Wednesday, 13 January 2016

Contextual Studies Year 1 BA1b

Research on two games studios, and on two roles within the games industry.
(http://www.naughtydog.com/)

This company began in 1984, but had there first big success in 1994 when they created Crash Bandicoot. They became wholly owned subsidiary of Sony Computer Entertainment in 2001. They then went on to create the Jak & Daxter games, Uncharted games and the Last of Us. They are currently based in California in the US.



(http://www.futurlab.co.uk/)

This company is a UK based studio (Brighton), which create handheld and console games. They made a deal with Sony in 2012 in which they made games for the PlayStation Vita.

I enjoyed reading this blog, written by a member of FuturLab describing their pitch and process (http://blog.eu.playstation.com/2010/05/06/futurlab-pitch-to-sony/).

Studio Roles

Lighting Artist's main responsibilities are to develop a colour palette, post-processing effects and turn unlit 3D models into compelling game assets/environments etc. They can work with others to enhance texturing and shading.
In a job advertisement, these are the skills this specific company asked for:
Requirements and Skills
  • Proven industry experience in Film or Games generating final picture
  • General competency in Autodesk Maya and knowledge of Global Illumination
  • Excellent problem solving skills and the ability to work with minimal supervision
  • Thorough understanding of direct/indirect light, luminance/exposure and color-theory
  • Some experience with generating light-maps, pre-lighting or baked lighting is desired
  • Must be able to provide a demo reel or examples of professional work (Online Preferred), a breakdown of your contributions to the shot, and an accompanying resume

Dog, N. (2016). Naughty Dog Jobs. [online] Naughty Dog. Available at: http://www.naughtydog.com/site/careers/lighting_artist/ [Accessed 13 Jan. 2016].

Level Editor's create interactive architecture for segments of a game. They must follow the character and story elements defined by the designer, and create the appropriate environment/landscapes. They also develop game play for the level.


This is a multi-skilled role, requiring:
  • spatial awareness and the ability to visualise layouts; imagination and creativity
  • excellent communication skills (both verbal and written)
  • IT skills and competence in the use of world editing tools
  • attention to detail and the ability to evaluate quality
  • knowledge of different platforms
  • a passion for games and knowledge of game design theory
  • knowledge of the requirements of the relevant Health and Safety legislation and procedures
Hiive, (2016). Lead Editor - Job Roles. [online] Available at: https://app.hiive.co.uk/knowledge/job-roles/lead-editor/281/ [Accessed 13 Jan. 2016].



Games Studies

Form and Function
Video games serve many purposes, they can help us express ourselves, escape from reality and learn skills and other lessons. The form of a game has also changed over the years. What a game makes us feel and its function can be confused. First person shooting games can be seen as encouraging violence ad desensitizing, where other skills and lesson could be being learnt. Games give us the chance to make mistakes and see how we feel about outcomes and consequences with no real life implications. The good thing about some games is they give no definite answers or motives, but make us question and learn through play and experience. We can learn from games about our society and culture. They can critique society and other aspects of life. 

Gender and Intersectionality

Although society has come a long way, women are not always given equal rights as men and there are still some barriers that need to be overcome. Typically in older video games, women are portrayed as objects of desire. They display and enhance areas that would appeal to the male spectator. Women don't often have as strong personalities, roles and rich backstories within games, however this is changing. The games and films industry have both been introducing female lead stories, portraying them as powerful and independent. Examples include Aloy in Horizon: Zero Dawn and Ellie in The Last of Us. Fifa 16 for the first time is also letting players play as women's team.

Maggs, S. (2015). 23 Games from E3 2015 with Badass Playable Female Characters. [online] Themarysue.com. Available at: http://www.themarysue.com/e3-2015-games-with-female-playable-characters/ [Accessed 23 Mar. 2016].



This article describes what is known as 'white privilege and male privilege' from their point of view and how it can be describe in game terms. http://whatever.scalzi.com/2012/05/15/straight-white-male-the-lowest-difficulty-setting-there-is/ 



GTA  can often have male dominance, lacking female protagonists that aren't sexualised.



http://p1.pichost.me/i/40/1630780.jpg

After watching John Berger - Ways of seeing, I found an example of women being seen as objects, being used for male desire. Men in games are often covered up (especially in older games) whereas women show more flesh and are captured in angles and positions appealing to men. Women, may feel they cannot relate to this characters image, or feel pressure that this is the desired look.

http://screen.oxfordjournals.org/content/16/3/6
Ludo-Narrative Dissonance
Ludo derives from ludus which means game, play and the mechanics of it. narrative is more story based, and what they portray. Ludo-Narrative dissonance is when the game mechanics and play, differ from the narrative of the game.

In this topic, we discussed how narrative and game mechanics don't always flow, and some games focus more on one than the other. You can use games to educate and portray messages, but sometimes this can be similar to conditioning. Games with choices and consequences help make the player learn and be aware of their outcomes how it makes them feel. Some games however portray no message, and are purely for play.


A GAME THATS MECHANICS AND NARRATIVE COMPLIMENT EACH OTHER


Phenomenology

Phenomenology is to do with our experience, and this within games means how we connect with games via sounds, touch and vision.

A game I have played and hope to play more of is Tearaway, on the PS Vita. This console has front and rear touchscreen, a front and rear camera, analogue sticks and buttons, microphone and speakers. Tearaway utilizes these perfectly, involving the player in the world and activities. You can come as close as possible to touching this world, as the rear view pad allows you to poke fingers through the paper floor in some activities, and the camera projects your face in the sky, showing the bridge between yours and their world. Without even worrying about the narrative, this game is enjoyable as soon as you begin.

Visual technological advances enhance realism and immersion within game play. Composition, layout and focus/blurring communicate with the player and guide their eyes and provoke feelings for the characters and more. Photography has helped add detail and realism into some games. We can project character and feelings onto minimalist things, not just humans and other creatures.


Sound can be used to condition and for immersion. Rhythm games use sound to link to the mechanics. Sounds can create the atmosphere and tension where visual cues cannot. We can hear other aspects of the game, such as danger getting closer.

http://audiogames.net/list-games/

Kinesthetics are the oldest aspect of gaming. Most games require move and touch, using buttons/control sticks etc. Some games involve more of the body than the hands using controllers, and revolve around the player moving their body or limbs to create an input in the game. New technology like the Omni tracks your movement on a treadmill like machine, and simulates the movement in game.



Tearaway on PS Vita is using all functions available to it to fully immerse the player. I personally enjoy all aspects of this light-hearted journey. As the front camera projects your face into the sky, I feel immersed in the game play and truely aware that I am part of the game. Constantly having to touch the back and front screen, rotating the camera and taking pictures, I am never not aware of my body duruing game play, yet still feel included in the game.

https://thesocietypages.org/cyborgology/2013/06/07/game-design-and-digital-dualist-ableism/

http://www.polygon.com/features/2014/8/6/5886035/disabled-gamers-accessibility