Saturday, 19 December 2009

Wednesday, 16 December 2009

Music Video Image Work




Supporting Evidence and Evaluation

This is some supporting evidence that I think is relevant for me choosing the game anarchy online to film my music video.

Because I chose to do this project alone after not having any contact for weeks off the other people who were in my group it put a strain on trying to find something I could do on my own that was high quality and quick as I only had about a week left to complete the brief.
At first I considered doing stop motion with Lego or perhaps other models. This would have been too time consuming and I don’t think I would have gotten it edited and exported in time.
This made me think of other types of animation and I found myself on YouTube looking at animation. I saw a cinematic trailer for a game and this intrigued me so I considered doing a 3D music video but that also had drawbacks and time issues. Leading from that I remembered a game I used to play had characters that could the YMCA dance and thought that was a good idea, it would be quick, effective and require very little editing if it was recorded using a “screen recorder”. This would also save time and quality because I could set it to save the video file in a format I wanted or even uncompressed to get the full quality. Space wouldn’t matter as it would be being recorded straight to my hard disk.
Here are a few screen shots of the cinematic inspiration I had and some in game screen shots of AnarchyOnline... the game I would be using.

(See printed work for screenshots)

500 word Story Idea

StoryIdea
My story begins with a main character tying their shoe laces in a dark room, probably a locker room. They look up and a hood casts a shadow across their eyes. As they leave the room and you see the door close behind them the music becomes more fast pace.
The next thing you see is a quick flash of running legs, the sound of heavy breathing and clothing rubbing. The camera then switches to another view pointing forwards from the ground and you hear the same heavy breathing and watch as the runner volts over the camera and into the shot. Another quick camera change and you’re following the runners head from a side view as steam is breathed out into the cold morning air. As the camera slows down and curves to keep the runner in the shot he disappears down the road.
A second or two after the runner has faded into the darkness you see a shadow flash across the screen and you instantly know something is following them. The camera is back on the runner as he enters a small suburban wooded area, the shadow jumps from tree to tree subtly behind them, the runner is aware of something following him and they speed up. They exit the wood into a street and run parallel with the curb. You see the shadow leaping from the roof of the houses, one to another, the runner stops at a t junction and is breathing heavily they don’t know where to go. Its silent, no noise the music is quite, the breathing is dominant and the person looks up and runs toward a subway bridge hoping to see traffic. They run faster and the music quickens, under the tunnel and up the stairs and nothing, no cars no people no life of any kind, and across the bridge they see the shadow as it walks out from the dark but its blurry and they can’t make it out for the sweat running into their eyes. They see the form start to run again and so does the runner. They run down deserted streets and past lightless shop windows, a thin layer of frost is formed on the window pane.
A crack, they trip, down they fall. Onto the hard surface of the tarmac that lines the road. They scramble to their feet and begin the run again they recognise the streets, the shops the trees. They know where they are and feel safer, they turn a corner and there is the gym, they enter through the main doors and burst into the locker room, the door suddenly slams shut behind them the room is dark and cold and nothing is visible but the scales on the far side of the room dowsed in moon light. As they approach the scales the shadowed form starts walking from behind the door, they have no idea and as they step on the scales and the seemingly weightless needle flies past the numbers the creature leaps, the runner looks up looks into the mirror in front of them as the needle settles they fall to the floor...
Dun DUN DUUUUUN!

Monday, 30 November 2009

Principles & Conventions in Interactive Media & Game Design

The principles and conventions of interactive media and game design as I understand them:

I see interactive media as more than just a tool for people to use and exploit, I see it as a way of life as we know it. How would things be if we weren’t able to interact with what was around us be it television, iPods, mp3 players, games consoles, Sky Boxes, PC’s, Apple Mac’s, mobile phones or even the humble radio? We would be lost in a place of static, moronic and constricted entertainment...
The 20th century...
Interactive entertainment and media is a revolution, a free thinking world’s solution to a dark age of technology. The way forwards and the dawn of endless inspiration, personalisation and control, maybe not your control but some ones.
To be able to customise your life in an infinite amount of choices and experiences, Interactive media is progression, its part of our culture and will progress further unto things no one may have yet dreamed of.
As stated in the book “Principles of Interactive Multimedia” by Mark Elsom-Cook Interactive media is near impossible to describe and in his book he breaks it down and explains the concepts and why it is an utterly different thing to multimedia as well as getting the reader to master the differences in the areas of multimedia.
While we design new ways of interacting with all forms of media fundamentals of design appear to stay the same in games,
• Story
• Degree of control
• Character
While all these things are no doubt customisable on some level there has never been a game designed to tear people away from what they would consider a game.
This maybe because most designers are paid when creating a game and games wouldn’t sell if their design was so complex or different that no one bought them, as people undoubtedly hate change.
But it has to happen eventually games along with other interactive media need to have a design revolution that surpasses the boundaries we have set as a materialistic society.
Games as a whole are very linear there’s a start, a middle and an end. This is standard. This is generic. This is boring. Why? Why can’t we have an end then a start then middle or just a middle and an end or just a start and middle with no end? The game just keeps evolving and changing and ultimately becomes an integrated part of our society.
In my opinion the principles of game design and interactive media revolve around linearity and material gain. Progression here is simply finding a newer way of delivering the same product instead of creating a new product with unknown experiences. Until our society changes and becomes less capitally obsessed, we are doomed to live a liner life.


~SmileyManiak

Friday, 20 November 2009

Omnitrix

The Omnitrix is an idea I’ve had for my FMP. Some of you may be thinking about that crappy watch off Ben 10 but I assure you this is nothing to do with that...

The Internet... a shapeless mass of interlinking websites and data streams, in my own words.
These are some quotes I found that describe the internet in these people’s views.


Advances in computer technology and the Internet have
changed the way America works, learns, and communicates. The Internet has become
an integral part of America's economic, political, and social life. ~Bill
Clinton

Internet: absolute communication, absolute isolation. ~Paul
Carvel

The Internet is the world's largest library. It's just that all
the books are on the floor. ~John Allen Paulos

The Internet is just a
world passing around notes in a classroom. ~Jon Stewart

I believe the first quote is relevant because it describes the internet as a place people escape to and a place people spend most of their time. A place people spend money and a place they develop relationships among other aspects of life.
The second two quotes I believe relevant because they describe the internet in a repressive state i.e. books or paper... this made me feel like the Omnitrix could be the next stage of the internet.

So as the internet is to books
The Omnitrix is to the internet.

It took me a while to come up with a name, I researched more than a few before I settled with Omnitrix, and here are a few.

UnaMatrix
iMatrix
eMatrix
Omniweb
Omninet
oMatrix
Intertron
Interweb
VE3D - Virtual Environment 3D
Intertrix
Lifeweb

When I was researching these names I wanted something that meant all,everything,perfection,one,unity,collective,network,interlink,
So that’s what made me think of these terms.

Now, the Omnitrix is a 3d virtual environment, a city. This city will have one of every store in the world or at least a 3d representation of it. People can enter these stores and look at detailed 3dimentional products and purchase them as if you were on the internet. Not only will this give you a chance to see the item as if you had it in front of you but some retailers may give you the chance to try them before you buy them, which is a problem most people face when purchasing on the internet. The Omnitrix won’t only be for stores. All websites on the internet (excluding those that be illegal or unethical) will also have a structure as well as actual people. Accounts will be made for every individual who has access to the Omnitrix. These people, which I hope will include the whole world one day, will have their own space, a structure in the centre of the city which will virtually hold every accountholders free space, simply enter the building input your desired room and the door at the end of a hall will lead you to whatever you inputted. More about this method will be explained in my theory work.
These buildings will have a “smart input” where the user simply describes details of rooms or objects and they are created ready for editing and viewing though the user (apart from world moderators) will have sole manipulation over these objects and different levels of manipulation can be assigned through a hierarchy effect. Though the 3d aspect is a relatively small one considering all the different parts of this world changing technology, there will be security to manage, physics and other scientific aspects to be taken into account. As far as the Omnitrix environment is concerned it will be developed as a high-end computer game would be but things such as security, accounts and personal information, corporation information and databases, the interface technology. All of these aspects will require multiple companies from all industries to work together to create a safe and secure virtual environment.

More on this may be posted if i get good feed back over the next week or so.


~SmileyManiak

Saturday, 14 November 2009

Comments

Comments are now active.

~SmileyManiak

Friday, 13 November 2009

Rigging

Woot, wow havn't posted in a while well today was very productive, i now know how to rig bipeds and have semi-succesfuly rigged my mech, now im just learning hot to rig skelital structures so woohoo!
btw there is an awesome video of this mech dog that wont fall over its worth taking a look at.


~SmileyManiak