Possible Order of events 01
The mad scientist narrative journey
- Rumpelstiltskin. -Finds straw smelling of werewolf
- Three little pigs. – Finds blown down straw house.
- Little Red riding hood. – Finally goes to Grandma’s house in hopes of catching the werewolf. Wolf gets killed by huntsman. While dying the mad scientist Finds out that the werewolf is the mad scientist.
Mad scientist goes unconscious.
Mad scientist goes unconscious.
Planing and Milestones
Below is my planing and milestones that I hope to complete on time.
Here is a PDF version. tomrevill.net/files/TomRevillGantt.pdf
| Name | Start | Finish |
| Modeling Progress check Milestone | 8/31/2009 | 8/31/2009 |
| Coding Progress check Milestone | 9/02/2009 | 9/02/2009 |
| Level Design Progress check Milestone | 9/14/2009 | 9/14/2009 |
| Progress check Milestone | 9/03/2009 | 9/03/2009 |
| Finalisation Milestone | 9/17/2009 | 9/25/2009 |
| Progress check Milestone | 9/10/2009 | 9/10/2009 |
| Alpha presentations pt. 1 Milestone | 9/28/2009 | 9/28/2009 |
| Alpha presentations pt. 2 Milestone | 9/29/2009 | 9/29/2009 |
| Progress Check Milestone | 10/08/2009 | 10/08/2009 |
| Beta presentations pt. 1 Milestone | 10/12/2009 | 10/12/2009 |
| Beta presentations pt. 2 Milestone | 10/13/2009 | 10/13/2009 |
| Project 2 (final project) formal presentations Milestone | 11/05/2009 | 11/05/2009 |
Thoughs on Characters
I was thinking what type of character I could the player could control. Below is a list mind map of different characters I could use.
Character that I could use in my level could include…
- A huntsman who turns in to a werewolf.
- A huntsman that find various potions that changes him in to various characters.
- A mad scientist that is in search of his creation.
- A mad scientist that has to find the pieces to his machine. To rule the wold.
- A Billy Goat that thinks its a mad scientist.
- A Grandmother with a twitchy trigger finger.
- A mad scientist that wants to become a lumberjack.
More inspirational images.
Below are some screenshots from the The Elder Scrolls IV: Shivering Isles expansion pack.
Even more thoughts on astheics.
Since I was look at The Nightmare Before Christmas I thought I would look at what Influenced the style of that film.
From a young age Tim Burton was Hervey influenced by the stop-motion animation by Ray Harryhausen and Hammer Horror.
When Tim Burton entered into films he was freshly graduated from a character animation program at the California Institute of the Arts when he was hired by Walt Disney Studios to The Fox and the Hound (however he was dissatisfied with the artistic direction of the movie).
In 1981 He made a stop motion film called Vincent.
The first film was a ‘claymation’ tribute to his idol Vincent Price. Although not the most publicised film from the Disney Studios, it’s certainly the most unusual. The combination of bizarre characters and the constantly shifting expressionist backgrounds produced a film that may best be described as ‘The Cabinet of Dr Caligari meet Ray Harryhausen -Ben Andac (http://archive.sensesofcinema.com/contents/directors/03/burton.html)
As we can see Vincent was done in a similar style to that of The Nightmare Before Christmas an then later the Corpse Bride.
This Gothic horror Aesthetic was again reflected in Edward Scissorhands
and then Nightmare Before Christmas.
In conclusion Tim Burton was infunced by Hammer Horror and Character Animation. Through his frustraton over the The Fox and the Hound made burton create Vincent. the visual first present in Vincent which evolved in to the visual style seen in The Nightmare Before Christmas.
Further reading.
More thoughts on astheics
I downloaded the demo of American McGee’s Alice last night and had a play. After I stopped playing I had a look at what I had a look at what could have influenced the style of this game.
I had a look on the internet to see what images I would find. I found these Images that looked like the games style.
I found out that this illustration drawn John Tenniel.
now if we compare this illustration by John Tenniel
As we can see there are we can see that John Tenniel influenced American Mcgee look especially around the face.
In this picture the style is clearly influenced by steampunk horror.
So what the developers have done is taken a existing interpretation of Alice in Wonderland and reworked that style in to something different.
Expanding on my idea
A fairy tale character who has amnesia goes on a quest of self discovery. On the way the player will find a number of items which could be the key to finding out who they are. within this level will try to provide some mortal lessons while piecing together who you are. In essence the character is trying to find out who they are by interaction with other fairy tales.
The player starts off in a Forrest in plain sight there is a village and a castle it is up to the player at that point to go exploring this world. The environment shouldn’t look too familiar at the beginning of the story. The visuals should no way imply that you are in a fairy tale until the end.
In the world they will be able to find various objects to access various places in the level. These objects would relate to the fairy tale in question or they could not.
An example of this would be that the player would need a spoon to eat the porridge to interact with the three bears house. However the player has a basket of goodies the player would be the same character as the player would not be able to interact with the environment. On the other hand if the player went to grandma’s house deep in the woods the player would see a wolf in bed that After the player got out of the house the player would turn in to little red riding hood. By the player turning to little red riding hood the charter would be able to finally learn who they were.
In this game/level you could experience 3-4 different tales but you don’t have to experience the one fairy tale it could be you could have a mix of all 3-4 and create your own fairy tale.
So in essence the player is determining who they are by the stories they choose to undertake.
Self Discovery
Yesterday I was having problems working out how I can effectively portray the concept of “Environmental Narrative” while still having some consideration to my design.
After some research into fairy tales I came a upon the theme of “self discovery” below are some links that contain the idea of self discovery…
- http://personalgrowthbooks.suite101.com/article.cfm/fairy_tales_as_guides_to_selfunderstanding
- http://www.inter-disciplinary.net/ati/Monsters/M2/drawmer%20paper.pdf
- http://www.randomhouse.co.uk/offthepage/guide.htm?command=Search&db=/catalog/main.txt&eqisbndata=0099511401
- http://www.teyl.org/article6.html
- http://www.alice-in-wonderland.net/explain/alice818.html
- http://www.ram.org/ramblings/movies/the_nightmare_before_christmas.html
- http://www.sciencedirect.com/science?_ob=ArticleURL&_udi=B6V2K-47VYS7V-1&_user=10&_coverDate=05/31/2003&_alid=974621522&_rdoc=1&_fmt=high&_orig=search&_cdi=5705&_sort=r&_docanchor=&view=c&_ct=34&_acct=C000050221&_version=1&_urlVersion=0&_userid=10&md5=bb30dd22a2a912510351f60be5e777da
So with this idea of “self discovery” in mind I was think that my scenario would be
A fairy tale character who has amnesia goes on a quest of self discovery. On the way the player will find a number of items which could be the key to finding out who they are. with in this level will try to provide some mortal lessons while piecing together who you are.
In this game/level you could experience 3-4 different tales but you don’t have to experience the one fairy tale it could be you could have a mix of all 3-4 and create your own fairy tales.
Thinking of scenarios
After talking with Doug and Matthew I was think of what narrative could link the fairy tales together.
So after some thinking I came with this scenario…
The worlds Rumpelstiltskin, Little Red riding hood have collided and locked together. 2 Artefacts have been mixed up and are no longer in their own worlds. It is up to you to put them back in there worlds and restore order. The Artifacts are A basket and a spilling wheel. These object are living entity find them by the sound of their crying. when you place them back in there original worlds where they most familiar they will stop crying.
Response to Reading 04
After looking around the internet i came across this article. Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park Industry. From this article I Have lent the following
- When telling a story aware of Colour, lighting and texture in each level
- Location of the story is important
In the telling of your “story,” the next most important task is to answer your audiences first question…. “Where am I?” No matter how well designed your environments are, if your audience can not answer this question in the first 15 seconds, you are already lost.
- Show the cause and effect of a station e.g. killing a character in a game may result a bad ending.
- Another trick is to make some thing that is unfamiliar familiar.
- The importance of space with in levels.
If you have ever visited a medieval cathedral or even a large old church, there is a reason the vast interior is so awe inspiring. What you may not realize when you enter, is that the architects of these places have forced you to enter the church through a small confined space, before revealing the monumental interior of the main church. This in done quite on purpose, and it is the contrasting effect of having been confined in a small space that makes the adjacent room all the more dramatic.
I will bare all this in mind as I make my level.
Thorughts on athetic style
I was thinking about how the atheistic look of the level would look. So with some looking aroud on the Internet I found some inspirational images.
Results of Survey
The following stories have been chosen from the Survey
- Rumpelstiltskin – chosen because of popularity.
- Beauty and the Beast – chosen because of popularity.
- Henzle and Gretel – chosen because of the forest.
- Little Red riding hood chosen because of the forest and basket.
Within these stories the main focus will be on these Artifacts.
- A spilling wheel
- A flower
- A basket
- A ring
Locations that will be used are
- Forrest
- Castel
- Village
Below is the results of the survey
Helpfull links
After looking around I found these links that could be useful.
http://gamecareerguide.com/features/758/a_guide_for_aspiring_level_.php
http://gamasutra.com/view/feature/4072/designing_games_that_dont_suck.php
http://gamasutra.com/features/20000405/carson_01.htm
http://gamasutra.com/features/20000301/carson_01.htm
As well I found these links for athletic style
http://www.flickr.com/photos/28601488@N05/sets/72157617884492007/
http://en.wikipedia.org/wiki/The_Nightmare_Before_Christmas
http://en.wikipedia.org/wiki/American_McGee%27s_Alice
http://www.flickr.com/photos/americanmcgee/sets/72157603451396992/
Response to Reading 03
After reading Game Design: A Practical Approach by Paul Schuytema I found out that exploration can be a key component in narrative based level design. The the Book mentions the Traditional rules of narrative ” the three-act structure of rising action,climax and denouement . I will keep these thing in mind when I make my level.
Response to Reading 02
Here is my response to Level Design for Games: Creating Compelling Game Experiences. by Phil Co This book has only a few of pages devoted to narrative. But I found out that the best way of telling a story using a level is through Adventures genre. In Story Adventures the player uses various objects use various object in order to solve a problem. This genre also comprises of exploration of the level. Also there is heavy emphasis on hit through the level.
So essentially combing items together in order to solve problems.
Example of this genre include: Grim Fandango and the Monkey Island (series).
This is very mush the style would like my level to be.
Responce to Reading 01
While reading Game Development Essentials: Game Level Design by Jeannie Novak and Travis Castillo I found a short paragraph about the components of effective story. Kaushik Pal from Paradigm Entertainment Inc talks about the three important components are…
- Gameplay design
- Visual motif
- Audio
He goes on to say that Lighting and colour are a “powerful tools” that can reflect the atmosphere of the level.
Another piece of important Information that got talked about in this book was the the idea of experience within a level.
According to Jenova Chen from thatgamecompany “the level designer must determine the particular emotional experiences the player will go through in each level.”
This book also says that the designer can tell a story through gameplay goals.
The above information should help me to construct a brief for myself for my level.
Survey
Below is a copy of my questions I set out today. If you want to participate your more than welcome.
“Hello my name is Tom Revill.
This Survey will help me with my final research project in my bachelor of design majoring in digital media.
Below are some questions that will help me with my research. If you could answer the below an email them to
tom.revill@gmail.com
All Answers will be confidential.
1. What is your favourite fairy tale or children’s story ?
2. What was the strongest image within the story?
3. Where was the story set?
4. Were there any objects/artifacts you remember? Why?
Thanks for your time
Tom”
Books and questions.
Last week I got some books out for this project.
Game Development Essentials: Game Level Design By Jeannie Novak and Travis Castillo
Digital Storytelling: A Creator’s Guide to Interactive Entertainment
By Carolyn Handler Miller
Level Design for Games: Creating Compelling Game Experiences by Phil Co
Game Design: A Practical Approach By Paul Schuytema
Later this week I hope to do a response to aech of these texts.
However from the reading i have done so far I have developed some questions for survey.
I will be checking the questions tomorrow with my lecturer and then these will be posted on this blog tomorrow.
Ideas, Research and Process.
After talking to my lecturer I have chosen the following idea …
Designing stories through video game level design (Digital Aesthetic stories) or Narrative vs Environment: In this topic I want to look at how to express a narrative through a level. In essence how do you tell a story without using voice or text. For example three different size bowls on a table in a shack tells part of the story of The Story of Goldilocks and the Three Bears. In this way the the environment told the story. in this topic I want to create my own story but use a level to communicate the story.
With this in mind Have done some preliminary research into Children’s and Household Tales
So far I have found thee books that I could look into.
Below are some Tales and Articacts in the story I could use…
- The Story of Fidgety Philip:
- Hansel and Gretel:
- Rumpelstiltskin:
- The Story of the Three Bears:
knocked over dinner table.
Breadcrumbs in a Forrest leading to a gingerbread house.
A shack with Spinning wheel, straw and gold straw.
Three different size bowls on a table in a shack.
In regards to process his is the way I want to proceed
- Gather material on Children’s and Household Tales.
- Get together a focus group ( possibly 3 adults and thee children) and ask them questions about the story.
- Filler data to narrow down what story or stories I should use.
- Make level.
- Show focus group results.
- Refine level and Finnish.
- Documentation.
Links to resources.
Expanding on my Ideas
I was looking at my previous post and I thought that I should expand on each of these.
- Influence vs plagiarism within video game mechanics:
- Opposing worlds within video game level design:
- Designing stories through video game level design (Digital Aesthetic stories) or Narrative vs Environment:
In Computer and video games mechanics such as bullet time are copied from game to game. These Mechanics or Ideas are they a Influence or plagiarism of the original idea. In this topic I hope to explore this issue in regard to other disciplines within design. While working with in this field I want experiment by making various game mechanics.
In this topic I want to look at aesthetic juxtaposition in level design. For example a urban landscape transforming into a nature landscape. specifically I am interested in where that transition happens with in the level. Research in this topic will include other examples in other computer and video games.
In this topic I want to look at how to express a narrative through a level. In essence how do you tell a story without using voice or text. For example three different size bowls on a table in a shack tells part of the story of The Story of Goldilocks and the Three Bears. In this way the the environment told the story. in this topic I want to create my own story but use a level to communicate the story.
Hopefully on Monday I can get some feed back on what idea I should use.
Ideas
Here are some thoughts on what I could do within the topic I have chosen.
- Influence vs plagiarism within video game mechanics.
- Opposing worlds within video game level design.
- Designing stories through video game level design (Digital Aesthetic stories)
Constraints to consider:
- Text
- voice
- Puzzles
- music
Possible things to talk about:
- Lost culture
- Digital architecture
- Digital culture
- Digital aesthetics
intro and topic choesen
Hello this category is devoted to my DMDN 412 Emergent Aesthetics course.
More details click here.
http://blogs.mediazone.co.nz/2009-dmdn412/
Mitigating Adversaries. The recent Uighurs/Han conflicts in Western China, the mongoose and the cobra, signal and noise, life and entropy: our universe is full of opposing forces. Create a design that interpolates and mollifies the tension between two chosen adversaries – human, chemical, galactic, moral, philosophical or of any other dimension you chose

























