So here's another interactive sketch from the interesting life of a little grey and very rectangle man. This one utilized picking up strings from a website. I had chosen "Leaves of Grass" by Walt Whitman from gutenberg.org because the example (which this program evolved from) from Schiffman's "Learning Processing" used this site and also the code on the site is very easy to read and work with.
John has in his quest for love become a beatnik poet. Why? Because chicks dig it, man!
So go and help John make poems here.
Thursday, April 14, 2011
Friday, April 8, 2011
In development: The date
This is second game that I'm working on this semester next to the Octave project. This game is part of a course called Persuasive and Serious Games and therefore must contain some sort of purpose outside the game itself.
The game is called The Date and is about creating awareness around OCD. As it is a disorder that manifests itself in actions, it lends itself well to videogames, as games are mostly about actions.
The premise is: You play as Mark, a little guy just going about his daily business, but as the game progresses you start to do more and more compulsive behavior and in the end the OCD takes over your life.
The most important point to make here is that the player is not told that his character has OCD, but instead it is something the player gradually "gives" his character.
During a game (any game not just this one), so many compulsive actions are being made, and why? Because often we are rewarded with scores which just makes us feel good. They might not contribute to anything but yet we always have an urge to max out the score. This notion is what we build this game on as the player will automatically have an urge to seek out high scores and through that will contribute to his character's OCD. That way we are trying to create a bridge between the character's OCD and the player's compulsive in-game behaviour in an attempt to make an effective game about OCD.
In this project I'm working with three other people and I play the role of designer/writer and artist. This is actually the first game where I am not 100% in charge of art but rather just dealing with the character(s) and GUI, which is really nice. Also it's a new experience trying to blend two artists' styles together, but I think we have managed quite well.
Here's the token one graphic per blogpost, an animated GIF of the walking cycle I did for the main character.
The game is called The Date and is about creating awareness around OCD. As it is a disorder that manifests itself in actions, it lends itself well to videogames, as games are mostly about actions.
The premise is: You play as Mark, a little guy just going about his daily business, but as the game progresses you start to do more and more compulsive behavior and in the end the OCD takes over your life.
The most important point to make here is that the player is not told that his character has OCD, but instead it is something the player gradually "gives" his character.
During a game (any game not just this one), so many compulsive actions are being made, and why? Because often we are rewarded with scores which just makes us feel good. They might not contribute to anything but yet we always have an urge to max out the score. This notion is what we build this game on as the player will automatically have an urge to seek out high scores and through that will contribute to his character's OCD. That way we are trying to create a bridge between the character's OCD and the player's compulsive in-game behaviour in an attempt to make an effective game about OCD.
In this project I'm working with three other people and I play the role of designer/writer and artist. This is actually the first game where I am not 100% in charge of art but rather just dealing with the character(s) and GUI, which is really nice. Also it's a new experience trying to blend two artists' styles together, but I think we have managed quite well.
Here's the token one graphic per blogpost, an animated GIF of the walking cycle I did for the main character.
Monday, April 4, 2011
Sketches: John the Speeddater
Holy moly, I can program! That's right, I took a programming course in Processing this semester and as a result have created a number of small interactive sketches, some might call them games, others might just call them waste of time.
Regardless, I feel pretty proud of them despite the fact that some of them are pretty buggy, like the one I present to you below.
Without any ado, here is the very first substantial sketch I made, called John the Speeddater.
Regardless, I feel pretty proud of them despite the fact that some of them are pretty buggy, like the one I present to you below.
Without any ado, here is the very first substantial sketch I made, called John the Speeddater.
Wednesday, March 16, 2011
In development: Octave (pt 2)
Pre-production is about to finish (or it actually just finished recently) on the massive game development project for this semester about the mad composer Octave Hertz Hobbman.
The pre-production period can be summed up in three words. No more art (please). As said in the previous post about Octave I was handed a triple role in this production including the role of 2d artist and therefore also designer of characters. I think I might have underestimated the scale of this role a little bit because thinking back on the pre-production I've been drawing A LOT, providing blueprints for the 3D artist, concept art (for something to look at I guess), sketches for all kinds of stuff. So what do you do if work starts to flood over, you delegate the task of designing some assets to the project manager and hey presto! Work has kind of been levelled out again (but not really, I still feel like I'm constantly working).
The art stress is also due to the fact that the design document as well as the narrative had to be pinned down in this period, which is why I really felt the heat. As artist is also my least favourite role and something I had preferred to hand over to someone more capable obviously I feel that it takes up too much of my time. But luckily the design document and narrative is now done and so I can ease a bit on those roles as I head into the production phase as an artist and writer (and UI designer), so hopefully I'll be able to enjoy the role of artist a bit more now.
RANT OVER.
The game feels like it's going to be good and we have a very balanced team (consisting of people who fill out all the roles pretty well). My only doubt right now is concerning the battle mechanic, which consist of a timer wheel where the player has to time mouseclicks with the right parts of the circle. All this is done in real time and from the sound of where the gameplay/level designer is headed, it sounds like there will be a fairly large amount of enemies. I don't like the sound of that because it's sounds like a difficult and frustating game, taking a fairly long amount of time to form a combo in order to battle just one enemies, if there are more of them, well...
But we shall see, scaling the number of enemies down will be easy enough, so might as well stress the engine and run lots of them in the testings, I guess.
Lastly here are some sketches of the combat wheel (cadence wheel as we call it), in case my description didn't make sense:
The pre-production period can be summed up in three words. No more art (please). As said in the previous post about Octave I was handed a triple role in this production including the role of 2d artist and therefore also designer of characters. I think I might have underestimated the scale of this role a little bit because thinking back on the pre-production I've been drawing A LOT, providing blueprints for the 3D artist, concept art (for something to look at I guess), sketches for all kinds of stuff. So what do you do if work starts to flood over, you delegate the task of designing some assets to the project manager and hey presto! Work has kind of been levelled out again (but not really, I still feel like I'm constantly working).
The art stress is also due to the fact that the design document as well as the narrative had to be pinned down in this period, which is why I really felt the heat. As artist is also my least favourite role and something I had preferred to hand over to someone more capable obviously I feel that it takes up too much of my time. But luckily the design document and narrative is now done and so I can ease a bit on those roles as I head into the production phase as an artist and writer (and UI designer), so hopefully I'll be able to enjoy the role of artist a bit more now.
RANT OVER.
The game feels like it's going to be good and we have a very balanced team (consisting of people who fill out all the roles pretty well). My only doubt right now is concerning the battle mechanic, which consist of a timer wheel where the player has to time mouseclicks with the right parts of the circle. All this is done in real time and from the sound of where the gameplay/level designer is headed, it sounds like there will be a fairly large amount of enemies. I don't like the sound of that because it's sounds like a difficult and frustating game, taking a fairly long amount of time to form a combo in order to battle just one enemies, if there are more of them, well...
But we shall see, scaling the number of enemies down will be easy enough, so might as well stress the engine and run lots of them in the testings, I guess.
Lastly here are some sketches of the combat wheel (cadence wheel as we call it), in case my description didn't make sense:
Sunday, February 20, 2011
In development: Octave
Another semester, another game. Actually not only one game, but possibly three games to be handed in at the end of the semester which I'm already starting to stress about a little.
The first one I will introduce here is the biggest project called Octave and developed in a six man (and woman) team. What is the most interesting part about this project compared to the project last semester is that it has to be in 3D and that everyone in the team will have clear roles and responsibilities. A bit like a tiny development studio.
My role in this team is lead designer, writer and 2D artist. I'm quite happy about the first two roles as they were the ones I had originally hoped for and as we didn't have any 2D artists as such in our group, I was handed that role as well.
So responsibilities are mostly write material for the game, including setting up the game narrative, writing dialogue as well as writing in-team communication in regards to the game, in other words I'm responsible for writing almost everything in the development.
We have another designer in the team who is given the task of being both level and gameplay designer meaning that he will handle and produce all the smaller bits of the design and work out how exactly those things communicate with each other. I, as a lead designer on the other hand, have a more overall role of creating and securing a unified look and feel to the game. That is not to say I won't get involved in the other fields, I just won't be responsible for making it function in practical terms.
I predict it will be a gruelling development phase of about 3-4 months, but we'll make work.
Anyway, here is a short description of Octave and a piece of concept art I made:
Travel inside the mind of troubled composer Octave Hertz Hobbman, explore the depths of his creativity and the darkness that hides within it.
Use the unique recital battle system, where you, the player, creates and recites music to combat inner demons and restore the sanity of Hobbman
Octave is a third person action adventure game that places heavy emphasis on the musical world of the main character, Octave Hertz Hobbman. A unique recital system gives the player the opportunity to recreate powerful music to dupe and defeat enemies as well as manipulate the environment.
The first one I will introduce here is the biggest project called Octave and developed in a six man (and woman) team. What is the most interesting part about this project compared to the project last semester is that it has to be in 3D and that everyone in the team will have clear roles and responsibilities. A bit like a tiny development studio.
My role in this team is lead designer, writer and 2D artist. I'm quite happy about the first two roles as they were the ones I had originally hoped for and as we didn't have any 2D artists as such in our group, I was handed that role as well.
So responsibilities are mostly write material for the game, including setting up the game narrative, writing dialogue as well as writing in-team communication in regards to the game, in other words I'm responsible for writing almost everything in the development.
We have another designer in the team who is given the task of being both level and gameplay designer meaning that he will handle and produce all the smaller bits of the design and work out how exactly those things communicate with each other. I, as a lead designer on the other hand, have a more overall role of creating and securing a unified look and feel to the game. That is not to say I won't get involved in the other fields, I just won't be responsible for making it function in practical terms.
I predict it will be a gruelling development phase of about 3-4 months, but we'll make work.
Anyway, here is a short description of Octave and a piece of concept art I made:
Travel inside the mind of troubled composer Octave Hertz Hobbman, explore the depths of his creativity and the darkness that hides within it.
Use the unique recital battle system, where you, the player, creates and recites music to combat inner demons and restore the sanity of Hobbman
Octave is a third person action adventure game that places heavy emphasis on the musical world of the main character, Octave Hertz Hobbman. A unique recital system gives the player the opportunity to recreate powerful music to dupe and defeat enemies as well as manipulate the environment.
Friday, February 11, 2011
The dictator (on hold)
I have decided to put the dictator on hold for now. Something that unfortunately happens too often, where I start a project and end up putting it on hold (sometimes definate, sometimes not).
The reason why is mainly that I suddenly got busy with two game projects in spring semester and a programming project (likely also a game). And frankly juggling around four digital games is no fun.
The other reason is my insecurities as an artist. I want this game to look good (better than the ones I've made before) and in order to do that, I either need to find an artist or become a better artist myself, both of which will take time.
It's always a bit of a downer when you have to put a project on hold, especially one where you actually have put in some work rather than just conceptualising. But I am however working on a new and physical game, where my programming skills aren't needed and art consists mainly of graphic design, so this will be a nice break from all the digital games I have to make this semester.
Here are some backgrounds I tried to make for The Dictator:
The reason why is mainly that I suddenly got busy with two game projects in spring semester and a programming project (likely also a game). And frankly juggling around four digital games is no fun.
The other reason is my insecurities as an artist. I want this game to look good (better than the ones I've made before) and in order to do that, I either need to find an artist or become a better artist myself, both of which will take time.
It's always a bit of a downer when you have to put a project on hold, especially one where you actually have put in some work rather than just conceptualising. But I am however working on a new and physical game, where my programming skills aren't needed and art consists mainly of graphic design, so this will be a nice break from all the digital games I have to make this semester.
Here are some backgrounds I tried to make for The Dictator:
And a walkcycle for the main character:
Tuesday, February 1, 2011
HeroNet
I developed this game with a great group of people during the Nordic Game Jam last weekend, where we had 48 hours to make a game. Funny enough I went to the board games track thinking I didn't feel like spending a weekend with tired and grumpy programmers (an they probably didn't want to spend a weekend with a designer/artist looking over their shoulder waiting for stuff to get done). But somehow the game ended up more perhaps more digital than boardgamey.
HeronNet is an augmented reality game that requires you to sign up at heronet.dk in order to become a true reallife superhero. The goal is to accumulate either prestige or notoriety, depending on whether you wanted to be a superhero or a supervillain.
So the rules of the game is to sign-up and then create deeds on the website, which gives you an URL, which then in turn you need to spread out. The catch is that you need to spread it out anonymously, since superheroes can't expose their true identity. So perhaps you could do good deeds such as giving out free candy and leaving you URL at the candy, people would then go to the URL and give you either prestige or notoriety. If someone knows your true identity, they can go to the website and expose you, destroying your hero profile and collecting all your points.
Our goal with the game was to create a game, people were always part of (like Assasin) but without inducing fear and paranoia. And also make people do small good deeds around and spread a little happiness.
We didn't win anything at the game jam, which was expected I guess, since it was probably disqualified for not being a boardgame, but we had comments on the fact that it would a really interesting social experiment, so I suppose that's cool.
But anyway, humanity is suffering while I write this post, so go the heronet.dk and create your hero... NOW!
HeronNet is an augmented reality game that requires you to sign up at heronet.dk in order to become a true reallife superhero. The goal is to accumulate either prestige or notoriety, depending on whether you wanted to be a superhero or a supervillain.
So the rules of the game is to sign-up and then create deeds on the website, which gives you an URL, which then in turn you need to spread out. The catch is that you need to spread it out anonymously, since superheroes can't expose their true identity. So perhaps you could do good deeds such as giving out free candy and leaving you URL at the candy, people would then go to the URL and give you either prestige or notoriety. If someone knows your true identity, they can go to the website and expose you, destroying your hero profile and collecting all your points.
Our goal with the game was to create a game, people were always part of (like Assasin) but without inducing fear and paranoia. And also make people do small good deeds around and spread a little happiness.
We didn't win anything at the game jam, which was expected I guess, since it was probably disqualified for not being a boardgame, but we had comments on the fact that it would a really interesting social experiment, so I suppose that's cool.
But anyway, humanity is suffering while I write this post, so go the heronet.dk and create your hero... NOW!

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