Thursday, 2 May 2013

Analysing Characters


In every game we play there is always memorable characters that stay in our heads for multiple reasons. For some people it could’ve been a boss that was incredibly indestructible to defeat? It could be a protagonist who shines out from the others with their background story or morale’s? Maybe it’s a companion or guardian that seems torn between duty and personal feelings?
The first character I want to analyse is Aeron; he’s the main protagonist in Pandora’s Tower which is an RPG/ action-adventure genre game. It starts off where Aeron, an Athosian soldier faces a personal and emotional mission along with his friend Elena, who’s bound by fate which causes her to mutate into a monstrous abomination. The only way to reverse the curse is to slay 13 monsters and bring back the flesh of each creature, so that Elena will be saved, however the Athosian race are vegetarians it becomes cruel when Elena has to eat this horrible meat. Enemies are attacked in two ways, one with a bladed weapon offering hard-hitting results up close and the other,  with a magical chain possessing uses that extend far beyond overcoming opponents; known as the Oraclos Chain.

In my opinion Aeron is stereotypically portrayed as the protagonist, or someone protecting a kingdom because if we look at what he is as a being, he doesn’t resemble anything abnormal and looks like an ordinary person with no scary intentions. With what he’s wearing we can see there’s some armour which would suggest he’s a knight or a fighter of some sort, plus looking at the trousers you can just make out a golden cross. By having a cross that’s golden the creators could be trying to communicate with the target audience that this character is very faithful to the games main religion and is a fighter of their god. Then you have the colours gold and crimson which represent royalty backing up the idea he’s a knight and the colour ashen which would suggest purity and innocence. With this it proves that Aeron was designed this way for his purpose as the protagonist.
I think Pandora’s Tower was based towards and older teen/young adult audience that enjoy RPGs and action-adventure genre games. Aeron was created this way for the audience, even though he seems quite young (resembling the elder teens) he’s dressed as someone older which can tempt people into questioning his back story plus it makes him seem more adult. So what gives him away as a fantasy character than anything else despite the clothes? His sword is completely different to a normal and simple style, at the top it contains possibly runes from the games religion and is attached to the Oraclos Chain which is something that you don’t see in everyday life.
Personally I think Aeron is a good character and through his actions in the story line, you can tell he’s a very faithful friend that wants nothing more than to protect Elena despite himself; plus it’s a great quality for a character.
Shadow The Hedgehog is the main character in which the storyline revolves around Sonic X’s episodes 36 I think. In the game it’s the player’s choice as to whether Shadow should be a villainous traitor or a hero to the city of Metropolis, the game is a third-person shooter, action-adventure and platform type where it starts off as a dark creature called Doom visits Shadow who tries desperately to cling onto his memories aboard the Ark. In exchange for Shadow’s past Doom commands Shadow to collect 8 Chaos Emeralds and return them to him, however he unleashes his army of monsters and it’s then whether you decide to aid the monsters or the G.U.N military.
Shadow is meant to be an upgraded copy of Sonic where he’s the ultimate life-form. In the episodes of Sonic X, Gerald Robotnik (Shadow’s creator) invented him to help the world be a better place, however after the G.U.N military found out about this life-form they were sent to destroy Shadow aboard the Ark. Yet when Shadow was created he befriended Robotnik’s granddaughter Maria and the two became close friends, on the other hand when the military came for Shadow, Maria sacrificed herself and sent Shadow back down to earth.
On the other hand he hear little about Maria and the leader of G.U.N military was Robotnik’s grandson who was also aboard the Ark when this hedgehog was created. The twist is the General says Doom was also with his granddad when Shadow first awakened and was supposed to be used to bring destruction upon the world, but again G.U.N military interfered and Shadow was deposited on the earth.
Going back to is the character stereotypically represented? It depends on the player’s choice of Shadow being good or evil. As I said before he’s copy of sonic who’s the blue hedgehog and Shadow has very dark but bold colours. Red and ebony could represent darkness, anger and rage which most villainous characters have, plus he wears the gold rings which could possibly show greed meaning he’s only looking out for himself. This would work if the players makes him a traitor, but then he wears white which again emphasises his innocence to what is real past was, because even in the game he doesn’t know who to trust and is confused at who he is and what he’s on the earth for. Therefore it makes him feel vulnerable, lost and alone so in order to make himself seem something more of a challenge he puts up barriers so that no one can get close to him thus representing his good side in a way.
The older versions of Sonic were more for a younger target audience than something like Pandora’s Tower, due to their simplistic game line of defeating Dr. Eggman through a series of platforms collecting rings with Tails, Knuckles and sometimes Amy. Yet they need to introduce an older audience hence why they could’ve brought in Shadow because he was supposedly everything Sonic isn’t, and in the game he indulgences into violence using fire arms, acts as a loose cannon and dark horse being mysterious on what side he’s working for.
Again I believe many people including myself would see Shadow as a great character, being torn between two paths where he has to unfortunately blind in conscience to either path between right and wrong, in order to try and retrieve his past so he can link up each little flashback he has into one decent memory. By doing this Sega has given this character depth and thought about the different perceptions people will have on the black, red, gold and white hedgehog again making another brilliant storyline both in and out the game.




 Finally my last character is from the Spyro The Dragon franchise in the game: Dawn Of The Dragon. Malefor is the story’s main antagonist and doesn’t really appear until Dawn of the Dragon at the end of the game, as the final boss.
I believe Malefor is stereotypically portrayed as an evil dragon. By looking at his appearance only we can see he’s been in a few fights, possibly for power, as his wings are slightly torn, the spikes on his back, his horns and his tail tip all represent some kind of spear or appear jagged compared to Spyro’s smooth horns that don’t look so intimidating. Going by the colours Malefor is supposed to be the first purple dragon ever born, when we think of the colour violet it can be associated with bright colourful objects like flowers, rainbows maybe sweets, whilst a yellow would mean a bright, optimistic sensation or a way of life because it represents the sun. On the other hand the yellow is quite pallid signifying the opposite of giving life, so that this pale yellow is the giving of oldness and death? In the game Malefor is kind of an anti-hero as he believes himself to be a saint by destroying the current world so a better one is born, which would tie in with the whitish yellow symbolising death. Then we have a very dark and rich purple, with the purple being quite royal that could mean Malefor  is someone important and that’s before anything is mentioned about him being the first purple dragon born and the ‘Dark Lord’. Also a darker violet to me represents magical powers, with it being a dark purple it ties in with him being the ‘Dark Lord’
The whole Spyro cast in this game was altered to suit an older teen/ adult target audience, as these would be the people that grew up with this game. Despite the fact we don’t see Malefor till the end he still fits in with the new design of the old and new cast, which the style of this character is realistic, sinister and gothic. Having this it would back up the fact Dawn of the Dragon focuses on a more grown-up theme and storyline for the target audience, whereas the older games like Year of the dragon features a cartoonist style, again with a child-like story that’s simple and doesn’t involve romantic relationships.
Personally I’m not a Malefor fan, but I think loads of people would agree with the fact he played his role very well in the game being one of the hardest villians to destroy, corrupting Cynder, Spyro’s companion, with his darkness and turning Spyro’s loneliness and insecurities of him losing his Elder, Ignitus, against him in battle so that the main protagonist might follow in his footsteps.




Pre-Produce Assignment


Concepts
Every game starts from an idea which is eventually developed to a high-concept, before going into a full-scale concept that, in detail, explains the game’s plot, characters and amazing features within allowing the game. When Shigeru Miyamoto started working on Legend Of Zelda the high concept of this was for two players to create dungeons underground and explore, after testing this game he changed it to a one player exploring dungeons gaining the idea of letting player go above ground as well- thus creating Hyrule Field and Lake Hylia.

In the end the concept of Zelda was a normal boy going by name of Link (because he links people together) is thrown into conflict by an evil force that threatens Hyrule, the Triforce and the Princess Zelda.  Link must rescue the damsel in distresses by collecting spirit energies across Hyrule to stop the evil wizard Ganon, from seizing the power of the Triforce and bringing destruction to the world. After 25 years of working on this game and bringing out 17 different games (not including HD remakes or spin-off titles), the whole concept of the Zelda titles have been spilt into three timelines depending on how Link faces Ganon in Ocarina of Time. Even now the director and producer of Zelda: Eiji Aonuma states there’s three different concepts of the series in which the team have a variety of ways to make the next sequel, compared to other games that can’t continue because the storyline has come to an end.

Compared to Zelda franchise, Spyro the Dragon games went through a whole different process and have ended up in a spot where the story ends up in loop when all the games are played. The original concept behind Spyro with Insomniac Games is that player controls a purple dragon that is able to breathe fire and slightly fly. Spyro the dragon is then forced to rescue his brethren or the dragon realms (in Insomniac games), by collecting gems, gears or dragon eggs to defeat the evil sorcerer Gnasty Gnorc or a relative of his. Along the way you met different characters like Hunter, St.Bird, Yeti and Sparx your companion showed you your health. When Spyro was brought by Activision they slightly changed the Spyro games by scrapping some of the characters and in introducing ‘boring’ antagonists. In the end Activision came up with an idea by making prequels of Spyro where the game goes before the first of the series but yet slightly follows after Hero’s Tale. This is where the original concept of Spyro was scrapped and a new one was created. Spyro became part of a prophecy and was raised as a dragonfly with Sparx before having to endure a relentless battle against the evil purple dragon Malefore. In the last three games you had a health bar, Sparx was now something that only interacted during cut scenes (same with hunter) and new characters were scripted as well as Spyro’s features. In the end it made out Spyro and Cynder had a relationship and died in order to protect the dragon realms, there it leads on to a new generation of the purple dragon going back to the first game.
Another example of a different concept process would be for games that are based on a movie, series or even a story, because half of the concept has already been completed for games designers so all they have to do is think of game play rather than the story. Naruto, Beyblade, Teenage Mutant Ninja Turtles and some games of Kingdom Hearts are all examples of this.

With my game’s high-concept it began with wolves that carries certain elements and are chained together, after that more characters and storyline starting coming together where we have the main protagonist who’s a peasant-girl with royal bloodlines and roaming around the streets of Japan unaware of who she really is. 


Research
Personal research will have to be conducted to give a realisation of whether these concepts can be achievable depending on: time, money, budgets, commitments, knowledge, licensing and whether you’re working on this idea yourself, with friends or in a company- all must be considered to make sure your production doesn’t flop and no one goes bankrupt. The other side of research (this would most likely apply to businesses that have already launched a game and plan to release a sequel, prequel or HD version) is to discover what your idea has in common or doesn’t have in common with other games, what competition you’ll be facing and maybe one the greatest elements to gain knowledge on what the public wants or liked; you could also reflect upon what games you’ve personally enjoyed and have they influenced the concept you’ve created? 

That’s why a lot of people release questionnaires for a specific target audience, fan-base or even the general public to find out answers that can help their future sales (primary research). Although this hasn’t got anything to do with games the producer of the manga Naruto, openly confessed he researched on a lot of Naruto fan-bases gaining secondary research and decided to draw in a few ‘fan-service’ scenes where a hinted relationship between Naruto and Sasuke appear. This proved a huge success to Masashi as more people started to buy and indulge in this story; no doubt some games companies have completed the same thing by either releasing DLC, or by putting it in HD/sequels.
One of the newest games: Ni No Kuni: Wrath of the White Witch is a co-operation between a famous animation studio: Studio Ghibli and an amazing game studio: Level-5.  Dennis Lee, Senior Global Brand Manager of Namco Bandai stated Namco personally researched on Studio Ghibli and Level-5, taking into consideration the awards and recognition  they’ve both received over the years and how much faith and trust people have put into their work- making them extremely powerful powerhouses. If they were to collaborate on a game together then immediately a huge amount of people would consider playing the game without knowing what it’s about. Now that Ni No Kuni has been released around 67,000 unites have been sold in the USA alone making an estimated profit of around 2 million already.

On my part for researching I’ve taken into consideration what are my favourite games and why, I noticed Elemental Wolves genre does focus on my favourite genres as well (action-adventure, RPG, platform). It shares similarities with:
·         Okami- wolf combat, drawing features and animal recognition.
·         Pandora’s Tower- deciding on whether to make or break relationships with characters; possibly having more than one ending.
·         Professor Layton- solving riddles in side quests to gain locked content.
·         Legend of Zelda: Twilight Princess- mounted combat.
·         Spyro the dragon: Dawn of the Dragon- limitless flying.

For this FMP our group consists of five people, all of which have gained some degree in computer game design, development, animation ect and have had experience in the industry as a tester or have worked a little for someone else. Between the five of us, we all have divided the jobs an AAA production team have  so each of us have a shared amount of work, meaning each we  will be working on the aspects of game development we personally enjoy most compared to other team mates that hate a certain aspect-  generating less stress and saving time.  For other jobs that will require us to pay money like audio and legal terms, we researched on what other companies would pay employees and started advertising and asking people to join our group later on in the production. Also we thought about giving other people a chance from sites off Youtube and Deviant Art to help with musical scores and enrolling them into KawaiixFukuro Studios as voice actors-this way they could help us by spreading the word around about our game and we can get them recognition, if your product was to be a success.
We’ve given ourselves budget of £150,000 that we hope can be produced from crowd sourced funding otherwise because we all work there is a chance of going independent and managing to raise 30,000 between us. Hopefully if our pledge becomes a success it means that’s we can use an original intellectual property licensing where we can created the game for ourselves instead of being told what to do under a publisher’s firm.

There are dangers with this; it could mean our work gets stolen once people see it on places like Kickstarter or Deviant Art if we were to place concept pieces up. A way to tackle this would be to get copyright so our work is protected even though it means extra costs. If research wasn’t done right then the public might not be interested so our product would flop or if were able to release our game through Xbox, PS3 or Wii-U they might not be interested and no one would be overseeing our work. If were my team members were to give up the whole concept of the game would be a complete and utter waste of money and time. My idea is to conduct weekly meetings where we share our progress that’s been produced at home, whilst once a fortnight doing something other than working on our games as a stress-relief plan. There’s no time limit in which we have to finish the project by, we plan to work four hours each day at home or together at someone’s house in order to keep up a steady routine; we aspire to finish our product in 2-3 years’ time.
If this were for triple a titles like Mass Effect there would be a large amount of team members, for example 42 people worked on Mass Effect compared to the team who created Thomas Was Alone which consisted of two people. For AAA titles they usually cost a lot of money but are protected by publishing firms like Microsoft, Nintendo, Sony, EA ect and have licensed intellectual property which in a way makes work a lot easier but it means more stress, less money and your boss can pick and choose what he likes instead of it being a personal decision which in some ways is good.
After all the research has been conducted and the concept has been made official team members place all the work in a concept documentation, so that when the proposal date comes around everything is ready for our investor(s) to look through.


Elemental Wolves Concept:
Players play as Faith, a teenage girl of low-status that wanders around Osaka’s streets, unknowing her true heritage as princess of a parallel world: Crystal Dynasty. After being caught by a secret underground organisation led by two English aristocrats, Faith is forced to endure a Sekkusu house’s torture that begins to start her self-revelation slightly changing her internal and external flaws. Being branded as ‘un-broken’, Faith is thrown into a dungeon where she meets twelve Elemental Wolves that helps her return to her normal realm. Shortly after arriving the player begins to understand the calamity of which Crystal Dynasty has been thrown into, and now as Faith must fight against her own blood to recover the throne and return her world into a utopia by controlling the elements and befriending nature’s brethren. Elemental Wolves revels in action-adventure/ RPG gameplay aimed towards a target audience of teenagers and adults, the player must engage in fighting combos, learn fourteen elements, conquer mounted combat and engage in missions across the land. The gamer also has the choice to strengthen or break relationships with other characters that could change the game’s ending dramatically.
Otherwise the players can engage in back-to back combat with others across the world, using different characters that are unlocked by doing side-quests instead of having to download DLC. Reasons why we’re not engaging in releasing DLC is because it could attract more fans knowing they don’t have to spend more money to get extras, and if we couldn’t get the game released on mobile/game platforms then it isn’t going to cause any complications.


Documentations
The next set of processes would be to engage in three documentations for feasibility, technical and design. Feasibility focuses on what the project is, needed for, how we’ll fund it and the time it’s going to take. Technical is about the handling, functionality of a technical product or a product under development /use. Design is writing a cleverly-crafted document which communicates the design decisions to fellow peers or mentors, meaning it can be written in two forms.
It has been known though that because technology, development teams tend to skip or at least dread filling in these documents which could cause some problems later on. In our team of five when it came to writing these documents we’ve written them together so each of us has an understanding of the topics so no confusion will be present later, it also saves time in the long run as we don’t have to create two separate design documents for ourselves and a mentor; which would no doubt be the investor.


Prototype
Before anyone starts creating the real game, people will release prototypes or short demos which can be used when making a proposal to certain investors or stakeholders. It’s also a way to receive some public opinions on your game which you can use before presenting anything to anyone else. A good place to share these demos would be on live networks for Microsoft, PSN or Virtual Console; other places would be at certain expos (MCM Comic Con, Gamescon or E 3). In some cases you could distribute the demos amongst gaming college or university students. When the Wii-U was being tested, they put up a Zelda demo at E3 in 2011 which received various opinions and comments about the new style, in the end it helped Nintendo because it’s been announced they plan to release a Wind Waker HD version on this platform. Compared to this another game known as Rhythm Thief was released on Virtual Console as a demo version only, after so many good reviews saying how promising the game looks the creators suddenly brought it out on 3DS.

With our prototype we’re creating a short demo version of the game which will show the player delving into the brush techniques used for elements, leading onto a rendezvous point of dragons. Trailer and cut scene clips will be present so people can not only see the gameplay but the art style as well, hopefully this will entice a bigger audience- especially if it can be presented at certain cons or allowed on live arcade, PSN or Virtual Console later on after pitching, keeping in mind it will be at a price.


Proposal, Plan and Pitch
As I said before our funding will hopefully be crowd sourced, we’re pledging for £150,000 to get the game finished in two years. On Kickstarter we’ll be posting up rewards for those who back us in the production as well as giving weekly updates on the process of the game. In the description there will be a break-down of what we could achieve with the money and pieces of the concept, art, musical scores and a description of the team and our education/ experience. We’ll also offer up the chance for people to ask us questions and will respond as quickly as possible. Later on if the crowd-funding becomes a success and the game is being made, we will then pitch our product to Nintendo, Microsoft or Sony about gaining a deal where our game can be digitally distributed and reviewed obviously paying the costs. For example Microsoft Live Arcade state we’ll have to pay £99 each year and they get 30% of our earnings.
Another plan is if the crowd-funding failed then we would go independently raising money through work or loans initially gaining £30,000 each before we start, ultimately doing the same as before.


Design
Instantly we started making our prototype that’s going to be used for our Kickstarter pitch, during this time two members of the group were allowed to focus solely on creating an animated trailer for the pitch, as well as making another animation of the main character giving an interview about Elemental Wolves. After adding this on Kickstarter and writing down all the details given some of the concept art and work was done before the prototype, Elemental Wolves soon became a ‘big hit’ in the public’s eye.
Eventually our pledge became a success going just over the £150,000 mark with people from across the world joining us to have their little input in the game. Another good thing was that between the five of us in a short space of time, the team managed to bank £8000 and was cleared to have a loan if needed.
During the start of Elemental Wolves we paid for flight expenses of international supporters who backed us in the £1000 margin, it’s then we worked on their little inputs of designing their unique characters and setting up places for them to name.  Our team worked hard on the basic model shapes, concepts, settings, scripts and level designs and animations; with our success on Kickstarter Nintendo were very interested in releasing the game for the Wii-U. However in an agreement they would receive 40% of what we earned but they would allow us to keep our IP, protecting our designs with copyright, after agreeing we started breaking down the semiotics of Wii-U controls for the game. What we didn’t know was Sony wanted Elemental Wolves to be released through the PSN network. We were now completing our Alpha milestone.

Code Freeze
One of our team members enjoyed the programing side immensely and took on most of the programming tasks, with a couple of other team mates left to help him if need be. In the meantime most of us started getting to work on the level and asset creation, with having intervals by working on something else so no one got bored and any mistakes personally found in the modelling or animation for example could be fixed, before our programmer released the code-freeze. After nearing an end in the programming we started picking up on the art and audio production, to have a break from work we met our voice actors and had fun messing around with the character’s voices before letting the pros do their work, in the same week the team started trying to record FX sounds and had fun creating tunes with our hired composer. Personally one of the greatest things were getting people off Youtube and Deviant Art involved for voice acting, creating music or even indulging in fan-art. That way more amazing people can get recognised and so can we which will also help with the current fan-base.
 At least we ‘code-freezed’ the game

Beta, Code-Release and Gold Master
At last things were coming to an end and we were allowed to release Play Station 3 and Wii-U demos to testers provided by both Nintendo and Sony, unfortunately there were a few minor bugs in the software but it wasn’t anything that couldn’t be dealt with. After a couple of different demos our code once again became frozen and was allowed to be moved on to conventions. We picked three of the major conventions that sprung to mind: E3 - Los Angeles, Gamescon-Cologne and  London MCM Expo May and October, we were granted permission to set up our game demo’s along with us titles and we even got invited to set up the gear at Santiago’s Comic Con supported by Deviant Art.
In the end Nintendo physically distributed our art promotion in quality stores like GAME, Grainger Games, Block Busters, Harvey’s and WHSmiths, as well as our game Elemental Wolves. Sony released it on Play Station Network and thousands of units were sold. Our loyal backers on Kickstarter got their rewards all signed by the team and we all earned quite a bit of money. Our next step now would be to create a sequel or possibly look into other medias for the same story.

Websites
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Journals and Books
7.       NEO Magazine
8.       Dark Horse Comics-Hyrule Historia Book (Released February 2013) 

Guitar Hero: Audience Research






In our group we’ve all played Guitar Hero: Warriors of Rock and have decided to base this task on this game. My part is exploring examples of audience research for Guitar Hero. Audience research is where people take part in collecting information from the general public; or a specific target audience. For example in the games industry developers who are planning a new game would have an idea of who their ‘fans’ are by checking to see who liked their last games/ franchise series, in which case they would normally ask questions of what could be improved for the new game this company plan to create or what would the fans want. On the other hand, the developers could try to bring in another target audience in order to gain more fans, money and acknowledgment. General questions of what is an individual’s favourite game, genre and what would they look for in a game could be asked and then, the company has the option to look at other products to see what they can make with new and fresh ideas.
Other reasons for collecting information from audience are also for ethics. When making a game you have to be careful with a game’s objectives, for example you couldn’t perform anything that’s racist, sexist ect. Also when distributing the product some parts in the game could be banned or offend a religious race, for example in China you couldn’t use a gothic style where bones are showing and in Vietnam, you wouldn’t be allowed to represent a poppy because it represents the wars they had.
You could use both primary and secondary research techniques for this. If it’s primary then ways of collecting the data would be to engage in surveys, interviews, personal experiences, observations and possibly experiments. With Guitar Hero I could ask people
  • ·         How much do they play it?
  • ·         Why?
  • ·         What’s the best genre of music?
  • ·         What could be improved?
  • ·         Should there be a wider variety of music?
  • ·         Should new instruments be created? E.g Flute ,violin ,keyboard?
  • ·         Make the songs harder?
  • ·         Create a new HUD, visual style, characters?

·         Be allowed to choose favourite songs out of a large library so you don’t have to buy/down load them separately, instead of getting a list of songs you don’t like or never heard of?
In secondary research people could look up on forums, charts, questionnaire results from other people, watch online videos, get comments from other sites, books, magazines, internet and many other ways.

Is Spyro Considered To Be A Male/Female/Unisex Game? Research Techniques Assignment






Task 1
In the gaming industry, research is often over-looked by those who are new to subject and sometimes even by members of top companies. It’s vital because it allows the company to gain an insight into the public’s opinion, as well as new thoughts on an existing game or when creating a new one; research is what can cause a game to be success in the long run.
There’s three ways in which people can collect results, otherwise known as data, for their certain hypothesis or ideas.
Primary- Primary research is where you collect the data yourself by doing questionnaires, interviews, and experiments or experience/observe things.
Secondary- This goes by looking at what data other people have collected from their primary research, plus there’s more ways to gain secondary research and habitually it’s classed as one of the easiest ways to gain data. Internet, books, magazines and articles, games, forums, charts, TV, tales and memories (of someone else), posters/ advertisements, shops, power points are all types of secondary research.
Tertiary- Tertiary is the final way of researching types; it’s where you get information from a secondary research like bibliographies, TV, sometimes books and internet other times it can be from discussions with people who’ve taken quotations from what the original person has said to them.

Data is considered to be under two categories known as quantitative or qualitative and is what we gain from either taking part in primary, secondary or tertiary research. Quantitative data is considered to be questions that allow people to make stats and facts from the data collected, these questions are not always numerical and can be yes or no- although this can be considered as qualitative data.
Qualitative questions are mainly physiological with them being more sentences, than quick word answers. At times they do come across more opinionated, biased or based on a point-of-view. The questions are subsequently subjective and can turn into a binary as I’ve explained earlier.
With all the different types and sources of research there has to be a purpose on why we’ve collected it.
Audience research is where people tend to collect information on public’s view of a service or a product. Sometimes it can just be a general audience, other times it can for a specific target audience especially when dealing with games. For someone who’s trying to create a sequel of an amazing hit-seller they tend to gather thoughts on how the first game could’ve been improved or what was liked about it which would tie in with product research. Other times developers will look at what other games have succeeded in or will ask a different target audience their preferences so they could make another game suited for that type of public as well- thus gaining more profits.
Market research focuses on money tendencies meaning when is it more likely for people to buy games during the year, like Christmas, sometimes for Easter or other special occasions that appear on the calendar although this is quite rare. Another thing to look at would be how to price the end product by observing the annual salary in a certain nation and weigh up the cost it’s taken to make that product against the annual wage. At least that way the consumer will be further tempted into buying a new release during the start or end of the month when they’re given their money, or by saving it up to again get that product.
Product research would be mainly used for creating a newer version of existing materials. It works closely with audience research by gaining views on the company’s last products and what should be amended or left the same. For example after Ocarina of Time in Legend of Zelda they wanted to appeal to wider audience, so when creating Wind Waker the company thought cel-shaded version of Link would appeal ‘cuter’ aiming it more at a younger target audience.
If they’re looking to create a new game however, developers would think back to their favourite games why they were enjoyable. Could it be because of the graphics, storyline, gameplay  or even the visual style?

Task 2
In this assignment we are allowed to choose a topic that relates to gaming, mine is going to be on a childhood game known as Spyro The Dragon series. My hypothesis is the Spyro series (excluding Skyladers) are more aimed towards a female audience than a male audience.  During my research I will be questioning 10 girls and 10 boys who have played Spyro, asking them to explain their views on the subject and collecting data on which I can conclude an answer from.
I’ve focused on collecting my results through a primary research by doing an online survey through Youtube with a video and asking people on Facebook. Otherwise I’ve interviewed people from my family, friends and workmates from the livery yard. I believed that I might be able to get a mixture of answers rather than just sticking with my friends, who might all share the same opinion leading to the results being biased.
Research Results
With using 10 boys and girls it would start my experiment fairly so that we could get a clear end result, making the hypothesis believable and results easier to conclude as well as being reliable and not biased.With the age groups I didn’t stick to a particular age as I did the sexes, judging from this graph it would show males have played this game at a younger age compared to the female audience who supposedly starts playing this series in their teens following through to late twenties. However to make this statement more solid I would have to investigate more by asking a certain amount in each age group, thus meaning I would have to ask more people once again changing the number limit on the first question.

Spyro seems to more memorable to a male audience than females, it could be because the game series grew up with the boys more than it did the girls and seems more memorable because as a stigma, more males tend to play games around violence, military and shoot ups. As for girls it could be they've other games that are similar to Spyro- hence why it wouldn’t be so memorable.

One of the reasons that have led ` me to believe more girls would play Spyro is because on Deviant Art, Fanfiction.net  and Youtube, I’ve noticed there’s been more tributes, fan fictions and fan arts of this game by the vast majority of this game being female. Questions 6 and 7 are based on this theory.
20% of boys have completed any fan-art, amvs or fan fiction on any of the game’s characters, compared to the girls who’ve achieved 50% in this subject.
3 boys admire pairings within the Spyro series (e.g Spyro x Cynder) which is a 10% rise compared to the last question, yet for the girls they’ve declined in 10% from the last question.
This could be although more girls have participated in ‘fan’-based work they don’t automatically like pairings within the game, instead having favourite ‘single’ characters. Still with the results it does allow us to believe that the main premise i created earlier is correct.

Depending on the end result of the hypothesis, I would want to know why it ended up the way it did and how can the game be improved instead of going the Skylander's route. The biggest hit feature of Spyro was the protagonist being a small purple dragon that people can control in gameplay, all the boys thought this was the best compared to other popular features. On the other hand 60% of females loved the fact of being a dragon as well as the option of flying concluding that Dawn of Dragon is possibly the favourite game among the female audience, yet question five would oppose this theory with 50% of the girls liking the series prequels and the same amount liking its sequels.
80% of females enjoyed the storylines in Spyro games compared to males where 90% of them love the storyline.
By looking at this final graph we can see my hypothesis is incorrect because the unisex option has the most votes. However bt studying this closer we can see more females have chosen the unisex option compared to males who've chosen the female option.

                             

Conclusion
I conclude that in order to receive more profit and a wider target audience if Activision were prepared to create Spyro HD games or a new series that involve Skylanders, they should aim towards more a male target audience. This could be achieved by adding more realistic features to some of the prequel games, creating possibly a darker visual style or adding more shooting features. In order gain non baised views on this matter, my next step would be to conclude more research on what a male figure would want to see in the next Spyro game if they were to produce another or a HD.


                              



Artist Statement


My whole life I’ve wished for one thing to happen to me during my time, I’ve always wished to fly like a bird by sprouting wings of my own and taking flight into that vast azure field of freedom, to experience the adrenaline rush of being high above the clouds or slowly gliding along the gentle night’s breeze during summer time. Throughout my life alive I’ve only felt this ‘freedom’ during moments that simply ‘come- and- go’, once galloping on horse-back through the fields and other times in ice-skating. With art it feels as though I can let go of whatever ‘baggage’ I’ve been carrying, allowing what I want to ‘pop-up’ on pages instead of staying in my head; I think this is the reason why I draw or animate, just to be free from society.
People who’ve inspired are my family, especially my Nanna. Before she passed away we would always watch birds early in the morning, trying to guess what type it was and sometimes judge on whether they were old or young. She also used to tell me about her fascination of Shire horses and how she never went near one because my Nanna was scared, or the times  she wanted a ‘Lassie’ dog, Sheltie, Pomeranian or Papillion because they looked lovely and truly beautiful. That sadly stopped as I grew older wanting to explore the world further, then when she was passing away I remember giving her my cockatiel’s tail feathers telling her she’ll live- but then cancer decided to take her away from us. When I look back at my drawings now I find birds, horses or even dogs of some sort appear because my Nanna gave me something wonderful, she gave me the power to admire and observe natural beauty compared to something like machines. I guess that also lead me to animals being another strong influence in my work, not just because of my Nanna but because they’re stunning or interesting creatures that seem so ‘free’ from this ‘human hierarchy’ that it’s amazing. Sometimes I let my dreams flood the paper because of my spirit guide: Hilfnalphe showing me I can overcome fears or letting me keep memoirs that I hold dearly or seem interesting.
Usually I prefer to work with tonal pencils, soft pastels, coloured crayons, milliput and acrylics for traditional methods whilst sometimes I create my work digitally with Photoshop or SAI, depending on whether it’s just for an image or an animation.  I aspire to one day be known as a famous animator working freelance or alongside Hayao Miyazki in Studio Ghlibi or studios like Dreamworks and Disney.
I’ve won awards with drawings on Deviant Art, Utterly Horses (which are model horse enthusiasts and so am I), Youtube for my Breyers and photography, then a few years back I’ve had an art exhibition in Nottingham’s Yo Sushi for two to three weeks and won the Art award at my secondary school, along with having Gifted and Talented letters to join certain activities for a day or a week.
                                                                                                                                                         ~Eillisha Buccheri


Conceptualisation Assignment


Discover the area ‘Concept Art’ in how it’s used for not only the games industry but for other jobs, as well as learning it’s uses and how it is done!

Its Purpose
Concept art is one of the most important keys when designing anything for any industry ranging from a gaming studio to architecture designs. Its purpose is to allow people to sketch and plot out initial designs of a wanted product, piece or even characters. The artists then build                      upon their first idea by drawing other images similar to first one by possibly adding in/ taking away detail keeping in mind how they’re going to possibly re-create this later or how they’re going to show other people how to create this product, like concept artists in the games industry produce sketches for the modellers to use later in production.

The Process and Traditional
Concept art is usually started off in a traditional form using different mediums such as tonal pencils, chalk or charcoal for possibly the line art or shading; if the theme of the product was supposed to be ‘gothic’. At other points watercolours, copic markers and possibly soft pastel can be used to colour the illustration to allow other members of the team, to see what the artist sees clearly. Normally the process starts off with having a number of different sketches for one character, a few favourite sketches are picked and possibly re-drawn on a larger scale but more detail is added to them, using charcoal and tonal pencils to add the lightning and shadows around the muscle or unusual anatomy parts. Finally a design is chosen from the rest by other members of the team, for example in the games industry modellers, developers, managers, some programmers and possibly animators will choose the design between them so that the creation benefits each of them, in terms of stress and work.


Initial sketches of Amaterasu holding the Glaives and their initial sketches, Glaives are known as an ancient Japanese weapon.



 Some of these are sketches of what weapons Amaterasu could be holding, in the end Clover Studios decided to use Glaives, Rosary Beads and Reflectors also known as Divine Instruments.




Coloured in concept art of the divine instruments.


Finally the complete version of the concept art where the colour, lighting and shadowing effects have been used, in this piece it shows all the different Reflectors that will appear in the game by finding/ buying them or defeating enemies.

Digital Concept Art
Recently concept artists have allowed themselves to engage in digital art rather than traditional for a few reasons. One of them being its more time efficient as in Photoshop you can create an image using layer upon layer and if there’s a mess on the shading, all that would need to be done is to go to the shading layer and clean it up without disturbing line art, basic colouring or even lighting effects. Another great thing about it is using onion skinning to re-draw a certain object again or save one piece of art as a JPEG file, then going back and erasing the layers with the design of that object and creating another design for it.







Digital concept art of Ruin from Darksiders, it seems as though they've used layers because the tack is extremely detailed and clear whilst Ruin’s body looks as though they've used various levels of the opacity to create shadows and lightning which is substitute for charcoal and tonal pencils.




Visualisation
This is key factor when creating concept art, the artists have to keep in mind how they’re going to represent characters through simple sketches for the other departments, keeping in mind they won’t see what the creation is like the creator will. It’s necessary to keep the line art to a minimum as possible in order for the object to seem less confusing which will lower the stress levels of modelers  When coming to adding the muscle effects it can be difficult as sometimes people have to think where a ray of light is coming from like the side, the front or behind or the item could have many lumps, bumps and muscles.
 For example a horse can be quite difficult when placing the shadowing or lightning; I always complete the shadows first because I can always alter them later when it comes to the lighting bearing in mind I have an idea of where my light source is coming from.





I recently created this piece on Christmas Eve 2012 in memory of my Nanna who loved Shire horses; however when I drew this Clydesdale the shadowing on the muscles where quite hard because Shire horses are quite largely built compared to a skinny Thoroughbred or Arabian.



Communication
Leading on from visualisation the artist usually has to represent their creations possibly based on the role the character, object or scene does in the game, or let the creation’s attitude shine from their appearance. It’s important when creating characters and creatures that the target audience gets an initial thought of who is what in characteristics. For example you wouldn't have a chibi dragon that was supposed to be the games main antagonist where all the evil guardians were big, gothic and bulky mythical creatures. Such things would happen in a cartoon but not a serious game.
                                                                          Link is Legend Of  Zelda’s protagonist and the concept art here is based off the Twilight Princess game. Without playing any Zelda games we have an idea that this character is on the good side. For example the colours aren’t dark bold colours they’re quite relaxed. Verdant could be symbolised with for yes or go because these words are usually in this colour giving us the clue yes he’s a hero, but he could be one of the main hero’s as he has the get up and ‘go’. Green could also be associated with meadows, fields and life meaning Link gives people life or gives people a better chance at living which he does. For the meadows idea you could think he lives somewhere in the countryside, possibly a farm boy or someone shoved into conflict perhaps?
In the actual Twilight Princess video game Link does start off as a teenage boy who owns a horse and helps herd up goats in a close knit village, then from out of nowhere Twilight creatures are thrown into his village where they kidnap his friends so he has to save them- ultimately causing conflict. Throughout the game he saves people and creatures throughout the whole of Hyrule.



Legend Of Zelda: Twilight Princess concept art of Link the main protagonist.

This is the kind of thing target audience who’ve never played this game could pick up; another representation is his clothes and their design. If we look at the chainmail that would represent someone who fights to save something like a knight of some kind, on the other hand that’s the only protection he has (besides his weapons) which could also suggest again he’s a character thrown into a war he never wished to be in because most guardians or knights in games, are piled high in heavy armor like War from Darksiders for example.



War from Darksiders

If you look closely at the leather arm guard the top half represents a heart. Hearts are known to be symbol of life, dedication or love towards someone or something. Mix that with the fact Link isn’t an adult he’s a teenager which shows he isn’t a hard, intimidating character. Again in the game Link takes care of people’s problems saving the village children, Gorons, Zora’s, Epona (in one case), Midna, Zelda and many others. Finally if you look at the initial sketches of his most used facial expressions you’ll see he’s more of a happy character than an evil one.
The other thing with communication is allowing other people in the games industry, but in different sectors, see through the artist’s eyes so they have a full acknowledged grip on the structure of the piece of art from the sketches and drawings.

Style
Every artist develops a unique style along the way that can be associated into different groups, or they simply have a passion for certain art topics; for example one of my favorite art topics is Surrealism. Each game will have a set theme and it’s that which the concept artist has to go by.
Spyro The Dragon franchise is very well known wide world and has various sequels and prequels to the original game. One thing that separates them is the concept art’s style. Going from the first Spyro The Dragon up to Spyro The Dragon: Hero’s Tail they use a younger Spyro to gain a younger target audience rather than an adult one and even in the actual game despite the graphics not being as good as they are now, the whole theme was set for younger children/ young teens. The colours were very bold, bright and even the enemies were something simple like a Yeti or a Rhino.




Then they decided to add prequels to the actual Spyro the Dragon game by bring out Eternal Night, dawn of the dragon and such. However with this the character designs were completely different including the game play. It gave off an adult/ teenage feel as the game has grown up with many people like me so they wanted to keep that audience and succeeded.
From the picture here there’s more of a realistic style to Spyro meaning more of a realistic style for the game too (Dawn Of The Dragon), whereas the first Spyro resembles more of a cartoon so whilst young children playing Spyro at the age of 5 when it first came out they’ve grown up with the character, giving more of a profit to the gaming company all thanks to the concept artist designs.



Where Else Is Concept Art Used?
Concept art isn't just used for the media sector, let alone the gaming industry. It can be used in any job that requires an illustrated image made from scratch. Yes this happens in fashion, films, graphics, printing, modelling real life products, architecture and many more. Most of the time the art is made in a studio of some sort ready for other workers to view the art. However it’s possible in some cases that the art for maybe a game, film, fashion is exceptionally amazing and followed by many people resulting in an exhibition of that artists work which will open doors for that person because no doubt a lot of business will want the best for their company.



Disclaimer: I do not own any of the images; all rights go to the original artists.
1.       http://www.google.co.uk/imgres?um=1&hl=en&tbo=d&tbm=isch&tbnid=yUOhbtkN6UhZaM:&imgrefurl=http://www.gamespot.com/users/ArchonBasic/view_image%3Fid%3Dbddb5h937h2b5hDu&docid=0LC1-GvOxvDJdM&itg=1&imgurl=http://download.gamespotcdn.net/d4/user_images/494/amaterasuglaiveconcept_2.jpg&w=320&h=240&ei=fYzmUKeTF6vY0QWYjoDIDA&zoom=1&iact=hc&vpx=183&vpy=202&dur=9596&hovh=192&hovw=256&tx=203&ty=150&sig=107291935978121979676&page=1&tbnh=146&tbnw=195&start=0&ndsp=18&ved=1t:429,r:1,s:0,i:91&biw=1311&bih=588
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So I'm Back

Hey Peeps!

Sadly it's been a while since I last updated any of my college work (since Dec 21st 2012- to be exact), anyways I've completed quite a few assignments and working on some new ones now, most seem to be drawing and creative ones as well as the odd NCFE pieces that we have to do for an extra qualification; turns out they're exactly like the GCSE coursework we had to do a year ago at my secondary school.

So getting back to the topic, I'll hopefully be continuously up-dating now on finished pieces of work, game reviews and some extra pieces.

Yours Truly
~KawaiixFukuro