Showing posts with label old man. Show all posts
Showing posts with label old man. Show all posts

Wednesday, 13 October 2010

Ageing in games

I was reading this article about games that have themes of ageing, and having played The Graveyard by Tale of Tales, I played Home by Increpare Games - which can be found here


I liked Home. The restricted motion, the limited options, and its a short game, but the messages are powerful. You play as an old man who has just been admitted to a care home, the game takes place in one room, with your hunger, exhaustion, happiness, and bladder meters at the top. I found it to be more direct, than The Graveyard for example. Even though your options were right there, the food on the table and the bed next to it, you just found yourself unable to reach them and before you knew it you had collapsed. This puts the player in the place of the old man, and you are as bemused as him when you find that the doctors and nurses have made some quite life altering decisions for you while you were asleep. The game ends with a visit from your daughter, which is the only instance of this in the game, yet she says she has visited every week. To me, the feeling of trust is strong in this game, you have to just trust everyone else and the character you play is happy.

I liked the enforced feeling and restrictions on this game, I also liked the basic pixel style which proved just enough to create the right environment, focussing on the messages.

Monday, 20 September 2010

Re-Design: Old Man

Here is a mock up re-design of the old man, I started with the head from the initial speed paint and made a body to suit that.

Monday, 26 April 2010

Paper Shop - Complete

I finally finished the paper shop set the other day and took many photos.

I also made some mock ups with the man in the shop, made from separate photos of each limb put together in photoshop.

Monday, 19 April 2010

Update - Late April

Paper work is going well, I have quite a few positions and pieces for the old man character and lots of tiny paper jars. I have found a reasonably sized cardboard box to build the shop in and I've made some of the shelf units and the door. I have though a lot about how the counter will be (one pieces of flat paper, or a folded pieces with a surface top) and how the shop front will appear when animated. I have intested in a high quality camera over the easter holiday and I have been looking more at After Effects. Animating the level segments is not going so well, Flash does not alow the colour to behave as I would like because it is vector. I have also tried using some other animating programmes like Pencil which is simple and effective but crashes a lot. Traditional media has also proven largely unsuccessful so far, I tried making a flip book of the swimming boy but I was going about it the wrong way. I am still enthusiastic to try more at all of these areas and make something that works. Since making my site rosieball.com I am keen to see how I can mold the sweet land page to become my portfolio for assesment. As for a showreel the shelf unit experiment from the previous post could be used for this.

Thursday, 25 March 2010

Tutorial with Sharon

I recently met with Sharon for a tutorial predominantly on the narrative of my game. This was an excellent experience and a huge help to me in developing a more stable narrative, especially when it comes to animating cut scenes or explanatory scenes at least. Sharon and I discussed all areas of the narrative and of the gameplay and I was extremely pleased to see how much she understood of it without my added explanation. We exchanged so many ideas in such a short space of time that I will summarise here what we concluded from it, aided especially by her follow up letter, all of which I am very greatful for. This has probably been the most useful single thing that I have done so far in the development of the game.

Firstly we talked about the 'real world' part of the game, and how so far I have represented the starkness and deprivation of this world in the absence of colour, and the colours used also hint at it being a passed era. Sharon suggested, having seen my most recent experiments with paper, that I may wish to leave the 'real world' as blank, white paper. This would be an even more exaggerated, literal  representation of starkness and that the paper texture would evoke two very prominent but almost subliminal meanings; the idea of 'making do' and an almost quaint crudeness that would not be inappropriate when trying to represent wartime Britain, that many people would pick up on and understand without having to be explained to them. The other would be that the paper texture would be a reminder of real, physical materials when contrasted with the digital paint effects of the 'sweet land' and that each would compliment each other. I love both of these ideas and after reviewing my experiments in post production colour of the paper cut outs I am beginning to think leaving them blank is a very nice idea...

Sharon was also hugely interested in the development of the boy, as the projection of the player and as a character himself. She thought I needed the boy to gain something at the end of each level, not necessarily a physical thing but maybe a new technique or piece of knowledge and we struggled for ages thinking of a way to make it more rewarding for the player but without changing the game too much. In her letter I was blown away at the thought that the boy and the old man could be the same character, the boy his younger self - more able to complete the task he wishes he could do, ie finding his wife. This would provide motivation for the boy, as it would technically be his wife also, as opposed to a favour to the old man, and makes the relationships between characters in the game more romanticised and less scope for them to be interpreted as creepy. From this idea the boy can develop, into the old man! This allows your character to move differently and he will grow in size subtly, not changing gameplay too much, but also solving the tricky situation I had at the end of the game to get the old man to the sweet land. Now he will already be there and the boy will also be accounted for.

Sharon reminded me that the lack of sugar in wartime was a huge thing, and that it was something of dreams, I am already exploring this as a major theme in my game but she helped me understand that with stories such as this it needs to be clarified with the viewer and then it becomes more satisfying for them to have understood.

Friday, 12 March 2010

Paper Cut-Outs

First try at making a paper cut-out set today, went well and I hope to continue this set in a cardboard box and make an animation from it. So far I have taken some photos and also digitally coloured some...










Thursday, 28 January 2010

Models - old man

Photos of the old man model bust as promised. Here is my final design for him, upto his chest:

Thursday, 14 January 2010

The half way point

This is my half way point, and probably yours too, but for some of you this is your introduction. I have been working on a digital game concept for my university course since September and I have completed a full game document, preliminary research document, and made a pitch of my idea. This blog is a place to continue my research and keep a record of my work including thoughts and experiments as I produce finished concept pieces this term.

As of now there are only a few pieces of concept art to give an idea of the visuals of this game. But here is the most frequently referred to so that anyone new has some idea of the style I am aiming for with the animation at least.