Tuesday, 18 November 2014

Front Page Concept

Some concept design for the front cover of my GDD, to begin with I had a dream catcher shape which was layered on top but I removed this as I thought it appeared just to busy. I then changed the position of the protagonists silhouette as well as the colour, so that it felt more like part of the piece. The fourth one is my final version however I do go on to find a better font to use for my GDD.
Below are some colour tests for my concept art piece, just to experiment with the colours some more to see what combinations are most effective yet mysterious, and would match my games art style.

Monday, 10 November 2014

The Other Side

A collection of videos created by Honda UK. Take a look to see 'The Other Side' of Honda.

YOUTUBE.COM

I really Love this advert it is created so well, its the story of a dad/ bank robber and shows both half's of his life at the same time. It has a mechanic in which whilst watching if you press "R" you to the dark side of the advert which involves car chases, and bank robbery instead of if you leave it where you watch the day life of hime picking his kids up from school.
I love the idea of being able to use this technique in a game.

Saturday, 8 November 2014

Cultural Dilution of Native Cultures

1.) For at least 40,000 years before the first British settlement in the late 18th century, Australia was inhabited by indigenous Australians. Who spoke languages grouped into roughly 250 language groups. After the European discovery of the continent in 1606, Australia's eastern half was claimed by Great Britain in 1770. 

2.) The voyages of Christopher Columbus from 1492 to 1502 resulted in permanent contact with European powers. Diseases introduced from Europe and Africa devastated the Indigenous peoples, and the European powers colonised the Americas. Mass emigration from Europe, including large numbers of servants, and forced immigration of African slaves largely replaced the Indigenous Peoples.

These are two of the deeper meaning subjects that I want my game to subtly revolve around. My game is set in a world based around both the aborigines dreamtime and the native americans Spirit walks. The Evil/ Villain in the game actually represents the contamination of these two separate but very familiar cultures by the foreign explorers/ Invaders. Both cultures were hugely effected by the arrival of their european ancestors, and very little of it was positive. Both Cultures were incredibly misunderstood at the time, and as in so many cases difference was feared. Of course that logic can be applied to both sides. Since the arrival of Europeans both cultures have been diluted and upheaved from their cultural roots. Traditions and languages have been lost as it becomes steadily harder for them to stay true to what their culture once was. The temptations of the modern world have effected what people believe in. 

Before the arrival Native Americans mainly lived as hunter-gatherer societies and preserved their histories by oral traditions and artwork. The arrival of the 'white man' in America was followed by centuries of conflict. The land and nature that the Native Americans believed sacred went through radical changes to make way for numerous new colonies. For example the american buffalo which once roamed the grasslands in giant herds were put on the verge of extinction due to commercial hunting and slaughter. Native Americans suffered the highest fatalities from contact with European diseases such as Smallpox to which they had yet not acquired immunity. What makes these losses worse are that some of them were intentional, Colonists are known to have "gifted" tribes with smallpox infected blankets. Probably one of the first cases of known biological warfare.

"In 1830, the U.S. Congress passed the Indian Removal Act, authorising the government to relocate Native Americans from their homelands within established states to lands west of the Mississippi River, accommodating European-American expansion. This resulted in the genocide or near-genocide of many tribes, with the brutal, forced marches coming to be known as The trail of tears."

Before the arrival of the European settlers there were over 250–300 spoken languages with 600 dialects. Now there are fewer than 200 of these that remain in use, and all but 20 are considered to be endangered. Sadly Aboriginal people today mostly speak English. To me this is an example of, I don't know the correct term but Im calling it Cultural Dilution.  

In the 2006 census, 73% of the Indigenous population reported an affiliation with a Christianity, 24% reported no religious affiliation and only 1% reported affiliation with an Australian Aboriginal traditional religion. Another example of what i'm calling cultural dilution, It saddens me that today only 1% believe in there ancestral religion. There were many preachers that wished to 'civilise' and spread the word of god and christianity to the aborigines.
Traditionally the aborigines adhered to animist spiritual frameworks. Within Aboriginal belief systems, a formative epoch known as 'the Dreamtime' stretches back into the distant past when the creator ancestors known as the First Peoples travelled across the land, creating and naming as they went. Indigenous Australia's oral tradition and religious values are based upon reverence for the land and a belief in this Dreamtime.
The Dreaming is at once both the ancient time of creation and the present-day reality of Dreaming. There were a great many different groups, each with its own individual culture, belief structure, and language. These cultures overlapped to a greater or lesser extent, and evolved over time. Major ancestral spirits include the Rainbow Serpent, BaiameDirawong and Bunjil.
The narrative of my game is that you are the last dream-walker, which is something I made up based on the mix of spirit walks and dreamtime. It is someone who is able to enter the world of the Dreamtime/ the Spirit world in which the creative ancestral deities live. Too few people believe in them anymore and so they no longer hold power over the physical plane, the arrival of the europeans and thus a more industrial culture was the beginning of the end. The modern way of life has left the dreamtime world infected, contaminated, tainted by things that don't belong there. But it is to late, the only way to save the dreamtime is to purify it and then sadly break the bridge between worlds. This is what the character must accomplish through the game, at the end you have the choice to leave with the spirits or stay behind.

Friday, 7 November 2014

Unity Experementation

This is a post which just scratches the surface of how much I learnt to do in Unity, I started of by creating a terrain. Then Created a tree, I spent a lot of time using the tree tool and trying to manipulate it to do what I wanted, which was to make swamp like trees which had big roots. I did succeed but I could only ever make the one tree and not change one without changing them all. It seemed silly that the program acted like this but the tree tool was made to be used as a terrain brush to create many of the same tree, which is not what i wanted. For what I wanted it I would have to make each tree in maya then import it in, which i was advised against as its only a demo, not the real thing.
So I learnt how to create fog and change all the different variables e.g. colour, opacity, rotation. There are lot more complicated ones.
Below is the first level design that I did but I had to end up getting rid of it as it had an unfixable amount of errors in. By this I mean it would of took longer to fix them all than to just start again. I am unsure as what the cause to all the errors was, next time I shall keep a closer look on error count so I know what is doing the damage. The environment consisted of gigantic trees upon hills which had big roots showing, to carry on the effect of the roots without making them I used the terrain tool to get the appearance that some where just under the ground. 
Below is a screenshot of gameplay, you are in the valley type thing between the trees root hills, I like this shot as it gets across the feel I wanted to achieve. The blend of colours just feel dreamy to me, and the way that you can see the direction of where you need to go but not where you going.
The image below shows the scale, of just how big the trees are. I imported this old house from the unity asset store as i wanted random assets dotted around the forest to make it surreal, I think it intriguing to have this old american style wooden house nestled in amongst the roots of a huge tree. Within the game you kind of become drawn to it, as the pathways lead you there and the different silhouette within the fog attracts your attention.
Below is the view reached when looking out from an area that can only be reached by hopping from one platform to the other, these are shown it it. Again the fog blocks your view in such a way that you can see the direction to go but not the destination. Unfortunately in some places the skybox can be seen through the fog no matter what.
To make it easier on the computer ( stop it chugging) I changed it from having the fog in a fixed position all over the environment to only having a small square of fog attached to the character, so no matter where you went you were always shrouded in a cloak of fog. I got it so the fog was attached to but moved independently of the character.
Underneath is the view from upon the peak of a hill, you can just make out the neighbouring giant tree through the dreamy purple fogs.

Monday, 3 November 2014

Dreamy Creations

These are two old photo manipulation pieces I did where i was trying to encapsulate dreams visually, the top one shows what many of my dreams started with when I was younger. As I would often start by flying out of my bedroom window, into whatever dreamland awaited me. 
Below is a house that I dreamed of that was like a Rubix cube of houses, with a big front door.

Sunday, 2 November 2014

Contextual Studies: Hand Sign Design

Signifiers communicate where actions are meant to take place, for are Contextual Studies we were given the task of re-designing a existing sign we did not think works well or creating are own, possibly to be used in our game. I decided to create an interaction sign. To be a good signifier it should be intuitive, and then I came up with the idea of using a handprint as they are a very iconic recognisable shape. Some of the first paintings by humans were simple hand paintings done by aborigines in Australia, so there is something primal about hand prints, they show that we are all one species in a way. At least to me there is some kind of instinctive feeling to put my hand in, whenever I see a print maybe to see if it fits or perhaps its to feel a connection to whoever left the print behind. 
I looked into other aborigene and native american hand symbolism, I really liked the hands with a swirl in the palm, as if representing some kind of power. In my game these prints would represent interactive points that when activated using specific powers (which you gain through out the game) causing a new door to open or reveal itself, or something of that ilk.

Apparently one way of knowing weather or not your in a dream is to look at your hands, it is believed that in dreams you never have the correct number of fingers so to make a hand print symbol more original I experimented in photoshop on seeing what it looked like with and extra or less fingers. I decided on choosing the symbol with more fingers as when my friend looked at it, it took her a second glance to notice it was not a normal print. Also its much more likely to loose a finger than gain one, although not impossible.

Sunday, 26 October 2014

Our Game Pitch Presentation: LUCID

So here is my first attempt at pitching/ getting the idea of my game across to my class, everyone seemed to like the idea but wanted me to be able to describe what it would be like more, for example by comparing it to other games.
 Was going to be called Lucidity but I was informed that was already a game name. Above art is not my work.
Below represent the feel and tone of the environments I would like to achieve.
Below represent what the spirits would look like when tainted evil (left) and pure (right).