Wednesday, June 27, 2012
Monday, June 25, 2012
Let's Play: A Rising Trend in Gaming
Game trailers, walkthroughs, previews, and highlights have been around for a while but growing in popularity are unedited play-throughs. It’s not uncommon to see a video compilation of a player’s best, most impressive moments (headshots, streaks, stunts, or wins) but these seldom show average play performance or failures. Being referred to as Let’s Play videos, it’s becoming more common now to see videos that feature unedited gameplay with player commentary.
Let’s Plays can be presented in a variety of ways for a variety of reasons and aren’t necessarily restricted to video format, but essentially they show how a game is played normally and with commentary. They can be the afore mentioned previews that give people a better idea of what to expect from the game before purchasing it, or walkthroughs that guide the player through the game levels, but they can extend beyond that and serve as after action reports that pick apart the gameplay to reveal strategies or techniques, like this Team Fortress 2 gameplay video and commentary from Jerma985:
Others may feature live commentary with natural reactions from the player. Depending on the player or game, Let’s Play videos can be humorous, interesting, or informative.
What’s been most interesting to me has been to see how people play games differently. Because of their inherently interactive nature most games can be played a number of different ways making each player’s experience with the product a bit more personal. These videos reveal how unique a game experience can be depending on the player’s mood, skill level, imagination, and play style. Paulsoarsjr is another channel I watch that features many video series of Minecraft gameplay. The video below is his "Tale of Kingdoms" series where he role-plays as a medieval king and uses his imagination to explain game events or even justify game bugs.
Watching your friend play Battlefield 3 on his Xbox is one thing but actively watching a player talk about his experience as he’s playing a game is unlike anything we’ve see before. These videos are presenting to the world a variety of unique player perspectives and can really affect how developers, gamers and non-gamers perceive what it means to play videogames.
Friday, June 1, 2012
Sidetracked Post Project Analysis
What did I do right?
What did I learn from this project?
Thursday, May 3, 2012
plr_sidetracked released
Sidetracked is a payload race style match for TF2 where each team must carry their payload from their truck, through the rail station and to the enemy convoy on the other side. The first team to blow up the other's truck wins the round. It was created in less than 40 days for GameBanana's Dangerous Cargo map contest and was also submitted to TF2maps.net.
Here are some screenshots of Sidetracked. I would like to go through and add some more details but for all intents and purposes it's done and I'm happy with how it turned out.
Monday, April 23, 2012
plr_sidetracked: Map Revisions
I play tested my map with the TF2 Mapping community and got some pretty valuable feedback. Play testing revealed a lack of focus in the design. Players felt the outside area was too large while the inside was too cramped. In a payload race game the only way a team wins is by pushing their cart to the end before the other team, but people tended not to focus on pushing their carts as a team. What happened instead was that usually one person would push the cart at a time while others would just shoot at each other outside, and without any strong choke points rounds could be won easily simply because of the neglect for the cart.
Sunday, April 22, 2012
Custom Model for Source

I tested and imported a custom model for TF2 and it seems to work great. It would have been a lot more tedious without Shawn Olson's Wall Worm, a script for 3dsMax that helps compile custom models into Source.
Now I just have to build the models for plr_sidetracked.
Wednesday, March 28, 2012
Challenge Accepted
Reading articles such as Alex Galuzin’s How to Plan Level Designs and Game Environments has helped guide me in the right direction. There is a map I’ve been tinkering with for a while now, pl_island, and while I haven’t created a design document for it in the strict sense, I’ve answered a lot of questions about it that I hope will solidify my vision for it. Up until this point I’ve just been sketching ideas without really creating any kind of formal preproduction documentation, so my ideas go largely unguided which means that I never have to settle on an idea or even finish a map. I will complete this map but I've put pl_island on hold for now to work on my map submission for GameBanana’s Dangerous Cargo map contest.
One of my reasons for entering in this contest is the 40 day submission deadline. Lately I’ve wanted to see how I’d fare at creating a map with a very limited time constraint. Constraints present challenges and I think the process of overcoming those challenges can catalyze if not greatly amplify creativity. But it’s not just the brevity of the deadline that interests me, it’s the deadline itself. It surprises me now looking back that I’ve never imposed a deadline on any of my maps before. Now I see why this is really a necessity. Not only does it offer real world experience, but when a project has a deadline the project must be planned in order to ensure its completion. This planning helps in understanding the workflow and encourages adherence to a schedule.
This time I started my map with a few loose sketches and a formal design document. The document details the map’s purpose, features, environment, gameplay goals, and plan. Setting my own project deadlines has helped me realize my goals as being within reach. I’ve been using my time more wisely and have kept my efforts focused with this design foundation. I’m in the conceptual phase now and the workflow schedule is really helping me push myself to work harder at my sketches. Even with a plan in place I’m sure I’ll make some mistakes but that’s something I’d be gracious of.
I’m excited about this experience and I think I’m going to learn a lot.
Monday, August 29, 2011
Thursday, August 18, 2011
Model with Intent
Thursday, June 30, 2011
Informatics: Improving the World Through Videogames
As entertaining as they are, I’ve long seen videogames as a unique medium with which to create interactive works of art. Most similarly to films, everything comes into play with videogames—graphic art and design, music and sound, storytelling, voice/gestural acting, and more. Lately my view of videogames has expanded even further whereby I believe they have the potential to improve society.
For instance, Jane McGonigal (Reality is Broken) sees videogames as an incredibly powerful tool in activating inherent desires. In her studies, she has laid out four reasons for why people play games: the ability to have satisfying work with a clear goal and sense of purpose, the opportunity for growth and betterment with timely and propitious feedback for accomplishments, interaction with peers where teamwork and trust is rewarded, and a sense of greater purpose, real meaning, or community, where individual actions contribute to a larger and more meaningful resolve. McGonigal believes that by understanding these motivations videogames can be used to help our society do more fulfilling work with more meaningful payoffs. If that idea seems a bit unrealistic, take a look at this: Games that Launch Companies, Games that Heal: Q&A with Jane McGonigal.
There are still more examples of real world applications of informatics (defined by Indiana University’s School of Informatics and Computing as “the art, science and human dimensions of information technology). Virtual Reality Exposure Therapy has been used to help soldiers recover from post-traumatic stress disorder. The simulation technology allows therapists to safely expose patients to potentially traumatic-event experiences slowly and progressively. In doing this patients are allowed to more effectively interpret emotionally arousing stimuli and overcome some of the challenges or fear responses of PTSD.
And then there is of course exergaming, which may have been the unintentional result of games like Dance Dance Revolution. After the Wii was released developers took quickly to the idea of producing games that encourage exercise or movement. Lending to its success, parents appreciate the games as much as their children and many have purchased the Wii specifically to use exergames games such as Wii Fit.
Videogame art and design is one of my passions, but I do believe that some games are more helpful to society or more meaningful than others. I want to put my time and effort into something that will positively contribute to the community and improve the world as we know it.
Sunday, April 10, 2011
Casual Games Guiding the Industry
- Noer, M. (2008). The Future of Videogames. Retrieved from http://www.forbes.com/2008/02/08/future-video-games-tech-future07-cx_mn_de_0211game.html
- Elliott, S. (2007) Crysis. Retrieved from http://www.1up.com/reviews/crysis
Friday, October 1, 2010
Natural and Indoor Lighting Study
Monday, August 9, 2010
Saturday, July 17, 2010
ZBrush Practice
Friday, May 21, 2010
Google Celebrates Pac-Man
Sunday, February 28, 2010
Lost Coast's Byzantine Church
At the same time the church is lined with ornate patterns like those more commonly seen decorating Islamic architecture, which makes sense as many Byzantine structures, such as Haghia Sophia, were converted into mosques after Constantinople’s defeat in the mid fifteenth century.
Friday, January 29, 2010
Half-Life 2 Larvae Sound Source
http://www.youtube.com/watch?v=hSRt79unLec
Now listen to the Upland Chorus Frog:
Here’s another interesting frog sound. Although it probably wasn’t used in HL2, it does sound a bit like a Hunter:
http://www.youtube.com/watch?v=QBkNqvpYJOs
Wednesday, June 3, 2009
Texturing, Concept Drawing, And Perspective of Islands Map
Friday, April 17, 2009
Jericho Review
Jericho is a first person “squad-based action horror game based on an original concept and story by acclaimed horror writer and filmmaker Clive Barker.” (official website) Your squad, Jericho, is a team of talented, skilled individuals trained in conventional and occult warfare, or, to put it plainly, “witches with guns”. As a secret division of the US Special Forces, Jericho has been sent to a city in the Middle East, Al-Khali, to perform Operation Godseal. The story, based closely on a Gnostic belief, is that, before man, God had created a perfect being, the Firstborn, but was so disturbed by His creation He forsook it and banished it to a prison known as the “box” or Pyxis (God = Frankenstein!). Throughout the time of man, the Firstborn had seduced many to try and release him—to open a breach into our world so that he could wreak havoc on all of God’s creation. But repeatedly the world was saved by a team of mystics who closed the breach. In the present, a man named Arnold Leech and his followers have committed terrible evil acts such as mass killings and suicides in order to create a “karma bomb” that would effectually reopen the breach. Despite Jericho’s mission, and the past teams of occultists who have saved the world, Jericho was not formed for this purpose; there’s a whole other backstory for that! This is all just a small piece of the intriguing, bold, and believable story in Jericho. What makes the game so believable, and what I love most about the background story, is that many things are taken from real life people, events, sculpture, etc, and are either taken to another level or put in a different context. If one knows a little bit about anthropology and the humanities it becomes very evident that the writers did their homework.
Not only is the story itself brilliant, but the characters are original and highly developed, having unique relationships with one another and characteristics specific to their personalities, although, unfortunately, this is not revealed very well in gameplay. It’s like when you see a movie that’s based on a book. It may be great as a movie alone but usually a lot of good information can be left out. Jericho tries to circumvent this by putting information about the characters in the extras, which can be unlocked with certain achievements (“get 50 headshots”, or “beat this level on hard”, etc). I think, considering the story might be better suited for a novel, Mercury Steam (the developer) has made it work rather terrifically as a game. And, luckily, some of the extras are unlocked simply by passing a level on any difficulty. What is interesting though is that reading some of the information in the extras can give the player more insight and a greater appreciation for the characters. For example, Father Rawlings is sometimes seen ingame as being particularly protective of Billie Church, and it's revealed in the extras that he spent a lot of time training Billie in particular and helping her overcome psychological traumas. It’s also revealed in the extras that Simone Cole had been diagnosed with autism at an early age. She was asked to join the Jericho squad because of her gifted ability with numbers (her skills the player can utilize all are technologically based). Interestingly, in the game, she is seen exhibiting obsessive compulsive habits and some other mild social traits common to those with autism. This is seen not only in an ingame cinematic but also is subtly evidenced even by her very appearance. She has intricate braids set in her hair and one can only imagine she probably counted each and every knot exactly, row by row. –Perfect, no other type of hair would have been more suitable for this character. The NPCs are also very well developed, each having its own history and reason for being. The boss enemies are among the most interesting, and are some of the most evil looking creatures you’ll have ever seen.With that said, I’d like to segue into gameplay. Some reviewers have complained about the load time—something I entirely disagree with (no one ever complained about the loading in games like Crysis—that’s hella longer than this—oh right, but that was published by EA, oops, sorry, I forgot). The loads are often, but take little time, and they even offer information on the load screens for the player to read to learn more about the story and perhaps feel more immersed in the game. As for the squad mechanic, let's face it, even if you've played other games that gave you the freedom to switch between characters in a squad, it's never had such a good reason as in Jericho; having a soul jump from body to body is a lot cooler and more immersive than simply having the camera change from person to person. Plus the characters don't all feel the same, and while you don't necessarily always need to be switching between them (wouldn't that be annoying?) I think the main reason for it is to give the player options and make him feel more comfortable and unique, not to mention to add to the story.
There is also good voice acting, and this is yet another thing we often can easily take for granted. The shout outs (statements your allies speak when they perform an action or are idle) aren't annoying at all to me as it's not too often you'll hear the same line. I'd often keep my ears open to hear which character was injured; they do a good job at notifying the player of prudent information like that. It is true that they do give hints to the player far too soon, but not too often, so again, you won't be annoyed. Some reviewers, such as Gamespot, have said the script was corny, but I disagree. One thing Gamespot pointed out as corny is when Delgado (a member of the Jericho squad) threatened to eat someone’s soul. I can understand why one would see this as corny, but one needs to realize that the suspension of his disbelief is important in order make the game enjoyable, and this is true for any science fiction work. I mean, come on, the guy has a fire demon housed in his arm. How picky can you be about eating souls when actual demon spirits (and plenty of other paranormal things) exist in this fiction? And the last thing I’ll mention about the script is that the way the characters interact with each other can be funny, but it's not out of place, it serves well as comic relief; this can be appreciated because it’s evident that they are in fact serious when necessary. And hey, if you were battling horrific hellspawn and demons, wouldn’t you want to crack a joke every once in a while so you don’t go out of your mind?
Like most any game, it's not without it's flaws, but Jericho is a brilliant game and has been truly underappreciated by most critics. But if in games you appreciate a well written fantasy fiction with macabre religious and historic overtones, or are simply looking for an exciting fps, you’d definitely get your money’s worth with Jericho, and perhaps a new favorite.
Tuesday, April 14, 2009
Reassessment and Map Review
The best critique I got on my work was from Jim Hughes, one of Valve’s level designers who is credited for having worked on games like Quake 2, Half-Life 2: Ep1, Portal, Left 4 Dead, and more. I shared with him my completed sa_trainyard Team Fortress 2 map and some concept sketches for other maps I have planned. It was great having the opportunity to sit down with an accomplished developer and bounce ideas off of him. A lot of things he said really helped me, and it wouldn’t have been a critique if what he said didn’t make me think of new ways to improve my technique and better develop my portfolio. And so, without further tarry, I wanted to just briefly review some points that have been made about my sniper map in particular as it is crucial to personal development for one to review his mistakes and learn from them.
As far as gameplay, froggie, from FPSBanana, mentioned that sniping from the ground outside the bases seemed especially difficult because there aren’t as many angles to snipe from as there are on the upper levels of the buildings and because it’s simply hard to get “a clear shot”. I was a little surprised by this, although I did have an inkling about it. I’ve always sort of seen the outside ground area as, definitely, a less secure place to snipe from as there is not much directly available cover. Therefore I’ve seen it as a place most players would often not venture except to surprise their enemy with a new and unexpected location. At first I wasn’t entirely sure why froggie had trouble getting a clear shot. In development and play testing, I had actually gone through the trouble of building solid brushes inside some of the train models whose bounding boxes were too large, so that the players wouldn’t have their bullets stopping in mid-air. Although, what I figure is the problem is that the trains, used to divide the two bases, block a lot of the player’s line of sight. This is why, in reality, most snipers shoot from high windows and towers. But I notice that most TF2 maps have their ground areas open enough so that snipers can remain at ground level and still have little blocking their view of the incoming enemies. In fact, most sniper maps have the ground level open too. Oops.
Therefore I think the best direction I could go in from here would be to begin work on a CTF map I have conceptualized for TF2. I will of course release more information as the project begins to take form. Until then, have a great week!










