Sunday 30 December 2012

The Ending

So here we are as the final deadline for the Masters draws closer I felt I should write up a conclusive post of my developments. 

The main element of my final presentation and hand in will be my working Unity game which I have decided to title Enigmus. During my research into the many elements which hint at the narrative of a game, I realized the title itself can suggest a lot about the narrative of a game, to avoid this I have chosen a purposely cryptic title for my game which prevents a suggestion of narrative. The game itself is the development of the game I designed in the first semester which at the time I titled 'Bloat', though it underwent many name changes. The game seems aesthetically very simplistic, however much like the title I believed the visuals could not be evocative in order for the game to work as I planned. 

The game will presented with a minimal amount of display boards to explain the concept and a blank lined paper book. The intention of this is that visitors who try the game will be able to note down a possible narrative they imagined for the game. This way I can document the varying levels of how players develop an intrinsic narrative when playing a game, without the extrinsic narrative affecting there imagination.

Secondly for my show I will provide the completed Level Design document I have been working on, based around my time at Travellers Tales. I have modelled the levels in Sketch Up for display purposes then used Photoshop for the step-by-step of how the level would progress.

The final aspect of my show will address my work with my Powered by Bandits. Though the work on our first game idea is still very much in the basic phases I will explain within a document how the game and team was put together and how it has developed so far.

Overall the masters has helped me develop my knowledge of game design theory and also my practical skills within a game editor. My studies of game-play and narrative have included looking into aspects of psychology, basic elements of philosophy as well as general narrative theory. The combination of my masters and my work experience at Travellers Tales has also helped me feel as though I am better prepared for industry work, as opposed to how I felt after my BA.

With that I believe (at least for the time) I have covered all the elements currently in flux during the final portion of my masters studies

Steve

Wednesday 10 October 2012

Trilogy Ending - Final Semester

So here we are after a summer filled with dissertation writing and study, as well as a busy schedule QA testing at TT and TT Fusion I am finally here at Semester 3.

My dissertation was submitted in good time and I completed it in enough time to edit it accordingly before the deadline, so hopefully it will effectively reflect the time and effort put into it. It was a surreal experience to write I must admit. Throughout late education when writing formal pieces of work you are essentially told not to include your own input, coming from a perspective outside of the field you must instead write entirely about relevant research. Masters writing however changes that as you must instead initially take existing research and build upon it with your own theories and study.

I digress however the dissertation is over so we are onto the practical for the final semester of my masters experience. During my meeting with Josh and the class we discussed where I can go with my practical work which is both relevant to my dissertation topics but is also within my capabilities for the final degree show. Games which usually involve a focus on intrinsic narrative are after all usually based around complex code, far beyond my current ability and time limitations.

To this end we decided to revisit my first semester game idea, which at the time I tentatively titled 'Bloat' however I intend to change to a more palletable title. This semester I aim to make this game work based around the basic core mechanics which encompass it. The aesthetic will purposely be kept basic to keep extrinsic narrative effectively non-existent leaving the player to create their own story for the game. However as an alternative I will reskin the game in a way which effectively presents some level of narrative. With the two versions I then intend to see which players prefer, possibly cataloguing the narratives the players percieve playing the first game.

On top of this I am furthering my work with my Powered By Bandits design team as we further develop our first small game with the working title 'Mancer'. The game will be a 2D puzzle platformer based around using a set group of elemental abilities to solve puzzles and collect special objects. With my two artist collegues in the Bandits team I will also be  attempting to create a physical trading card game. As a long-time fan of trading card games it will provide an opportunity to work on games design of a different variety and format in an attempt to diversify my skills further.

I have also been corresponding with a man looking to create an indy company in Blackpool who is looking for individuals with games related skills or an enthusiasm for games. Though this is currently very much in the early admin stages and is unlikely to develop at least for the mean time. 

So there we have the current schedule, and of course working QA graveyard shift at TT so all systems go at the moment ,however this is the final hurdle so onwards and upwards.

Peace Out

Tuesday 8 May 2012

Final Stage - Semester 2

So my presentation was today, the conclusion to this semester's worth of work. Not to mention my final hand in of work. My feelings are so so I feel like I've come far in terms of my Unity development. However after my presentation I am starting to wonder whether I should have developed more designs as well as my Unity work.

This is something I think I will have to keep in mind when my third semester rolls around. Regardless of this though I look forward to my proper feedback and seeing what Josh and Steve have to say.

Bonus Stage - Super Monday Night Combat


When I began studying narrative and gameplay I considered whether genre affected the importance of narrative, I even asked Ben and Steve their thoughts on this point. However I started thinking multiplayer is another element which greatly affects the narrative within the game. Games with intense and enjoyable multiplayers are often popular regardless of their narrative, which stands as proof that narrative isn’t necessarily vital in video games. 

 One game which I thought effectively exemplified this is Super Monday Night Combat, a first person shooter which is free to play on the PC. Through my genre observation I noted first person shooters as a genre which often does include a tangible narrative, Super Monday Night Combat however doesn’t particularly tell a story. The game takes place in a future where various clones are constantly reborn to take part in a violent game of capture the flag, something which in the games reality is a sport with sponsors, commentators and cheerleaders. This back and forth between the two teams and the victory or defeat in each match is all the narrative which this game uses. To this end even the levels of intrinsic narrative within the game are limited as the player essentially progresses no further then each individual match.

Though it could be said that a similar paradigm exists for sports games such as FIFA or UFC Undisputed, I would question whether it was so simple. Though the multiplayer in those games is very comparable to this, such games also have a single player career mode which is the equivalent to a narrative in such games. The rise (or indeed fall) of an athlete or team through the years/seasons are story which those games weave, the same cannot be said for Super Monday Night Combat where there is no continuation between games. Though perhaps it could be said the narrative element of Super Monday Night Combat is what happens in each individual game; which player succeeded and failed, which players defeated one another. That being said regardless of this narrative theory, Super Monday Night Combat is a game which is both enjoyable and successful based entirely on its gameplay.

Super Monday Night Combat is a great example of what I studied in first semester, whether a game can succeed with little to no narrative and it is also fascinating as it exists within a genre which I considered to be more prone to using narrative.

Bonus Stage - Catherine


Catherine is a game which I think I had to study and discuss if studying narrative and gameplay as it has some very interesting elements of both, and they come together in a very original way. On the surface many people judged Catherine due to its anime style graphics and cutscenes and its racy promotional material as nothing but some lonely man’s fancy game. This I find to be very unfortunate as those who would be so quick to judge are missing out on a narrative experience I have seldom encountered among the myriad of video games I have played.

Narrative is very important within Catherine, however it doesn’t particularly tell a tale which is grandiose or epic like most video games do. Indeed the characters (including the main character) all have their fair share of character flaws and elements which don’t immediately make them likeable. This however is exactly what makes Catherine such an astounding step in the evolution of narrative in gaming. Catherine tells a tale which I think appeals more to the older gaming audience, a story about just a regular guy. Admittedly the story has some supernatural and weird elements to it but generally this is supposed to be a game about the some of the tribulations of adult life. Vincent the main character is a guy with a decent job and a loving girlfriend Katherine , however when she starts talking of marriage and children Vincent grows anxious of the commitment involved in such massive life steps. Next thing we know seemingly accidently Vincent wakes up with another woman (this one called Catherine), and the rest of the narrative is a downward spiral of guilt and deceit. The player chooses through gameplay whether Vincent will try to do right by the loving Katherine, or be seduced by the lust of Catherine or in see-saw both ways and cause them more trouble.

I believe this is what makes Catherine shine so greatly, it has many elements which people can relate to. Many of us myself included have had stirring thoughts of anxiety about commitment and the future, and Catherine almost makes you ponder your feelings on such things. What makes the game even better in this regard is none of characters are perfect, they each have their share of traits which may cause different people to like or dislike them. Vincent is a coward, Katherine is overbearing and Catherine is a salacious woman with trust issues so your feelings on these characters aren’t necessarily as simple as they would be in most games.

Another intriguing thing about Catherine is what could be thought of as a disconnect between the narrative and the gameplay, however it manages to pull it off effectively. The gameplay comprises of equal parts puzzle game to social simulator, which would seem to be a strange combination. However the game addresses this strangeness by fitting the gameplay directly into the narrative. The puzzle elements involve climbing up a tower of shifting blocks with Vincent, while the bottom of the tower crumbles or in some stages a demon (embodiments of Vincent’s anxiety) chases him. Within the context of the story these parts take place in Vincent’s dreams each night and if he dies in the dream we are told he dies in real life. Meanwhile during the days the social simulation element takes over as we play as Vincent as we talk to the customers of his Vincent’s bar. Through these day area it is discovered other men are suffering similar dreams to Vincent and people Vincent will meet during the day will appear in the dream scenes and can even die within the dream. This mutual support between narrative and gameplay I found very interesting as both elements at a glance are so very different from one another, but by addressing one another they strengthen the experience.

Catherine is a unique experience and I think the way it deals with issues many adults could relate to is a step towards a maturity in video games which I think is somewhere which is essentially untouched in games.  In terms of narrative Catherine does what I think all prominent narratives should do, it makes the audience question parts of themselves and consider deeper issues then ‘good’ and ‘evil’. Whereas the gameplay of Catherine is also a difficult experience which only skilled players can master on any difficulty above easy. Though Catherine is such an impressive experience the combination of unfamiliar narrative (displayed through anime aesthetics) and difficult gameplay inevitably alienates many players, which is an unfortunate fact I must consider when creating games myself.

Bonus Stage - Mass Effect


Due to the importance of narrative continuity in the series I decided analysing the Mass Effect trilogy was more appropriate then a single game. Mass Effect is a sci-fi epic made by Bioware who are known for the freedom of choice which they imbue into the player throughout their games, with Mass Effect being no different. This focus on story has crafted some of the gaming world’s most memorable characters from the Mass Effect series and due to the freedom the player has, how their character (Commander Shephard) interacts with them is upto them.

Though initially sceptical of Mass Effect as a generic sci-fi game as soon as I started the first of the trilogy I realised how wrong I was. Though the gameplay in the first game has its fair share of rough patches, including a particularly outdated looking GUI the story and characters manage to hook the player right from the beginning. Though inevitably the dialogue trees available to the player inevitably revolve around the familiar good, bad and neutral choices the freedom comes from the way the player needn’t pick one route in particular. Though my paragon Shephard was a clean cut hero in the first game, I felt by the second game I had been jaded by the goings on in the games universe and this reflected in my Shephard character. Though remaining good, occasionally I would choose the renegade paths to get the job done or if the character involved legitimately drew rage from me. Therein lies the true beauty of Mass Effect, perhaps more than any other game I felt myself developing different emotions for the characters within the universe. The players Commander Shephard is in the truest sense of the word the player’s avatar within this fantastic world, though nowhere close to true freedom the interactions in Mass Effect do at least emulate a real social interaction for the player.

The finales of the second and third games drew a real emotional bond with me, within each game the players and their allies are faced with threats which can literally cause the death of the allies you’ve interacted with for so long. After 100+ hours of game-play I had built a rapport with these characters and I felt the resolve to perform as well as possible in order to save them. Though the wording of this may sound a tad melodramatic I have several friends who played through the game and found themselves drawn to different characters then me and their experiences changed for it.

Though the engrossing and epic narrative would suggest the gameplay of the game would suffer, in execution Mass Effect is still an enjoyable third person shooter / action RPG. Though many believe with the stripping down of the RPG style micro management in the latter 2 games the game-play suffered, however it has always seemed to me this was more of a method of streamlining the gameplay into a more fluid experience. The popularity of the multiplayer mode added in the third game is a testament to the quality of the gameplay itself.
In conclusion I think Mass Effect is a shining example of how effectively narrative and gameplay can combine to create an exciting and atmospheric experience which is memorable and very enjoyable for the player. 

Tuesday 10 April 2012

Level 6 - All systems are GO

Well the positivity continues in Steve's journey through masters and the narrative / game-play debate. So despite crunch time beginning at TT and my weekends filled up with overtime, I'm just about fitting in what masters work I can but I would say its going okay. 

My plans for my essays didn't quite go to plan, I did finish my design practitioner essay however after I had the great idea to ask my friends Steve Thornton and Ben Hill for their thoughts so I could use them as sources for my personal study. So half way there just need to wait for correspondence and i'm ready to get it all written up.

As for Unity I managed to dabble in the basic of animation so my animal placeholders can now move, as shown here:

(The cube is meant to be representing a bird creature, while the cuboid is a land creature)


So with that sorted for the moment I am now working on the 'capture' mechanic so the animal will disappear when hit by a shot from the player. However for the best results it might be worth looking into alternatives to firing a solid object for this mechanic, as it may operate better with a different method.

I will also be uploading two narrative / game-play analyses for the Mass Effect series and Catherine. These are both games which intrigued me for their relevance to my research and so I have taken notes and will be writing them up in the coming days.

On a side note from my masters I have also been working on concepts for the first game my newly formed group 'Powered by Bandits' will hopefully be creating. Only a few conceptual ideas so far but the original concept and idea is pretty much down. I'm currently working one some level design ideas on my train journeys (among other bits of work) while the other guys work on their respective areas.

Peace Out

Tuesday 27 March 2012

Level 5 : New Mentality

After 2 weeks of struggling with the ins and outs of coding among other things I decided I needed some guidance to send me in the right direction.

So here we are after discussing with Josh and some independant creative thinking I am now feeling more in control of the situation. 

Firstly I have firmly come to grips with the contextual side of this semesters work and have the vast majority of my Design Practitioner essay done with the final chunk and amendments left. I have also began arranging some research into the creative methods of some design practitioners in my field which will make up my independant study report. I will also report useful parts of the Alien Apple lecture which was put on in class into this. Though Alien Apple are a concept art company so they don't strictly work in design and narrative there proximity and association with the games industry means the more general advice they gave was very useful.

Then comes the Unity, in which I am now feeling more comfortable and productive. I will make no allusions as to me being an expert, however I now feel myself slowly getting to grips with my own work (rather then just following tutorials exactly. I especially feel this in regards to understanding scripting, though my skill at writing script my still be far from ideal I now feel relatively comfortable understanding Javascript when I see it. Through discussing with Barry I decided it would be simpler for the moment to make my game first person for ease of use, with the potential to change later once I'm more adjusted to Unity. To this end so far I have made a simple first person player controller who can walk around a plane. Within the plane I have put 2 different polygons in different colors, these will be placeholders for the animals in my game. I have also scripted a basic projectile mechanic for the player controller, this will hopefully become the creature catcher later in development. 

So in terms of what I'm up to now I am feeling in control and motivated again. As far as contextual goes I plan on finishing my design practitioner essay this week and get well into my independant experience report by the end of the week with the intention of finishing the essays by the end of next week. This will leave me easter to concentrate on Unity. My next particular task in Unity is developing basic movement for the 'creature' placeholders which for starters will just move back and forth. I will then move onto the capture mechanic, at which point I can start refining the game til I'm happy with it.

So there we have it Steve is thoroughly back in the building and feeling that energy again. Let's just hope 2 weeks in limbo hasn't cost me too much, but for optimisms sake lets say i'll be fine. I always tend to prescribe to glass half mentalities anyway so its all good.

Peace Out


Thursday 1 March 2012

Bonus Stage - Pokemon

For the second of my narrative/game-play studies I have decided to take a look at one of my all-time favourite game series, Pokemon. I think that given the similarity in story within each new instalment in the series it is appropriate to study the games as a series rather than one particular iteration.

The reason I chose Pokemon is because it’s a series many would say has little in the way of story, however I think there is something more to Pokemon which returns to the intrinsic/extrinsic narrative theory. The usual formula for a Pokemon story is catching and training Pokemon and battling your way through 8 ‘Gym Leaders’ until you reach the Elite 4, while stopping the machinations of an evil gang of criminals. It is true this cycle is repeated through each generation but to me the ‘story’ of Pokemon comes from the Pokemon you catch and raise by your side.

The Pokemon you catch are individual to you they appear in the same locations in everyone’s game but only you know how difficult they were to catch, what moves you’ve taught them and how they battle. This may seem a sentimental reading of the game but I believe it’s the one the creators intended to put across. Everything from the tone of dialogue in-game to the themes in the cartoon show which aired with its release , emphasis was always put onto the relationship between you and your Pokemon. When Pokemon first came out it started a world-wide craze for kids everywhere, those kids are now young adults most of whom regardless of their dedication to the current series still hold onto their nostalgic views of the Pokemon themselves. I think the main reason for this is the variety Pokemon presents right from the beginning players we’re presented with 150 Pokemon to choose from, within which everyone had their best and worst Pokemon. Few people don’t have any add to the infamous discussion of which ‘starter’ Pokemon people chose out of Squirtle, Charmander and Bulbasaur. What especially intrigues me about Pokemon is the fact that it almost contradicts a regular paradigm of video games, in that the player character isn’t really the main focus of the game it is the titular Pokemon which are .

Pokemon is a series which evolves only slightly in terms of narrative and gameplay throughout generations, though the core of the game remains the same. The main difference in each generation is the addition of more Pokemon, which provides an even greater scope for players.

Saturday 18 February 2012

Bonus Stage - Skyrim

On a side note also this week I was working on this:

In order to further my understanding of narrative in video games and how they coincide with game-play I will be analysing existing games to see what I think works and what doesn’t. The basis for these will be games on either end of the narrative spectrum, those which place a heavy emphasis on narrative and those which have little to no narrative. Future case studies may be longer and indeed I may add to this one, this is a first draft of sorts.

Skyrim

With each Elder Scrolls game Bethesda seem to strive towards granting the player a free reign within the game world. With the newest in the series Skyrim the new ‘Radiant Story’ system aimed to essentially ‘build’ a side narrative around the players actions. As much as I loved the game if I’m thinking critically I would have to say this new system only partly worked. Admittedly the way new miscellaneous missions given by unassuming NPC’s and sending me to places I hadn’t yet discovered proved exciting to add extra scope to the game itself. However a greater variety of missions would have been refreshing as most tended to be either defeat enemies or retrieve item from specified location. This meant as much as the gameplay benefitted from this system as it granted a myriad of exploratory options, it wasn’t particularly effective in reinforcing the narrative experience as each question seemed relatively minor in comparison to the ‘properly’ written side quests.
I think an important part in a players enjoyment in a game comes from the bond they share with their character, which is why I think how people portray themselves in games can be a useful source of information in developing greater narratives. From the images I collected off various friends of mine I found most of my friends chose to do down the route of the brutish man mountain wielding a great sword or great axe. To me this is a great representation of the escapism we can all get from video games, I mean which guy hasn’t got that bit in the back of their mind that dreams of being the textbook hero with giant muscles who saves the world and gets all the fame and adoration.  One of my friends created a character and wanted to entirely avoid magic and make a purely warrior class, however he soon found the game ramped up its difficulty without magic. This struck me as potentially bad design, you would imagine if someone should choose to play one particular class they shouldn’t be ‘punished’ as such for it. That said it could also be argued this difficulty adds to the overall experience (both design and narrative) as it creates a more varied game world one which doesn’t always give the player an easier ride.

Level 3 - Keep it Going...

In class this week I have been working more on the tutorials in my Unity book. The task I'm now undertaking is with guidance and assets from the book to create a small game based on an island.Here are some screenshots the guys told me I should put up:




 I realize this doesn't initially reflect directly upon my own design work, however learning with the book is the most effective method of improving my Unity knowledge and skills (compared to independent experimentation and forums as per first semester). What I intend to do is use my class time to continue this development and upon completion of the tutorials in the book (shouldn't take took long) I should be at a point where I feel more comfortable experimenting. I have also been trying to plan the scripts my basic 'Alien Ark' game will require.


I discussed with Josh this week my feeling like I lacked direction in relation to my 'Giving narrative to kids games' project, after discussing we decided this will stay at the back of my mind until I have an epiphany of some variety and know where I want to go.


I have also began properly setting into motion a side project of my creation, I suggested to some good friends from my BA working on our own company together which they were all up for. First I recruited my good friends Bolurin Kupoluyi  and James Smith working on the art, Mark Rocco on Graphic Design elements and GUI/HUD and backing up the artists, then finally I asked my recently graduated fellow MA Barry Soilleux to help me with the design and scripting. After much thought (and running it past the guys) I decided on the name Powered By Bandits for our little company, for which I've created an email address and wordpress (both currently empty). Due to each of our individual time constraints  the company won't be a particularly 'driven' experience quite yet though it is still in its infancy. I also came up with an idea for our first game, a puzzle platformer though I will wait till it is fleshed out to discuss it any further. So another interesting week for me, all this and the toils of trying to find new housing.


Peace Out

Tuesday 7 February 2012

Level 2 : Making it Work

Where formerly there  was haze and confusion I now have a firm grasp of where i am going with things.

First my project which revolves around giving a story to the games we play regardless of their lack of narrative, the likes of playground and table games. My first task was writing a list of as many games as Towers, Josh, Sam and myself could think of mainly playground games and basic games like 'Thumb Wars' and 'Slaps'. I then has a spark of creativity as I thought it would be interesting to write a narrative which encompassed several of the games into one fantasy tale. What lead me to this was the way in which serious subject matters and technically semi-narratives creep into the games and rhymes of kids, eg Ring a Ring o'Roses interpreted as talking about the plague. 
 However Josh thought this may be overstretching myself slightly so I will instead just be taking one game and writing a narrative which links to the game and how it is played. With this I intend to see whether as a video game with the narrative and context in place the game can be as popular as it is to play without.

My other task is based around a game which requires narrative for the player to understand their goal and the context of their actions. This task should also show how important a narrative can be in setting up the game-play itself. Due to the nature of this project and the fact I aim to have a working prototype of it I decided to keep the game itself relatively simple.
  To this end I designed the idea of a sort of comically sci-fi take on the Noah's Ark story. The player will find themselves placed into the role of a young alien boy with a strange device which appears to be able to catch other creatures. However should they try catching more then 2 of the same creature they will be unable to catch the creature and will be scolded by an unseen alien in an indistinguishable dialect. After a short while though the player will (through yet undecided means) be able to understand the scolds of the alien as it becomes clear they have been tasked with catching 2 of each animal to warp to the spaceship. 
  For the sake of making a working prototype I will trim the creature variety down to 2 initially which will provide just enough to make sure the mechanics work. Upon success of this I plan on perhaps adding maybe 2 0r 3 more creatures so the game itself will remain relatively small but it will have enough variety for someone playing to get into. With that in mind lets not walk before we can run, my first task is to truly get to grips with the Unity engine a task made much more practical with the help of my new book Unity Game Development Essentials. Following the tutorials in this book I managed today to create a basic mechanic of throwing a ball into a breakable wall. Though this may seem a rather menial task it provided me with a much greater insight into coding in Unity, not to a level where i'm prepared to write scripts for myself quite yet but that goal at last seems within reach now which feels good. This has also provided me with much more motivation to toy with Unity more as it no longer seems like my 'white whale' so to speak and I actually can see myself adjusting to this ins and outs of this program. So all in all PROGRESS would be the applicable word even if on paper there may not appear to be much I assure you it is there.

On a side note since my last post I was offered a 2 month contract Quality Assurance Testing at Travellers Tales in Knutsford. This is a great opportunity for me as it provides a concrete step into the industry, admittedly it requires me to leave my current permanent job to pursue but your only young once as they say. So hopefully if i figuratively work my socks off they will keep me on (any of my readers keep your fingers crossed for me). Though the full days and 4 hour commute will impart restrictions to my computer time I will have my 2 hour commute to and fro with which to let my creative juices flow into written work,designs and dare I say it even a few sketches.

So Peace Out people 




Tuesday 24 January 2012

Level 1 - Another Path...

So today was the 'proper' beginning of the new semester beginning with a discussion over the path i will be taking now. After my interesting look into games without narrative in first semester i am now going to explore the seemingly opposite direction.

Firstly I will be looking into the idea of adding a narrative to games which we play that don't usually require narrative, for example hide and seek. I think it would be interesting to produce several variations for each game to show different styles for each.

My second area of study will be the idea of games which don't initially make sense until the unravelling or revealing of the narrative which then gives the player the scope to play and the goals which they are aiming toward.

I also have 2 side project ideas which will be carried out entirely for research but which will be taking less of my time.

The first is the extension of my look into peoples representations of themselves in narrative. After the Skyrim example I tried first i plan on looking at peoples created characters in other games as well.

The second research area will be critical analysis of relevant games which i think have some narrative importance. Whether this be their reliance upon it or there ability to succeed without it. Ideally this research will then provide more insight into my future narrative studies.

I will also be completing my Sony brief side project.

So plenty of exciting things going on at the moment, plus a job if everything goes as I hope.

Peace Out

Saturday 14 January 2012

Sequel Opening - Semester 2: The New Chapter

So semester 2 officially began yesterday and there are many exciting things in the works. Firstly a testing opportunity has arisen, which i am successful in applying for would be a fantastic experience and great help towards my dream of getting a permanent job in the games industry. 


We started the semester by outlining our future plans, with mine essentially being the development of my design and engine skills. I also discussed the Unity vs Unreal debate i was having in my head with Josh who told me to stick with the Unity as i could create more unique ideas with it.


The other exciting thing which I encountered yesterday stemmed from playing Rainbow six with my brothers. I thought about the idea of creating multi-player games based around kids games. These rarely involve narrative so would fit into an area i'm looking into, theoretically would be relatively simple to script and i'd like to think it would incite a level of nostalgia in those who played it. However the games would essentially need to be multi-player to effectively emulate the experience. I will discuss these ideas with Josh and the class and see what comes of it.


Peace Out