Jimmy Chattin - I make better games.
Showing posts with label art. Show all posts
Showing posts with label art. Show all posts

Thursday, June 7, 2012

A Nostalgic Anniversary


  • + Rebooted graphics that render a stunning visual performance.
  • + An epic score re-mastered into a further state of enjoyable sound.
  • + Re-engineered A.I. gives a better challenge and a better help.
  • - Geometry that remains in a subpar state from the original game.
    • A fix: Determine the worst offenders for level instability, and edit it to solve the issue.
 
With Halo 4 coming, a lot of attention is being directed to the future.  E3 is in full swing, and all eyes are ahead.  However, let's take a look back to last year's anniversary of the Halo franchise, a nostalgic romp through a familiar but… different adventure.  Halo CEA is quite the HD remake!

A big eye-catcher is the ell executed visual improvement the game makes on the original title.  The level of detail is worthy of current-gen technology, while vibrant re-texturing makes the sights beautiful, the enemies fierce.  The quality of looks is lost, however, because of the geometry; as the modeling was at times broken in Halo CE, Halo CEA didn’t handle any of these issues.

Halo CE is a game to just plain listen to; re-mastered scores, sound effects, and dialogue in Halo CEA are even better.  Gunfire is powerful, explosions are stellar, and enemy death-screams are most satisfying.  Be sure to give some time to just listen to the ring-world of Halo CEA.

For anyone who’s played Halo CE, remember how A.I. in the game did not know how to drive?  This game fixes this!  Smarter A.I.?  The anniversary title answers the call.

The Halo saga is deep in content, with no end in sight for new adventures.  While waiting for new content to come, Halo CEA does supreme justice to revisiting a familiar journey with a lot more than mere polish put into it.  If you are itching to get a Halo fix before the next Halo game arrives, this anniversary of a gaming staple will work wonders.

Friday, May 11, 2012

Into My Frying Pan - Personal Post Mortem

I’ve mentioned in my previous post that Mami is a good game, with a strong team, that did a superb job in the game projects course.  However, it could have been so much more, and I share that burden despite my work, or because of it.  For a summary of what I think I did well (or not), see the end of the article.

On Team Squaybies, I was titled as the QA Lead, allowing me plenty of room to delve and assist in every aspect of the game.  Through development, nothing lacked a bit of my touch.

In the beginning, early god-bosses and enemies were needed.  Team Squaybies brainstormed a breadth of designs and characters, and I directly assisted in making a few.  Using an industrial production process, the pieces were turned-out very quickly with decent variety.

To help secure the direction of the game, we had to illustrate what was wanted in Mami.  To do this, all of Team Squaybies contributed to the game design document, with me as chief editor (spelling, grammar, inconsistencies, etc.).  Taking it from there, my QA instincts took hold, and I had a number of outside individuals read through the premise of the game, and took changes they suggested or loved to the group, implementing them appropriately.  In anti-climactic fashion, the document was never touched again, but I bear it on myself for not iterating the five letter word of every project: S-C-O-P-E.

For most of the year, I ended-up doing little programming features and research to assist the work of the chief programmer.  Being as unfamiliar as I was with the ActionScript language, catching-up to the employed skills of my friend made the impact of my work fairly small.  Slow work and low impact features are my downside (though I know AS3 so much better now!).

However, other than the chief programmer, I was the only other team member to actively program within the game.  Making the necessary changes to effectively fix minor issues that arose sped production processes along.  With the research I conducted, enemy examples and coding parameters were found, and a shadow system was discovered that is in current use within Mami. So, with all that, those contributions can be a plus on my part.

Now, let’s cover some items of a more superficial nature.  In teamwork, many times I became short with other group mates, and that is inexcusable.  On attendance, the chief programmer and I have the best showing of the entire class!  Concerning work ethic, I would rate myself above the average, in that I did not waste work time Facebooking, perusing Imgur, or reading Reddit.  That, I would state, is possibly my best trait given to Team Squaybies.

Well, there’s my frying pan.  I make no claim to be unbiased, and really do welcome your input in the comments section.  For my failings, they were wrong, and I can only hope to never make the same mistakes again.  Concerning my achievements, I don’t think that aiming to do better is out of my scope.  Again, please comment what you think down below, and take care for my next post of Half Life.  See you then!

  • + Being there to benefit every section of the game.
  • + Designing and carrying-out a number of visual concepts of possible characters.
  • + Spear-heading needed quality assurance with industry-grade detail and procedure.
  • + Actively programming features in ActionScript and finding asset examples for implementation.
  • - Repeated failure to raise the “scope” flag enough.
    • A fix: Scope!  Set conservative deadlines, believe attainable goals, and work on details after the main design is satisfied.
  • - Slow, plodding programming work.
    • A fix: Know what engine will be used prior to entering the project to catch-up on code writing.
  • - At times, short with other team members.
    • A fix: Patience is a virtue.

Friday, May 4, 2012

Mami's Post Mortem - Mami Update


Wow.  What a year.  Mami has been through a lot these past few months.  It has seen people come and go, lore written and dismissed, art created and discarded, mechanics programmed and removed, and countless other iterations come across the project life-time.  There are some things Mami still needs, but there are so many more things that the game has accomplished.

Starting the academic year, there were a lot of decisions to be made.  What mechanics could be applied to the game?  How detailed is the story?  Levels?  Engine?  Art-sound-etc etc etc?  Some of the most important insights into what would later evolve the title came about in September, October, and November.

However, scope is the five letter word of the industry as far as I’ve experienced.  Thus, the time not spent on the programming and implementation backbone of Mami was too great when compared to what the industry uses now as a production process.  Those assets, though, do bolster an impressive library of material that clearly defines the world Team Squaybies created, and the assets are always there for future reference or use.

Referring back to implementation, that brings me to my next topic: skills that are needed in a game development team, and the life-span of those skills.  Throughout the year, we at Team Squaybies - an assemblage of technically nine individuals to six by year’s end - had a various assortment of skills to bring to the project.

What was desperately needed was more programmers.  The chief coder was a beast at AS3, but he’d been working with the language for a year previously in a professional setting; Team Squaybies’s project manager knew a little bit, but otherwise was regulated to very front-end manipulation; I myself know plenty of code, and picked-up the language of Adobe Flash quickly, but I was still not on-par with the primary programmer, mainly slowing down his progress if I tackled a problem alone.  Coding was important from start to very finish, and having more coders with a previous familiarity of the tool of choice is not a make-or-break situation for game development, but it sure darn well makes things more efficient!

Now, what about the art direction?  To start, we lost our audio skill at the turn of the calendar year, though he did do excellent work prior to his leaving.  Would more work have been required of him the second semester?  I can’t say.  I also can’t say if it was overly detrimental to the outcome of Mami, but it just shows that the pool of audio talent that the game projects groups have access to is quite slim.

Moving the art focus forward to what is more traditionally considered art, the visual concepting phase of the project was by far too long.  Some persons were doing over an hour to turn out one half-finished piece of concept – when put into the context of working being done in only two-hour working blocks three to four times a week, that is ridiculous.  I have good faith that anyone in a design studio would happen to agree.

Now, try combining the visual arts, level design, narrative brainstorming, and other miscellaneous fields outside of the implementation track (e.g. programming).  These fields far outweigh the number of people capable of bringing about a game, and within the game projects course here, last on the employ of a team for the entire year.  I may be horribly biased, but a great number of non-implementation individuals are needed at the start of game development; halfway through the development cycle, I could only see maybe one, two, or at most three persons of strong artistic intent.  Everyone else should have multiple skills, transferable between development teams!

Well, I’ve ranted enough.  Team Squaybies really pulled a good project together this year in the form of Mami.  The team was fairly solid.  It was a great time, I learned a lot, and will be taking the best of my new knowledge to help create a game I designed for next year.  But now, here’s to creating great gaming experiences, and taking care while doing it!  

Stay tuned for a possible update to my Mami adventures, where I go into the details of what I learned, what I did horribly, and what I believe to be good work on my part.  See you then.

P.S.  Please comment on my thoughts of the past year, the issues raised, your own experiences in teamwork and project development, or ask any questions you may have.  If I missed anything, let me know!

Friday, April 27, 2012

The Last Week - Mami Update


Next week is Finals Week.  Thursday’s final presentation of Mami will be the final showing of the game.  There is more work to do before then, but the grind to next week’s deadline goes on.

The project manager and I have been working together to ensure our levels work without incident; jumping from platforms to platforms, triggering puzzles, shifting into walls, attacking, and getting stuck in corners are just a few things we tried and edited in regards to what came up.  Anything that couldn’t be handled by the simple moving and resizing of collision boxes I recorded in a QA to-do spreadsheet for later.  If I may say so myself, it was good quality assurance!

Other work going on in Team Squaybies would have to be the finishing of giving visuals to the platform collision boxes.  Further, the final rendering of the player character animation has entered its final phase; it’s implementation happens later today.  Finally, the chief coder has been working on smoothing the corners of certain mechanics, allowing for appropriate player engagement.

Well, it’s been a good semester.  Let’s finish it strong!  Take care until next week, where I’ll be writing a “post mortem” of the whole project.  See you then.

Sunday, March 25, 2012

Perpetuam Memoriam is Back!


OK, boys and girls!  Remember a little event called Global Game Jam, and a game I spent a little time helping make during that weekend?  A Perpetuam Memoriam?  Well, stop holding your breadth – it’s back!

What does that mean, being “back”?  Nearly every member of the original team is getting their act together, and with the help of a new digital artist, the game is going to manage its way to v1.0.  A bit of open source from a published game, LarvaMortus, is going to be a bit of help as well – check it here.  Though it is an earlier version of the Torque 2D engine that the team is working in, it should at least provide quite a guideline to solving our issues.

Perpetuam Memoriam is having a few blocks holding-up progress: shadow dynamics, enemy production and placement, further level layout, and new art assets.  Our chief leader and programmer is trying to optimize the shadows, and Larva Mortus has minimal application as far as he can tell.  Though a lot of our work is done on a forum, check out his blog for some of his work.  I am recording how to handle AI creation and definition within Torque – it’s no walk-in-the-park like a C language or Actionscript 3; a whole new frontier!  The levels are undergoing a nearly complete refresh, since moving in 4 directions of gravity skews the normal flow of level progression.  And art?  WIP, but I personally have great confidence in our new teammate.

Anyway, I hope to keep you semi-regularly updated on the progression of Perpetuam Memoriam as we move to v1.0.  Though currently on v0.8, there’s no guarantee that development will be too quick; college students, no compensation, and internet distractions are all put-downs to the project.

Wish us luck.  Again, check out both GGJ ‘12’s PerpetuamMemoriam, and Larva Mortus, which is available on Steam.  Until next time, take care!

Tuesday, February 14, 2012

Crashing the Castle

What’s the best time you and 3 friends have ever had in front of a screen?  Well, if you’ve already had the pleasure of playing Castle Crashers, a run-through the colorful world was likely a party unto itself.

Let’s start with the unique art style; Castle Crashers uses bright colors, simple palettes, bold outlines, and a hand-drawn look to keep things simple.  The distinct silhouettes keep the player’s eye on their knight, while clearly defining what enemies are at hand.  Bright flashes and wonderful animations keep fights engaging; the environments are fresh and unique at every level.  Suffice to say that Castle Crashers is a very pretty game.

Now, what does this seemingly basic look convey in its play?  Silliness.  Sheer, unadulterated, silly fun.  The tale of the player’s trek across the land is fraught with ninjas, bears, skeletons slime bats aliens … too many varieties to include.  These antagonists are keeping the princesses of the kingdom hostage for the evil intentions of an all-powerful sorcerer in his massive fortress.  Not cliché enough for you yet?  Here’s a spoiler – the hero (you or one of your buddies) gets the girl at the end!  Just the unabashed nature of player motivation is worth playing this game.

With the praises I’ve already shoveled on this title, here’s a bow to wrap it up: the controls rock.  Direction is smooth, button presses are responsive, and the straight-forward consequences of what the player does never get turned-around on the player.  It feels ‘natural’ to do things in game.  And did I mention the starting room that prompts the players to test just what their knight can do?  Well, it’s brilliant.

If you are sick of my swooning, don’t worry – I’m done.  But please, if you have a few bucks and a handful of friends that like to have fun together, play this game.  You owe it to yourself to have as much fun as Castle Crashers offers, and it’s also a great study in how a game can take ‘simple’ to complex and epically enjoyable heights.

P.S.  I’m not sure what I’ll write on next, but it’ll come sooner or later.  Until then, take care!

  • + Colorful palette is refreshing from level to level.
  • + Tight controls with solid cooperative play.
  • + Plentiful enemy, item, and power variety.
  • + Sheer … fun to experience.
  • - Not more games like this.
    • A fix: Study this game, and make more like it!

Saturday, January 28, 2012

James Chattin Portfolio - Winter, 2011-2012

"Psychlo"
Progressive Character Design
Photoshop
"10 K Volts"
Game Character Rendition
Photoshop
"Grab It"
Game Concept Art
GIMP
"Looking Upon Clouds"
Game Atmosphere Concept
GIMP
"In Water"
Water Effects Piece
GIMP
"Quad Lingua Form"
Game Monster Exploration
GIMP
"Slog"
Class Assignment
Ink Pen, Watercolors
"The Mists of Maleficent"
Scene Exploration
Photoshop
"Boogie Man"
Tim Burton Competition Entry
Photoshop
Awarded for the Technical Advancement for the Performing Arts
"My Fair Thing"
Lighting Demonstration
GIMP
"Dead Space 2 Rocks"
Technique Exploration
GIMP
Contact for work:
James M. Chattin
jmchattin@pluto.dsu.edu