Monday, October 08, 2007

The Legend of Zelda: Phantom Hourglass, finished the game in 7 days.

One of the Best Games for the Nintendo DS

Definitely a first for me, beating a game in such a short period of time. I just couldn't put it down, let alone for very long. The morning work commute, Lunch breaks, and my spare time outside of work, all devoted to Nintendo's latest Zelda title. I guess it was because I wanted to beat the game before my friends, and well, the game is pretty irresistible in itself. Link's adventures on the high seas, have never been so well thought out, working perfectly on the Nintendo DS platform. The intricate puzzles, and mazes, and general design aesthetic, utilizes just about every feature of the portable to their full extent; it's Mic, it's touch-screen, and dual-screen all play important roles in the game design. (The online Wi-fi mode is pretty enjoyable as well.)

There were many times throughout the game where I was impressed with the way the player was drawn into the experience. Sure most of these features have been done in previous DS games, but in Phantom Hourglass, the features all come together like a well oiled machine, tightly woven within the interactive narrative, it becomes hard to imagine the game without them. It's a wonderful feeling when things just click, and the solution to the obstacle becomes clear. It's ingenious.

There are some minor annoyances that I found with the game, like the repetitive visits to the Ocean King's Temple, and the inconvenience of having to go through the maze over, and over again, it's as if the only way to extend the gameplay time is to repeat the same area. With the lack of checkpoints or two-way portals, temple mazes, can be frustrating. I stepped into the blue light a few times by mistake, and had to redo the entire maze.

Not having free control over your boat as well, was something I would have liked. There were times where I'd get stuck by a rock, or island, and had to draw my way out of the obstacle.

Links lack of swimming too! Why can't he swim!

Graphically the game looks like Wind Waker, clean, smooth animation with much of the same art direction, but it lacks the day/night time changes and weather elements. Which personally, I would have liked to see. Limitations perhaps?

I bought the game on Tuesday Oct. 2nd, and beat it on Oct.8th, and though I was able to beat it within that short time, there is still plenty that I purposely overlooked, or just hadn't discovered. No doubt, this is a huge game, one could spend many hours just boating around from island to island discovering treasure, and customizing their ship.

Thursday, October 04, 2007

I Am a Game School Dropout - GameCareerGuide.com

The folks at GameCareerGuide.com have recently published a Feature written by a self-proclaimed "game development school dropout." Her name is Lisa Laughy, and though she doesn't state the name of the school she attended, her reasons for leaving it were unrelated to game development. However, she did notice several things that troubled her concerning game education and the way it reflects on the industry.

Definitely worth reading. For me, many schools come to mind when reading the points she makes.

Read the entire GameCareerGuide piece here. Read Lisa's personal blog here.

Sunday, September 30, 2007

Students - A story of Failure and Success in the eyes of the game industry

Stubborn student just wasted his money.

I was recently invited to attend an Industry Night event at a local 'art and digital media' institution here in Vancouver. The pre-graduation event was designed to give the students one-on-one contact with various individuals who were not only HR, but actual artists from various animation, and videogame companies. Being I work in gaming and have friends who teach at this school, I took part in giving students feedback on their demoreels, as well it gave them the opportunity to hand out their resumes and DVD's in hopes of getting a job.

While the majority of students demonstrated the competent skills to be whatever it is they planned on being in the workforce (environment artists, 2D and 3D animators, etc) there was one particular student who caught my attention, who I dub Student X. And it wasn't because his demo blew my mind.

You see, the Industry Night was set up in a way that required students to play their DVD demos at their respective computer workstations. Each student dressed appropriately as if going to an interview would ideally be standing by their workstation waiting for the 'industry people' to come around and introduce themselves. It was like a recruiting fair, but in reverse. As I went around the room, I couldn't help but notice a demoreel playing at an empty computer with no student in sight. I asked another student whose reel I was watching, and he directed my attention to the back of the room, to a young man sitting at a computer, surfing the internet, under-dressed, who seemed totally uninterested in being there. Now, if it had been any other demoreel, I probably wouldn't be blogging about this, but the fact that the demoreel was shit, and no student bothered to stand by it (literally), to claim it as their own, I found amusing.

It was a 3D character modeling reel, and though I'm not a modeler, I know what sucks when I see it. I also work with modelers on occasion, so I know what's good, and what stinks. This particular demoreel was bad. It had character rotations that were absurdly too fast, it defeated the purpose of having a character rotation in the first place. The models also had extremely dense wireframes for being game models... it's like the student went over kill with the 'smooth poly tool' in the 3d application. As well anatomically, the models were just not as correct as they should be. If a studio got this in the mail, they would most likely stop it immediately, toss it in the trash, and burn it.

How could such mistakes get final approval from the instructors? Damn it, he even had a stack of DVD's ready to mail out! Well, I posed exactly that question to the students, and they had no answer for me. My assumption is that Student X is one of those people who doesn't take instruction well, who is resistant to making changes and is set in their own ways. Basically, hard-headed. Every school has them, every class has one. Peeps just don't care, and think getting a job in the industry is an easy task. Well, I can say with certainty this child will not be getting a job as a 3d modeler any time soon. That type of attitude doesn't fly, in any job.

Some advice for Modeling Reels

Show off your models!

-Wireframes are extremely important, they show exactly what matters most... poly count, and modeling skill. Is it clean, or is it a mess? Can't hide that with texture maps. Give enough time to the wireframe so the viewer can see it in detail.

-Anatomy! Learn it, and learn it well, to be a character modeler especially with Humans and other creatures.

-Lighting should complement your models. Don't make anything too dark or too bright, and don't rush lighting. Presentation is key!

-Rotations should give the viewer ample time to appreciate your work. Don't hide your mistakes by rotating the character at rapid speeds. That will just make the viewer vomit.

-Show your references, for characters and environments.

Game Design grads share their experience making student project

Not too long ago I gave the folks at Game Career Guide, a mention about one of our assistant producers who attended the Art Institute of Vancouver, and produced a student made game called Introspect, an FPS Unreal Mod that requires players to paint a color on objects to manipulate them in various ways in the environment. The peeps at GCG were interested in the game, and thus a story was published on the site called Tight Conditions: The Development Constraints of an Indie Project.

In it, the creators detail their production process. Definitely give it a read for some pointers if you're in a Game Design program, check out Introspect's site, and maybe play the game too.

There you have it, Failure (top)and Success (bottom).

Student Demoreel Plug

Here's a pretty solid demoreel for an environment artist. The quality may be slightly dark on this youtube vid, but I had a chance to see the DVD quality reel, and it's quite good. Though, this reel could have used a little more time on the wireframes.

Thursday, September 20, 2007

Coming Events: VIDFEST Vancouver International Digital Festival 2007

Vidfest is a meeting of the top creative minds working in all forms of digital media. What happens when you get a bunch of bright thinkers in one room? Come and find out!

Sept 22 - 25, 2007 at the Vancity Theatre

From filmmaking, web 2.0 to animation, interactive design, and mobile application, Vidfest produced by New Media BC is an event you simply can't miss if you're interested in any of the areas mentioned. Though, the price may ward some people off. Luckily for those who are basically broke, there are some free/cheap events that may interest you.

The industry mixers are each 20 bucks to get in, and are going down at Vibes on Davie, sponsored by Donat Group.

Animation Mixer - Friday 5pm-7pm Games Mixer - Saturday 4pm-6pm ID & Web 2.0 Mixer - Monday 7pm-9pm

Of course there is also a Recruiting Fair for all students/ new grads/unemployed people, this Saturday 12pm-4pm @ Vancouver International Film Centre (Address: 1181 Seymour St Vancouver, BC V6B). Bring your Resumes, demos, and 'suck up' attitude.

Companies include:

Rainmaker Animation, Blast Radius, Other Ocean Interactive, Radical Entertainment, Nerd Corps Entertainment, Donat Group Enterprises, Master's of Digital Media, Emily Carr Institute, Art Institute of Vancouver

New Media BC & VIDFEST presents:

PITCH N PLAY (FREE Sat Sept 22 @ VIFC)

See some great pitches. Play games on the big screen. Get some cool stuff at the Auction House (brought to you by the International Game Developer's Association (IGDA) and SIGGRAPH). Come together for an afternoon of Pitch n Play. Hear about some of the best up and coming digital entertainment. Teams will take the stage for 15 minutes and give a 10 minute pitch followed by a 5 minute Q&A. In between, play Guitar Hero, Wii tennis and golf. Bid on some great finds, all game related, at the WOW styled Auction House too.

Our power pitchers line-up includes:

Mind Habits (Great Canadian Video Game finalist), Big Blue Bubble (Great Canadian Video Game finalist), Cerebral Vortex(Great Canadian Video Game finalist), Cambrian House, Zeroes 2 Heroes, Power Up Studios, HotRocket (2007 KIDSCREEN pitch winner),

For more information about

Pitch 'N Play: http://www.newmediabc.com/events.php?event=28 Jessica (jessica@newmediabc.com)

Threewave Software is also throwing a patio party! WEDNESDAY, SEPTEMBER 26TH 5pm - 8pm

Come chill on Threewave Software's Rooftop Patio and enjoy a cocktail, appies or a freshly BBQ'ed burger. In collaboration with New Media BC & WIGI, Threewave is celebrating their 11th Anniversary of Capture the Flag! The event will run from 5-8pm at #400 - 948 Homer Street on the Roof. Please email your RSVP by September 19th to rsvp@threewavesoftware.com

So come on out and support the local industry!

Event that requires a festival pass...

The highly anticipated online sci-fi series is here. Shot in HD, enjoy it for the first on the big screen at our exclusive screening. Series creator Damian Kindler will introduce this special event.

Doors open: 6pm Screening: 7 - 10pm

Sponsored by: BC Film

Sunday, September 16, 2007

CBC 3 PRESENTS: Bend Sinister, The Clips, No Gold + ARTSHOW & DJS!!

An artful music filled Saturday night, courtesy of CBC Radio 3.

Taking place at Brad Gough East Van Studios (870 E. Cordova), Bend Sinister, The Clips, and No Gold performed, kicking off a cross Canada tour with a party and art show. Starting at 8pm and ending around 3am, the party was jumping with an energetic crowd, and lots of cheap beer. The Bands and DJ's put on a fantastic show. Thanks CBC!

Be sure to check out the new Radio 3 Player... CBC Radio 3 Launches Brand New Web Radio Station

Thursday, September 13, 2007

Clip from Danny Ledonne's Playing Columbine

A clip from the rough cut of Danny Ledonne's documentary Playing Columbine: a true story of video game controversy, has been released today to mark the anniversary of the Dawson College shooting this day, last year. The 13-minute preview sheds more light on the the film and the direction Ledonne is taking, focusing not only on Columbine, and the game itself, but on trying to understand the psychology behind school shootings. Joel Kornek a Dawson College shooting survivor contributes his thoughts among authors, professors, serious game developers and advocates. Kornek who previously contacted Ledonne after the shootings, has established a website called Kill Thinking, an online resource with information on school violence and bullying, featuring a forum that offers support on various topics youth may be dealing with.

Whatever you may think of Ledonne, or his game, one thing is certain, it has sparked much conversation and debate on all sorts of issues in today's society. I've interviewed Ledonne, I've also met the man himself and he's genuinely concerned for troubled youth who may be dealing with issues, and he's passionate about his cause. The film shows that video games can be viewed as an art form, and a tool to explore serious topics. As well it shines light on those who would blame video games for the root cause of violence in society, when the problem runs deeper than that, beginning with families, and parents. True, Ledonne may be riding the wave caused by his game, but it's something that is unavoidable. He's using it to further discussion on topics that haven't been studied, and that need to be discussed.

If you're a video game enthusiast, you should be able to appreciate a wide range of game genres. From the mainstream to indie and obscure. Video games should be able to explore any subject, and theme without fear of censorship. Super Columbine Massacre RPG!, though imperfect in design has been called many names, positive and negative. The reaction it gets from House Moms and University professors, game designers, and game players, says a lot about us, people in general.

Tuesday, September 11, 2007

SpaceGiraffe2Cool?

Forming an opinion on Space Giraffe could be easily expressed with one word, if the game was as black and white as a vague adjective. It's not. I can't seem to decide on how to accurately describe the game without being tempted to use the word 'SUCKS'. It's complicated, and I guess I'm conflicted. Torn between loving it, and hating it, Space Giraffe isn't exactly Tempest 2000, in fact, Jeff Minter's space shooter is different in many respects, yet it shares many similarities to his previous shooter. And, despite the name change, increase in psychedelic graphics, and gameplay tweaks, to those who have actually played Tempest (and Tempest 2000), this game in more ways than one, might seem like a let down.

If you're anticipating a game that revolutionizes the way shooters are played -- or ups the ante established with Tempest 2000 -- you'll be sadly disappointed. Space Giraffe feels more like an idea conceived as an extra gameplay mode to one the Atari Jaguar's most popular games, and not a game worthy of its own release. A game idea that years later, only now sees the light of day on the XBL Arcade. Does anyone even remember Tempest, let alone Tempest 2000? If not, Space Giraffe might make a descent introduction to Minter's (and Dave Theurer) shooter style. And if you think about it, it's like a gateway drug that may make you seek out its (better) predecessor.

After all Space Giraffe could be perceived as one of Minter's drug trip visions. But enough with the drug references, the graphics don't seem to have any focus other than to blind the player, trying to convince them that this is the greatest thing ever seen in a videogame. That just doesn't work for me. Neither does the music. It has its moments, but it lacks the energy of Tempest 2000. If the gameplay is gonna be similiar, the music might as well be too. When you first play the game you'll be blown away by the graphics, but once you start dying because you can't see what's going on, you'll find it frustrating.

Sharing the same uncomplicated gameplay established with Tempest, the game itself requires players to move their ship left and right, on a polygonal board. You in turn shoot your enemies before they get to your end. You can jump, and even ram your enemies for more points. Staying alive, and getting a high score is the point of the game. I recognize the classic arcade style, and I greatly appreciate it! In this day and age of mainstream titles, Minter brings the retro coin-op feel. I give it an A for effort.

The game is absolutely playable despite what others may say. It has just about the right amount of challenge to give you a reason to play again, get better and top your previous score. Once you get a hang of the control, and really focus on the barrage of enemies approaching amid the gaseous particle effects, you'll enjoy the game. There is a good game in there, somewhere... you just have to find it.

Space Giraffe isn't what I expected from all the buzz. I mean I like it, it's fun, but it's just I expected more. Is this a case of a video game legend running out of creative steam? Building hype around a project that just doesn't live up to it?

Well, one thing is clear, Tetzuya Mizuguchi has nothing to fear. The game guru has built a following and reputation for creative music infused titles. Maybe Minter should ask him for some advice?

Saturday, September 08, 2007

k-Os music
Music!

One of the more entertaining concerts I've been to in recent times took place last Saturday at the Malkin Bowl in Stanley Park. The great Canadian Hip-Hop musical superstar and break-beat guru,K-Os or as he refers to himself nowadays "K Dash", performed for a packed show, literally rocking the entire park.... and you know how big Stanley Park is. Tickets were quite affordable at around $40 each, and featured an opening act of You Say Party! We Say Die! the 80's inspired dance pop band from Vancouver.

Though the concert as a whole was entertaining, there was something about the vibe K-Os was giving off that I found odd. At times he seemed lazy during sets, kinda bored, some of his jokes fell flat, and well, though the audience clearly enjoyed the music, K-os seemed like he wasn't feeling Vancouver, even if he was name droppin' 'Burnaby' during freestyle sessions. Maybe it's because the crowd wasn't as crazy as say the peeps in Toronto. I mean, the audience could have been more receptive to the performer for sure. There were children and old ladies, and stoners too, so maybe that's why the crowd just wasn't giving back, as much as the core K-Os demographic... whatever that is. B-boys and B-girls? Yet K-os tried his best. At least that's what I hope.

His music is no doubt awesome, and hearing it live with the rock/rap guitar infused beats had everyone jumping. The guitar solo's were awesome and the variety of international drums added to the culturally inspired music style.

It was a good show. My friends and I had fun. It could have been better, and K-Os could have been less of a bored snob. As an Entertainer, it's his damn job to do his best, to please the people who paid to see him. Yet he must have been having one of those days...

In any case, it's cool. One of my buddies (who's a programmer at Acronym Games) was impressed with You Say Party! We Say Die!, in fact he was so impressed with them that he imagined their music in a video game. Hmmm.

Give K-Os, and You Say Party! We Say Die! a musical try!

Monday, September 03, 2007

Priming MUNNY and Boiling Sculpey (This Post had been temporarily removed. Sorry for the inconvenience. )

Thursday, August 02, 2007

MEGA MAN CUSTOM MUNNY TOY

Vinyl Toy Robot Boy Albert Art MUNNY Custom: 'Mega Man'
Capcom's beloved blue boy gets the 'Vinyl' treatment.


I've recently given birth to my latest Kidrobot custom creation, 'Mega Man'. By no means is this an official Capcom toy, because it's NOT. I'm a fan of the videogame mascot, and this piece was inspired by the franchise. As well, it's not exactly 'on model' with the videogame character for obvious reasons, but it's Mega Man nonetheless, in MUNNY form.
Being that I can't seem to get enough videogame themed art these days, from drawing and painting it, to customizing toys, the thought of turning Mega Man into a vinyl custom was at the top of my MUNNY list, following Bonk. For the simply reason that the Mega Man design (like Bonk) lends itself ideally to the Big-head-Small-body shape of the MUNNY vinyl canvas. Capcom's kid robot was perfect! Yet the process of actually making it was anything but simple.
Comprised of a whole lot of Scupley clay, paint and patience, this MUNNY was a lot to handle. Unlike the last Vinyl I did, where only the prop and the feet were made from Scupley, Mega MUNNY Man is literally covered in the stuff, around 70%, if not more. The tiny boots, the robot underwear, his Helmet and the arm canon are all Scupley. I still consider it a vinyl creation though, since Sculpey is a polymer kinda like plasticine.
The helmet was one of the more challenging parts of creating this custom. So in no way is this piece perfect, but I learned a lot from making it and am pretty happy with the end product.
A mini 'How to' Guide for MUNNY -- Want to be a MUNNY Maker? Here's some info on how to get started:
The Kidrobot forum has some fantastic answers to all sorts of MUNNY questions, and honestly without the site I wouldn't know where to begin. It's funny, before finding that forum I emailed some Munny artists with some questions, and was given the cold shoulder. 1) received no reply and 2) was told "I forgot how I made my MUNNY".
Uh huh, I don't know which is worse, being played for a fool or getting no reply at all. Some artists can be selfish with their knowledge, yet I'm not one to withhold information that would help other like-minded individuals get a start.
In any case, the Kidrobot forum saved the day and put things into perspective for what I was about to do. The thing is, the more I read over the various questions and answers, the more I realized that there is no one way to do a custom vinyl toy.
(Customizing, NOT making a vinyl toy from scratch, but taking an existing vinyl and making it your own.)
Some use Primer, some don't. Some sand their MUNNY's, others don't. Some Bake their Sculpey, others Boil it. Everyone has their own process, so which ever works for you is what you should settle for.
  1. Step 1: Find a store that sells MUNNY
  2. Step 2: Buy MUNNY
  3. Step 3: Think of an idea for a MUNNY and do a MUNNY sketch
  4. Step 4: Get the Supplies to realize your MUNNY.
  5. Step 5: Head to the Art store, office supply store, Home Hardware store, flea market, garbage or garage to obtain supplies needed to bring MUNNY to life. You'll soon realize making MUNNY costs Money!
The Tools of the Trade:

-Acrylic Paint (Sprays or tube paints) and Paint Brushes

-Pencils

-Super Sculpey

-Sculpting tools

-Primer Spray (for Plastic)

-Clearcoat Spray

-latex gloves

-super glue


And anything else that you need. Everyone has their own tools!

CLEAN MUNNY
The first thing you should do when you get MUNNY out of the box is to Wash that sucker. This will prevent horrendous painting problems, the ones where little air bubbles start popping up, messing up the paint job. DON'T LET THIS HAPPEN TO YOU! WASH MUNNY with warm water and soap.
The second thing that I suggest is get some steelwool and while you're washing MUNNY, sand him a bit, your vinyl will be smoother!
Optimus Prime, or no Prime?
So many artists have wondered whether or not Priming their MUNNY actually helps... well, it doesn't hurt, but you can paint a MUNNY without priming and get by just fine.
Boil Sculpey? It works for me. Get an old pot and use that specifically for your Sculpey boiling. Experiment with boiling Scupley first before your do your actual piece. If you molded it to the vinyl surface appropriately, it should fuse just fine when you place it in water. Why Boil? Well, melting plastic in my oven that I use to cook food with isn't exactly in my best interest... something about toxic fumes, and living an in apartment building.
The Work shop


Nothing special here, just the production of a Mega Man and the kitchen sink.


Check out Capcom, for an interesting video on Mega Man's 20 year history!.
Comments, Questions?
Mega Man 8Megaman - Megarun WristbandCapcom Classics Collection Volume 2