Saturday 19 February 2011

Artifact 3 test space

This is a over look of the test space for my 3rd artefact. I have given a test player 3 choices of path from the start and each employ different methods of attraction to help the player wayfind to the area they think is right. The idea is I tell the test'e that they are trapped and need to find their way out to the outside world, and I record which way they go. I want to see if there is any indication to if new gamers or more skilled gamers are more attuned to different aspects of games (sound, light and textures) when they navigate round a level. For the texture orientated path I have used decal maps of bright red arrows pointing one way. for the light orientated map I have used light shafts to draw the players eye and a bright light indicating a outside lighting. For the sound I have used common outside sounds like birds and wind which a player will experience through a 5.1 sound system. Watch this space for the results =)

Friday 18 February 2011

first environment tests

My first Environment test inside the games engine. This was to see how the textures mixed together when put next to each other. The gems on the door need darkening but the textures them selves work together quite nicely.

Asset Creation


after looking over my work again I realise that my topology needed looking at so here are some optimised models as a work in progress

Finalised Show Reel



finalised show reel for the newly branded, DNA Arts =]

Monday 14 February 2011

Live Client asset building continued


Another over view of a asset I've made for my live client project. From top left to bottom right the textures in a square fashion represent; diffuse, specular, normal, and displacement maps. and the final effect is represented on the right with the model complete with all maps applied to it and wire frame below. =)

P.R.P Artefact 2: World of Warcraft observation evaluation


For my artefact 2 I did a similar experiment to my first artefact. This was to broaden my perception in a comparison between 2 highly popular games and their use of stratagems to help the player wayfind in an interactive space. I found out that there were common things that games conformed to which a player responded to.

The common indications that computer games conform to for wayfinding elements are; highlighted items that are of interest or progression, light formation and presentation, sound indicating the coming threats or spatial awareness and display elements on screen feeding information to the player and helping them to figure out a response to a situation. These elements however, even if presented in a different fashion between games, was really what I expected to find after finishing my research on my first artefact. I had hoped for something else to present its self as a new find to me in the realms of Wayfinding through this observation experiment.

Although from doing this artefact I realised that not all players responded to all the necessary wayfinding elements that the game presented to them, helping them to work out where to go. I found that people that have had a long history in playing games had a 'trained' mind to take in situations and scenarios, and ended up adapting faster to the games in both artefact 1 and 2. New players however missed aspects presented within games that would help them progress and took longer to acclimatise to the games they were playing. I think that this is because games designers tend to stick to set rules such as the ones that I have found from researching Wayfinding, and more experienced players have a subconscious understanding of how games designers make games. These tend to make it difficult for new players as they aren't attuned to this communicative quality in games.

Spp branding



Here is my new branding logo, enjoy

Wednesday 9 February 2011

Show reel 2010-2011



Show reel showing work through second year and the start of third year.
For a higher res video follow this link: http://www.youtube.com/watch?v=86XbEITo1gg