
So I did.
Ah how I love somethingawful.com :)
The blog of Louise Roberts.




All these are legitimate drawing techniques, which I don't think some people on this course really understand, perhaps because they weren't expecting to have to address them. It would explain the slighty underwhelmed response to the exhibition the other week, which was full of interesting abstract work.



example uses subtractive creation. The game level begins as a solid block and the user uses brushes to carve away shapes. The brushes have many different qualities, and can add solid, semisolid or nonsolid objects to the game level. However this method can cause problems and lead to crashes in the editor due to the way the brush effects are memorised. Using mesh objects such as those created in 3D studio max can help to solve the problem as they are easier to process.

e no internet gaming in halls (Grrr!). However the one I miss the most and really enjoyed for a long time was the Wacraft 3 custom game scene. It's pretty similar to mods, you have a game editor where you can come up with your own games. It's how the legendary tower defence games were born, using the different defensive towers from the game and customising them further.

s, towns and encounters. During encounters, the control system changes from one of navigation to one of battle. In towns, the navigation controls tend to be more restrictive, but the options of talking to people and accepting quests is opened up.
in animation and games the character's whole appearance needs to be designed and there is no base to work from. At the moment I think animation deals with this more enthusiastically than games do. Animation seeks to create exaggerated characters and worlds with unrealisitic proportions. Just look at Corpse Bride, The Incredibles or anime in general for strange proportions. Games seem to be stuck in a rut of trying to emulate reality when they have far more freedom than they give themselves credit for. Why have photorealistic humans or foliage? If we want that we can just go outside. Some games do well at breaking away from this. Timesplitters, Sam n Max and Windwaker managed to use chariacatures to great effect without making you feel as if it was outside of the game's reality.
a single button in the middle. Sony seems to be a rather avid borrower of ideas from other consoles when it comes to design. The XBox 360 controller has at least been tidied up a bit. Smoothed out, rounded and slick looking, it's a nice improvement but nothing shocking. The middle button allows easy menu access, important to a console which prides itself on its online capabilities.
Controllers are often a barrier between the user and the game for inexperienced gamers. Watching my mum or my flatmates try to play on a console is amusing but also interesting because they don't understand what the controller can do, they don't intuitively know where the buttons are and how you use them. Instead of being absorbed in the experience, they are sitting there going 'Oh god how do I jump?!'