specific animal, including one as a cub/calf. I made that choice with the target audience in mind. I tried to appeal to their protective/nurture side by showing them that baby animals also get affected by this.
Final Ad
Some final minor changes were made to the ad. I added the missing apostrophe on the words “Aren’t” and “Can’t” in the headlines. I also added the tagline for the organization that I came up with in week 3. Also I eliminated the hyphen that was in the sub headline for the elephant print ad.
I am pleased with how the final print ads came out and learned a lot of valuable information and research methods when completing the projects. My understanding on how to reach out to consumers improved and I was able to learn new problem solving skills for design. I also learned to create effective headlines by improving my writing and learning how using a specific word or arranging different ones in a sentence in order to make a reader connect with them. Overall, everything I learned and improved on will be of great use going forward in my future classes.
References
Bashford, S. (2014, March 4) Three Ways For Brands To Better Reach A Female Online Audience. Retrieved from https://www.campaignlive.co.uk/article/three-ways-brands-better-reach-female-online-audience/1282914
Felton, G. (2013) Advertising Concept And Copy 3rd Edition. New York, NY: W. W. Norton & Company
#paws#performing animal welfare society#animal#animal rights#animal cruelty#prevention#endangered#endangered species#extinction#elephants#tigers#lions#ads#print ads#print#action#design#non-profit#non-profit organization#conservation#copywriting
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DD2000 Assignment 2 Research blog
Introduction
The job role which I would like to go into post Futureworks is a Level Designer role. In order to create my presentation, I had to do a lot of research into different companies I could work at and what the role of a Level Designer actually involves. I also had to look into different studios and key designers who have influenced my decision to become a Level Designer.
Sections to discuss
I had a list of different sections which I wanted to talk about. Due to this, I have ordered this research blog in the same way as the presentation.
Inspirations
There were a number of games which inspired me growing up to become a Level/ Game Designer. Some of these games include:
Black
Far Cry 3
Pokémon Ruby Red
Sea Dogs
Spyro
Before Futureworks
Here I will be discussing the different games and things which I created when I was at college and just after college.
During Futureworks
This section will be discussing what I have learned in my time at Futureworks.
• Modelling in Maya- I have vastly improved my Maya skills, having gone from never used Maya before I came to Futureworks to now having the ability to build semi realistic worlds in a few weeks.
• Blueprinting- Before I joined Futureworks, I had never used Unreal Engine before. Now I am creating working Multiplayer games using Steam integration and building fully working levels with a number of mechanics involved.
• Level Designing in UE4- My level designing skills have improved massively since starting at Futureworks
• Tell successful narratives- First year taught me a lot about narrative design and how to tell narratives in both games and in Twine.
• Gather feedback- I learned that feedback is vital in this industry and any piece of feedback could change the dynamics of an entire game or improve it dramatically.
• Work to deadlines- Although I had to work to deadlines at college, I feel that the deadlines at university are a lot tighter and stricter, as of which, I have had to learn to deal with them more professionally.
• Work both individually and in a team- I have learned how to work more efficiently as both an individual and a team for different projects and getting them finished efficiently and on time.
Self reflection
Main area of interest?
Level Design
Most enjoyable creative disciplines?
Level/ world building
Narrative writing
Blueprinting in UE4
Strongest skills?
Creating fun games
Perfectionist
Meeting deadlines
Working in a team
Self motivation
Technically: Designing worlds/ Blueprinting
‘Get a bit of freedom with your designs. Sure, the Game Designer and the Art Lead will tell you the theme and the art direction of the game, but you’ll have wiggle room to create within that framework.’
Level designers and editors can also be tasked with developing the gameplay of a level. In a genre like platformers, you’ll be designing a large part of the challenges that players of the game will face.
Kind of environment enjoy working in?
Enjoy working in a team if ethos is right
Enjoy solo tasks
Long term ambitions
Ship a game people want to play
Work for a company I am happy at
Challenging but fun projects
Working with charismatic and hard working people
What required to achieve them?
Keep working hard
Apply to places who make games I enjoy playing
Apply to places who make games similarly to what I enjoy making
Keep honing skills
Ethos: Everyone wants to work
Everyone working towards same goal
The beliefs of the game creating are similar to mine
Considerations
Location
Would like to be close to family
Prefer to be near countryside to city
Other commitments
Friends and relationship
Particular studios
Double Eleven
Ubisoft
Sumo Digital
Other avenues (networking/ competition)
Game events such as EGX, Manchester Gamer Unite or Tranzfuser
Research: How can you get to the job want?
• Begin as Junior Level Designer
• Move to Level Designer
• QA
• Graduate programs
• Indie companies
• Mods
Is it achievable?
These are the most common ways into this position.
Gabe Newell- “Traditional credentialing" has little "predictive value" to how successful someone will be or what they can do with their skillset.
Valve have hired people based on their mods (Team Fortress 2)
Gabe Newell- What he is saying here is that you could have the best qualification in the world, but if you cannot do the required work, not going to fit.
Do the work, more likely to get the job.
Pretty much every studio requires a level Designer
Rob Kay (19 years in the industry)
Lead Designer of Guitar Hero & Rock Band.
• The best training is definitely to make your own game/s, ideally small ones.
• Being capable of actually making (and not just designing) games.
• Getting your first break in the industry can be tough, but also totally doable.
• Everyone has a story of persistence towards their first break.
• Don't take rejections personally, stay positive, and be persistent.
• A University degree makes it easier to get first break.
• Starting in QA is the classic route into the industry due to "cultural fit“.
• Another route is to offer your dev services for free - i.e. intern.
• Game design is as much craft as theory
• Small games- You can make more faster and learn faster as a result. As almost every studio these day's uses Unity or Unreal, so I'd recommend focusing on one of them (probably Unity given it's the most popular and you've already got started on that learning curve). It's good that you're doing some scripting - I'd recommend doing that in Unity. If C# or JS are too much, look at Playmaker - a visual scripting plug-in for Unity (I've used this on 3 games now, and recommend it highly).
• Making games as well as designing also wins you huge kudos from skilled artists and coders.
• Spend time honing craft
• Learn crafts through practice.
• Even seasoned professionals have to deal with rejection
• They do this because there is usually a far higher demand for each entry level job position than the hiring manager can deal with, so they have to add requirements like "University degree" just to filter weaker candidates out and get a smaller pool of candidates. This is tough on people who have strong skills but no university degree of course, but it's the reality. By all means apply for positions asking for a university degree (it's so low cost you may as well) but don't rely on this path. Typically a recruiter will filter you out of the running for not meeting requirements before a hiring manager even has chance to see your resume.
• I know many many developers (inc game designers, producers, and programmers) who got their break at a game studio in the QA department. It's a great way to get to know people in the company / industry, and usually hiring managers at the company find it safer to promote someone internally from QA, than take a risk on someone entirely new to them, even if the outsider is more qualified on paper.
• So if they can show some design / dev skills, they're seen as a good bet and will get onto hiring managers radars. From what I can glean from your email, I'd recommend applying for QA positions - with the career strategy of transitioning into game design once you're in
• I knew a self trained 3D artist who got his break this way. He basically pestered his way into an interview, by visiting our studio at Infogrames Manchester with his portfolio everyday and offering to work for free. My manager at the time, said no several days in a row, but this guy kept coming back and politely offering to work for nothing. Eventually my boss asked the rest of us artists to check out his portfolio, and asked if we felt he could do anything for us. His portfolio was only average, but he seemed so willing and capable of some jobs and we had a lot on our plates, so we said yes. He's now been in the industry for 16 years (here's his LinkedIn). Persistence and a willingness to learn may be your biggest assets.
Key designer
Max Herngren (Level Designer)
• Student of game and level design at Futuregames, Stockholm
• Worked at Right Nice Games (Indie studio) as a Level Designer.
• Level Design intern at Mojang
• Level Designer at Mojang in Sweden
• Skylar & Plux: Adventure on Clover Island – Game made
• The Solus Project, a survival exploration game where I helped out at the end of the game’s development along with some other students in my class.
• Key Designers
Fundementals
• Have great sense of pacing and player experience
• Understand what a player wants at any given time
• Understand how they’re affected by the pacing curve
• Master composition
• Have an artistic eye
• Analyse games
• Flexibility
• Be able to do background work
• Use mechanics and space wisely
• What does it take to secure role of choice?
• Composition to guide a player through the space
• Won’t be able to make a level look appealing
• Guiding players arguably the most important thing to do
• Take it from me, you don’t have to be able to draw or make 3D models but you have to have an eye for it. Building a good structure can give environment artist more idea of what you’re wanting to achieve.
• You have to intuitively be able to look at a space and have an idea of if it looks good or not and how you can make it better
• Analysing these games can give better idea of space and improve own levels
• If waiting for mechanics to be built, possibly become a tester or help the artists or scripters if required or keep building to the space and tweaking until feels right.
• Try to understand why they put that rock just there and why that cave is laid out in this or that specific way, and how would I have done it differently and what would that mean for the player?
• Coders and scripters working on grey whiteboxed level, as soon as events begin happening in the background, becomes a lot more alive which can inspire people.
• Learning how to make a set of mechanics work for 20 hours without the player getting bored etc. Keeping it fresh and interesting for the players.
Main objective:
• Pre-production: Build a good foundation and base
• Figure out goals
• Work out an initial strategy
• Draw out ideas
• Research
• Block out with BSPs
• Replace with actual assets
• Learn engine inside out
• From which you can later build the game into a sequence of levels that are good and make sense in the context of the game.
• Work out an initial strategy of how going to reach them
Best options:
Sumo Digital
Rockstar North QA
Ubisoft Graduate Program
Rockstar North tend to have a few openings asking for game testers and QA. As Rob Kay said, may be the best way in.
The Ubisoft Graduate Program offers successful applicants the chance to spend two years working on production teams in two different Ubisoft studios in order to hone their skills in a variety of professional disciplines, essentially making them employees.
The Ubisoft Graduate Program is a two-year international program for fresh Graduates who expect a career accelerator into the games industry. Over two years, Graduates will have the opportunity to work in two different studios in different countries.
Sumo Digital
Location
Sheffield
Near Peak District National Park
Team size
Around 250
What games do they make?
Little Big Planet 3
Helped on Forza Motorsport 7, Hitman Episode 5
Mission statement
‘Sumo make games we're proud of and passionate about: everything from driving games to platformers’
Main perks
Group Life Assurance Policy, Group Income Protection Policy, Holiday Pay,
Employee Assistance Program (EAP), Pension, Flexi Time, On site free gym, Days out.
Student placements
Internship
Reviews
‘Friendly atmosphere, good people to work with’ ‘Hands-off approach can make you feel like a small fish in a big pond’.
What kind of studios offer these positions?
Sheffield- Family not far away (1 and a half hours)
Peak District- Countryside and city is not as big as Manchester etc.
Team size: Mid sized company to gain the step into the larger one later on.
Fact that they make all types of games is interesting because would give opportunity to see what really enjoy making and make what I really enjoy playing.
Enjoy all types of games and they have helped create games I have grown up playing
The benefit is payable to a designated beneficiary in the event of death by a lump sum of 4 x annual basic salary.
The company provides a Group Income Protection Policy which protects the employee and their family for long periods of illness by paying a portion of income equivalent to 75% of basic salary, for a set timescale.
All employees will receive 24 days holiday, in addition to the UK Bank holidays.
EAP is a free, completely confidential source of support for employees and their immediate families, which is provided by a professional independent body.
The Company will provide access to a Group Personal Pension Scheme, administered by Scottish Widows.
Sumo offers a flexi time scheme, because we understand just how crucial it is that staff are able to maintain their work/life balance
What is missing/ lacking:
• Need to do more player feedback
• Show more refined levels with process
• Shipped at least one AAA 3rd person action title- Sometimes add this to filter candidates out.
• Hone proposal skills in order to get teams on board.
• Keep working on building games in UE4.
• Keep learning how to blueprint.
• What kind of studios offer these positions?
• What roles actually entail- what actually do
Over summer
• Update portfolio/ CV
• Create some games similar to Sumo and Ubisoft style.
• Have playable demos on Itch
• Get social media up to date
• Use other engines, e.g. Map editor in Far Cry.
• Keep honing skills in programs
• Keep time management structured
• Network
• Ensure games are at the forefront of portfolio
Update and work on honing skills in:
Website, Tumblr, LinkedIn, Twitter, Facebook
Programs such as PhotoShop, Maya and UE4
Bibliography:
Sumo Digital placements: http://www.sumo-digital.com/placements-emma-lintvelt/
Sumo Digital reviews: https://www.glassdoor.co.uk/Overview/Working-at-Sumo-Digital-EI_IE765707.11,23.htm
Sumo Digital website: http://www.sumo-digital.com/
Ubisoft Graduate program: https://news.ubisoft.com/article/ubisoft-graduate-program-2018-tips-from-our-ubigrads
Gabe Newell quote: https://www.polygon.com/2014/1/3/5270182/gabe-newell-on-hiring-modders-official-credentials-have-no-predictive
Get a job in video games: https://www.gamedesigning.org/career/jobs/
Level Design article: https://80.lv/articles/who-are-level-designers/
Max Herngren website image: https://maxherngren.squarespace.com/the-solus-project
Max Herngren website: http://maxherngren.com/about-1/
Rob Kay LinkedIn: https://www.linkedin.com/in/robkaysf
Ubisoft logo: http://logos.wikia.com/wiki/File:Ubisoft_2017.svg
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The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include the design of Klei's Oxygen Not Included, a look at Nintendo's Arms, and much more.
Another early newsletter this week, since I'm off to Los Angeles for both PrE3 (Sony, Microsoft and Bethesda press events) and E3 itself. Always interesting to see what's going on with the massive games and platform holders at the show, even if the focus has drifted somewhat towards announcements and away from the LACC itself.
And in a 'winner take all' world, at least some of the games announced or showcased at the event will be multi-million sellers. (Not to be sniffed at, when it's difficult to burst through the insane mass of games jockeying for attention nowadays.) Until next time, and I'll try to have something for you despite E3sanity...
- Simon, curator.]
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The Art Of Creating A Game (Brandon Martynowicz / CGSociety) "My name is Brandon Martynowicz. I have been working in the game and film industry for the past 10 years, primarily as an Environment Artist. Recently I completed production as the Art Lead for the game: What Remains of Edith Finch... This article will be a high-level brain dump about how we, as a small art team, created the massive amount of content for What Remains of Edith Finch."
Building replayability into the intricate architecture of Tokyo 42 (Chris Priestman / Gamasutra) "In the opening minutes of Tokyo 42, you’re accused of murder and have to flee your cramped flat with a stampede of bullets hot on your tail. Before long, you find yourself hustling to survive in the cloud-piercing heights of its futuristic city."
Level Design Workshop: A Narrative Approach to Level Design (Jolie Menzel / GDC / YouTube) "In this 2017 GDC talk, Ubisoft's Jolie Menzel explains why a shared understanding of narrative gives a level designer a guide for everything from the pace of their level to an understanding for which assets should be placed where to tell a convincing story using physical space."
Game Freak Is More Than Just A Pokémon Developer (Brian Ashcraft / Kotaku) "Game Freak is best known for one thing: Pokémon. But while they created the iconic franchise, Game Freak isn’t afraid to let its developers get their sea legs making non-Pocket Monster games on non-Nintendo hardware. That’s why, in the past few years, Game Freak has released a number of totally original titles on platforms you might not expect."
The Art Of Everything (Laura Parker / California Sunday) "On a recent Wednesday afternoon, David OReilly stopped by the San Francisco Museum of Modern Art to set up an installation of his new video game, Everything. OReilly — who, as a child in Ireland, dropped the apostrophe from his name, partly because it’s more visually appealing — was dressed entirely in black and white."
We Are Not Alone - Developers Respond To The 1000 Game Makers Thread (Joel Couture / IndieGames) "After taking the time to speak to Steve Cook about the 1000 Game Makers Thread - a collection of gifs and links to unique, personal, and interesting games from around the world that Cook wanted to see supported, we sought out the developers who had been touched by his work."
Arms' Creators On Twintelle's Popularity And The Strange Lore Of The Game's World (Kyle Hilliard / Game Informer) "Ahead of its release, we spoke with Arms producer Kosuke Yabuki and art director Masaaki Ishikawa about the game. We discussed a number of topics, like what it means to wake up with extendable arms one morning, why everyone is already obsessed with Twintelle before the game even is even out, and whether or not we can ever expect to see a cameo by Luffy of One Piece fame (we won't)."
The 50 Worst Games Of All Time (Miguel Lopez, John Davison, Simon Cox, Jody Macgregor / Glixel) "We've all played games that are bad. If you've been a gamer for more than a few years, you've no doubt been exposed to your fair share of genuinely awful experiences – but which of them can be counted as the worst of all time? [SIMON'S NOTE: in general, I'm against 'worst' lists, but this one has some pretty obscure AND interesting games in there.]"
Activision Blizzard Aims for the Big Leagues (Michael Lev-Ram / Fortune) "Activision Blizzard built a videogame empire around bestselling titles like Call of Duty and Warcraft. Now it wants to become the ESPN of competitive gaming. Will audiences play along?"
The Tyranny of Kawaii | Tokyo 42 (Toussaint Egon / Heterotopias) "Of this we can be certain: the first, last, and greatest protagonist of cyberpunk is no “console cowboy”, but the city itself. Tokyo 42 understands this intuitively, its isometric perspective situating the genre’s debt to the lineage of modern architecture at the forefront of the player’s perspective."
Xbox Unleashed: Our deep-dive study of how millions use Xbox Live (Kyle Orland / Ars Technica) "For three years now, Ars’ Steam Gauge project and the public sampling projects it has inspired (such as Steam Spy) have provided an important behind-the-scenes look at what kinds of games are popular on PC gaming’s most popular marketplace. Today, after years of work, we’re ready to unveil a new effort that similarly uncovers what’s popular among Xbox Live users on the Xbox One and Xbox 360."
Classic Game Postmortem: Sid Meier's Civilization (Game Developers Conference / YouTube) "In this 2017 GDC classic game postmortem, Civilization creators Sid Meier and Bruce Shelley tell the story of how Shelley's background in board game design and Meier's history of sim game development blended together perfectly to create what is perhaps the biggest and longest-running strategy game franchise in the world."
The Story Behind Mass Effect: Andromeda's Troubled Five-Year Development (Jason Schreier / Kotaku) "In 2012, as work on Mass Effect 3 came to a close, a small group of top BioWare employees huddled to talk about the next entry in their epic sci-fi franchise. Their goal, they decided, was to make a game about exploration—one that would dig into the untapped potential of the first three games. Instead of visiting just a few planets, they said, what if you could explore hundreds?"
Sunder - Interview with Rakuen developer Laura Shigihara (Sunder / YouTube) "Sunder is joined by Laura Shigihara to talk about her new game, Rakuen, as well the development process of creating and releasing an indie game."
How Dangen Aims To Connect Indies With The Devs That Inspired Them (Cam Shea / IGN) "Formed by a group of ex-pats who have been embedded in the Japanese games industry for many years – working at places like Capcom, Grasshopper Manufacture, Q-Games and Playism - Dangen is the latest small-scale publisher to emerge focused solely on indies."
Video Games Aren't Mindless - Or Heartless - Entertainment (Matthew Smith / Salon) "In 1991 before I was even born, my father purchased a Super Nintendo Entertainment System for my older sister. That system spawned plenty of long play sessions of “Super Mario Brothers” and “Donkey Kong Country.” And while my sister regarded it more as a distraction than a marvel, I was entranced from the moment the 16-bit curtain rose."
We asked a landscape designer to analyse The Witcher 3, Mass Effect and Dishonored (Rob Dwiar / Eurogamer) "Whether you're traversing an expansive open world, climbing crumbling ruins or sneaking between shadowy city corners, the landscapes and environments we see in games have never been better. Gone are the days of miracle-growing trees popping up at certain draw distances."
The Unusual Excellence Of Halo's Most Iconic Level (GB Burford / Kotaku) "Soon to see its third re-release, Halo: Combat Evolved remains not only one of the best shooters ever made, but also one of the best video games. That's a pretty big claim to make, but Halo's got the levels to back it up."
Hirokazu Yasuhara - How to make a game "fun" (Digital Dragons / YouTube) "There are so many fun games nowadays. And it is getting easier to make games by using various engines and tools. But it is hard to make them “fun” without game design, like as people can’t build high risen building without architecture. [SIMON'S NOTE: the codesigner of Altered Beast and Sonic in a rare design talk with my buddy Brandon Sheffield!)"
Layering challenges in Klei's survival sim Oxygen Not Included (Joel Couture / Gamasutra) "With Oxygen Not Included, Klei Entertainment, developers of harrowing, sometimes-hilarious survival game Don’t Starve, tasks players with surviving in an even more inhospitable environment: outer space. Oxygen, minerals, water, entertainment, and a place to just exist within provide all new-challenges to players."
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[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
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Storytime: Power Ranger Project
Storytime, inspired by the memes of YouTubers, is a new bit I'm adding to Chico's Coop. I'll write whatever is on my mind, but mostly keep centered around a particular subject.
Entertainment | Ah, the tights, blasters, putties, and those perfectly timed explosions. Based on the Super Sentai series produced by Toei Company, Mighty Morphin' Power Rangers debuted in the 90's which sparked a phenomenon that is close to hitting two decades of explosive kid entertainment. I was born just a year after it premiered but watched almost every episode thanks to those re-runs on Fox Kids. There were many great shows that defined my childhood, and Power Rangers was a star, campy production at front and center next to Pokémon, Yu-Gi-Oh!, and a whole lot more.
As I transitioned into the life of a teenager in 2007, time spent watching Saturday morning cartoons were replaced with playing next-gen video game epics and watching movies that Hollywood significantly began stepping up in those times (Transformers (2007) comes to mind - a movie like that just wasn't possible in 2002!). It was like I entered a new generation of time in history. Social media was getting ready to change forever, and technology was advancing rapidly! In 2007, I carried a portable PlayStation with downloaded music in my pocket. In 2017, I have a pocket device that can access a world of information rapidly, stream over a million songs, and share a plethora of only the most dank memes.
I used to not reminisce much on childhood and growing up, because it didn't seem that far long ago. Part of that growing up was writing (for fun, lol) and drawing which faded by the time I reached college. When I was finishing my undergrad, I began to reflect on everything leading up until that point. It was then I realized I let go of passions that I never truly began to advance in. My writing was nothing you'd find in a book distributed by a major publisher today, nor was my drawing the type that people could ooh and ahh at on DeviantArt. This was the time I realized that I could still learn, and what was stopping me?
The lack of inspiration. I didn't look for it when it came to my drawing. I didn't read books like I used to which helped inspire my writing. What helped me get back into writing? Realizing I had a great story I believed people would have a rollercoaster of joy with. That started over a year ago with the revamp of The Chicken Man and the launch of Alerey, a symbol of my pursuit back into these passions. I even started a new story last year (Statue in the Woods), which I've been holding onto the 3rd part now for a while (note on that: It's WRITTEN but wasn't good enough for me to share with you all yet. It will release when the time comes!).
And my drawing? WELL, rewind time back just a bit to New York Comic Con in October 2016. Jason David Frank, famously known in the Power Ranger fan community as the original green ranger, was gearing up for his role as Valiant Comic's Bloodshot in the upcoming live action web series, Ninjak vs. the Valiant Universe. #JDFBloodshot was a hashtag he started to use to tag his role as the character, and fans were already drawing fan art of him as the character. He began sharing the fan art on his Facebook and Instagram accounts, social media homes of his rapidly growing fan-base.
A little history of my admiration for the dude: After discovering him on Facebook with just under 300,000 followers in late 2013, I became an avid follower of the social media master. After learning about what else he's accomplished since those PR days, which included breaking a world record for one, I became quite vested in the insight he provided into his life, which proved to be very down to Earth and entertaining. Of course, he's human! To this day, he still writes fans back, offers regular contests for signed merch and shout-outs, and is a great role model no matter what the age of the PR fan. To put it simply, he's a cool guy!
So naturally, I wanted to show him my own #JDFBloodshot art. My dilemma: I have not done a full-effort drawing in years. The first night of NYCC, I followed a YouTube tutorial of a portrait to help refresh my touch with a pencil and learn something new about using the different ones I purchased in a set. After that refresher, I gave my shot at Bloodshot.
JDF Bloodshot by AlereyUSA on DeviantArt
My first thought was, "Whoa, I need to do much better than this!" Second thought was, "I'll share it anyway." So there it was, no beautiful bird came singing to me songs of inspiration while I sat by a tree under falling leaves. No, I wanted to get noticed by a celebrity!! Haha, and I did, it was great! To sum it up, an actor famously part of the Power Rangers series gave me the boost to finally get back into it.
This led to my Power Ranger Project. The 2017 film was to release in March, and I was pumped for the good month. Birthday was approaching as well, along with Logan, Bring Me the Horizon, and the Houston Rodeo. Then, I was recently inspired by speed art videos, time-lapses of beautiful creations by folks showcasing their talents on YouTube. I tried my hand at it with my Harry Potter drawing, which I drew for my graduation cap.
Then I had an idea, a vision of a drawing video of all five new Power Ranger actors, where sped-up portions of their drawings interlaced with each other to the tune of the classic MMPR theme song. In this process, I would draw five portraits. After each portrait, I would take something I didn't like from the previous drawing and try to focus on that in the next. The goal was that by the time I was done with the fifth, I would've gotten some great practice in. Then, I was able to practice video-editing skills for the speed art videos. My final reward at the end was a .wmv file viewable for everyone to enjoy what I envisioned. And I did it!
After spending most of March working on that project, I took a step back for April and used that time I made for drawing to get some reading done. That's why Alerey has been particularly quiet ;D Now Houston's Comicpalooza is happening and that's plenty to celebrate in May. Perhaps I'll get to meet the man who singlehandedly jumped into a megazord, kicked the crap out of all the rangers inside, and then tossed them out only to kick their asses again.
My #graduation #cap! Had trouble deciding what I wanted while still attempting to achieve being somewhat unique, and came up with this fusion! A crossover between #HarryPotter and The #LegendofZelda, this references the popular moment from the first LoZ game. The two fires beside Link were each replaced with a Goblet of Fire, and the sword, of course, with a diploma. I remember Harry being in a position that would be perfect underneath the diploma and finally thought of Book 7's cover art by Mary Grandpré. Also stuck the logo of my pride and joy, Alerey, on there as a commemoration of one more thing I achieved while in college. #MischiefManaged
A post shared by Alerey (@alereyusa) on Dec 15, 2016 at 9:59am PST
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In Which Our Hero Begins His Adventure
Hey guys, like the triangles? I got them from this magical place called the 1990s.
For those of you unfamiliar with what I am doing, I guess I better fill you in. So there’s this guy on the internet who invented the Day Zero Project, or as we call it, a 101 List. It’s a list of 101 goals to be completed in 1,001 days. Whatever you want to accomplish – going sky diving, reading your height in books, trying that thing you wanted to try – but with a deadline on it so you can be motivated to get it done. When I first met Sara, she was in the middle of her second 101 List. And though I hadn’t started dating her yet, I knew that this kind of thing was right up my alley. I started one myself close to the time we started dating, and finished it in the spring of 2016. I’ll send you a link to the guy and the website that got this whole thing started, as well as to Sara’s 101 list blog. If you haven’t started following her yet, well, what’s wrong with you? Get on it!
https://dayzeroproject.com
http://emmisary.blogspot.com
Anyway, she’s on her third 101 list now, and I started this year happily content with just making ideas for my second 101 list as I spun through the white water rapids of graduate school. I told myself I’d start my next list when I was at least done with classes.
However.
The more I came up with ideas for my list, the more excited I got for them. I sat thinking about what fun I would have trying my hand at getting actually decent at an arcade game for once, only to come back to reality just in time for my professor to say, “And everything I just said is going to be on the test.”
Just kidding. I would never* daydream in class.
Anyway, that’s when I knew I had to get started. If I’m this excited about it, it’s a sign that I should go ahead with it, right? So here we are. You’ll see below you what I plan to accomplish from January 16th 2017 to October 13th 2019. And I’ll be in grad school. So yeah, I guess I’m trying to do everything. Most likely what will happen is you’ll see me checking in with a photo or two on my Instagram when I make baby steps on finishing each goal.
Now don’t worry, go sit back in your seat, put the tomato down. I promise I’ll actually write up something solid when I get an entire goal finished. Pinky promise. Because I am a responsible* adult, I will likely only post about the goals that have to do with school for the first bit, but if you’re lucky, I just may do something interesting now and then. You never know. Anyway, before I ramble on for another four paragraphs…
101 List 2.0, January 16, 2017 to October 13, 2019:
1. Post on the Internet about every goal completed
2. Complete 5 classic console video games
3. Complete 5 indie video games
4. Gain 25,000 points on a classic arcade game
5. Complete an “Around the World in 80 Days” Culinary Challenge
6. Complete a “Time-Travel” Culinary Challenge
7. Create a Food Network-like technical challenge for Sara and 2 friends to judge
8. Bake 3 different kinds of Chilean breads
9. Make 3 different rolls of sushi
10. Make 3 different batches of Xiao Long Bao
11. Make 5 different foods from my Pokémon Cookbook
12. Create a “Sara’s Not Cooking Tonight” recipe book with a minimum of 10 items
13. Try 10 new restaurants
14. Listen to 101 new albums
15. Watch 10 films from International Cinema
16. Read 5 Biographies / Nonfiction History Books
17. Read 5 books related to SLP work
18. Read 5 books on world mythologies / folktales / religion / culture
19. Read 5 books recommended by the Vlogbrothers
20. Read 5 books recommended by Austin Kleon
21. Read 5 books in the genre that I am making my NaNoWriMo in
22. Read a book on Parenting
23. Read through an entire Marvel comic series
24. Read or remove all the books that have been left unread on my bookshelves
25. Get the illustrated Harry Potter books
26. Re-read the Harry Potter series or listen to the entire series on audiobook
27. Complete a Listography book
28. Complete the Steal Like an Artist Journal
29. Complete 3 challenges from The Art Assignment
30. Create a stippling drawing
31. Buy a classic collection of poetry and then “black it out” to make it into something new
32. Complete a drawing journal
33. Fill my poetry notebook for Sara
34. Complete the Gen 7 National Pokédex
35. Participate in an official Pokémon VGC event
36. Contribute / participate in a Lego building contest / exhibition
37. Post an idea on the Lego Ideas website
38. DM a D&D campaign
39. Win NaNoWriMo
40. Participate in February Album Writing Month
41. Post-it Note Art
42. Make a piñata
43. Submit a piece of art to a local art contest
44. Recreate a picture from childhood
45. Create my own board game
46. Go on Kickstarter and contribute to something
47. Learn Hiragana
48. Learn Katakana
49. Learn the Kanji for 50 words
50. Learn the ASL alphabet
51. Learn the ASL signs for 25 words & 5 phrases
52. Read a book in Spanish out loud
53. Read / watch each General Conference during the list in Spanish
54. Add 5 movies to our Animated Movie Library
55. Add 10 books to our Children’s Book Library
56. Add 5 books to our Graphic Novel Library
57. Add 5 games to our Board Game Library
58. Watch another Ken Burns documentary series
59. Go through a large, well-known art museum (MOMA, Guggenheim, etc.)
60. Kon Mari my virtual stuff (everything on the computer)
61. Kon Mari my physical stuff
62. Create a Feltron Yearly Report
63. Send an email to Dear Hank & John
64. Complete an online courses from one educational website (for example, Khan Academy) on one subject
65. Watch all the videos on Crash Course in one subject
66. Film 1 second a day for a year
67. Learn 5 songs from our currently-owned piano books
68. 30 days of original Lego creations
69. 30 Pokémon drawings in 30 days
70. 30 days of hidden faces
71. 30 days of sharing inspiration
72. 30 days of no added sugar
73. 30 days of TED talks
74. 30 days of clarinet
75. 30 days of piano
76. 30 days of haikus
77. 30 days of Shakespeare
78. 30 days of sharing knowledge & awareness about different communication disorders
79. Take out my old things from mom and dad’s place
80. Give a thank-you note to all of my teachers
81. Donate a minimum of $5 to my top 5 favorite content creators on the internet
82. 12 days of donations
83. Volunteer at the TRC
84. Create a savings fund of at least $5,000 for an important, adult thing
85. Create a savings fund of at least $150 for something fun and unnecessary
86. Make a daruma for one of my goals
87. Make and complete a fitness goal lasting at least 6 months
88. Modify and follow my own version of the “Alton Brown Culinary Way of Life” for 6 months
89. Become a Boy Scout Merit Badge Counselor in some subject
90. Learn to change a spare tire
91. Visit Arches National Park
92. Visit Glacier National Park
93. Visit Yellowstone National Park
94. Visit Dinosaur National Monument
95. Read a supplement to the Sunday School Lessons for 1 year
96. Read the entire Topical Guide
97. Read 3 church history books
98. Read 50 journal articles related to SLP work
99. Read through 10 subjects on the ASHA Practice Portal
100. Watch 10 videos on Master Clinician Network
101. Participate in at least one local election and the 2018 mid-term election
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I’d like to reintroduce myself again. My name is Anthony Faiella. I’m 24 years old. I’m an 2D Animator, Storyboard Artist, Character Artist, and Screenwriter. I’m an Alumni at School of Visual Arts who graduated with a BFA in Animation last year. My goal in life to become a storyboard artist and Screenwriter for animated shows, such as the ones on Disney, Cartoon Network, & Nickelodeon, and hopefully to create an animated TV show of my very own.
What you just saw on Tumblr for the past few days were some of my drawings and memes. I’m really into Nintendo video games such as Pokémon, Zelda, & Mario. I also almost anything in the comedy, & action-adventure genres. I really enjoy drawing too. I’m still new to Tumblr, but once when I get the hang of it, I’ll be taking request for drawings Pokemon characters, Disney characters, etc. In addition to the drawings, I’ll be posting original memes of mine every now and then. (Who doesn’t love memes) And onto the big thing, I’m going to be posting my own originals animation works once the time is right, but I don’t want to get into much detail yet. However, you can view some my works on the following links below.
https://sva.ccnsite.com/GreenLightning1992
https://www.youtube.com/channel/UCdDh3vIAoX9zM4EEjfVRnGA
http://greenlightning1992.deviantart.com
I will admit, my thesis film is complete crap, but you know, we all learn from our failures. I’ve dedicated myself to be a better artist and animator. I got a Cintiq for graduation, I’m taking Continuing Ed classes, I’m constantly building up my portfolio, seeking a job in animation, and learning new skills such as motion graphics., and I’m using social media more to get myself out there. Hopefully, things will change for the better.
I probably won’t be posting every day, but I do use social media a lot. Follow me to be updated on my upcoming projects, or if you want to know what’s going on in my life:
Facebook: https://www.facebook.com/GreenLightningProductions2017/?fref=ts
Twitter: https://twitter.com/GreenLightning3
Looking forward to everything. Keep being awesome everyone.
#profile#anthony faiella#animation#story board#screenwriting#character design#school of visual arts#alumni
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The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include the design of Klei's Oxygen Not Included, a look at Nintendo's Arms, and much more.
Another early newsletter this week, since I'm off to Los Angeles for both PrE3 (Sony, Microsoft and Bethesda press events) and E3 itself. Always interesting to see what's going on with the massive games and platform holders at the show, even if the focus has drifted somewhat towards announcements and away from the LACC itself.
And in a 'winner take all' world, at least some of the games announced or showcased at the event will be multi-million sellers. (Not to be sniffed at, when it's difficult to burst through the insane mass of games jockeying for attention nowadays.) Until next time, and I'll try to have something for you despite E3sanity...
- Simon, curator.]
-------------------
The Art Of Creating A Game (Brandon Martynowicz / CGSociety) "My name is Brandon Martynowicz. I have been working in the game and film industry for the past 10 years, primarily as an Environment Artist. Recently I completed production as the Art Lead for the game: What Remains of Edith Finch... This article will be a high-level brain dump about how we, as a small art team, created the massive amount of content for What Remains of Edith Finch."
Building replayability into the intricate architecture of Tokyo 42 (Chris Priestman / Gamasutra) "In the opening minutes of Tokyo 42, you’re accused of murder and have to flee your cramped flat with a stampede of bullets hot on your tail. Before long, you find yourself hustling to survive in the cloud-piercing heights of its futuristic city."
Level Design Workshop: A Narrative Approach to Level Design (Jolie Menzel / GDC / YouTube) "In this 2017 GDC talk, Ubisoft's Jolie Menzel explains why a shared understanding of narrative gives a level designer a guide for everything from the pace of their level to an understanding for which assets should be placed where to tell a convincing story using physical space."
Game Freak Is More Than Just A Pokémon Developer (Brian Ashcraft / Kotaku) "Game Freak is best known for one thing: Pokémon. But while they created the iconic franchise, Game Freak isn’t afraid to let its developers get their sea legs making non-Pocket Monster games on non-Nintendo hardware. That’s why, in the past few years, Game Freak has released a number of totally original titles on platforms you might not expect."
The Art Of Everything (Laura Parker / California Sunday) "On a recent Wednesday afternoon, David OReilly stopped by the San Francisco Museum of Modern Art to set up an installation of his new video game, Everything. OReilly — who, as a child in Ireland, dropped the apostrophe from his name, partly because it’s more visually appealing — was dressed entirely in black and white."
We Are Not Alone - Developers Respond To The 1000 Game Makers Thread (Joel Couture / IndieGames) "After taking the time to speak to Steve Cook about the 1000 Game Makers Thread - a collection of gifs and links to unique, personal, and interesting games from around the world that Cook wanted to see supported, we sought out the developers who had been touched by his work."
Arms' Creators On Twintelle's Popularity And The Strange Lore Of The Game's World (Kyle Hilliard / Game Informer) "Ahead of its release, we spoke with Arms producer Kosuke Yabuki and art director Masaaki Ishikawa about the game. We discussed a number of topics, like what it means to wake up with extendable arms one morning, why everyone is already obsessed with Twintelle before the game even is even out, and whether or not we can ever expect to see a cameo by Luffy of One Piece fame (we won't)."
The 50 Worst Games Of All Time (Miguel Lopez, John Davison, Simon Cox, Jody Macgregor / Glixel) "We've all played games that are bad. If you've been a gamer for more than a few years, you've no doubt been exposed to your fair share of genuinely awful experiences – but which of them can be counted as the worst of all time? [SIMON'S NOTE: in general, I'm against 'worst' lists, but this one has some pretty obscure AND interesting games in there.]"
Activision Blizzard Aims for the Big Leagues (Michael Lev-Ram / Fortune) "Activision Blizzard built a videogame empire around bestselling titles like Call of Duty and Warcraft. Now it wants to become the ESPN of competitive gaming. Will audiences play along?"
The Tyranny of Kawaii | Tokyo 42 (Toussaint Egon / Heterotopias) "Of this we can be certain: the first, last, and greatest protagonist of cyberpunk is no “console cowboy”, but the city itself. Tokyo 42 understands this intuitively, its isometric perspective situating the genre’s debt to the lineage of modern architecture at the forefront of the player’s perspective."
Xbox Unleashed: Our deep-dive study of how millions use Xbox Live (Kyle Orland / Ars Technica) "For three years now, Ars’ Steam Gauge project and the public sampling projects it has inspired (such as Steam Spy) have provided an important behind-the-scenes look at what kinds of games are popular on PC gaming’s most popular marketplace. Today, after years of work, we’re ready to unveil a new effort that similarly uncovers what’s popular among Xbox Live users on the Xbox One and Xbox 360."
Classic Game Postmortem: Sid Meier's Civilization (Game Developers Conference / YouTube) "In this 2017 GDC classic game postmortem, Civilization creators Sid Meier and Bruce Shelley tell the story of how Shelley's background in board game design and Meier's history of sim game development blended together perfectly to create what is perhaps the biggest and longest-running strategy game franchise in the world."
The Story Behind Mass Effect: Andromeda's Troubled Five-Year Development (Jason Schreier / Kotaku) "In 2012, as work on Mass Effect 3 came to a close, a small group of top BioWare employees huddled to talk about the next entry in their epic sci-fi franchise. Their goal, they decided, was to make a game about exploration—one that would dig into the untapped potential of the first three games. Instead of visiting just a few planets, they said, what if you could explore hundreds?"
Sunder - Interview with Rakuen developer Laura Shigihara (Sunder / YouTube) "Sunder is joined by Laura Shigihara to talk about her new game, Rakuen, as well the development process of creating and releasing an indie game."
How Dangen Aims To Connect Indies With The Devs That Inspired Them (Cam Shea / IGN) "Formed by a group of ex-pats who have been embedded in the Japanese games industry for many years – working at places like Capcom, Grasshopper Manufacture, Q-Games and Playism - Dangen is the latest small-scale publisher to emerge focused solely on indies."
Video Games Aren't Mindless - Or Heartless - Entertainment (Matthew Smith / Salon) "In 1991 before I was even born, my father purchased a Super Nintendo Entertainment System for my older sister. That system spawned plenty of long play sessions of “Super Mario Brothers” and “Donkey Kong Country.” And while my sister regarded it more as a distraction than a marvel, I was entranced from the moment the 16-bit curtain rose."
We asked a landscape designer to analyse The Witcher 3, Mass Effect and Dishonored (Rob Dwiar / Eurogamer) "Whether you're traversing an expansive open world, climbing crumbling ruins or sneaking between shadowy city corners, the landscapes and environments we see in games have never been better. Gone are the days of miracle-growing trees popping up at certain draw distances."
The Unusual Excellence Of Halo's Most Iconic Level (GB Burford / Kotaku) "Soon to see its third re-release, Halo: Combat Evolved remains not only one of the best shooters ever made, but also one of the best video games. That's a pretty big claim to make, but Halo's got the levels to back it up."
Hirokazu Yasuhara - How to make a game "fun" (Digital Dragons / YouTube) "There are so many fun games nowadays. And it is getting easier to make games by using various engines and tools. But it is hard to make them “fun” without game design, like as people can’t build high risen building without architecture. [SIMON'S NOTE: the codesigner of Altered Beast and Sonic in a rare design talk with my buddy Brandon Sheffield!)"
Layering challenges in Klei's survival sim Oxygen Not Included (Joel Couture / Gamasutra) "With Oxygen Not Included, Klei Entertainment, developers of harrowing, sometimes-hilarious survival game Don’t Starve, tasks players with surviving in an even more inhospitable environment: outer space. Oxygen, minerals, water, entertainment, and a place to just exist within provide all new-challenges to players."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
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Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include the design of Klei's Oxygen Not Included, a look at Nintendo's Arms, and much more.
Another early newsletter this week, since I'm off to Los Angeles for both PrE3 (Sony, Microsoft and Bethesda press events) and E3 itself. Always interesting to see what's going on with the massive games and platform holders at the show, even if the focus has drifted somewhat towards announcements and away from the LACC itself.
And in a 'winner take all' world, at least some of the games announced or showcased at the event will be multi-million sellers. (Not to be sniffed at, when it's difficult to burst through the insane mass of games jockeying for attention nowadays.) Until next time, and I'll try to have something for you despite E3sanity...
- Simon, curator.]
-------------------
The Art Of Creating A Game (Brandon Martynowicz / CGSociety) "My name is Brandon Martynowicz. I have been working in the game and film industry for the past 10 years, primarily as an Environment Artist. Recently I completed production as the Art Lead for the game: What Remains of Edith Finch... This article will be a high-level brain dump about how we, as a small art team, created the massive amount of content for What Remains of Edith Finch."
Building replayability into the intricate architecture of Tokyo 42 (Chris Priestman / Gamasutra) "In the opening minutes of Tokyo 42, you’re accused of murder and have to flee your cramped flat with a stampede of bullets hot on your tail. Before long, you find yourself hustling to survive in the cloud-piercing heights of its futuristic city."
Level Design Workshop: A Narrative Approach to Level Design (Jolie Menzel / GDC / YouTube) "In this 2017 GDC talk, Ubisoft's Jolie Menzel explains why a shared understanding of narrative gives a level designer a guide for everything from the pace of their level to an understanding for which assets should be placed where to tell a convincing story using physical space."
Game Freak Is More Than Just A Pokémon Developer (Brian Ashcraft / Kotaku) "Game Freak is best known for one thing: Pokémon. But while they created the iconic franchise, Game Freak isn’t afraid to let its developers get their sea legs making non-Pocket Monster games on non-Nintendo hardware. That’s why, in the past few years, Game Freak has released a number of totally original titles on platforms you might not expect."
The Art Of Everything (Laura Parker / California Sunday) "On a recent Wednesday afternoon, David OReilly stopped by the San Francisco Museum of Modern Art to set up an installation of his new video game, Everything. OReilly — who, as a child in Ireland, dropped the apostrophe from his name, partly because it’s more visually appealing — was dressed entirely in black and white."
We Are Not Alone - Developers Respond To The 1000 Game Makers Thread (Joel Couture / IndieGames) "After taking the time to speak to Steve Cook about the 1000 Game Makers Thread - a collection of gifs and links to unique, personal, and interesting games from around the world that Cook wanted to see supported, we sought out the developers who had been touched by his work."
Arms' Creators On Twintelle's Popularity And The Strange Lore Of The Game's World (Kyle Hilliard / Game Informer) "Ahead of its release, we spoke with Arms producer Kosuke Yabuki and art director Masaaki Ishikawa about the game. We discussed a number of topics, like what it means to wake up with extendable arms one morning, why everyone is already obsessed with Twintelle before the game even is even out, and whether or not we can ever expect to see a cameo by Luffy of One Piece fame (we won't)."
The 50 Worst Games Of All Time (Miguel Lopez, John Davison, Simon Cox, Jody Macgregor / Glixel) "We've all played games that are bad. If you've been a gamer for more than a few years, you've no doubt been exposed to your fair share of genuinely awful experiences – but which of them can be counted as the worst of all time? [SIMON'S NOTE: in general, I'm against 'worst' lists, but this one has some pretty obscure AND interesting games in there.]"
Activision Blizzard Aims for the Big Leagues (Michael Lev-Ram / Fortune) "Activision Blizzard built a videogame empire around bestselling titles like Call of Duty and Warcraft. Now it wants to become the ESPN of competitive gaming. Will audiences play along?"
The Tyranny of Kawaii | Tokyo 42 (Toussaint Egon / Heterotopias) "Of this we can be certain: the first, last, and greatest protagonist of cyberpunk is no “console cowboy”, but the city itself. Tokyo 42 understands this intuitively, its isometric perspective situating the genre’s debt to the lineage of modern architecture at the forefront of the player’s perspective."
Xbox Unleashed: Our deep-dive study of how millions use Xbox Live (Kyle Orland / Ars Technica) "For three years now, Ars’ Steam Gauge project and the public sampling projects it has inspired (such as Steam Spy) have provided an important behind-the-scenes look at what kinds of games are popular on PC gaming’s most popular marketplace. Today, after years of work, we’re ready to unveil a new effort that similarly uncovers what’s popular among Xbox Live users on the Xbox One and Xbox 360."
Classic Game Postmortem: Sid Meier's Civilization (Game Developers Conference / YouTube) "In this 2017 GDC classic game postmortem, Civilization creators Sid Meier and Bruce Shelley tell the story of how Shelley's background in board game design and Meier's history of sim game development blended together perfectly to create what is perhaps the biggest and longest-running strategy game franchise in the world."
The Story Behind Mass Effect: Andromeda's Troubled Five-Year Development (Jason Schreier / Kotaku) "In 2012, as work on Mass Effect 3 came to a close, a small group of top BioWare employees huddled to talk about the next entry in their epic sci-fi franchise. Their goal, they decided, was to make a game about exploration—one that would dig into the untapped potential of the first three games. Instead of visiting just a few planets, they said, what if you could explore hundreds?"
Sunder - Interview with Rakuen developer Laura Shigihara (Sunder / YouTube) "Sunder is joined by Laura Shigihara to talk about her new game, Rakuen, as well the development process of creating and releasing an indie game."
How Dangen Aims To Connect Indies With The Devs That Inspired Them (Cam Shea / IGN) "Formed by a group of ex-pats who have been embedded in the Japanese games industry for many years – working at places like Capcom, Grasshopper Manufacture, Q-Games and Playism - Dangen is the latest small-scale publisher to emerge focused solely on indies."
Video Games Aren't Mindless - Or Heartless - Entertainment (Matthew Smith / Salon) "In 1991 before I was even born, my father purchased a Super Nintendo Entertainment System for my older sister. That system spawned plenty of long play sessions of “Super Mario Brothers” and “Donkey Kong Country.” And while my sister regarded it more as a distraction than a marvel, I was entranced from the moment the 16-bit curtain rose."
We asked a landscape designer to analyse The Witcher 3, Mass Effect and Dishonored (Rob Dwiar / Eurogamer) "Whether you're traversing an expansive open world, climbing crumbling ruins or sneaking between shadowy city corners, the landscapes and environments we see in games have never been better. Gone are the days of miracle-growing trees popping up at certain draw distances."
The Unusual Excellence Of Halo's Most Iconic Level (GB Burford / Kotaku) "Soon to see its third re-release, Halo: Combat Evolved remains not only one of the best shooters ever made, but also one of the best video games. That's a pretty big claim to make, but Halo's got the levels to back it up."
Hirokazu Yasuhara - How to make a game "fun" (Digital Dragons / YouTube) "There are so many fun games nowadays. And it is getting easier to make games by using various engines and tools. But it is hard to make them “fun” without game design, like as people can’t build high risen building without architecture. [SIMON'S NOTE: the codesigner of Altered Beast and Sonic in a rare design talk with my buddy Brandon Sheffield!)"
Layering challenges in Klei's survival sim Oxygen Not Included (Joel Couture / Gamasutra) "With Oxygen Not Included, Klei Entertainment, developers of harrowing, sometimes-hilarious survival game Don’t Starve, tasks players with surviving in an even more inhospitable environment: outer space. Oxygen, minerals, water, entertainment, and a place to just exist within provide all new-challenges to players."
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[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
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The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include the design of Klei's Oxygen Not Included, a look at Nintendo's Arms, and much more.
Another early newsletter this week, since I'm off to Los Angeles for both PrE3 (Sony, Microsoft and Bethesda press events) and E3 itself. Always interesting to see what's going on with the massive games and platform holders at the show, even if the focus has drifted somewhat towards announcements and away from the LACC itself.
And in a 'winner take all' world, at least some of the games announced or showcased at the event will be multi-million sellers. (Not to be sniffed at, when it's difficult to burst through the insane mass of games jockeying for attention nowadays.) Until next time, and I'll try to have something for you despite E3sanity...
- Simon, curator.]
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The Art Of Creating A Game (Brandon Martynowicz / CGSociety) "My name is Brandon Martynowicz. I have been working in the game and film industry for the past 10 years, primarily as an Environment Artist. Recently I completed production as the Art Lead for the game: What Remains of Edith Finch... This article will be a high-level brain dump about how we, as a small art team, created the massive amount of content for What Remains of Edith Finch."
Building replayability into the intricate architecture of Tokyo 42 (Chris Priestman / Gamasutra) "In the opening minutes of Tokyo 42, you’re accused of murder and have to flee your cramped flat with a stampede of bullets hot on your tail. Before long, you find yourself hustling to survive in the cloud-piercing heights of its futuristic city."
Level Design Workshop: A Narrative Approach to Level Design (Jolie Menzel / GDC / YouTube) "In this 2017 GDC talk, Ubisoft's Jolie Menzel explains why a shared understanding of narrative gives a level designer a guide for everything from the pace of their level to an understanding for which assets should be placed where to tell a convincing story using physical space."
Game Freak Is More Than Just A Pokémon Developer (Brian Ashcraft / Kotaku) "Game Freak is best known for one thing: Pokémon. But while they created the iconic franchise, Game Freak isn’t afraid to let its developers get their sea legs making non-Pocket Monster games on non-Nintendo hardware. That’s why, in the past few years, Game Freak has released a number of totally original titles on platforms you might not expect."
The Art Of Everything (Laura Parker / California Sunday) "On a recent Wednesday afternoon, David OReilly stopped by the San Francisco Museum of Modern Art to set up an installation of his new video game, Everything. OReilly — who, as a child in Ireland, dropped the apostrophe from his name, partly because it’s more visually appealing — was dressed entirely in black and white."
We Are Not Alone - Developers Respond To The 1000 Game Makers Thread (Joel Couture / IndieGames) "After taking the time to speak to Steve Cook about the 1000 Game Makers Thread - a collection of gifs and links to unique, personal, and interesting games from around the world that Cook wanted to see supported, we sought out the developers who had been touched by his work."
Arms' Creators On Twintelle's Popularity And The Strange Lore Of The Game's World (Kyle Hilliard / Game Informer) "Ahead of its release, we spoke with Arms producer Kosuke Yabuki and art director Masaaki Ishikawa about the game. We discussed a number of topics, like what it means to wake up with extendable arms one morning, why everyone is already obsessed with Twintelle before the game even is even out, and whether or not we can ever expect to see a cameo by Luffy of One Piece fame (we won't)."
The 50 Worst Games Of All Time (Miguel Lopez, John Davison, Simon Cox, Jody Macgregor / Glixel) "We've all played games that are bad. If you've been a gamer for more than a few years, you've no doubt been exposed to your fair share of genuinely awful experiences – but which of them can be counted as the worst of all time? [SIMON'S NOTE: in general, I'm against 'worst' lists, but this one has some pretty obscure AND interesting games in there.]"
Activision Blizzard Aims for the Big Leagues (Michael Lev-Ram / Fortune) "Activision Blizzard built a videogame empire around bestselling titles like Call of Duty and Warcraft. Now it wants to become the ESPN of competitive gaming. Will audiences play along?"
The Tyranny of Kawaii | Tokyo 42 (Toussaint Egon / Heterotopias) "Of this we can be certain: the first, last, and greatest protagonist of cyberpunk is no “console cowboy”, but the city itself. Tokyo 42 understands this intuitively, its isometric perspective situating the genre’s debt to the lineage of modern architecture at the forefront of the player’s perspective."
Xbox Unleashed: Our deep-dive study of how millions use Xbox Live (Kyle Orland / Ars Technica) "For three years now, Ars’ Steam Gauge project and the public sampling projects it has inspired (such as Steam Spy) have provided an important behind-the-scenes look at what kinds of games are popular on PC gaming’s most popular marketplace. Today, after years of work, we’re ready to unveil a new effort that similarly uncovers what’s popular among Xbox Live users on the Xbox One and Xbox 360."
Classic Game Postmortem: Sid Meier's Civilization (Game Developers Conference / YouTube) "In this 2017 GDC classic game postmortem, Civilization creators Sid Meier and Bruce Shelley tell the story of how Shelley's background in board game design and Meier's history of sim game development blended together perfectly to create what is perhaps the biggest and longest-running strategy game franchise in the world."
The Story Behind Mass Effect: Andromeda's Troubled Five-Year Development (Jason Schreier / Kotaku) "In 2012, as work on Mass Effect 3 came to a close, a small group of top BioWare employees huddled to talk about the next entry in their epic sci-fi franchise. Their goal, they decided, was to make a game about exploration—one that would dig into the untapped potential of the first three games. Instead of visiting just a few planets, they said, what if you could explore hundreds?"
Sunder - Interview with Rakuen developer Laura Shigihara (Sunder / YouTube) "Sunder is joined by Laura Shigihara to talk about her new game, Rakuen, as well the development process of creating and releasing an indie game."
How Dangen Aims To Connect Indies With The Devs That Inspired Them (Cam Shea / IGN) "Formed by a group of ex-pats who have been embedded in the Japanese games industry for many years – working at places like Capcom, Grasshopper Manufacture, Q-Games and Playism - Dangen is the latest small-scale publisher to emerge focused solely on indies."
Video Games Aren't Mindless - Or Heartless - Entertainment (Matthew Smith / Salon) "In 1991 before I was even born, my father purchased a Super Nintendo Entertainment System for my older sister. That system spawned plenty of long play sessions of “Super Mario Brothers” and “Donkey Kong Country.” And while my sister regarded it more as a distraction than a marvel, I was entranced from the moment the 16-bit curtain rose."
We asked a landscape designer to analyse The Witcher 3, Mass Effect and Dishonored (Rob Dwiar / Eurogamer) "Whether you're traversing an expansive open world, climbing crumbling ruins or sneaking between shadowy city corners, the landscapes and environments we see in games have never been better. Gone are the days of miracle-growing trees popping up at certain draw distances."
The Unusual Excellence Of Halo's Most Iconic Level (GB Burford / Kotaku) "Soon to see its third re-release, Halo: Combat Evolved remains not only one of the best shooters ever made, but also one of the best video games. That's a pretty big claim to make, but Halo's got the levels to back it up."
Hirokazu Yasuhara - How to make a game "fun" (Digital Dragons / YouTube) "There are so many fun games nowadays. And it is getting easier to make games by using various engines and tools. But it is hard to make them “fun” without game design, like as people can’t build high risen building without architecture. [SIMON'S NOTE: the codesigner of Altered Beast and Sonic in a rare design talk with my buddy Brandon Sheffield!)"
Layering challenges in Klei's survival sim Oxygen Not Included (Joel Couture / Gamasutra) "With Oxygen Not Included, Klei Entertainment, developers of harrowing, sometimes-hilarious survival game Don’t Starve, tasks players with surviving in an even more inhospitable environment: outer space. Oxygen, minerals, water, entertainment, and a place to just exist within provide all new-challenges to players."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes