Showing posts with label LiveFire Studios. Show all posts
Showing posts with label LiveFire Studios. Show all posts

Wednesday, 28 March 2012

The Reason I'm Entering the Videogames Industry

I've been fortunate to squeeze in about 15 hours of Mass Effect 3 over the past few weeks, and I love it. It's a bit glitchy, especially during the in-game cinematics, but those rare lapses are easily forgiven thanks to consistently pretty environments, dramatic and rewarding character abilities, and (especially) an interesting cast of characters that you can identify with. The guys and gals responsible for the aliens in ME deserve medals, both for how they look and animate, but also how they speak (good job, writers), and how they sound (good job, voice-actors). I genuinely care about almost every character in the game, and I want to be their hero.

The next paragraph is full of spoilers.

I was treated to several sombre moments during those 15 hours. I said goodbye to Mordin and watched him heroically cure the genophage while singing his version of the Major-General's Song softly under his breath—his singing provided one of my favourite moments in ME2. I said goodbye to Thane while reading scripture with his son. I wanted Legion's AI people to experience their awakening, but wasn't willing to sacrifice the Quarians for it.

My point is that in each of these situations I was genuinely feeling something that was much more far-reaching than what many might even consider is possible through this medium. I've been genuinely sad for these characters, and deeply conflicted in what choices to make. Hearing Mordin vehemently admit that he was wrong before sacrificing himself—seeing him close his eyes and hearing his characteristic sharp intake of breath as the lift took him to the top of the tower for his final act—this was cathartic and satisfying in ways that good novels and movies have only occasionally made me feel. Do you remember how you felt when Sia's Breathe Me started to play at the end of the season finale of Six Feet Under? ME3 is delivering miniature moments like these every few hours.

It's a big deal. BioWare has really achieved something here, just as they've always worked to do, and I'm pleased and even kind of absurdly proud that they're uplifting two of my passions, gaming and writing.

Anyway, to bring this ramble back around. How I felt during those moments in Mass Effect 3 are why I want to make games. I believe, like many do, that videogames are the art form of the 21st century and that these games can have enormous emotional impact. I don't think you can overstate how significant they will be over the next decades, and I'm looking forward to helping create moments that will make my players feel.

Did I mention R.O.Bit is a bit tragic? ;) In case you missed it, I provided a bunch of details about our final project over on the LiveFire Studios blog. Katie said she wouldn't play it if it made her sad, but my description of the game coupled with Grey's mock-ups might have convinced her.

http://livefirestudios.wordpress.com/2012/03/26/our-game-18/

Thanks for stopping by.

Tuesday, 13 March 2012

Term 4 - Less Learning, More Application

So, I guess our final project is here. We have taken the first steps in creating the focal point of my efforts at VFS. It feels both good and bad.

If you follow the blog you know that Term 4 was hyped as the toughest term of them all, with the full pre-production cycle stacked on top of a normal class load. The truth is that most of our instructors have taken that into account this time around, and the new and improved workload reflects that we want to spend much of our time planning our final project. There is still plenty to do, but it isn't overwhelming.

This is really good news. I'm really pleased to see my skills growing, and it's pretty satisfying to look at environments in Modern Warfare 3 or Mass Effect 3 and know that I could build them in UDK. With the assets of talented artists, of course. Still, it's nice to feel like there's a bit of breathing room before we launch ourselves full-blown into production of ROBit (our final project).

After six months of concentrated learning, we are now mostly just applying those skills and building useable assets. The artists are creating 3D characters in Maya, the programmers are coding minigames, and us writers and level designers are, well, writing and building levels.

I should admit that I *am* a little behind when it comes to Kismet, the visual scripting language in UDK. I've learned that new software doesn't come to me very easily, and the standard classroom setting doesn't work well to teach me the software (especially when the classrooms are as hot as 28 degrees). I've made a number of suggestions as to how our UDK classes could be structured to encourage good planning, better learning with lessons that would stick, and more effective personal work pipelines that we will need in the industry, anyway. Things to discuss with Dave when I apply to be a TA, and if I get the job.

Did I mention that we've made our decision on our final game? We have, and I've written about it on our dev blog over at http://livefirestudios.wordpress.com/. As a side note, I will be posting a little less here as the weekly posting schedule at LiveFire takes over that time. If you forget the URL, just google LiveFire Studios or Ikesgamingblog and click the first page that it pulls up. :)

Anyway, I'm working on some exciting projects right now. I have created a shotlist for the emotional cinematic (basically an in-game movie) I hope to make later this term, and I have some mission and environment planning to do for my UDK classes, but otherwise it's just design and management on our final project.

That should cover it for now. If you really want to keep up with my activities here at school, you should really go check out the LiveFire dev blog at the link I dropped earlier.

Thanks for stopping by.