Posts Tagged ‘MGS’

Zodiac’s Final Semester & Internships

Posted: February 5, 2013 in MGS
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It’s the beginning of the final semester, so that means publication of Zodiac and an internship as well. Busy!

Here are the final things that I’m in charge of for the publication of Zodiac:

-Final placement of level obstacles and collectibles. Currently, all of these are placed, but due to perception issues when placing within Unity, some coins are higher than others or halfway into the ground. The same goes for the rocks and logs. I think the best way to tackle this is to take it a small section bit by bit rather than go for the whole map at once, which can be overwhelming and unbearable in approach.

-Pose GUI- This is more in the hands of the artist and engineering side right now, but we definitely need a GUI that informs the player what poses to do. It could be a singular GUI, but I like the idea of a GUI for each animal that appears when the player is doing the correct pose.

-Publication: I’m hoping that after we finish the game for Kinect and publish it to Desura that we can think about redesigning the game for mobile and maybe pushing it out to China on Android and iOS. Currently, our biggest challenge is the fact that our poly count right now is 500K! The max that an iOS product can typically handles is maybe 15K. We definitely have some cutting to do. Redesigning the level for a low poly count is both a challenge for the engineers and artist and could drastically alter the amount of work for a mobile version of the game. In addition to the art, we are thinking about how it would look as an endless runner on mobile, and that poses another challenge for engineering. I think our engineers could do it, and I would love to have the opportunity to design an endless runner.

Those are three things that are on my mind for the game this final semester, along with my thesis paper and internship, which leads me into the next section.

Charlie, Troy, Christine, and Wong (Cohort 3) are working in conjunction with Roger on a game for the Leonardo museum. It has been a whirlwind of a process. We’ve been chatting about the project for about three weeks now and each time it seems to transform.

At first we discussed ownership and copyright law of the 1970s. When we look at ownership today, the copyright laws of days gone by don’t work in our rapidly changing digital landscape. So how do we create a piece about such an issue? At first we took the notion of a virtual pet petting zoo in which players could go to the museum, take the animals onto their digital devices and choose to keep or distribute them to other players. While we had a lot of ideas on things that could be fun, we didn’t have much of a game. In the next meetings, we discussed a race game with infographics where players could take the avatars to their devices and place them back in the game, but we couldn’t find a compelling reason or pros/cons for the players to participate in this game. This led us to thinking about a match 3 game where players could play it in the museum, but then players with smart phones could play the same game on their device and have an advantage by seeing hidden information that the museum player can’t see. A fun game design indeed, but it still didn’t smell quite right.

In our most recent meetings we’ve talked about another idea that seems to be a step in a more definite direction. We’ve foregone the idea of copyright and ownership and have approached the idea instead of emergent gameplay. Back in the 1970s, the Magnavox Odyssey had players place static cling overlays on their televisions to play the system’s games – which were pretty much electronic boardgames. In good faith, players moved their onscreen pixels along a race track in a race game, or they might have placed the pixel on the appropriate dinosaur in a match game. Roger felt that these types of technology allow for emergent gameplay – that is, what if we took these overlays and juxtaposed them with another game like pong. Below is a picture of what that might look like.

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So, I think we’re on the right track because now our game idea looks more like an art game, but I think the game bit is still very nebulous. Do we create digital overlays and program rules for them that players can choose to turn on or off and see how they affect the play area? Or do we use physical ones and let players wreck havoc with them as they see fit? I don’t know if we’ll nail down the game idea this week, but I think it will come together in the next few weeks.

Zodiac Documentary

Posted: December 3, 2012 in MGS
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My friend Moses needed to produce a documentary for his film production class on something of student interest at the University of Utah. He asked to do a documentary on the program and our game so he came into the studio and interviewed me with his group. I hope you enjoy it!

What I think is great about this documentary is that it has potential for various uses. I see documentaries as a way to highlight and showcase our work and why we do it. We highlight the Zodiac game within it, we highlight the program within it, and it comes from the mouth of the students rather than published by the University so it gives potential candidates and students a candid view on how we as students see the program. I did this also because I can show employers a quick video on the project, program, and why I make games. I view it as a highly valuable and relevant tool within my process for this project.

Modular Design!

Posted: December 3, 2012 in MGS
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These are some of the hand drawn maps I did for the game. One of them is from early in the semester and the other four are from the final level design that we are building in Unity. You’ll notice that I’ve marked areas where the level ramps up, see hash marks for log and coin obstacles and collectibles, areas where there are caves and notes that mention areas where a specific animal should be used. Also, if you put the four maps together, one could draw what they think is an ideal path to get the fastest score possible. What was great about this process is that I could draw out maps, show them to the engineers for feedback and change them as needed. Sometimes when inserting the maps into Unity, the engineers found that sometimes the map wasn’t possible so we adjusted them as needed. This has been an extremely useful process. Very low tech, but invaluable for the engineering team to get the level into the game. 🙂

These maps are relevant and important – I developed them because we found building the level from scratch in Unity was NOT efficient. Instead, it was easier for the engineers to have me draw out the maps and we could discuss them afterwards for feedback. At times, parts of the level I had drawn would not work within the game’s engine, so the engineers would then modify it in game to fit as close as possible to the original vision. This iterative process was helpful in playtesting and also much more efficient than our previous attempts at level design.

Another valuable lesson from these hand drawn maps were that we could discuss what types of environments we could implement on these maps. Would they be valleys, grasslands, lakes, mountains, etc? We were able to create visual dynamics for the player as they journey through the level by this approach. I went through a lot of graph paper in creating these maps, and honestly, this was the best way to build the levels. The programmers and I could look at the maps together and plan out our approach in Unity rather than going into it haphazard. Since Unity has decent environment building tools, we will build the track into Unity and build the environment around it. We can also color the environment through Unity as well, so we can create snowy mountain areas and such. All very helpful as we push through this crunch time into the EAE Open House on December 7th.

More fun with Unity and asset manipulations

Posted: October 15, 2012 in MGS
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I have finally begun to dabble within Unity in a more hands on sense as our track’s have been placed out by the engineers based on my map designs. Since many of Unity’s controls are similar to Maya, it’s easy to manipulate level objects as needed and place obstacles and collectibles. Playtesting is essential and something that we need more of as we go along. The level works when being controlled via the keyboard controls but when it comes to actually using the Kinect the game gets pretty hard. We need more space between obstacles and collectibles so that players can efficiently dodge obstacles whether that’s through jumping or lateral movement. Soon enough we’ll have it submitted to IGF. Can’t wait to hit this milestone!

nity 3DBelow are some sneak peek photos. Actually, not really. I just wanted to highlight some of the tools and way that Unity works similarly to Maya. You’ll see that I’ve got a coin collectible highlighted, and it is currently in the movement tool. What I like about Unity and Maya is that they have similar controls. The movement tools allow you to manipulate the objects position on the map, the scale tool allows you to make them large or small, and the rotation tool, drum roll… allows you to rotate them. These are all very simple observations, but here is the point: The use of these tools give me more skills with which to produce and design games.

What’s great is that I’m getting to the point where I can create assets for ingame use, place them within the engine, and see how they look. Texturing is still a large challenge for me, but eventually I’ll get to the point where I can get these assets in game. It’s great to see how certain programs build upon each other. Maya allows me to create the art assets, but it seems to have set a standard so that I can create and manipulate environments easily in Unity. The next challenge is learning to program, but honestly, I think my efforts should be spent more on thinking about design and polishing my art skills in Maya.

coin screenshotAnother fun thing that I’ve been using within Unity are pre-fabs. These are tools where you cancreate a set of assets that you can populate easily throughout the level. This eliminates tedious copying and pasting of placing every single coin on the track. However, this does come with its drawbacks as well- these prefabs can be inflexible. However, they save me from the work of copying and pasting every coin. What I’ve been doing is placing a prefab down and then editing by adding or subtracting coins. We also have a zig zag coins prefabricated as well and it plays nicely through keyboard controls. However, when playing with Kinect, these are placed too close together when physically moving from side to side. I can stretch out their spacing by adjusting the prefab, but it’s not always optimal. Many a time I have had to go in and still tweak each asset one by one. So hypothetically, the prefabs make for less work, but I find that I still need to retouch most of them when placed so that the experience is better for the player.

Another thing I can help with recently is by doing quality assurance for the art. Kevin has had me take all of the assets that have been submitted into Unity and make sure that there aren’t duplicate faces, useless faces (ie, faces that we’ll never see in the game – like the bottom of the tree trunks -so they can be deleted to save on polys), and also that there is a standard nomenclature for the assets that we’re using. This helps the artists so that they can work on other assets and also helps me practice the skills I’ve been learning in Maya.

 

Whoa! Whoa! Whoa! What happened to that coin?

Whoa! Whoa! Whoa! What happened to that coin?

 

California & Zynga Visit

Posted: October 10, 2012 in Life & Beyond, MGS
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I went to LA and San Francisco these past few weeks before and during fall break. While in San Francisco, I reconnected with my Burning Man friends and I also had the chance to visit Zynga and meeting one of the development directors of Atari’s new social game division. Zynga’s an interesting studio because I kind of get the vibe that while it’s a bright colorful place with a lot of cute dogs running around while their owners work, I don’t get the vibe that people love the games that they’re making. They all seem very tired and exhausted. However, it was a great opportunity to get insight into the workday of social game studios and opportunity to learn about metric definitions such as MAU, DAU, etc.zynga

My friend’s roommate is the development director for Atari’s new social game division and he gave me good insight into the difference between producers and project managers when it comes to social games. He told me that in his experience, PMs usually are involved in a lot of the number crunching and metrics of the games as well as development of their features and that producers usually keep them on schedule and give pushback to let the PMs know what is possible given the actual resources of the team. Definitely got a bunch of useful information while on my trip to San Francisco.

Iterations X Infinity

Posted: September 20, 2012 in MGS
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We have continued to iterate on the game. Rather than having multiple track types (ground and water), we are going to only have a ground track and cut the idea of the animals running/swimming through water as that set of animations would be too time consuming right now. I have also advocated for a forking path that will give players the opportunity to play the level differently. It also givers us the ability to create an “ideal path” where players can achieve a higher score via a faster run through the level. There are newish poses for the game’s new animals. The goat’s pose is still similar to the bull, the rabbit’s pose is your arms wide over your head still, and the tiger’s pose has players holding up their hands like a cat getting ready to pounce.

Finally, our modular levels are proving useful; we can quickly lay out a track for the game so that we can test to make sure the tracks are working efficiently. Since Unity has a terrain builder within it, we can also create a landscape of sorts around the track to give the level life and make it something more than just flat landscapes. We’ll be adding lots of art assets to it hopefully in the form of trees, caves, buildings and maybe other animals so that our Zodiac becomes alive.

Below is a picture of us in action with the poses that I’ve finalized.

Ashley is in the goat pose. The pose itself is grounded and actually very similar to the bull’s pose in the first build of the game. However, Jorge and I are tweaking it in Kinect so that it is more forgiving. That allows players to place their first wider (ie, outside of their hips) or more narrow (to the midline of their body). This creates a more enjoyable experience for the player so that they can focus on the game at hand rather than fighting with the pose.

Troy is in the bunny pose – it’s silly and elevated pose and hopefully elicits a connotation of surprise and excitement. Rabbits are hyperactive creatures, so in my mind this pose reflects the excited mind of a rabbit. It’s a higher pose than the others and creates a different feeling in the body (a stretch through the upper torso), and such activity is stimulating for the body to add to the game’s level of activity.

I am in the tiger pose. Gameplay tip: You don’t actually have to lift your leg, but you can if you want because the Kinect is actually looking for how your elbows and hands are in relation to your shoulders. That being said, hypothetically, players could do different things with their bodies as long as they’re doing the poses’ distinctive features (torso grounded and low for the goat, hands high, separated and spread apart for rabbit, and hands and elbows in their appropriate position in relation to the shoulders). This is another strong pose, it’s aggressive, and when I do it, I like to tense my body. This gives the sense of a tiger’s strength. Granted, players don’t need to tense their body when they strike the tiger pose, but it was a guiding idea in the design of the tiger.

Some of the emerging gameplay that can come out of these poses is for players to hit these poses while playing the game. Can they turn into the goat will scampering side to side to dodge the rocks and collect the coins? Can they jump and turn into the rabbit at the same time while avoiding logs? And can the player rapidly change from the tiger into the rabbit to maximize their speed in grass areas but also jump over logs quickly? It’s fun to see how fast you can switch between poses and what that makes for gameplay as you travel through the level.

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Maya & Unity & Dependencies

Posted: September 15, 2012 in MGS
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One class that is proving to be useful this semester is our Production class in which we are studying Maya. While I will probably never be a professional modeler, I’m happy to learn the tools in Maya despite how daunting it is. It’s nice being able to understand how modeling works for the artist and it gives me more insight into the art production pipeline. I think my biggest challenge in Maya is the whole process of unwrapping UVs so that I can texture them. There’s some process and workflows within that where I have the hardest time mastering that skill.

Unity, as always, is full of little roadblocks. The engineers are working on getting our track system programmed and laid out. However, since we are approaching the game on a modular sense (ie creating tile sets that we can lay to create the track for the player), we can at least get the map laid out quickly. Once the programming magic is laid out, we should easily be able to create levels for the game.

So far I have finalized the poses for the games and have worked alongside engineers like Anurag as we place obstacles and collectibles in the game. He has started to give me mini tutorials on how to use the program to play test, so that has been very helpful. I’m learning a lot from him, and using Unity is a skill I can add to my resume.

In addition to showing me how to use Unity, Anurag is developing a programming tool that actually makes our level one that we can easily edit. One issue we encountered last semester was that when our characters turned along a path, it was never smooth and not conducive to a fun user experience. Thus, that was the reason our game was a straight-forward track that had no turns present in the gameplay. This issue affected the design greatly – even though people at EAE Open House had fun playing the game, we could sense that if the entire game was just a straight path, it could get boring very quickly. The levels become a bit lifeless. Here’s the secret though – even though the majority of the game will be played on a straight track, the addition of curved and forked paths give the player the illusion that they’re turning and give the level a new life. It seems simple, but there is so much work ahead of us to get the game to that point.

Anurag is crunching through heavy math to figure out this tool’s development for implementation within Unity. It makes me see how interconnected our skills are when we are making a game on any platform. We have rough drafts of level designs that we’re shooting for to test with these tools. However, those levels can’t be made until the tools have been completed and tested. Meanwhile, art is being created and iterated upon so that when the level design is ready, we can place the animals (with animations) to test bugs within the level. But there’s more – because we need the new poses implemented. That part isn’t too hard – Jorge and I partner and I do the poses and he sets them into the Kinect. However, we can’t efficiently test them until there is a working example of the game where the animated animal is running along the correctly tweened path. So as one can see- there are sooooo many elements to this game’s production. I haven’t even touched upon the production tasks that Karratti works on (powerpoints, scheduling, touching base with everyone). Our game falls heavily upon well-designed programming, which in turn needs solid art assets, and those parts need a solid level design for them to run upon. It requires that we are in constant contact and making sure that we run as a well oiled machine.

nity 3D

Zodiac Reunion!

Posted: August 20, 2012 in MGS
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Fall semester has begun. Our team has reunited and we’ve got a new set of goals for the game.

The game will become less linear. We will be creating tracks to give the illusion of turning and tracks that split as well to give players the option to take alternate paths. We’re also changing our animals. We now have a goat, rabbit and tiger. The game will still be on rails and the goal will be to reach the end as fast as possible. We discussed the merits of other ideas and drew upon games such as Agent Dash and Temple Run as inspiration and found ways to meld some of those games ideas together. When players come to the forks in the road, the game will automatically put them in the left turn if they’re on the left side of the track and vice versa. These little things should hopefully prove simple, but I’m sure the engineers will have their work cut out for them. There is a lot more on my shoulders in terms of design, but I believe using modular level design will help us whip out levels quickly and offer fun and frantic paths for players to use. We also need to tighten up the poses and offer variances for them.

It’s gonna be a busy semester, but man, it’s gonna be good.

Further insight on to some of the upcoming design changes:

Linear Design to Branching Design: We have a wonderful assortment of track pieces for the final level. Last semester we only had a linear level. This was due in part to the fact that the engineers had not been able to implement our level editor. This level editor will require a lot of engineering from their side – the animals must be able to stay on the track and not fly off. Eventually, we will apply this to elevated track pieces. By utilizing a level design that is branching, we give the players more options and reasons to replay the level. Since it is a student game, we will probably only get one level out of this project, so if we can shoot for a well-polished level with multiple branching paths, the game will have more life rather than just single play through.

Changing of the animals and their poses: We opted for these three animals – Goat, Rabbit, Tiger – because we feel that they will be more visually dynamic than the original cat, rat, and bull. We chose the goat because it still maintains the ramming aspect that the bull did within the first build, but also because we think it’ll be more interesting to look at than the bull. It’s more cute and I think the character’s polygonal build will read more goat than the bull ever did. The rabbit is our small character – larger than the rat – and I think the connotations with its abilities make more sense to players – rabbits jump high, run fast, and are comfortable in dark tunnel environments (like our caves). I think the choice of the tiger gives players a strong character to play as in this game and is in stark contrast to the choice of goat and rabbit. Where the goat is dopey but stalwart, the rabbit cute yet frantic, the tiger is strong and noble. It will be a solid choice for players in terms of speed and jump height. Its pose is an aggressive one, distinguishing it from the goats pose (a grounded silly flexing pose), and the rabbit’s upbeat, excited pose (hands high up in the air). These poses retain their dynamics from the previous semester (high, medium, low), but will have subtle changes that give more context to the transformation.

Oh, and next week? I’m gonna be in Burning Man! Time for some inspiration!

Zodiac

New-Microsoft-Logo-PPT-Backgrounds

The last few weeks in May were particularly exciting, not only because I turned 25, but because I was flown up to Microsoft’s campus in Redmond Washington to be a student producer at Microsoft Game Studio. The whole process was very fast. I had spoken with a university recruiter regarding an interview I had in March at GDC in San Francisco. She told me I interviewed well and would be invited back for interviews in Redmond, but most likely in the fall. Two weeks later, I received an email from the recruiter that they would actually be flying me up. Within 45 minutes, I had a plane ticket, hotel reservation and instructions and information on what my day would be like.

Arriving on the Microsoft Campus was a bit surreal. It was huge and the waiting area, while warm and inviting, still didn’t calm the nerves in my stomach. When I met my recruiter, I felt more at ease. He let me know they wouldn’t be asking me any of the legendary Microsoft logic questions, but that it would be more situational based questions regarding my experience as to how I would work with various teams. I ended up meeting with four interviewers, one of which I had interviewed me at GDC. After a long day of whirlwind questions and scenarios, I was done. I left as quickly as I entered and felt only the nervous tinge of hindsight 20/20 thinking of how I could have done better, though I did feel confident that I was on point 95% of the time.

When they called me on a Friday in June four weeks later, they let me know I didn’t get the job.

Emotionally devastated, frustrated and annoyed, my Friday most definitely ruined, I stopped applying for jobs altogether the rest of the summer. All the time and energy up until that point in interviews had been for naught, despite being invited to the final rounds most every time. Yet, looking back at it, I gathered a few things that I think bit me in the ass and allow for opportunities of growth.

-I might have gotten word vomit during my interview and in my nervousness mispronounced my interviewers names and probably didn’t offer the best analogies in my answers.

-I made the mistake of not being firm in the studio that I wanted to work at within Microsoft. When they asked me, I told them that I felt as an intern I couldn’t really ask for a particular studio of choice, but that I would be happy to try out any studio with a preference towards Kinect Labs or Epic. One interviewer said bullshit to Epic and said my heart would be more in Kinect. Probably didn’t help my case.

-I felt like my follow-up questions during the interviews were lame and if I felt that, I’m sure the interviewers did as well. My “great” questions were forgotten/muddled due to my nerves, and maybe the interviewers found them not particularly inquisitive.

-Despite Microsoft telling me to wear something business casual because they were more interested in me and not my outfit, I took heed of that advice. However, I feel like it was a test because despite wearing my power outfit (snazzy black jeans and a casual western-style top), the next time I go there I’m wearing a nicer outfit.

-I now know to say “areas of opportunity” rather than “areas where I’m lacking.” One of my interviewers bristled at that phrase, saying that it sounded like I didn’t think much of myself.

It was tough, wretched, and disappointing to not get the job after having it be a three month long process. However, there were valuable lessons in the experience. At my retail job in Apple, I decided to pursue becoming an administrator for the technician team at the store. It has skills applicable to being a producer and gave me a new way of approaching and anticipating roadblocks, an opportunity to multitask on many levels, and also a way to keep my job fresh. I know that this indicates the ability to take initiative and learn new skills.

When school starts up again, I’ll take these lessons to my future interviews.

EAE Day!

Posted: May 2, 2012 in MGS
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We held the EAE Day in our new labs today in the Merril Engineering Building. It’s a gorgeous space with brand new top of the line work stations, and in a lab all to ourselves, so it’ll be a great place for getting work done.

The undergrad capstone class showed off their projects today and the Master’s program had our games on display as well. We were lucky enough to have Zodiac available to playtest today and we had people both young and old enjoying the game in its current form. People enjoyed striking the poses to transform into the current animals and due to a bug where the player character will “fly” when the player keeps jumping for the Kinect, we saw a lot of flying animals on our game. Overall, it was a great chance to see people’s reactions to this early build of my team’s thesis game. When playing the game, players are jumping up and down, dodging left and right and striking the various poses. It is most definitely a classic Kinect game in the sense that their body truly is the controller.

It has been a long semester and everyone has worked hard, especially the engineers and artists. We’ve got a game with potential and this summer will hopefully have the chance to have younger children play the game when we give tours of the program to young students at the University’s summer camps.

A few weeks ago I interviewed with Disney Interactive Media Group for a studio in Palo Alto at their Playdom Studios. I interviewed to be an intern in project management. While I didn’t get the job, I feel like it was a good experience (I was pretty much interviewed right on the spot when they called me), and I’m glad for it. Onwards and forwards!

The Zodiac  team has been catified!

The Zodiac team has been catified!