All posts by J

Shadow of The Colossus, Visual Story Assignment

As part of our Visual Story course at Carnegie Mellons Entertainment Technology Center we were required to briefly analyze visual imagery in a piece of media. I choose the game Shadow of The Colossus as my subject matter.

Diagonal Lines

As the game begins with an eagle in the distance. The eagle descends into a mountain range flying rapidly, in a titled manner past our hero creating a momentary clear diagonal, and frame within a frame. The combination of techniques draw our eyes into that area of the screen where we our introduced to our hero clearly contrasted in brighter colors against the dark mountains.

Contrast

As our hero continues to travel under the cover of darkness, we see the moon peer out from the canopy. the contrast between the moon and the dark leaves draws our eyes in which the director then uses for a smooth visual transition to the next scene which has a horse’s feet moving at the position of the moon.

As our hero approaches his destination he encounters a pass. Our eyes are drawn to our hero in his bright cape, and the glowing pass which contrasts with the stone grey scene. The techniques help setup our eyes on to our hero and where he is heading.

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Entwined, Impressions

Entwined is a rhythm game developed by PixelOpus for the PlayStation 4, PlayStation 3 and PlayStation Vita.

Warning there be spoilers ahead! Read at your own peril!

Entwined’s gameplay can be broken down into two sections:

PowerUp

  • An on the rails experience in a tube game space with a fish and bird respectively confined to a half of the tube.

  • Each side of the tube has a PowerUp bar that is filled by the player collecting objects contained on that side.
  • Objects are collected through the player moving the fish and bird using their controllers joysticks.
  • When the bar is full the player morphs into a dragon and goes into the SkyWrite section.

SkyWrite

  • A freeroam experience where players use their controllers joysticks to fly around a fixed area collecting orbs till the sections PowerUp bar is filled.
  • Once the PowerUp bar is filled the player can SkyWrite leaving a persistant trail.
  • When SkyWriting is complete the player can proceed to the next PowerUp section to continue the game.

Like

  • Beautiful visuals
  • When the bird and fish come close together their color melds into a green, which is the same color of the dragon they later morph into.

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  • Little orbs used to direct player to fly interesting areas

  • Powerup system links into joystick controls well
  • Great tutorial. The developers employed practical examples with clear visual indicators in both PowerUp and SkyWrite sections.

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  • Good use of orange and blue which are strong color themes throughout game

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Almost Famous, Heroes Journey Assignment

From suburbia to rock heaven and back again, Almost Famous is a story of an out of place boy sent into the unknown, to return with the truth.

Warning there be spoilers ahead! Read at your own peril!

The Known

The Heroes Journey of Almost Famous begins with our protagonist William, and his known world. William is a boy ahead of the curve, being significantly younger than his classroom peers.

Despite Williams gifts, he has his share of troubles due in part to two differences:

Physical examples:

  • Where are your pubes? – incident in Williams High School.
  • Looking out of place when brushing his hair in the bathroom due to not having a beard

Mental examples:

  • His joy when others are corrected – incident with the ‘Xmas’ painter where William happily looks on
  • An intense interest in his mother’s interests – whilst cooking soy cutlets
  • Nobody includes him. They call him “The Narc” – this is indicative of Williams dislike of drugs, a quality presumably gained from his mother

Due in part to internalizing his mother’s choices at a young age, William is an abnormality in the ordinary world, and he is scorned by his peers for it. Williams mother, and their home is what he knows, and is thus symbolic of the known world. The known world is not without conflict though.

Troubles manifest themselves through William’s sister who rebels against against the known. During this time William is shown not only to have a limited awareness of his problem, but is unable to influence his world. 

Watching helplessly Williams mother and sister fight infront of him. Ultimately Williams sister abandons the known for the unknown world, though not before aiding William. Williams sister increases his awareness of a need for change, through her music records.

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Heart of The Swarm, Impressions

Recently I’ve been playing Starcraft 2 Heart of The Swarm, a military science fiction real-time strategy video game developed and published by Blizzard Entertainment. The following are my notes:

There be spoilers ahead, read at your own peril!

Like

  • The Hyperion mission! Having to manage one unit with a continuous stream of battling non playable characters takes away the added task of micro management and lets me enjoy a feeling of ‘distinctiveness’

  • How ‘cutscenes’ meld into gameplay e.g when saving Raynor, Kerrigan’s Leviathan arms smash into the prison ship which then transitions into the game level

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  • Evolution missions really helps players understand how an evolution works and how to use it

Dislike

  • After Kerrigan’s battle with Narud, I felt she recovered too quickly. It drew from the gravity of the fight. She should have been in an injured state for the Leviathan section where characters could comment on her fight. Then by the next mission having recovered, there would be a contextual piece of dialog about it

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For Rent, 48 Hour Assignment

Introduction: As part of Visual Story at Carnegie Mellon’s Entertainment Technology Center we created a 3-4 minute video with a given main character and conflict. We created For Rent, choosing a mysterious stranger and don’t touch anything.

Time: 48 hours |  Roles: Director – Writer Producer Team Size: 5

My Contributions:

  • Wrote the original script
  • On scene helping with lighting
  • Arranging equipment and props
  • Conducting group meetings, and arranged props
  • Directed shots

Dyscourse, Impressions

Recently I’ve been playing Dyscourse, a survival adventure video game developed and published by Owlchemy. The following are my notes:

There be spoilers ahead, read at your own peril!

Like

  • Effective non playable character ‘humanization’
    • Text – One character makes a reference to the main players clothes
    • Actions – Passing around of water bottles scene

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  • Warm colorful storybook art style
  • Characters reflect ‘character’ through facial expressions, walking style, and speech which conveys the characters emotion
  • ‘Torchlight Talk’ mechanic, it makes sense that the fire goes out over time making talking limited

  • Time based events with clearly conveyed state e.g combo sequence required to defeat boar

  • Color coding for character dialog messages

  • Slight shine on wooden planks to attract players attention

  • Choice confirmation points that give a player a chance to again consider

  • Rewind feature, which allows player to go through the story again and try get the outcome they actually desire

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The Chain, Visual Story Music Video Assignment

Introduction: The Chain was our final music video coursework assignment for Visual Story at Carnegie Mellon’s Entertainment Technology Center.

Development

Our final video was a highly streamlined effort. We first conceptualized an idea based on Ingrid Michaelson’s song The Chain. Our artist then created storyboards, and using those boards we created a rough ‘film storyboard’ with music.

Next we faced location scouting, in this regard the issue we encountered was not having a pure white background as per our storyboard. We adapted to this by finding a suitable ‘black out room’ to provide an all black background. Meanwhile we made a shot list from the rough storyboard that we had created.

the_chain_shotlistWith a shotlist, and locations to shoot we purchased necessary props, and went about filming on thanks giving.

As usual on set we changed the storyboard in various ways such as:

  • Thematic use of red
  • Inclusion of shots such as limited space, panning techniques
  • Use of props such as the teddy bear
  • Lighting e.g. using a sparkly dress to attract attention

After fifteen hours of filming, several hours of editing, the film was complete. It was well received by our peers and professors.

Finally we submitted The Chain to the student category of the Telly Awards.

the_chain_poster
The Chain Poster by Yong Jie Wong