Showing posts with label request. Show all posts
Showing posts with label request. Show all posts

Friday, 6 May 2011

Juggling

We're looking for a 2D artist.
Man, it's hard work.
Each day, I sit with the company director and Ben (recently promoted to senior artist :o) to sort the good from the bad, and the good subsequently receive a brief.
The brief is to take a pre-designed zoom window and work it up to a polished asset.
Along with the brief, we also provide a couple of examples of finished zoom windows.
I have also written out a few prerequisites, simply explaining the zoom's function in the game. And there's a good deal of mood, style, and context notes included for good measure.
Essentially, there are a handful of things that must be in place, or the game is broken; beyond that, there is unbridled freedom within a certain set of boundaries.

Bearing in mind that this brief is only going out to artists who have already demonstrated in their portfolio that they have exceptional art skills, the brief is designed to test the artist's ability to work within the confines of a brief.

So far, every submission has destroyed the functionality and/or requirements clearly outlined in the brief.

It really does seem to scupper a lot of people - this idea that every creative project requires some set of boundaries, even if those boundaries are simply labelled 'no boundaries' - precisely the kind of brief that Gilbert and George might impose upon any given project.

So I've finished the first pass of the cut-scene and cinematic script, and now I'm working in a few small nuggets of backstory into the design doc. This is the stuff that will give meaning to the climax. It perhaps doesn't seem like a big job. Here's the view of my two monitors.

I also have four note/sketch books open on my desk.
(Apologies for the heavy use of redaction, but there's some key stuff there which gives too much of the bigger picture away.)

This is all the stuff I am cross-referencing to ensure that:
1) Nothing in the game breaks.
2) Maximum impact is achieved.
3) Believability is sustained.
And all this just to place a handful of lines of text into the game.

This shouldn't be unfamiliar to any creative maggoteers out there. How much research goes into a single paragraph of narrative? How much thought goes into the placement of any scene or the intonation of any line of dialogue or the stance of any character or the shape of a flower or breed of a cat?
(Ben and I were discussing the flowers he would use in the picnic garden; these flowers form the backdrop to a particularly poignant frame in a certain cut-scene. Their shape and colour will influence the emotional impact of the scene, and they will work with the focal character's skin tone and demeanour. Check out Pretty Woman for a splendid example of backdrop flowers. If memory serves, it's a scene in which Vivian and Kit are discussing Vivian's new life.)

Anal?
In the top left of that image, you might recognise a page from Jonny's book which opened the CE act to M3.
Originally, the number in the bottom right-hand corner was an even one.
That's wrong, and I had it changed.
This might seem a drop in the ocean - but then consider that I'm now placing the preceding pages into M4.
Or, consider the date on the newspaper cuttings in M3.
In these cuttings, the deaths of Ed's parents are documented.
Ed's parents died in the winter. And from that one seed, a forest germinates. In the M3 flashback cut-scene, little Ed and her parents are dressed for cold weather. We hear rain and wind outside. And so forth. A tiny detail can have enormous significance.
I asked for the date to be changed to accommodate the winter deaths.
The month was changed to December, but the rest of the date was left unchanged, resulting in an impossible day.
Again, this might seem insignificant, until you see the bigger picture: now that I'm returning to that night, I have to choose between building on that unstable foundation, or pretending it never happened and correcting the date from this point onwards.

As much as possible, I document everything so that each member of the team can see the bigger picture and avoid these kind of errors. However, as Jesse Schell observes, nobody reads design documents. And, to be fair, half the time I struggle to find any given sketch or note. In reality, I am only performing damage limitation and am resigned to triple-checking everything along the way. The entire picture only exists in my head, and a small universe of dots have yet to be connected.

As promised, here's Ben's concept for one of two 'extra' scenes I requested. Functionally, I needed to place a whole bunch of stuff beyond a certain choke point, and I only had two scenes beyond that choke point and it quickly dawned on me that they were going to become cluttered. With this new scene, I was able to spread the items and clues out better. It also serves as a more pleasing transitional point between two scenes, and allowed me to use wardian cases which I was suddenly very fond of and introduce a little of the Victorian flavour earlier than anticipated, to more quickly transport the player from the derelict, overgrown town to a hidden technology humming below the surface.


And while we're juggling, I'd like to make a quick plea to everyone who has requested to be my facebook friend. I suspect most of the requests have come from people taking my name from the credits in M3 and then cross-referencing that entry with my location, but I also suspect that some requests have come through here. I am more than happy to add you, but please tell me who you are and how you know me. Also, understand that my facebook page is incredibly dull, just like me.
I've done my share of facebook stalking, making 'friends' with writers and designers and artists who I respect, but I always introduce myself in the friend request.
So if you have a request outstanding, pop me quick message on facebook and we can become life-long chums. :o)

Oh, and if you're interested in applying for the artist position, head over to gameindustry.biz, and good luck!

Saturday, 30 June 2007

The Sympathetic Parent


You guys are my sanity.
What do you make of this? (I won't tell you how much research I went through for these paltry paragraphs!)
Penpa is in a melancholic mood. She's feeling claustrophobic; she wants out.
I'm looking at her responsibilities and routine and growing unrest from third person limited (Blinky) and then easing out with a third person omniscient (which bridges across to Penpa's third person limited in the passage that follows). In this way, I'm attempting to place the reader temporarily into a sympathetic parental role. Furthermore, I want to avoid any idea that Penpa is feeling sorry for herself (for the moment).
Does it work?

---
Blinky's nose twitched. Breakfast was ready.
He pawed away the last of his dream butterflies and yawned and stretched, and then dropped from the bed and scuttled around the pot-bellied stove and sprang onto his stool at Penpa's side. She had prepared two bowls of baby freshwater clams and boiled ptarmigan eggs; but she had not touched a morsel.
She had shouldered a yoke laden with pails of water from the stream down-mountain to the lighthouse; she had harvested the clams and removed their beards and steamed them; she had scouted the rocks for snow-white eggs, invisible upon the snow-white banks; she had gathered kindling and firewood into a sling and lit the stove with sparks from her tinderbox; and now she would not eat the fruit of her labours.
Naturally, Blinky had helped out, but still he eyed her ruefully as he gulped down the clams.
Penpa had barely eaten for a season since they had encountered the nomads. She gazed through the large, oval window. Watery sunlight spread her silhouette over the exquisitely carved beams and onto the domed ceiling of the bedchamber. A wistful intensity blazed in her narrow eyes, like that of a child endlessly fascinated and constantly surprised by the magic of the world.
---

Friday, 8 June 2007

Progress

Okay my lovely, maggoty companions, enough talk.
I would like to invite you all to critique my new opening paragraph.
By the end of this paragraph, a professional reader will have already formed a strong impression of my proposal; she will have an understanding of my style and tone, of my ability to immerse and hold a reader, and of my competence as a writer.
I have attempted to:
Set the scene;
Bond reader to Penpa;
Create first-stage 'big cat' image of Blinky;
Define the part of Penpa's character that will undergo the greater change;
Introduce tone by communicating my chapter keywords (excitement, danger, thrill, wonder, curiosity, naivety);
Introduce and allude to backstory;
Introduce relationship (dominant and passive switches) between Penpa and Blinky;
Introduce style;
Create anticipation.

Furthermore, I am endeavouring to conclude each paragraph with a mini cliffhanger.
Hope this works for you :o)
If it does not work for you, I will be indebted to you for the opportunity to make amends.
xox

---

Penpa climbed from Blinky's back and bounded to the edge of the precipice, where the snow and the eidelweiss plummeted away into rock. She stood, concealed in the dark perfumed huddle of the needle trees and watched with them, surveying an ice-smoked valley.
'Keep still!' hushed Penpa.
Blinky stopped pawing at the dewy frost that always formed on his whiskers when they ventured beneath the clouds. Below, the valley glistened like a sea of orange fire. In the near distance, a crown of mountain peaks doused the valley with indigo shadows. Penpa had never before witnessed such a glorious sight; she had never been so far from home so close to sunfall. It was a terrible risk, but her curiosity was more persuasive than her responsibilities. Then she saw them: A caravan of obsidian shapes emerged from the shade and snaked about the rocks and snowbanks below. Penpa's cotton breaths panted into the cold as she raised the spyglass to her eye.

Friday, 18 May 2007

Missing Madeleine

Breaking my heart.
Please visit Missing Madeleine and download a banner and stick it anywhere where it might be seen. Please ask all of your friends to do likewise.
Also, you can donate to the Madeleine fund by texting MADDIE to 60999. You'll donate £1 with each text. At the time of writing, the fund stands at £73, 505. 58.
Thanks everyone.