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Honours Project - Pitch Week LMCS
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Honours Project - Pitch Week LMCS

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  • 1. ComputerArts4 Year thHonoursProjectLaura McSheffrey
  • 2. Computer Arts Environmental th 4 Year Narrative Honours“The best narrative in games is not cutscenes, but the worlds themselves.” Project– Ken Levine, creator of Bioshock (2008) Laura McSheffrey
  • 3. RESEARCHINGNarrative Theory“the way in which aNarrative Textcommunicates events,settings, characters andperspectives. ”
  • 4. RESEARCHING The Design/Narrative Theory Construction of Virtual Environments“the way in which aNarrative Textcommunicates events, “The creation of narrative via spatialsettings, characters and exploration andperspectives. ” episodic play ”
  • 5. RESEARCH: DOMAINSGAMES ILLUSTRATION INTERACTIVE MEDIA FILMMAKINGSTORYTELLING 3D ART AND DESIGN
  • 6. RESEARCH: DOMAINSGAMESSTORYTELLING 3D ART AND DESIGN
  • 7. RESEARCH: DOMAINSGAMES STORYTELLING 3D ART AND DESIGNRECENT TRENDS; Increasing demand within the industry for games with interactive story elements.
  • 8. RESEARCH: DOMAINSGAMES STORYTELLING 3D ART AND DESIGNISSUES; “Considerable research into narrative techniques that are employed in film and literature do not tidily translate well over to the video game genre.” -Barry Lowndes – “Creating a Narrative Environment, Choice and Consequence.” Sheffield Hallum University
  • 9. RESEARCH: DOMAINSGAMES STORYTELLING 3D ART AND DESIGNTHEMES;Emergent NarrativesSandbox-styleenvironmentsBranching Narratives
  • 10. RESEARCH: DOMAINSGAMES STORYTELLING 3D ART AND DESIGN THEMES;Emergent NarrativesSandbox-styleenvironmentsBranching Narratives
  • 11. RESEARCH: DOMAINSGAMES STORYTELLING 3D ART AND DESIGN Constraints “Fundamental conflicts of interest when creating games with a rich narrative; this is the contradiction between a pre-scripted sequence of events and the freedom and interactivity that is afforded to the player in a videogame. ” -Ruth Aylett – “Narrative in Virtual Environments – Towards Emergent Narratives
  • 12. RESEARCHING The Design/Narrative Theory Construction of Virtual Environments“the way in which aNarrative Textcommunicates events, “The creation of narrative via spatialsettings, characters and exploration andperspectives. ” episodic play ”
  • 13. QUESTIONINGThe Jellyfish of Questions! an H ow c ts be How ca en n and for the shape ronm fluence envi to in m of pr ops in d the env utilize story? ironme nt affect t mood/t he one an nd atmosp d How do social a here? tions cultural percep influence first n impressions of a environment? olour How does c t th e and light affec How can storyte he lling mood of t be used in a still ience? p layer/aud image?
  • 14. RESEARCHINGMISE-EN-SCENEThe individual elements that come together to make up a scene Lighting Composition Set Design Props Colour Shape and Form Textures Staging
  • 15. TESTINGDesigning a character’s room Experiment with props and what they symbolise about the Character, and what they tell us about their personality/life
  • 16. TESTINGDesigning a character’s room WHO LIVES HERE? WHAT KIND OF PERSON ARE THEY? Words that describe the WHY DO YOU character? THINK THAT?
  • 17. TESTING NERDY PATRONIZING SELF-PROGRAMMER ABSORBED“GENIUS” TOPHER BRINK Joss Whedon’s Dollhouse (2009) CHILDISH AMORAL LONELY SARCASTIC
  • 18. geeky sweatervests TESTING NERDY Not into sports Arogant PATRONIZING Intelligent Condescending Games Consoles Arcade Games Rich SELF- PROGRAMMER Code & Algorithms ABSORBED Quirky Likes video gamesFormulas Science Messy Eats junk food “GENIUS” TOPHER BRINK Posters MerchandiceBrain Scans Schematics Joss Whedon’s Dollhouse (2009) CHILDISH Computers Dedicated to his Colourful T-shirts Technology workPrototypes AMORAL Low self-esteem Humorous LONELY SARCASTIC Rude
  • 19. TO DOWhat Next? RESEARCH
  • 20. TO DOWhat Next? CASE STUDIES Heavy Rain : The part with the finger….
  • 21. TO DOWhat Next? CASE STUDIES Compare and contrast Fahrenheit and Heavy Rain
  • 22. TO DOWhat Next? INVESTIGATE Bioshock 1
  • 23. TO DOWhat Next? TEST Give Topher a home… and put it to the test