Week Seven
Methods
Ethics in my project?
Currently, I believe ethics are involved in my project and that I will need an ethics application for it. As a game designer, play-testing and feedback are crucial, so I will be getting friends and family involved to play my game and give feedback throughout the process of creating my game. It is possible that I may not end up using anyone during the process of my project; however, to be safe, I want to be safe and still complete the application. Play-testing will generally be the only time that I may involve an audience or person. Since it is already a vital aspect of the design process, it will not affect the production of my game whether I include people or not. I can play-test my project on my own if that is the way I end up heading.
Aim:
I hope to learn how I can use the two-dimensional and three-dimensional forms in a single game space through my research and design process.
Keywords Relevant to this Aim:
Two-dimensional, three-dimensional, game space, design process
(Methods) How will
this aim be achieved
through practice?
Through concepting ideas and concept art I will be able to explore ideas around interactive narrative and the artistic style that I will try and use for both the 2D and 3D aspects. I will be specifically looking at sketches both traditionally and digitally and 3D concept mock-ups.
Describe the
practice-based
tools/processes you plan
to explore to achieve this
aim.
I will be focusing on using traditional drawing processes for the most part with the addition of photoshop and Maya. These will help me to visualise my ideas and use trial and error for different concepts. This will be the same for the trial of ideas for the narrative aspects that I plan to explore.
Discuss the reasons
why you have chosen
these tools/processes
Concepting is the starting point in creating games, it is one of the first processes that bring ideas to life. Because I am looking at how 2D and 3D can work in a single space I need to trial concepts using different forms to understand how I may use them.
(Paradigm) What
worldview or existing
framework situates
this aim?
As a creator I liked to work with different mediums, concept sketching and making is something I have always done so it is something I try and involve more in my game design process. Concepting ideas has become a very vital process to creating anything, so it is important to use it to better understand every aspect of what is being created.
Identify any, ethical,
historical, social,
political, cultural
contexts that inform this
aim and your selection
of tools and processes?
Art
Concept sketches have always been a large part of many design practices, most notably would be architecture and fashion design. Without the concept stage in any medium or practice, a project would not be able to go through. Even for writing, idea dumps are used to get all ideas and concepts out on a page so that the process of forming work can be started. This is why concepting ideas specifically around 2D and 3D assets is important as I would not having a solid starting point and would struggle to continue with my ideas.
Aim:
I want to learn about what I can do in a game space using both 3D and 2D to create strangeness within game experiences. Creating new experiences is what I enjoy, and I want to learn what more I can create with the skills that I am trying to improve.
Keywords Relevant to this Aim:
Game space, 2D, 3D, strangeness, game experiences
(Methods) How will
this aim be achieved
through practice?
Play-testing is how I will attempt to achieve this aim. Play-testing is when a player tests out the game to find faults and give feedback throughout the game creation process. Play-testing can be done by the creator of the game or other individuals in the hopes of finding out if the creators’ ideas have been successfully implemented within the game.
Describe the
practice-based
tools/processes you plan
to explore to achieve this
aim.
Playtesting can only be done either through Unity directly or once the game has been built and made playable without Unity. Each time I have prototyped or added something to my game I will be playtesting it, without doing this I can’t find out any faults in what I have created or how it works within the game space.
Discuss the reasons
why you have chosen
these tools/processes
Finding errors and being able to view my work in an actual playable space is why I am using playtesting and why it is most suitable for a game designer as a game can be tested an extensive amount of times before continuation.
(Paradigm) What
worldview or existing
framework situates
this aim?
Playtesting is a constant process within game development. It is a main point within the iterative design process as it allows for actual viewing of a playable game and also feedback. I have found that after working with Unity throughout my undergraduate games, playtesting has become a subconscious method that I deem incredibly important. It allows for tests of the game numerous times before a final product has been made thus changes are able to be done constantly.
Identify any, ethical,
historical, social,
political, cultural
contexts that inform this
aim and your selection
of tools and processes?
To find out if a player is viewing or playing the game the way that I have intended playtesting is used. This is usually done when milestones are made within a game as feedback is not necessary during the entire game creation process. Playtesting is quite a large part of the game industry as it allows for studios to showcase their work to an audience. Events such as Armageddon, Chromacon, Play by Play and the Indie Game Showcase are just some of the few that showcase games regularly for people to playtest and get real players feedback.