Angela Pinilla
Sunday, 13 May 2012
Animatic
this is the animatic for my minor project. some of the shots have already change, but the main idea and order stays the same.
I still don't have a sound designer but for most of the shots I know which sounds I need.
In the introductory shot, which I show in the next post already finished I need some birds, wind and a train. passing by, then a door open (when the light over the child changes), and some sound simulating voices that call lucas inside the house.
some of the sounds are going to indicate things that happen off screen. Like the door, train and voices. and I also need some music.
If any sound designer is interested in working with me and doing the sound, this is my e-mail:
angelav.pinilla@gmail.com / angelav.pinilla@hotmail.com
I still don't have a sound designer but for most of the shots I know which sounds I need.
In the introductory shot, which I show in the next post already finished I need some birds, wind and a train. passing by, then a door open (when the light over the child changes), and some sound simulating voices that call lucas inside the house.
some of the sounds are going to indicate things that happen off screen. Like the door, train and voices. and I also need some music.
If any sound designer is interested in working with me and doing the sound, this is my e-mail:
angelav.pinilla@gmail.com / angelav.pinilla@hotmail.com
Monday, 7 May 2012
Play + Inspiration
Play and
inspiration sometimes are very ambiguous terms, but the idea encapsulated by
this words reference some deep elements contained by different aspects in
society. These words make reference to a variety of circumstances and in many
cases depending on the person they change meaning. Inspiration doesn't
act the same way in an artist or a programmer an play does not have the same
meaning to a 5 year old boy compared to an 18 year old gamer.
The fact
that these terms are so wide opens a window to explore them in many different
ways. In the first week assessment I guess the idea was to explore these terms.
So for all of us the starting point was the same, the brief was very clear and
yet the possibilities where so many that it was a bit difficult to decide where
to start. And as it was evidenced each person produced a different response to
this project and yet each one of them was able to explore, engage and play with
the media and resources they decided to use.
In my
case, I decided to do an animation using my 200 drawings to explore a process I
make every morning as a routine and I tried to make it interesting. Deciding
what to have for breakfast. In this process I found hat sometimes when you do straight
ahead animation you are able to change and explore with the media. And also I
found that sound effects often become an important element in an animation.
Community + Practice
the
process of developing a game involves many steps and variables all of them
require a thoughtful analysis, planning and development.
In
many cases the main idea in the production of a game is to explore new
resources in order to make it innovative in areas such as graphics or
simulation. Other times the game being developed has normal graphics and
effects but is supported by a really great theme or it may have a normal
looking appearance but a real interesting idea, or an innovative way to
interact with the user. Depending on the different media game developers want
to explore, areas such as ludology and narratology develop in different
directions and levels.
Game
developers are normally free to set their own limits during the conception of a
new game. so one of the first steps they take is to decide the genre, media,
and the main idea. After this, aspects related to the narratology are decided.
some of these aspects are
- Story
- Character
- Plot / Action
- Sequences-
Representation
the other important aspect to consider is the Ludology,
where the developers are able to focus on the ludic qualities of the game,
defining it's essence. ludology includes important aspect such as:
- Rules
- Goals
- Play
- Interaction
- Behaviors
- Properties
- Scenarios
- Objects
- Simulation
Though the continuous development of different kinds of games
during the years some terms have become important in order to be able to
understand and develop an appropriate concept. These terms have become part of
the main principles of interactivity. These are
Feedback, where basically every action form the system of the
user produces a response or an outcome depending on the level of interaction of
the game.
Non-linearity, this affects the structure an behaviors of an
interactive media. And though tis resource we are able to bring different
experiences to the user.
Randomness, this property gives an interactive application the
ability to introduce different elements in an unpredictable way, so the
interaction is always changing and surprising as long as it is well developed.
Adaptability relates to the property of keeping a constant
evolution in the game so is able to respond the needs of the user reconfiguring
itself to fit the users inputs.
Collaboration for me is one of the most important principles.
Because is though the participation of different developers and also users that
an interactive application comes to life.
Memory, this relates to the ability of a game to remember or story
particular information about the users so they are able to reexamine this
information. And example of this is the list of the highest score in some games
or the ability to continue a previous session in a quest game.
Tuesday, 17 April 2012
Space + Enviroment
The use of space in
games and animations is very relevant in order to create a believable immersive
experience.
The environment
usually is a very important element in interactive applications. Sometimes it
defines the game-play, navigation and
structure of games. Also though the appropriate use of space we can reveal the
user important information about what he is supposed to do, how to do it also
the path he must follow
Through the space and environment we can generate
more than a location to place a character. for example we can generate changes
in the environments to represent shifts of time, seasons, give the impression of
waking though really long distances and even we can represent when danger is
getting closer to the gamer.
One of the first examples I remember of playing in different stages where we were supposed to achieve different objectives in order
to move forward in the game was Mario 64.
In this game every stage provided a mood tough the
objects, the color palette and the music and also going though the space was a
challenge itself.
Another game I remember for its use of space
providing a challenge was ‘world of goo’. Where the gamer had to overcome each
level building bridges and structures between pieces of the stage.
And finally this video is about a game 'Echochrome' that has a very clever use of space by using the concept of optical illusions to generate and provide the resources to complete every level. And though it has a very simple appearance it actually helps to reinforce the idea of the game as a puzzle.
Wednesday, 11 April 2012
STORY BOARD
This is my story board. because of the lengh of my previous idea I changed the story. but the character is still the same.
The story is about a boy who is not allowed to play in the afternoon and is sent to sleep early.To give his father a lesson he decides to run away from home to some unknown destination. He finds a phone booth. and calls his father in the middle of the night to let him know what he did.
Tuesday, 3 April 2012
Time + Perspective
By manipulating Time, we generate changes, sensations and responses from the users or the system. Even if we work on generation of simple and mechanical movements we are able to represent change of time, persistence or immutability, especially because time is a real constant and ongoing factor.
Using time as a stage or real factor in the enviroment, may change the mood and general sensation of any proguction. For example, is not the same if an animation about war develops in winter as it would be if it was on summer or autum. And is not te same if a ghost story develops during nigh or during the afternoon. Time used as an enviromental factor changes the image, afects the aestetics, the sound and the feelings it evoques.
Time considered as a moment or period is also used very ofthen in movies, animation an even games. In some games, the story of the character develops through a long period of time, passing from diferents stages of their lives. An example of this is mafia II, where the story develops representing a characters life and he has to spend 10 years in jail.
In games, time is a real factor that afects the jugability and interaction of the users, we may find timers, countdowns, deadlines and some other mechanism that change the interaction and strategies of the game.
In the same way, the interaction with a game is different when is played in real time, where you constantly have to shift strategies, because of the changes that are being generated as you play with it. In oposition to this there ae some games where you actually have the oportunity to pause and consider the next action you are going to take.
Using time as a stage or real factor in the enviroment, may change the mood and general sensation of any proguction. For example, is not the same if an animation about war develops in winter as it would be if it was on summer or autum. And is not te same if a ghost story develops during nigh or during the afternoon. Time used as an enviromental factor changes the image, afects the aestetics, the sound and the feelings it evoques.
Time considered as a moment or period is also used very ofthen in movies, animation an even games. In some games, the story of the character develops through a long period of time, passing from diferents stages of their lives. An example of this is mafia II, where the story develops representing a characters life and he has to spend 10 years in jail.
In games, time is a real factor that afects the jugability and interaction of the users, we may find timers, countdowns, deadlines and some other mechanism that change the interaction and strategies of the game.
In the same way, the interaction with a game is different when is played in real time, where you constantly have to shift strategies, because of the changes that are being generated as you play with it. In oposition to this there ae some games where you actually have the oportunity to pause and consider the next action you are going to take.
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