GUEST LECTURE 1: Arthur Parsons, Traveller’s Tales [http://www.ttgames.com/]
Our first guest lecturer was Arthur Parsons, Games Designer from Traveller’s Tales. Arthur has been a lead designer at TT Games for twelve of his fifteen-year industry career, following three years testing at Psygnosis. His presentation focused on getting design placements within industry, as he himself does the interviews for TT Games and plays a part in hiring new design staff. He mentioned how the industry is traditionally quite migrational and internal, with lots of inter-company movement. Another important facet of his presentation was the importance of ‘selling yourself’ to the company, and how work experience is integral to getting your foot in the door.
He also discussed his attitude towards games design, with the tenets that ‘Creativity doesn’t have to stop for branding’ and ‘Evolution through osmosis’, taking elements of past successes and refining them. He said designers often didn’t need to know how something worked as much as why it worked, as there are specific technical staffs for those problems. He finished by discussing his experience in Q&A and offering Q&A as the best way for designers to break into the industry, as well as showing constant enthusiasm for prospective companies and their products.
GUEST LECTURE 2: Cameron Thompson, Angel’s Den [http://www.angelsden.co.uk/]
Our second guest lecturer was Cameron Thompson, Regional Director of Angels Den. Cameron had two decades of experience banking before becoming a private investor four years ago. He describes Angels Den as a ‘dating agency for entrepreneurs and investors’ and discussed the various different sources of finance and their pros and cons. The five sources he examined were; Family, Public Sector, Banks, Venture Capital and Angel Investors. He explained how investors look for simple explanations; ‘What do you do? Who are you? Why should I listen? How will this make money?’ and how a business plan is only usually the province of public sector and bank investment.
As his presentation was based around seeking investment and various forms of financial dealings, it was not particularly helpful until the later phases, which were based around presenting one’s self in interviews, from the importance of facial hair to pitching and presentations. It was established that honesty was the best policy in deals such as these, and how any vaguely-financial arrangement has similarities to a romantic relationship.
GUEST LECTURE 3: Nicholas Rathbone, Codemasters [http://www.codemasters.co.uk/]
Our third guest lecturer was Nicholas Rathbone, Games Designer from Codemasters. Nick graduated from Bolton University’s Games Programming course in 2008, and was hired by Climax Studios before moving to Codemasters. The focus of his presentation was ‘breaking into the industry’ by means of an interesting CV, exciting portfolio and well-researched interview technique. He also discussed the difference between applying directly to a company and using an agency, suggesting the former is better for both individual freedoms and for saving the prospective employer money.
The most interesting part of Nick’s presentation regarded life as a Games Designer; what was expected in the role and the perks, such as training and bonuses. The final part of Nick’s presentation was to break down the different roles within the industry and demonstrate how long it takes to ascend to each one, from entry-level positions to experienced, senior and finally lead in each field.
GUEST LECTURE 4: Thomas Hulvershorn, I-Play [http://www.iplay.com/]
Our fourth guest lecturer was Thomas Hulvershorn, head of Q&A at I-Play. I-Play was founded as Digital Bridges in 1998, making mobile phone games before being bought by Oberon Media in 2003 and becoming the world’s leading casual games company. I-Play maintains strong links with universities as student testing costs nothing and provides valuable work experience, and one of the best things demonstrated during this presentation was the use of project methodologies within industry.
He took great care to explain the casual games market and how design relates to Q&A within his chosen field, especially regarding the idea of application virulence, and the idea of using players’ social links as a currency in itself, essentially monetising the game without having outright micro-transactions. The most important part of Thomas’ presentation concerned the industry itself, as he said ‘testing can be used as an entry to industry, but it’s also a profession within itself’.
GUEST LECTURE 5: David Bramhall & Vicky Rowley, Sony Evo [http://www.evos.net/]
Our fifth guest lecture was taken by David Bramhall and Vicky Rowley, designer and HR representative respectively. They were visiting on behalf of the Sony North West Group, comprising Studio Liverpool, Evolution Studios and Bigbig. Dave’s part of the presentation explained how he’d joined the industry and how Sony’s studios were structured in terms of having leads for each field instead of general leadership.
Vicky’s part of the presentation dealt with applying for jobs within the games industry, stressing again the need to be smartly-presented but not overdressed, as well as being clear on my goals and my chosen role. She suggested that a portfolio be focussed on my chosen field, but still to demonstrate other skills. She added that Sony has a large training budget for ‘investment in staff’ and explained many perks of a job at Sony; pension, health insurance, equipment allowance to name just a few.
GUEST LECTURE 6: Peter Akrill, Codemasters [http://www.codemasters.co.uk/]
Our sixth guest lecture was Peter Akrill, Expert Programmer from Codemasters. Peter graduated from Bolton on the first iteration of the Games Programming course, and worked at Traveller’s Tales before moving to Codemasters. He recommended moving around within the industry for the sake of pay and experience, and described the industry as being mainly contacts, tight-knit but spread out. He described the makeup of a studio and the different kinds of roles and people to be found within it.
The most interesting part of Peter’s lecture was to do with staying healthy within the industry, from when to take breaks and the kind of hours we should work, to asking questions and keeping a slew of healthy snacks to hand. He also recommended preparing food in the office, doing exercises in the morning and keeping a active social life as ways to stay healthy within the games industry.
Wednesday, December 8
Tuesday, December 7
Team Project Final Overviews
WEEK 20:
During Week 19 I consulted briefly with Lee on the Testing documentation, while continuing to make notes on the other design documentation.
WEEK 21:
During Week 21 work increased again on completing a playable final build of the level. Every team member was involved at this point.
WEEK 22:
During Week 22 the team delivered their Milestone 3 presentation, which went very well and raised many questions from the tutors.
WEEK 23:
During Week 23 we discussed with the tutors how we would demonstrate some of our writing, and it was agreed that I would be responsible for this piece. We also performed our Milestone 4 presentation, which was a disappointment due to lack of preparation.
WEEK 24:
During Week 24 the team prepared for testing, with Lee emailing tutors whose lessons we would be taking candidates from while I prepared a chart of rooms and lessons we could use for testing. We finalised the questionnaires ready to begin testing next week.
WEEK 25:
During Week 25 we presented the sample report work I’d written and we began testing. Testing was a slow process but our method is very robust and we were able to get many candidates tested. We aim to have tested 50 candidates total by next week, ready to begin data analysis before Christmas.
WEEK 26:
During Week 26 we met with Dr. Steve Manning, a statistician who offered to help us with our data analysis. We continued to test candidates and provided Dr. Manning with a complete set of our data before beginning work on our final milestone presentation.
WEEK 27:
During Week 27 we had several more meetings with Dr. Steve Manning where I was taught how to properly analyse our data, including an introduction to statistics and a piece of practice analysis. This will be very helpful for my work over Christmas. We also delivered our Milestone 5 presentation, which was a great success and made up for the weaker previous milestone.
WEEK 28:
The team spent Week 28 discussing the Final Report and allocating writing sections. We decided to keep our formatting similar to the way I’d demonstrated during milestone 1, and everyone ended the week with a clear idea of what they needed to contribute. I continued in greater detail the data analysis I’d begun for the final milestone presentation.
CHRISTMAS:
During Christmas I spent a lot of time updating and preparing the documents that would make up my part of the report and the data analysis. The latter was quite difficult but I’m confident in the work that I’ve produced and my understanding of it. Despite the multiple updates I made to the existing documents, I’m concerned there may be too many words for my section available, as there are several areas (such as Personality Modelling) that very much informed the creation of our NPC I would be wary of ignoring.
During Week 19 I consulted briefly with Lee on the Testing documentation, while continuing to make notes on the other design documentation.
WEEK 21:
During Week 21 work increased again on completing a playable final build of the level. Every team member was involved at this point.
WEEK 22:
During Week 22 the team delivered their Milestone 3 presentation, which went very well and raised many questions from the tutors.
WEEK 23:
During Week 23 we discussed with the tutors how we would demonstrate some of our writing, and it was agreed that I would be responsible for this piece. We also performed our Milestone 4 presentation, which was a disappointment due to lack of preparation.
WEEK 24:
During Week 24 the team prepared for testing, with Lee emailing tutors whose lessons we would be taking candidates from while I prepared a chart of rooms and lessons we could use for testing. We finalised the questionnaires ready to begin testing next week.
WEEK 25:
During Week 25 we presented the sample report work I’d written and we began testing. Testing was a slow process but our method is very robust and we were able to get many candidates tested. We aim to have tested 50 candidates total by next week, ready to begin data analysis before Christmas.
WEEK 26:
During Week 26 we met with Dr. Steve Manning, a statistician who offered to help us with our data analysis. We continued to test candidates and provided Dr. Manning with a complete set of our data before beginning work on our final milestone presentation.
WEEK 27:
During Week 27 we had several more meetings with Dr. Steve Manning where I was taught how to properly analyse our data, including an introduction to statistics and a piece of practice analysis. This will be very helpful for my work over Christmas. We also delivered our Milestone 5 presentation, which was a great success and made up for the weaker previous milestone.
WEEK 28:
The team spent Week 28 discussing the Final Report and allocating writing sections. We decided to keep our formatting similar to the way I’d demonstrated during milestone 1, and everyone ended the week with a clear idea of what they needed to contribute. I continued in greater detail the data analysis I’d begun for the final milestone presentation.
CHRISTMAS:
During Christmas I spent a lot of time updating and preparing the documents that would make up my part of the report and the data analysis. The latter was quite difficult but I’m confident in the work that I’ve produced and my understanding of it. Despite the multiple updates I made to the existing documents, I’m concerned there may be too many words for my section available, as there are several areas (such as Personality Modelling) that very much informed the creation of our NPC I would be wary of ignoring.
Monday, October 11
Week XIX - Overview
During Week 19 we had a brief meeting to discuss how the level designs lined up, and work has begun on the first draft of the current design documentation.
Monday, October 4
Week XVIII - Overview
During Week 18 we worked on our second Milestone presentation, though the delivery was disappointing as we hadn’t thoroughly prepared. We have scheduled and are preparing our next two Milestones, while still working on collating our summer work.
Wednesday, September 29
Week XVII - Overview
During Week 17 the group has been collating the work performed over the summer, which consisted of the admittedly Spartan Alpha Build and various relevant researches.
Monday, June 7
Week XVI - Overview
During Week XVI we allocated Summer roles according to the set plan. My roles include overviewing the research of other team members and producing the 'Underground' section of the level.
Monday, May 31
Week XV - Overview
During Week 15 we finalised our Summer Plan and presented it in the form of a verbal report during our meeting.
Monday, May 17
Week XIV - Overview
During Week 14 project progress was slow due to deadlines approaching in other subjects. We started work on our Summer Plan, which we will pitch next week during our meetings.
Thursday, May 13
Week XIII - Overview
During Week 13 I wrote an 'Environment Study' of the Janus Syndicate Base from GoldenEye, which can be found here.
Wednesday, May 12
Week XIII - Environment Study
For a quick environment study I cast my memory back to the halcyon days of 1997, and the FPS phenomenon that was GoldenEye (and its namesake film), and decided to produce a quick overview of what we can learn from the two and how we can apply it to our forthcoming level design. Bond villains are the world's greatest super-villains, and their underground bases are a hallmark of the role. I'm sure there are other examples within the series, but here is the first..
"Possibly the best example of a villainous control room is that found in GoldenEye. Situated in Cuba and below a satellite dish (which is itself hidden under a lake), the Janus syndicate’s hidden base blends earth walls and polished, futuristic technology excellently. This is the kind of style we should be aiming to ape as it gives our level a sense of super-villainy, which will make the experience more fun. Having previously been made and remade in videogame form, GoldenEye is an excellent example for considering the addition of gameplay elements, and as one of the most famous FPSes in history, there’s no more deserving candidate of study."
Thursday, May 6
Week XII - Overview
During Week 12 the group prepared and delivered Milestone 1, demonstrating the research phase of our project and discussing a general overview of our project. I feel the Milestone went comparatively well, though we had many different facets to our presentation and over-ran slightly.
Monday, April 26
Week XI - Overview
During Week 11 the group discussed testing methodologies and planned the types of data we were aiming to collect. We also discussed methods of provoking interaction with the NPC, such as simple puzzles and combat sections.
Sunday, April 25
Week XI - Pre-Vis 1
During the time we were pitching our respective ideas for the level, I produced a short untextured Pre-Vis to demonstrate my ideas for layouts and traps. I decided it would be more interesting to present this with a mysterious framing sequence as we had not yet decided on many of the narrative aspects (indeed, neither had we decided the gameplay yet.) Here is my short Pre-Vis, ‘The Miranda Incident’.
“With this M-I-R-A-N-D-A*, The world is practically ours!”
“With this M-I-R-A-N-D-A*, The world is practically ours!”
Tuesday, April 20
Easter - Overview
During the three Easter weeks I worked on many ideas for the project, including the design of the character and level, as well as ideas for the testing and further research. These are all available in the post 'Elements Of Consideration'.
Monday, April 19
Easter - Elements Of Consideration
"Elements Of Consideration"
being the most marvellous notes
of the renowned scholar Kyle Cherry
1.1 Refinement of our test.
-One of our current problems with the test is that we have not chosen a ‘victory condition’. This problem is easily remedied:
Our test has been successful if the player found the NPC too plausible as a friend to believe they could ever turn upon them. Essentially, that the ‘Nice’ level variant would be ‘canon’ in their eyes. One of the most important questions to include in the questionnaires is which level the player found most believable, because if our NPC is too friendly to be a threat players will tell us that the level where the two leave happily was the most believable. Our test will have been a success.
1.2 Defining sympathy, empathy and chivalry – Emotional Factors of our test.
“The Nature Of Sympathy”
(Max Scheler, 2008 / ISBN-10: 1412806879)
“The Role of Sympathy And Altruistic Personality Traits In Helping: A Reexamination”
(Nancy Eisenberg et al. / http://www3.interscience.wiley.com/journal/119431381/abstract)
“The Distinction Between Sympathy And Empathy”
(Lauren Wispé, 1986 / Journal of Personality And Social Psychology)
"The Sacred Rights Of The Weak"
(Elizabeth B. Clark, 1995 / http://www.jstor.org/pss/2082183)
2.1 Refinement of personality modelling chart to better suit our NPC.
-Reduce the variables -2/+2, representing the strongest realistic responses.
-Increase list of variables:
Hateful / Loving
Discontent / Content
Disillusioned / Hopeful
Cautious / Trusting
Cowardly / Courageous
Arrogant / Modest
Selfish / Selfless
Indifferent / Caring
Immature / Mature
Dishonorable /Honorable
-Addition of ‘Inert/Driven’ axis which charts the character’s ambition or lack thereof.
-Addition of ‘Independent/Dependent’ axis which charts the character’s need or lack of need for other characters.
-Addition of ‘Introvert/Extrovert’ axis which charts how the character presents themselves to social situations.
-Addition of ‘Chaotic/Ordered’ which charts the character’s attitudes to their clothing, possessions and situation.
We can use these personality modelling charts in our data-collection, asking players to mark the NPC. This is interesting, because with two NPCs to describe, the player will invariably pick the one they found most believable.
3.1 Design of our NPC – Career & Background.
-NPC must be sympathetic; unfulfilling day job? Money issues? NPC must be thoroughly sympathetic; Under-valued?
-Possible careers; IT Consultant, office drone.
When considering the chosen career of our NPC, we must pay attention to whether the setting places any additional restrictions on our character, for example ‘Job Strain’ and other traits.
“Does it matter where you work?"
(E. Jeffrey Hill, 2003 / Journal Of Vocational Behavior)
“A longitudinal test of Karasek's Job Strain model among office workers.”
(Pascale Carayon, 1993 / Work And Stress)
“A Brief Introduction to Job Strain”
(Peter Schnall M.D., 1998 / http://workhealth.org/strain/briefintro.html)
“The World Of The Office Worker”
(Michel Crozier, 1971 / Journal Of Contemporary Ethnography)
3.2 Design of our NPC – Appearance.
“A Measure Of Emotional Empathy”
(Albert Mehrabian, 2006 / http://dionysus.psych.wisc.edu/lit/Articles/MehrabianA1972a.pdf)
-Our NPC must be ‘average’ to best fit plausibility;
“Why are average faces attractive?”
(Tim Valentine, 2004 / http://www.valentinemoore.co.uk/trv/Attractive.pdf)
“Eyeglasses and gender stereotypes.”
(Roger Terry, 1989 / http://journals.lww.com/optvissci/Abstract/1989/10000/Eyeglasses_and_Gender_Stereotypes.6.aspx)
-This study suggests that women with glasses are considered to be more intelligent, feminine and introverted than otherwise.
"What is the female image projected by smoking?"
(John Beech, 2001 / http://www.le.ac.uk/psychology/jrb/PDF2000/Beech&Whittaker01.pdf)
-This study shows how smoking is considered to make a female seem more sexually interested, and glasses more intelligent. Variables such as these can easily be added to our character to make them seem more realistic, and the effects are clear for us to see.
4.1 Design of our Level - Situation.
-An everyday setting plays well to the strengths of the Hammer editor. IE; streets, shops.
-Setting must be fairly normalised so that the player is less concerned with that than with the NPC herself. IE; an alien invasion would have the players looking for aliens instead of interacting with our NPC, and would render our test useless.
“Fear of Crime and Handgun Ownership”
(James DeFronzo, 2006 / http://www3.interscience.wiley.com/journal/119597174/abstract?CRETRY=1&SRETRY=0)
“Determinants of fear of crime: The effect of cultural setting”
(Richard Bennet, 1994 / http://www.informaworld.com/smpp/content~content=a718869555&db=all)
-The two above are important to consider if we plan to use many firearms upon our level- how did they get there?
The link below is an interesting proposition to consider if we stick with horror elements in a civilised setting.
“Setting in Horror Fiction"
(Teresa Hopper, 2002 / http://www.fmwriters.com/Visionback/Issue9/horror.htm)
Above all, the rule of a normalised setting must be upheld, otherwise we risk spoiling the test with nonsense.
4.2 Design of our Level - Layout.
-The level must incorporate spaces for the player to directly interact with the NPC (through triggers, essentially ‘helpful’ and ‘unhelpful’) so we can better directly monitor the two. This can also play to the idea of using Bioware-esque conversational trees.
“Sick Building Syndrome: A Study Of 4373 Office Workers"
(Sherwood Burge, 1987 / http://annhyg.oxfordjournals.org/cgi/content/abstract/31/4A/493)
“Non-Specific Symptoms In Office Workers”
(Mark Mendell, 2004 / http://www3.interscience.wiley.com/journal/119306861/abstract?CRETRY=1&SRETRY=0)
5.1 Further Reading.
“Consistency of personality in interactive characters”
(Katherine Isbister, 2000 / http://www.fineminddesign.com/site/media/Readings/Week%208/Isbister_nass_2000_consistency_of_personality_in_interactive_characters.pdf )
“Engaging Characters: Fiction, Emotion, and the Cinema”
(Murray Smith, 1995 / ISBN-10: 019818347X)
Research on tabletop games- how do they encourage creating and playing believable characters?
being the most marvellous notes
of the renowned scholar Kyle Cherry
1.1 Refinement of our test.
-One of our current problems with the test is that we have not chosen a ‘victory condition’. This problem is easily remedied:
Our test has been successful if the player found the NPC too plausible as a friend to believe they could ever turn upon them. Essentially, that the ‘Nice’ level variant would be ‘canon’ in their eyes. One of the most important questions to include in the questionnaires is which level the player found most believable, because if our NPC is too friendly to be a threat players will tell us that the level where the two leave happily was the most believable. Our test will have been a success.
1.2 Defining sympathy, empathy and chivalry – Emotional Factors of our test.
“The Nature Of Sympathy”
(Max Scheler, 2008 / ISBN-10: 1412806879)
“The Role of Sympathy And Altruistic Personality Traits In Helping: A Reexamination”
(Nancy Eisenberg et al. / http://www3.interscience.wiley.com/journal/119431381/abstract)
“The Distinction Between Sympathy And Empathy”
(Lauren Wispé, 1986 / Journal of Personality And Social Psychology)
"The Sacred Rights Of The Weak"
(Elizabeth B. Clark, 1995 / http://www.jstor.org/pss/2082183)
2.1 Refinement of personality modelling chart to better suit our NPC.
-Reduce the variables -2/+2, representing the strongest realistic responses.
-Increase list of variables:
Hateful / Loving
Discontent / Content
Disillusioned / Hopeful
Cautious / Trusting
Cowardly / Courageous
Arrogant / Modest
Selfish / Selfless
Indifferent / Caring
Immature / Mature
Dishonorable /Honorable
-Addition of ‘Inert/Driven’ axis which charts the character’s ambition or lack thereof.
-Addition of ‘Independent/Dependent’ axis which charts the character’s need or lack of need for other characters.
-Addition of ‘Introvert/Extrovert’ axis which charts how the character presents themselves to social situations.
-Addition of ‘Chaotic/Ordered’ which charts the character’s attitudes to their clothing, possessions and situation.
We can use these personality modelling charts in our data-collection, asking players to mark the NPC. This is interesting, because with two NPCs to describe, the player will invariably pick the one they found most believable.
3.1 Design of our NPC – Career & Background.
-NPC must be sympathetic; unfulfilling day job? Money issues? NPC must be thoroughly sympathetic; Under-valued?
-Possible careers; IT Consultant, office drone.
When considering the chosen career of our NPC, we must pay attention to whether the setting places any additional restrictions on our character, for example ‘Job Strain’ and other traits.
“Does it matter where you work?"
(E. Jeffrey Hill, 2003 / Journal Of Vocational Behavior)
“A longitudinal test of Karasek's Job Strain model among office workers.”
(Pascale Carayon, 1993 / Work And Stress)
“A Brief Introduction to Job Strain”
(Peter Schnall M.D., 1998 / http://workhealth.org/strain/briefintro.html)
“The World Of The Office Worker”
(Michel Crozier, 1971 / Journal Of Contemporary Ethnography)
3.2 Design of our NPC – Appearance.
“A Measure Of Emotional Empathy”
(Albert Mehrabian, 2006 / http://dionysus.psych.wisc.edu/lit/Articles/MehrabianA1972a.pdf)
-Our NPC must be ‘average’ to best fit plausibility;
“Why are average faces attractive?”
(Tim Valentine, 2004 / http://www.valentinemoore.co.uk/trv/Attractive.pdf)
“Eyeglasses and gender stereotypes.”
(Roger Terry, 1989 / http://journals.lww.com/optvissci/Abstract/1989/10000/Eyeglasses_and_Gender_Stereotypes.6.aspx)
-This study suggests that women with glasses are considered to be more intelligent, feminine and introverted than otherwise.
"What is the female image projected by smoking?"
(John Beech, 2001 / http://www.le.ac.uk/psychology/jrb/PDF2000/Beech&Whittaker01.pdf)
-This study shows how smoking is considered to make a female seem more sexually interested, and glasses more intelligent. Variables such as these can easily be added to our character to make them seem more realistic, and the effects are clear for us to see.
4.1 Design of our Level - Situation.
-An everyday setting plays well to the strengths of the Hammer editor. IE; streets, shops.
-Setting must be fairly normalised so that the player is less concerned with that than with the NPC herself. IE; an alien invasion would have the players looking for aliens instead of interacting with our NPC, and would render our test useless.
“Fear of Crime and Handgun Ownership”
(James DeFronzo, 2006 / http://www3.interscience.wiley.com/journal/119597174/abstract?CRETRY=1&SRETRY=0)
“Determinants of fear of crime: The effect of cultural setting”
(Richard Bennet, 1994 / http://www.informaworld.com/smpp/content~content=a718869555&db=all)
-The two above are important to consider if we plan to use many firearms upon our level- how did they get there?
The link below is an interesting proposition to consider if we stick with horror elements in a civilised setting.
“Setting in Horror Fiction"
(Teresa Hopper, 2002 / http://www.fmwriters.com/Visionback/Issue9/horror.htm)
Above all, the rule of a normalised setting must be upheld, otherwise we risk spoiling the test with nonsense.
4.2 Design of our Level - Layout.
-The level must incorporate spaces for the player to directly interact with the NPC (through triggers, essentially ‘helpful’ and ‘unhelpful’) so we can better directly monitor the two. This can also play to the idea of using Bioware-esque conversational trees.
“Sick Building Syndrome: A Study Of 4373 Office Workers"
(Sherwood Burge, 1987 / http://annhyg.oxfordjournals.org/cgi/content/abstract/31/4A/493)
“Non-Specific Symptoms In Office Workers”
(Mark Mendell, 2004 / http://www3.interscience.wiley.com/journal/119306861/abstract?CRETRY=1&SRETRY=0)
5.1 Further Reading.
“Consistency of personality in interactive characters”
(Katherine Isbister, 2000 / http://www.fineminddesign.com/site/media/Readings/Week%208/Isbister_nass_2000_consistency_of_personality_in_interactive_characters.pdf )
“Engaging Characters: Fiction, Emotion, and the Cinema”
(Murray Smith, 1995 / ISBN-10: 019818347X)
Research on tabletop games- how do they encourage creating and playing believable characters?
Saturday, March 27
Week VII - Overview
During Week 7 I wrote a Source Analysis of E. Hall's 'The Silent Language'. I also started making notes for my work over the Easter break, in three main fields; Test Design, NPC Design and Level Design.
Thursday, March 25
Week VII - Source Analysis IV
During Week 7 I borrowed E. Hall's 'The Silent Language' from the University library. I completed reading the book over the course of the week, and the source analysis report I wrote as a result can be found here.
"E. Hall's 'The Silent Language’ is an interesting source describing the myriad aspects of culture. While the book is probably required reading for anthropologists, I at first struggled to find meaning within it as relating to games design. Nonetheless riveting, it was only as I approached chapter ten, ‘Space Speaks’, which discusses from a Western point of view how distance affects communication. Within a three-dimensional space such as our level, this is integral."
"E. Hall's 'The Silent Language’ is an interesting source describing the myriad aspects of culture. While the book is probably required reading for anthropologists, I at first struggled to find meaning within it as relating to games design. Nonetheless riveting, it was only as I approached chapter ten, ‘Space Speaks’, which discusses from a Western point of view how distance affects communication. Within a three-dimensional space such as our level, this is integral."
Sunday, March 21
Week VII - Personal Goals
During Week 7 the team again has no work to achieve, so I set myself a piece based on Phil's recommendation..
ii. Read and evaluate E. Hall's "The Silent Language" [1959].
I especially enjoy the perspective of authors writing before the advent of the internet, and hopefully this is no different.
ii. Read and evaluate E. Hall's "The Silent Language" [1959].
I especially enjoy the perspective of authors writing before the advent of the internet, and hopefully this is no different.
Saturday, March 20
Week VI - Overview
During Week 6 we presented our Design Document to Brian and Phil, and I think we were very successful with our demonstration. We were able to show a deep understanding of the research in our field, were able to demonstrate thoroughly why our project is worth its time and discussed any changes and additions the lecturers would make to our test.
I'm planning during the week to agree with the team some way of making the three-week Easter break productive but still a break, and my current thinking is to suggest a free-form assignment where each person produces a series of ideas and thoughts about how to design the level and character and brings them all to the table in the week following. This will be posted on the Team Blog when my idea is concrete.
I'm planning during the week to agree with the team some way of making the three-week Easter break productive but still a break, and my current thinking is to suggest a free-form assignment where each person produces a series of ideas and thoughts about how to design the level and character and brings them all to the table in the week following. This will be posted on the Team Blog when my idea is concrete.
Sunday, March 14
Week VI - Personal Goals
During Week 6 the team again has only one goal to achieve.
i. Present the Design Document work to Brian & Phil.
As long as we remember our parts, the presentation's bound to go fine.
i. Present the Design Document work to Brian & Phil.
As long as we remember our parts, the presentation's bound to go fine.

