Tagged: game development

2018 Resolutions!

Hey everyone! It’s already the 15th, but we’re still in January so I’d like to wish you a happy 2018! I hope things are going well for you.

Here are my resolutions for 2018 – maybe the term goals would be more appropriate? Nevertheless, there’s a lot to work through!

resolutions

You can see I smudged the ink a bit – I skimped a little on the drying time unfortunately! The goals could be broken down into so many subsections – each point covers quite a lot – but I think t’s best to have them concise and without a strict time limit. How do you set your goals for the year? Do you like detailed, time based goals or do you like general concepts? More importantly, what are your goals for 2018? I’d love to know! 🙂

CritLit Circuit: December 2017

So December was a busy month – and it’s still here, believe it or not! Plenty had changed since my last exhibition in July – I was starting to hand illustrate most of my assets, I had removed and rehashed big sections that I had shown to previous audiences, and I had more puzzles to show.

I was also exhibiting to a broader audience – from VR/AR to Board Games, Game Books and Console/retro games. As a whole, these events allowed me to understand a broad range of expectations – both as an AR game and as a gamebook.The feedback, then, was even greater than I could have ever hoped to get. Coming Home fits such a niche area – and the general consensus from the two events were very different, I have to say.

I thoroughly enjoyed the conventions, even if I did have very little sleep before both of them! I got to try out some great card games and indie video games, meet great people and managed to get in a bit of Mario Kart 8 Deluxe and ARMS! There was even a video game music orchestra, which is right up my alley!

Another highlight was Ian Livingstone’s talk on the history of Games Workshop and Fighting Fantasy – so inspiring and heart warming! I also managed to get a Gamebook signed by him as well!
I’m planning for some events coming soon, so do stay tuned for more updates as they come! Hope you had a great holiday/day(s) in general!
Suzie

x

IMG_1550

From Dragonmeet

IMG_1597

From WeGeek Utopia

Introducing Coming Home – a video!

So we filmed a brief outline video of how Coming Home, our interactive AR novel, works along with the app and as a stand alone piece. Thanks go to Jorge Ba-oh for editing (he runs a neat T-shirt business called TeeChu, selling geek and gamer merch!)

Hope you enjoy it! x

Mind the Gap – Figuring it All Out pt.1

mind-the-gap

I’ve been thinking about this since I started writing – and it’s something that’s informed most of my writing life over different mediums.

I feel as though I’ve had my fingers in a lot of literary pies – I’ve written novellas, short stories, plays, poems and even a screenplay (as part of my MA Creative Writing module) and it’s very much like learning a different language.

This comes with the difficulty of “translating” or “transposing” a narrative from one form to another.

Each mode has its constraints and its own way to be creative – and of course, this varies in opinion. Here’s one example: my PhD thesis on Science Fiction Theatre argued the importance of dialogue and performance in world building as opposed to the visual detail of film.

It’s a nice coincidence that it’s National Poetry Month in April, as I’ve been figuring out how to fill in or stretch out gaps when poetry is transposed to a digital/virtual/augmented medium.

I’ve said in one of my Instagram posts that: “Poetry is not the breadcrumb of narrative/But the bird who pecks at it and disturbs the trail”.

There are many ways in which poetry is consumed, taking into account the oral playground of sounds and rhythms in performance poetry to the way the words sit upon the page, either highlighting presence or absence by its negative space.

So how can it work digitally?

It’s not a new phenomenon, by any means. Digital poets from Theo Lutz to Stephanie Strickland, Jason Nelson, Loss Pequeño Glazier and many more have been doing this for a while. It allows for a different kind of interactivity, of dissemination, of understanding. I’ll talk more about this on a future blog.

Virtual Reality’s hallmarks appear to be presence and immersion, two things I touched upon in my PhD in a theatrical sense. Maybe it’s no coincidence that Artonin Artaud mentions the illusory nature of theatre as “la réalité virtuelle” in 1938. With constraints comes a different form of creativity – and VR is no exception, particularly when in its relative infancy as an art form.

Every piece of art lends not only a different way of viewing the world, but a way of conversing with the audience. It should, in my opinion, leave space for the reader to interact: from leaving a message in a virtual arena to creating a unique interpretation from a line of printed or spoken poetry.

There’s a video that Barry Kramer (from the Game Grumps) made that illustrates this idea exceptionally well when it comes to video game design:

 

So, long story short (the old fashioned way of TL:DR) – I’ve been trying to figure out the balance of telling and showing, that old chestnut.

Can VR poetry just be slabs of text pasted on a photo-realistic environment? I’m not too sure on that. There has to be a connect, for the pieces to fit together rather than hastily arranged. It has to mesh somehow in a way that feels intuitive.

Hello How Are You is VR because you’re inhabiting different people’s perspectives and what they wish to see (or not see) in the world. As we interact with a train of thought/conversation, we get linked to a particular character and get led down their rabbit hole of being. The words either follow or movement or become part of the scenery according to their wishes.

The game isn’t photorealistic by any means – and that is to reflect how they are building themselves into the reality, much like myself creating this environment. You get to see it develop and change over time, just like the words and sounds.

In the next blog, I’ll be talking about the AR poetry books I’ve been developing and how it can add rather than distract from the reading experience (here’s hoping!).

Suzie

x

Then Vs. Now pt.1

Critical Lit Games is a fascinating project for me in many ways – as outlined in my last blog, I’ve always wanted to write and to code: I remember those days in silent reading in class where I’d whip out a C++ manual and read quietly in primary school.

Now, almost 21 years later (an attempt to remember my age here), I’m back to learning how to code and create games/applications/environments – and it feels like a lot has changed.

A caveat: there’s been a huge temporal and knowledge gap between these two ages for me – I’ve always been a self taught person.

What I always remember is a lot of books.

Books, manuals, diagrams, screengrabs…a lot of printed information that I was always excited to try out.

Beginning Programming For Dummies by Wallace Wang

Anyone remember this series? Anything with a CD attached would excite me so much, knowing that there was a treasure trove of codes I could access on a screen as well as a page.

The first language I had a stab at learning was BASIC (or more specifically, Q Basic), so there was a lot of monochromatic DOS screens and text based commands. After doing my homework, I’d try to plug in a few commands and numbers to see how it worked – in fact, I pretty much taught myself what variables were – once I found out you had to put numbers in its place, everything lit up for me. I was 9 at the time but that moment is still really important to me!

That’s when I wanted to become a programmer because, in my mind, this was the person who “made” games. Like all people starting off at anything, you try to emulate what you like and realise that your first attempts will fall flat at the first few paces to match up to it – I learnt this very early on! I remember that I really wanted to make a game like Hocus Pocus (the 1994 DOS game developed by Moonlite Studios, published by Apogee).

resizeimagereal

I’d spent so many hours on the game and my love of Fantasy at the time really inspired me to make a platformer that was Dragon themed – I always wanted dragons to be the protagonist rather than the antagonist. I wrote a letter to Apogee studios, outlining what I wanted in my game and with sketches because I couldn’t quite imagine my little things in QBasic living up to that dream.

I still coded, however! I made a DOS application that played Happy Birthday while drawing out a present box and balloons for a friend. I always remember the look of confusion on her face as I gave her a floppy disk in a birthday card envelope!

The first games that I implemented were in Visual Basic – where the hide/show screen proved an effective way of advancing a story. One example was where you had to guide my guinea pig through a garden – either befriending or fighting random animals that would visit him. I always remember the little guestbook feature I put at the end for people who played the game (family and friends!).

So where am I now? My tastes are no more in Science Fiction rather than Fantasy (but by no means am I ruling it out) and C# is my current language of choice.

There’s also a massive change in how I’ve been learning. Tutorials are moving, rather than staying static on a printed page: there are Youtube tutorials, a plethora of assets, forums and support found in every little corner of the internet. There’s so much all at once – I have to try and pace myself so that I don’t forget everything!

However, I haven’t changed in a lot of ways. Starting small, starting humble with a lot of thirst to learn – it’s like 21 years haven’t passed at all!

How about you? I’d love to know how your programming story started!

Suzie

x