intro: What is input output cinema? input output cinema1. Something that is put in. 1. The act of turning out; production: The 1. Motion Picture.2. The act or process of putting in. factory’s output of cars; artistic output 2. The cinema, motion pictures3. The power of energy supplied to a 2. The quantity or amount produced, as collectively, as an art.machine. in a given time: to increase one’s daily 3. A motion picture theatre.4. The current or voltage supplied to an output 4. Computers:electric or electronic circuit or device. 3. The material produced or yield: a. ???5. Computers: product. b. ?????a. Data to be entered into a computer for 4. The current, voltage, power, or signalprocessing. produced by an electrical or electronicb. The process of introducing data into circuit or device.the internal storage of a computer. 5. Computers: a. Information in a form suitable for transmission from internal to external units of a computer, or to an outside medium. b. The process of transferring from internal storage to an external medium.
inspiration: superbrothers: Sword & sworcery ep superbrothers sword & sworcery eprefers to a style of pixel artwork dubbed refers to a fantasy subgenre refers to a vinyl record containing up to ‘rustic 21st century minimalism’. characterized by swashbuckling heroes. 37 minutes of music. “ It’s a mix of laid-back exploration, careful investigation & mysterious musical problem-solving occasionally punctuated by hard-hitting combat encounters. S:S&SEP is an unusual genre-bending effort with an emphasis on sound, music & audiovisual “ style that has been positioned as ‘a brave experiment in Input Output Cinema’.
why?? Nathan Vella- Capy Games “If your game is made for players, it’s probably not made for anyone else.”“I think iOS has taught developers totry and make games for everyone, butby focusing on everyone it means thatyou’re really not focusing on anything atall.A game is forever cursed by beingcalled a game. Mechanics are not thebe-all and end-all of a project. I believethat Sworcery would have been just asand was less linear. Those things are “successful if it had no puzzles or combatalmost strictly there because we felt wehad to put that kind of thing in the game.
gravity concept360° gravity for a 360° world point=point_direction(x,y,1850,1850); image_angle=point+90; Screenshot from a gravity test made in Game Maker.
early “game” concepts: doodles, drawings & diagramsCodename ORBIS: Latin for WorldThis image is an early game-worldconcept depecting the layout ofthe and objects contained withinthe overall game. game design document: ““The game follows a young forestsprite as he journeys across astrange dream world...
specifically specialist (so what am I actually doing?) For the specialist project, I will be creating an interactive demo, which will act as a trailer for a game for Windows. The type of game created will be inspired by Craig D Adams’ cryptic“input-output cinema” genre-a user-controlled experience with emphasis on narrative, dialogue and visual importance rather than using typical game-play elements.
(...and how am i doing it?) game maker“ “Game Maker was initially developed by Prof Mark Overmars in 1999. GameMaker isthe world’s most widely used Game Development product and has been downloadedmore than 10 million times. The demand continues to increase and Game Makerdownloads more than 5,000 times every day from the YoYo Games website.
inspiration: trees ““ the lower part of the long face was covered with a sweeping grey beard, bushy,almost twiggy at the roots, thin and mossy at the ends. the deep eyes were slow and solemn, but very penetrating. They were brown, shot with green light. description of treebeard from lord of the rings: the two towers famous Iifa Tree Final Fantasy IX Mana Tree Secret of Mana Great Deku Tree Legend of Zelda Harold Fallout series Tree of Life Prince of Persia Money Tree Animal Crossing video game trees: Whispy Woods Kirby’s Dreamland Sudowoodo Pokemon Gold/Silver
design: trees“ “ A project starts with an idea, a vision, something that is hard to define, something kind of magic and amazing. This is gold. This isbeautiful. You can’t yet see the details, but you have a sense for thing you want to make, and hopefully you’re swept away by it. craig d adams aka superbrothers sketch one sketch two
design: trees stage 1: stage 2: stage 3: ““By creating a game world, you are creating an “imaginary reality.” Light is very important, andshould always be used with meaning, whether strong or weak. The colour choices for the game represent somewhere between a real colour scheme and a fantasy range. Toshikatta matsuda
what next? tree development scale layers pathsImage needs to be scaled in relation to More layers need to be added to A path needs to be set to add in Gamescreen/window size & character size. compensate for boring areas and add Maker to stop the player from venturing depth to areas with small branches. off the tree!“Usually in the creative process, the next step is to think about the project intellectually, to talk about it, to look at it from various angles, to plan it out, maybe to second guess it or to “ problem solve it, maybe reconsider it a bit. craig d adams aka supoerbrothers
what next? pixel art“S:S&S EP is a 21st century interpretation of the archetypical old school videogame “adventure, designed exclusively for Apple’s touchtronic machinery.S:S&S EP features the internationally recognized art & design style ofSuperbrothers, whose illustrations & short films have appeared in avariety of exhibitions & publications.
character inspiration: Brian Froud“the faeries were a tangible aspect of the landscape, pulses of spirit, emotion, and light. They insisted on taking form under my pencil.” game design document: “ The game begins at the very top of the tree, where the forest sprite is born from an opening flower. The sprite talks to the heart of the tree, which tells it “ to travel the extent of the planet. The forest sprite must then make its safe descent down the tree, to the ground of the dream world below.
character inspiration: kodamasKodamas exist in Japanese folklore, believed to live in certain trees. It is thought to be unlucky to cut down a tree whichis home to a Kodama. Kodamas appear in many forms: some resembling people, some resembling plant-like creatures,some depicted as dryads or nymphs.The most well-known version is probably the one created by Hayao Miyazaki in his film Princess Mononoke. “tree spirit” “small spirit” “small ball!”
design: main charactersomething familiar? A ghost/spirit? a scary rabbit?I originally went for the human-like doll ...but wanted to stick to something simple ...yet something that resembledstyle character... and spirit-like... something from nature.
what next? The next step is to actually make this thing, to get down to it. This is the rock. finished concept scale & create animationFinalise the character design, work on How big will the character be in relation Work out what animations will be neededdetails, characteristics & colour scheme to the other objects in the game? How to be able to control the character, andetc. Give it a name! many pixels will it be made of What will how the character will move. the character look like in pixel-art form?
what next?everything else...“ pixel drawingA videogame is a staggeringly beautifulcanvas. It’s a window into anotherworld. A world that lives only as long All artwork must be converted to in-gameas the machine is on. A living breathing imagery using a pixel style.world with depth and soul that actually “exists, right there onscreen, limitedonly by the vision and imagination animatingof its creators. Seize that thought, Pixel images must then be animatedand don’t let it go. using sprite sequences. programming Everything must be added to the Game Maker library so that the actual game can be made. sound & audio Sounds and background music must be added to finish off the experience.
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