Wednesday, 30 March 2016

Right Forearm In Progress

This week I have been working on the right arm of the character, this is the right forearm in progress.




Final Colour Concepts

These are our final colour concepts that I came up with and we have decided to use concept 2 as our final colour scheme.

Friday, 25 March 2016

Game Blog 4: The Banner Saga

Game Blog Week 4
Game: The Banner Saga
Question 3: How does morality influence the choices you make in the game?


The Banner Saga in a turn based SRPG (strategy role-playing game) set in a realm of Nordic fantasy where horned giants live alongside humans. Being that this is an SRPG the game has two main modes of interactivity: combat sections and dialogue sections, both of which contain many important decisions.


Upon starting this game I was under the impression that if your character died in a combat situation they remained dead for the rest of the game and so I tried my best to play conservatively to preserve my characters life. It wasn’t until later on that I realised that characters only encounter permadeath through specific dialogue trees. This drove a disconnect between the combat and the dialogue because it meant characters could die over and over in combat but if you went down the wrong dialogue path then they were gone for good which I found a bit jarring. It completely changed the way I played the combat sections  because I didn't have to worry about any of my troops dying, I sent my disposable weak troops to their deaths in the hope of doing some damage to the enemies to then give a greater number of turns to my tank characters to plough through the rest. Death was not 100% meaningless in combat, if you failed the combat section you would have to start it over again but from a moral stand point of view it didn’t hold nearly as much tension as in other SRPG’s such as XCOM where all player deaths are permanent.


For me this fact caused an imbalance in the combat/dialogue dynamic because I would be extremely diligent when making dialogue options trying very hard to keep characters alive but when in battle where forethought and strategy should take main stage I wasn't as invested because the stakes weren't as high. In games where permadeath is present morality plays a huge role in the way I play and the choices I make because I know there is a lot riding on what I say and do and unless you have a perfectly placed save you have to carry through with your choices which I believe only invests the player more unfortunately when playing ‘The Banner Saga’ I feel these intense moments where you know a party member could die if you go down the wrong dialogue path and piss off the wrong character are overshadowed by the forgiveness of the combat. I feel the game would have been stronger and far more morally engaging if the permadeath aspect was carried through into the combat.


In Summary: The morale compass I once at the start of the game had been tossed aside in the combat sections but carefully recovered for the dialogue sections.

Friday, 18 March 2016

Game Blog 3: The Wolf Among Us

Game Blog Week 3
Game: The Wolf Among Us
Question 4: Do choices you make in the game contribute to the sense of meaningful interactive moments?


(Contains Spoilers)

The Wolf Among Us is a heavily scripted, narrative based game from Telltale Studios. Much like its other releases the game focuses on a linear story with set events but leaving the player to choose how the main character reacts and in some cases even changing the order in which some of the more minor events take place. Whilst playing the game I am left with the sense that yes, my decisions are meaningful and I felt like I was impacting the story and characters directly depending on my actions. I believe the game tries to reinforce this as well, when you make certain decisions a little notification will appear on screen say “character x appreciates that” or “character x will remember that” it makes you think that your particular action had an effect on the character and there will be some consequence depending on what you said or did. Unfortunately when you break it down you realise that you really only have minor control over what is going on. A good example of this when Snow White asked if she should inform Ichabod Crane (her boss) about the murder of Faith. There were four dialogue options, tell him, don’t tell him, wait till you have more evidence to present and stay silent. I chose the dialogue option saying we should wait before we tell him until we have more evidence however it doesn’t matter which option you choose Crane reacts the same in every scenario which asks the question, why let us choose in the first place? By letting us choose what to say it keeps the events feeling organic, it feels like you caused that particular event to happen- whether or not this is the truth doesn’t matter, the point is that the game makes you feel as if your choices are directly contributing to the game narrative and dictating certain events of the story and so as a singular experience you felt as if the game you just played was your story. Its when you play through a second time that you begin to realise that your story isn't all that unique. Regardless of this, the fact that you think you are creating these meaningful interactive moments is what’s important as it will leave the player with a sense that they themselves achieved something and an overall positive experience.

Wednesday, 16 March 2016

Lighting Colour Tests & Sketches

These are some of the lighting colour tests I did for our main character and then some concept sketches I did for our secondary character.


Final Turnaround

I have finished the Final Turnaround for our main 3D character in preparation for modeling next week.

Final Concept


This is the final concept that I drew for our 3D character. (Colours not final).