BA3 Blog
Thursday, 21 May 2015
Folly - Primitives
To try and work out how to design it as a single mesh, I created the shape of the final mesh out of primitives, this helped me greatly as I could then see out it could be created and how the final design looked in 3D. This also helped me try out some different variations that improved upon the design quickly whilst I was creating the final mesh.
Folly - Form and Design
Now that I have an idea of the style and design of the folly, I needed to work out the shape of the folly to get a better idea of it's form as it would rotate in the turntable. Using silhouettes to help create the outline of the folly that would look best. And from my chosen silhouette I came up with a design using my research.
Folly - Research
To get an idea of what my folly will look like I looked at existing follies around the world. Some follies were constructed with the idea of a smaller scale imitation of a much larger structure and so I looked at some different styles for my folly. In the end I chose to an Italian renaissance style as the red tiles with the yellowish bricks created a very distinct and beautiful design that would best represent the idea of a folly as a extravagant piece of architecture.
Contextual Studies - Butt the Hoopoe and Mudra the Shadow Warrior
For our characters, we chose to do Butt the Hoopoe and Mudra the Shadow Warrior for our designs. In the book Butt and Mudra both understand the ideas of free speech and of light and dark as represented in the book. We then looked at how this could represented as game mechanics, and one idea we both liked was that Butt the Hoopoe acts as a light source for Mudra, which is represented in the book as Butt is from the land of light and Mudra is from the land of dark, but Mudra then helps Butt and Haroun during their travel through the dark lands.
Contextual Studies - Propp's Structural Anaysis
Propp's structural analysis of Haroun and the Sea of
Stories
In
the book, "Haroun and the Sea of Stories" the progression
of the story and the roles of the characters can be linked to
Vladimir Propp's structural analysis of folklore. For example the
beginning of the story starts with the mother of the hero (Haroun)
leaving because of the father. This follows the 1st
function Absentation where the division of the cohesive family helps
create initial tension in the story. While some of these functions do
relate to the story, the progression of the story does not follow
them strictly. The characters on the other hand can be likens to
Proop's character functions, such as the father both dispatcher and
the donor. And the Hoopie bird and even the magical wrench acting as
helpers on the hero's quest.
Using Propp's structuralist
'spheres of action' theory we can use them to help refine and also
redefine our own characters in relation to the game and story. With
the emphasis of the characters purpose to the story, over their
purpose to aesthetics, we can help create characters that are both
meaningful and have the meaning help drive their appearance. These
also help with how these characters interact with the game world. For
these sphere's help broadly define how these characters will interact
with the story, we can then clearly see and control how our
characters will interact with the game, this helps create less
confusion over their design and purpose in relation to both the game
and the story if present.
Contextual Studies - Character Design
Character Design
For
the development of characters in video games, the most significant
element we can use can be taken from classical art and that is the
use of dynamic composition, which is composed of 4 elements:
character shape, character animation, environment shapes and pathways.
There can be a lot learned from classical art, and how it uses
composition to help shape the narratives of painting, these concepts
can be applied visually to games to improve it's design and emotion
involvement. Shapes are important for use as we psychologically interpret them from our first understanding of the world. These forms
can be found in certain archetypes of characters that allow us to
quickly emotionally identify them.
To
create a realistic and emotionally richer narrative, the use dynamic
composition can be applied to other areas of games, such as the camera
movement but also in the levels design and how the player advances
through it. It's with the contrast between the shape of the player
and the shape of the environment do the player gain a basic
understanding of the narrative of the game. The animation of the
character also helps this; character expressing it's thoughts and
motivations instantly appear more lifelike. It's stance and posture
can tell the player a lot about it's emotional state. This is helped
by players can have strong emotional empathy for their on-screen
avatars, which allows game designers to bring more emotional subtlety
to the video game experience through the use of dynamic character
shapes.
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