Tuesday, 16 December 2014

Side Scroller Project-Post mortem

“Game Art is a fast moving industry and it is necessary to be able to work quickly, effectively and as part of a team. This project should give you the opportunity to understand what your chosen specialism would be like. Together we will be working towards a large goal (Game), this will have separate elements (Levels) and these levels should have individual content that you can put towards your portfolio.
This project has elements that will allow concept artists, character artists, environment artists and engine artists to develop their skills, and hopefully allow you as a year group to create something larger and more impressive. “

The job role I was assigned was Environment artist, and I was part of the Cold team. We were tasked with creating a “cold” level, which would sync with the other levels throughout this project. The style and feel would need to feel consistent within every level, so we needed to make sure that we worked in collaboration with all of the other teams.

We started by first making mood boards and working out what’s cold, but not too cliché. While we sorted the first stages of concepting, we also tried to organise a time scale and looked into making an asset list based off our most probable ideas. We looked at what objects we would need and them what others may be good to add as a stretch goal. We each looked an individual idea each and produced concepts based on that. I began to concept some icy caves and underground tunnels; we had a layout and because of this we started to work out areas of the level to fit the “shape” of our level and to show a progression through the terrain. We eventually went along a quite classic idea of cold, with ice and snow. We decided the best route to go, was to make out level similar to a Nepalese mountain range with traverses past or through a religious artefact and deep into some icy caves towards the scary level.

Cave Concepts and Style Progression

During our concepting stage, we all as a group found it difficult to pinpoint a specific style for our project. I decided to produce some style progression boards to help us pinpoint the exact style we were looking for. Eventually as a group we decided we wanted a style very similar to that of the Trine games; this meant that the shapes of our models were stylised, but the materials were realistic.
Once we were settled on an idea as a group, we mapped out a potential route around the level and how we could traverse it and use all the space possible. We then assigned different world assets to each of us in the group to produce. I was given the task of producing the statue hero asset, bell tower and other smaller bits; as well as tweaking.

Early Level Layout

We made the whitebox of the level to start with, and updated the models over time. I sculpted the statue and some of the stone damage on the bell tower using Zbrush. I found it quite tricky sculpting parts of the statue due to the lack of skill using Zbrush and modelling organic objects. However, I managed to reproduce our concept quite accurately in my opinion. I had some trouble baking some of the normal down from my high poly sculpt, but I soon resolved these and managed to get a decent Normal map which really pushed the detail with the materials. The materials were quite simple to produce, with PBR, it is quicker to texture and gives a much better result, so I was quite pleased with the outcome of my assets.

Final Statue Concept
Being a cold level involving ice and snow, we obviously had to work out a way to coat our assets with snow. Dom found a way of simulating snow falling in a scene in 3dsmax, this produced a layer of snow as a separate mesh. This was used to give a sense of thick snow. However the rest of the snow was added using vertex painting within Unreal Engine 4. Once Dom had applied it, I worked on improving the mask used in the material to make it look a little more convincing as real snow and not fake spray-on snow.

I think the Cold team produced a convincingly cold level. We produced some nice concepts and assets and managed to get it functioning as a level how we wanted it to within the six week restriction. However, we did come across problems which hindered and slowed our progress. As a group of 4, one concept artist and 3 environment artists, it’s not surprising that some of our ideas conflicted and that compromises had to be made. But the problem I found was that at times, someone would start to work on something they hadn’t informed the rest of us about. This meant that there were occasions where things were almost produced twice, or something had already been completed and forgotten about. If I could change this, I would have liked more communication between the lot of us, so that the pipeline process was more fluent.


Overall the project was a good test for the year group as a whole to work as a production sized group and to produce a decent looking, four level side scroller. There were highs and lows, but I think many of us produced portfolio worthy pieces and learnt a lot about the software we use, themselves and each other. Hopefully this will help us work in collaboration during our Final Major Projects.

Friday, 7 November 2014

World Machine - Making Mountains!

We’re a couple of weeks into our big 6 week, year group project and everyone’s plans are coming together. In my teams, cold level, we noticed we’d need quite a broad and dynamic mountain range to fill in the vast background. This gave me the idea to create some mountains using world machine.

Having never used this software before, it was all very new to me and I had to learn the basics to get the hang of it. I didn’t realise, however, just how easiy this program is to use. Luckily we have the full licence on the computers in the university labs and so I had access to all the features.

Mountain Range Layout
I first started by searching for tutorials on making icy mountains on YouTube. There weren’t many around, but from the ones I found, they were very similar in terms of work flow. I build up my flow graph in the program as I followed the tutorial. From this, I then experimented with all the values of each node.  I got a few good results with some nice sharp edges on the mountain faces.

I tried a few different times and created about 5 of these different alp-like mountains. Each one was unique and it was interesting to see the same basic node structure make so many different peaks. When it came to texturing it, there was a macro node which was recommended in the tutorials which provided colour information. However, I had trouble using these macros at first as
they didn’t work on the uni computers. Because of this, I had to download the free version of world machine at home and input the macros through that method. I then saved out the flow graph and rendered the model and diffuse files at uni using the full licence.

Colourmap Output

The final results came out really well and a bonus with the software is that it can render a static mesh, diffuse map and height map as outputs all at the same time. This meant that I could render a mesh of a high poly mountain. I then made a low poly version simply by creating a plane with segments of about 26x26 which I then overlayed above the high poly mesh. I then used the 3dsmax retopology tools “conform” tool to, almost, wrap over the high poly. It was then just a case of unwrapping and baking the diffuse and normal information.


Left: High Poly Mesh - Right: Low Poly Mesh

This method of producing mountains was actually pretty successful, as they were in the background and not really a focal point of the level, they were cheap to make and texture. I also made a volcano for the Hot level to use as it was just a slightly modified workflow to this one. Also, I had the experience with the software which none of the team from that level had. 

Tuesday, 21 October 2014

Another Year Another Project! - King of the Dead.

For this project, we were tasked with making a scene consisting of a throne, character and backdrop as a group; in my case, there were 5 in my team.. The title of "King of the Dead" was given to us and we had to produce a single image of the scene to show our whole vision as if we were a small outsourcing and concepting studio proving to a large company that we could work for them.

Once we knew the brief and specifications, we looked at exactly what it is we had to achieve. We looked at ways in which we could produce an original idea that didn’t focus too much on the classic ideals of a “dead king” or “king of the dead” that is portrayed so often in media today or in the past.


We began to brainstorm and research ideas and visual reference. Once we began to get some ideas we started to concept. We spent about 3 days mainly concepting a scene which fitted our vision, with our main focus on iteration. Therefore, every time we felt we were getting somewhere, we idolised what could be changed and iterated it further. This meant that our idea was constantly changing and helped us to discover ideas we hadn’t even thought of yet. During this time, I also produced a very rough whitebox of our layout.

We had a few ideas which we began to mix and so started to model what we had in our final concepts. We decided to split into different roles, which meant that I was modelling the pod, which was the main focal point of our throne. I worked alongside Rebecca who was working on the model for the rest of the throne. We talked about the stylisation of it to some extent. We had already decided that the scene would be realistic and give the sense that it was built by an ancient civilisation; with reference from the ancient Aztecs and the Egyptians.

I unwrapped the pod once I had finished modelling and textured the main body of it before creating a separate ice/glass shader for the pod’s screen material. I also created a lightmap during this process. We used google drive to pool all of our resources and to put finished models and textures, ready to import into Unreal Engine 4. I went back to our original whitebox and began to update the models. Once I’d placed some of the main assets, I then built the shaders using the textures I had been given and added extra nodes and branches in the shaders where necessary.



We then looked at all of our potential lighting conditions which I had previously experimented with and tweaked this to nail the mood we wanted for our final scene. After we had added post processing effects in engine and sorted our composition and camera angles, we had our final image.


I was actually very pleased with our final outcome and was pleasantly surprised at the way our concept continuously changed and flipped our entire mind-set almost everytime we discussed new concepts as a group. Although we did sometimes have a disagreement about which way we wanted to take the concepts, we worked well in finding quick solutions.


Friday, 16 May 2014

Personal Review of Second Year

So here it is. The end of my second year at university! What happened? Where has the time gone? All I know is that I’ve matured as an artist and as a person. My skills have thrived within the family I have within my course year.

Throughout this year I have really pushed my skills, putting all that I learned in my first year here to the test, and forcing myself to develop my creative imagination. This has been a very important year for me, in that I feel like I have developed much further than in my first year. I have also begun to really understand the structure of my three years here much more clearly; with the first year being to learn basic understanding and skills with the tools we are required to use, this, the second year being to learn more complex and advanced techniques with these tools as well as becoming “fluent” in the various computer programs. With the third and final year being to show my knowledge and understanding of artistic license and ability with what I’ve learnt.

Throughout this second year, we have been subtly pushed towards focusing our skills into what we would like to do, or what we naturally have a talent for within the games industry. Having entered this course wanting to be a character or creature artist, not really sure of my direction; I found that by the end of my first year, I wasn’t going in that direction. Throughout second year, my calling has really been directed towards vehicle and weapon design and modelling. Having avoided angular, man-made objects through my artistic past at school, it was something that I found I actually really enjoyed doing once I put my mind to it. Actually having to do this as a requirement in projects and work, this made me realise that these sorts of designs were a joy to produce.

Having found what I feel is my correct route for a career, I’ve done more personal work and learning this year, forcing myself to work in labs almost every available day to avoid distractions and get more work done. Practicing high poly modelling and researching weapon mechanics has helped me produce more extravagant designs, thinking outside of the box, as well as becoming very quick with 3D production elements compared to first year.

With this new understanding and speed in painting, drawing and modelling, and a more advanced understanding of the software I use, I feel I want to drive these skills further and produce work over the summer break. Hopefully this will help me to get up to a decent speed for my final year as well as giving me some portfolio work which could potentially help me get employed.  I also want to learn some new things, such as visual effects and animation in order to broaden my employability and help me to understand some personal interests.

Finishing my second year here has really made me wonder where the time here goes, yet makes me realise the extent myself and my course mates work in order to achieve our goal of a career in the demanding industry. Working with my course mates has again helped me to improve much more quickly than if I were to work on my own. I think the working relationships we all have as a year has really encouraged our own personal growth and gain, this is one things I think being at university has really touched me with. Without all the support, I would not be anywhere near where I am as an artist today.


Going into my third and final year now, I look forward to really showing what I’ve learnt in my time here. To be able to do what I want in a showcase for my final major project is something that I have many ideas for and really look forward to. As I polish off my last bits of work, I will leave it here until next year. Until then, stay tuned… 

Thursday, 24 April 2014

Life Changing or Career Building?

Since I started this course, and now coming close to the end of second year I am very happy with my progress and how much I have improved not just as an artist, but as a working machine. Being in such a competitive market has made me and many others on the course really push to do the best we can in our line of [hopeful] work. But is it really enough to have some university teaching and a portfolio at the end of three years learning it all?

Over the recent years, games courses have become increasingly popular as they have become easier to gain access to. Young students want to learn what it takes to make your own game and thrive in that industry. However it has become increasingly obvious that there really just isn’t enough jobs in that industry for graduates. Many industry professionals even admit that they don’t tend to look at an applicant’s CV if their work isn’t what they’re looking for. Oli Christie, founder of Neon Play Studios explains that “a candidate who can demonstrate their ability, be it the form of a completed game, a physics demo or impressive artwork is help in far higher regard by studios than a qualification.” This is understandable as with such a visual aspect, why would you look at how good at maths someone is if they can’t produce the work you’re really looking for?

I think that the danger with a games course is that modules and projects can be heavily directed and gives no artistic freedom to the graduate. Senior Producer at Firefly Studios, Paul Harris says “Work created at university is ok, but it’s often quite dry or lacking in imagination.” So this suggests they get a lot of art traffic which they say no to. This doesn’t make me sweat however, as I feel that on my course we are directed with some projects and others give us almost complete freedom which requires you to scope down to your own capable skill. I also feel that we create some very unique and creative artworks, influenced by traditional masters.

Paul Harris also goes on to talk about how work created in spare time and outside of a course usually has more flair. As a student myself I know that myself and my course mates share knowledge and tutorials to learn from. As well as this we have the fortune of having constant communication other year groups on the course. With all of these credible sources a great deal can be learnt which may not be found in an online tutorial or during a seminar or lecture.

Many among the gaming community tend to discredit most artists and designers because of the majority who lack some key skills or don’t have that spark which is sought after. This mainly appears to do with the idea that graduates that have learnt to be a game designer or game artist won’t have the necessary skills to do any other job. However, being on a course that focusses heavily on both 2D and 3D gives us the opportunity to have a wide range of skills which cover multiple tasks as well as the potential to go into any other visually creative industry, such as film or advertising.

Although I agree that studying a game art course or not have their own pros and cons, I do feel that studying how the industry works and what employers look for in their employees is very important. I am lucky enough to be on a course which has many very passionate industry professionals that have worked in the field since I was a boy. Because of this there is a range of skills; old and new which I hope will give everyone on my course that edge when it comes to showing what we can do.


http://www.reddit.com/r/gamedev/comments/za4zs/is_a_game_design_degree_worth_it/
http://uk.ign.com/articles/2013/04/02/is-it-worth-doing-a-degree-in-video-games

Monday, 21 April 2014

Creativity, the Talent and Myth of Craft

As young as I can remember, I’ve always liked to be “creative” I’d always get in trouble for being messy, playing with my food, or drawing instead of doing work. It is something that I've always felt everyone can do, but that only some people choose to really chase it and make random, unordered things. I used to think creativity is our ability to express our imagination. A way that we can show the world how we think.

But what really is creativity? It is one of those questions which will probably never be answered, essentially an ultimate question. There are many different ideas about what creativity is. Robert W. Weisberg wrote that he believed “creative” has many factors; referring to it as being the creator of the work as well as being a “novel products of value”, as in giving an object or work appreciative value.

This raises the question as to whether we just simply label things as creative, that it’s just a word to express skills that have been learnt or talent that seems innate. Is creativity a talent in itself or is it an influence which reinforces a talent? Ken Robinson talks about how everyone is creative as a child and how our upbringing or understanding of how to nurture it affects the future of a potentially “creative” individual. He uses the example of # who had what would now be known as ADHD at a young age. He explains how she flourished as a stage artist and has become an iconic figure in the dancing industry, but mentions the danger that she could’ve been “treated” and never understood or trained what would become her profession. This could come down to the state of technology and how our understanding of how to create with what we have wherever we are may just be a human trait which comes about when we truly require it.

Some believe that creativity comes from culture with the difference in society and environment. This could be seen when comparing Chinese music with Russian music for example, or looking at the difference between art styles in these cultures. In this way, it could be down to the attitude of a government for example which nurtures a skill or not or whether they try to stop this freedom.

But many theories suggest that creativity is something given to us by a more spiritual being. The idea that all creation is combined as one…  “There is one mind common to all individual men” This idea known as transcendentalism was explored by Ralph Waldo Emerson during the 19th century who referred to a “sovereign being” as the Over-soul. This idea of all being one is re-explored by Ervin Laszlo who writes “We raise the possibility that the minds of exceptionally creative people would be in spontaneous, direct, though not necessarily conscious, interaction with other minds within the creative process itself.”

This again evaluates the idea that we learn from one another and the creative process is almost a collaboration of many unique minds. A creative person is someone who understands the beauty of their surroundings and learns from them, be it through other creative works or works of their own. Elizabeth Gilbert talks about her research into pre-modern creativity in the video below. She explains how in ancient history, creative minds thought for themselves and did not look up to another as an almost God like creative being. This is an ideal which has come about in the more recent centuries and is something which she believes is potentially dangerous to creative minds across the world.


Throughout my journey on this course my views about creativity, my talent and the skills I've learnt have drastically changed and made me really think about how I use them. I understand that I have a talent to produce artwork and make some really cool things. But I also think about where I could be now if I had better or worse teaching in school or whether I would have always had an innate talent and creative process regardless. It is one question which really cause you to pause and think about how creativity is one of the life forces behind modern life.


http://www.huffingtonpost.com/dr-larry-dossey/creativity_b_4440941.html
http://www.csun.edu/~vcpsy00h/creativity/define.htm
http://www.ted.com/talks/ken_robinson_says_schools_kill_creativity?embed=true#t-898814

Tuesday, 15 April 2014

From Generalist to Specialist?

Over the years, the game industry has expanded in to a goliath with in the entertainment scene, pushing its way almost to the top of the mainstream. It has turned a hobby into a job, and what some imagined never taking off into a multi-million dollar powerhouse of the entertainment world.

The game industry is now one of the largest in the world; hiring thousands in the UK alone. Not all are full time roles or careers, but many are. As a whole the industry looks for extremely skilled people with special talents in specific areas. However, freelance artists are also sought after as well as the lower cost of outsourcing studios. A company will look for the best job at the cheapest rate. Outsource companies are usually contractors working outside the EU or US which will work at a significantly lower cost. This is very effective when trying to save money as a large company, especially when they take on a large project.

Although, this could be a cost effective way to make a game, it can also lead to confusion within a studio, and in the long run may cause problems for the development of a game. One reason for this may be that the managers have to wait for certain assets or that the layout of a level cannot be fully understood. Also contact may be more difficult due to language barriers and time differences, etc. Without personal one-to-one interaction with other artists and mangers/directors, etc  it may also be hard to express the right critique and may cause a wild goose chase of files and assets being sent back and forth between developer and outsourcers with little progress. But sometime outsourcing is done between more than one developer.


An example of a game that fell victim to outsourcing was Sega’s Alien: Colonial Marines. The teasers they showed in early development were stunning and many fans had hopes that this game would recreated the horror franchise and it truly showed the beauty of dynamic lighting. Gearbox Software had been working on this game for 4 years when they released the very successful Borderlands in 2009. They immediately began work on Borderlands 2 and so the Aliens project was outsourced to TimeGate. The project struggled because of the lack of planning between companies and the conflict in ideas.

Developers like to find talent which specialises in certain areas, but also knows how to work in many other areas of their field as well. With a general overview of how to do most things and then to also be a specialist in one of these departments can help in getting recognised and receiving work. It also helps lower costs for a company. With an employee who can do most things as an artist, they can use this person to work in different areas of a game as well as them focusing on their key skills. Being this kind of worker could also help the learning of skills in their “general” areas as well.


In Valve’s ‘Handbook for New Employees’ they talk about what they call “T-shaped” people. This is their example of a generalist and specialist. They look for people who are both generalists, being the arms outstretched and a specialist, the “vertical leg of the body”. They also ask questions such as: “Would I want this person to be my boss? And “Would I learn a significant amount from him or her?” when hiring. As a developer they understand that everyone learns throughout their career and that people within work learn life-long skills from working with one another. That is why they want generalists working together and learning one another’s specialist area as a general one.

Looking at Valve’s vision, it is interesting to see that they want people “higher up” in their business to learn from those who may appear insignificant. They, as many companies look for generalists who specialise, because they want to save money at the same time as having many of the skills in one place with the specialism in required areas. This view is understandable as it can avoid confusion between companies working with outsourcers as well as freelance artists who specialise in one specific field.

http://kotaku.com/5986694/from-dream-to-disaster-the-story-of-aliens-colonial-marine
http://www.valvesoftware.com/company/Valve_Handbook_LowRes.pdf

Sunday, 13 April 2014

Elements of game technology, part three: interaction design

The difference between a movie and a game is the element of interaction. You as a viewer/player cannot intervene in a movies events in a way that you may be able to during a game. This idea of interaction brings us that bit closer to the immersion of the many games played today. Just the ability to make decisions and choices which affect the characters, mechanics and environment of a game can change the outcome of an in-game event and therefore story.

 The development of video games in the past few decades have been extraordinary! Starting with simple graphics moving on a screen and text-based adventures to now having interactive three dimensional models which react to realistic, world like physics; this is obvious to see. But how has the way we play these games changed over this time?

 The interesting thing about video games is the idea that you are sucked into a game by your interaction with it, regardless of whether you move your body or not, you feel in control as that character or entity. The addition of new technologies allows us to be in control in different ways. Developers have always thought of new ways for a player to play their favourite games and also sometimes as a marketing strategy in order to make sales. It’s all about adapting to the market and be one step ahead of your opponents.

 One example may simply be the joy stick, used at its peak during the flight sim era of the 90’s it changed the way the player could fly, feeling like they were in fact the pilot. Another may be the “GunCon” controller which was bundled with a copy of time crisis. This was essentially a replica of a pistol, which allowed the player to shoot and take cover all with this controller. Although this was a new way to submerse the player within the game, it had a compromise. As the user could not move while using the gun; it meant that the mechanics of the game changed. Therefore, the character would move stage by stage using dynamic sequences as progressively harder opponents face the player.

Although it may be a compromise, it could also be said that this new game mechanic and technology influenced games in the future. An example of this might be that of the ‘Gears of war’ franchise and its ‘Horde’ game made, which saw wave upon wave of increasingly challenging enemy attack you. This in turn has been adopted into many other games since then.

 Modern interaction in games has recently been focused towards virtual reality and pushed further by combining this with motion controls. One of the most highly anticipated devices of the current and next generation is the Oculus Rift VR headset. With head tracking software and a screen attached to your face, it literally puts you in the game. Many companies have noticed it’s potential and so are combining their technology to further heighten the immersion.


http://www.gamasutra.com/view/feature/129843/designing_usable_and_accessible_.php?print=1 http://www.gamestudies.org/0301/manninen/

Friday, 11 April 2014

Elements of Game Technology, part two: sound for games

Sound is something that naturally comes to us… literally. We are born with the ability to hear, and this allows us to take in the world around us, giving us information, which in some cases triggers a visual representation of what we have experienced before. Even if we have not witnessed these events take place, we still have an understanding built from the sound that our brain has registered.

Visual entertainments have tried to enhance and further use music and sounds in order to trigger an emotional response for decades. Film has grown to create masterful scores and spend a lot of time perfecting audio in order to really create a sense that we are in the events of that film. Sound in these cases are used to instigate, fear, excitement or sadness through known and unknown sounds. They can help us to understand the world of the characters and it can draw our attention and focus to specific areas that the story teller wants us to see.

As games have developed into a more “mainstream” mode of entertainment and their popularity has increased, so have the budgets and technology. Because the technology has improved so rapidly over the years, the visuals have improved and stories in games have become more complex; even more serious and require more cinematic moments in order to help tell the story and set the players mood and focus. One thing that has come with this is the realisation of the importance of music in video games. Composers have begun to make revolutionary and popular scores to accompany a game; such as you’d find in a film. The music is important for many factors to succeed. The music can set a mood, triggering our emotions; which altogether enhances gameplay and in some cases nurtures a player’s skill. Another important use of music is identity. Some of the most popular games in the past decade have had extremely unique scores, in which the main theme will define that franchise over time. This can be seen with franchises such as Halo, Battlefield and Elder scrolls. Or classically: Mario and Sonic. This could also be said to have a major impact on sales.


The emotional response which is triggered by music may help a player, and could drastically change the way they play without them even noticing. The use of ambient sounds is important and breaks the barrier between fiction and reality. Most games may use music to do this, but others, especially in the horror genre may use ambient sounds in the environment; such as rustling trees, or creaking wood/doors. This could act as a signal to the player of where to go, but may also create a tension and fear for the player. Game developers have learnt how to use sound over the years, with the use of pentatonics, adaptive music and skilful sound theory.  Pentatonic scales have been used throughout gaming history in order to create cues to praise a player and to act as acknowledgement of a correct action. Doing this saves the use of a visual cue instead and can work with the music to enhance the players feeling throughout without them even catching on.

Tuesday, 25 March 2014

Elements of Game Technology, part one: game engines

Game engines are the life force behind almost every game. These powerful tools and power houses of the game industries literally drive the vehicle that is a company with making a game.
A Game engine is software that is used in the development of video games. The most modern engines include renderers, lighting options and collision/physics elements. These are now more commonly high performance pieces of kit and some of the most recent enhance and take advantage of real time lighting technologies.

Not every engine is the same however. Many of the larger triple A studios will use “in-house” engines. These are engines which are built from scratch or built up, modified versions of an older or commercially available engine. These big companies, such as EA and Ubisoft tend to use in-house engines as it is easier for them to create features for their editors which are required for their specific franchises. For example, EA’s DICE (Digital Illusions and Creative Entertainment) developed the Frostbite engine for use on the Battlefield franchise. This engine, originally produced for first person shooters allowed the developer to achieve heightened realism with destruction and other visual effects which helped raise the bar within the first person genre.

There are 4 versions of the Frostbite engine; 1.0, 1.5, 2 and 3. Each one is built with the aim of adding improvements to its predecessor as the technology became available. Because of the usability of its latest version’s; Frostbite 2 and 3 and due to the popularity of the engine and DICE itself within it’s parent company EA, the engine has expanded across into other EA owned studios. Being an EA exclusive engine, it is used in other genres now, including racing and strategy.





However, smaller studios and developers cannot afford to create their own software in order to create their games. This is where commercially available engines may be used. Some of these include Cryengine, Unreal Engine, Unity and Source. These are available for free and all features are available in the original editors. A full game can be developed in these development kits, but would normally require a license in order to sell the game. The majority of these engines were produced by larger developers which then continue to use the technology but also allow it to be available to the public.




Editors are used by artists to perform many tasks within an engine. The engine work usually being a large part of the development process. When it comes to building the level, it’s not just a matter of placing things randomly and hoping for the best. The artists much then sort out lighting to give the level the right mood and atmospheric feeling. On top of this, particle effects, dynamic moments and triggers and animations are added.

Thursday, 12 December 2013

Elements of game design, part eight: documentation

Within the game industry, documentation is extremely important in order to structure the development of a product. Regardless of the project, a studio will more than likely have a written brief and plan to ensure that every employee and designer knows what they are doing.

While I have been on this course, I have realised how important these documents are. In order to keep everyone on the same page, these should all be up to date with the managers and publishers plans as they are always changing. Demonstrating how these may be laid out, I thought I’d look at how one of my final major project ideas may be planned and set out.

The overall theme of this idea is the setting of an old valley based quarry or mine. Being in a rural setting, there would be old mud and dust tracks along with vehicles to drive about and work with. With this I also hope to put in a shooting range which would allow the player to try out various rifles and guns, which could be shot at targets. I would also produce a vehicle to drive around. The platform I would aim to create this for would be for PC and next generation consoles, aimed at a generally older audience, 16+. To produce this, I’d use 3DSMax, zBrush and Photoshop to produce models and concept art work. I’d also use various other software to help in the aid of my workflow.

You as the player will be the lead character. I had not intended to make this a known person and I would instead extend my focus onto the vehicle and weapons as well as the environment.  I would not produce a visible body so I would not really require any specifications for it, other than that of the arms and hands which may be visible when using the weapons.

I would like to give the player access to a land vehicle that could be drivable. I would need to set a budget to make it look good, yet efficient in engine. I would also have to consider possibly doing an interior for the driver to see if you were to drive in first person. But this would depend on the time I have to produce it as well as practicality with my ability as an artist.

The environment would be the edge of a valley, where you arrive at a waterfall with an old coal/slate mine low down on the slope of the valley, with a small stream flowing from the waterfall past the mine house. I would have to consider the possibility of making the building open or not, but this would depend on the time and budget. However, being able to enter the building would be unnecessary for the player as it would not help with the gameplay or experience.

As the main focus would most likely be the assortment of weapons; this would be my main focus and attention throughout development. These could be a selection of weapons such as a rifle, pistol and machine gun, or I could develop a single weapon with various attachments that could be added. As for other props, I would make the shooting range look as realistic as possible. With this being the main focus, it would mean that I could make this small section my main project environment and have the rest of the environment un-explorable with less focus on some of the environment.


Having written this plan, it’s helped me to run through the process and run possibilities through my head. As well as this, I feel like it has given me the realisation that I would really have to plan what I would want to make my main focus and desire so as not to cause any confusion or make the project too large and difficult to actually complete in the given time.

Friday, 29 November 2013

Elements of Game Design, part seven: Level Design

 In a game, levels are important. Like, really important. They’re what everything else is placed in or onto. Without levels, you just have assets. Because levels are so important, it’s no surprise that level design is such a complex process when it comes to creating a good game.

In most games, levels are designed and built depending on the storyline and plan of the game itself. However, with free-roam, open world games; you will usually have one very large “world”, maybe with the addition of more, smaller maps if a narrative demands it.

Like a drawing, painting or any 2D piece, a level would be built up in layers and processes; through development stages and construction stages. The game design pipeline will be followed throughout, running through initial concepts to early builds and white boxes of the map to see if it works for what the run through of the game requires. When it actually comes to finalising the map and adding assets, these will be built up like a painting in order to make the level look real. From graffiti on the wall to a tank on fire while sitting in a destroyed wall, these details, big or small really add depth and believability within the levels.


When looking at open world games, the environment has to draw the player in wherever they may be in the game world. It has to give the visual and aesthetic feel of what it is representing. An urban, city environment such as the recent GTA:V needs to make each part of the city different and entertaining in some way, but retain the immersion of being in an LA-like American city. This can also backfire on some developers however. Take Team Bondi for example: LA Noire had a large, open-world map between single player levels. Being and impressive and visually interesting 1950’s setting it almost felt like it was there to cover up a much smaller game. There was no fast travel, meaning you had to drive through the city, usually to very far off objectives. The only thing that the open world was good for was to find collectibles, cars and occasionally help at a random crime reported on the radio. This, in my opinion shows lack of polish when finalising the game and although GTA is similar, it gives you lots of things to complete around the whole world. Be it side missions, random encounters or simply buying and upgrading cars and clothes.


Following the pipeline process, levels are usually white boxed or mapped out to give a visual idea of how a level will look and play out. This is an important part of level design as it looks at how the level can and will be played, where the player can go and reach and how. It also explores the practicality of certain visual and technical parts of the map. To make the map in the way it is planned for story or mechanical purposes could change its look and asset positioning. This may be to give the level enough spacing. This is space between different events; giving the “tempo” to the game if you like. If too much happens at once and too quickly, then the player will feel overwhelmed and rushed. Too little to do *cough* LA Noire *cough* and you will find the player getting bored and uninterested.



Level design is very important when it comes to game creation. It’s not just about the look and feel of it, but the way the whole map plays. If it is done right, you have a stunning game which is both good looking and interesting, making you want to play more. Do it even slightly wrong and you could lose focus from the player all together.

Links:

Saturday, 16 November 2013

Elements of Game Design, part six: Visual Composition

In art, composition is a paramount understanding in the way artistic principals pull together to create an image. This can be seen in almost every master artist’s pieces; from those in history all the way to modern artists. Composition is like the ingredients to a cake; you can have all the right ingredients, but put them together in the wrong order and you won’t be having a slice.


Without composition, things in the scene can look “wrong” or out of place. On my course, this is something that you can’t afford to get wrong as you are trying to draw the viewer into the setting and make them lose focus of reality. You can’t make this happen without everything portraying the same genre, story and scope. For instance, you wouldn’t see a car in one of Da Vinci’s paintings, as it just wouldn’t be expected there and cars didn’t exist in his time. A lot of composition also therefore comes down to a good general knowledge of what is being created. If a concept piece is being drawn for a first person shooter set in the future, you would need to know what the weapons, clothing and environment look like or are based on.


Obviously a lot of artwork comes down to the imagination, which can even be noticed in some historical artwork. But the understanding of how things work in the world; the weight, the scale, reflectivity, etc. is vital in making a piece “belong”. However, composition can involve less if needed and can largely come down to the way in which light is used in the scene or how “ingredients” are positioned/mixed together. An example may come from looking at the rule of thirds and the rule of odds. The rule of odds suggests that people find an odd number of subjects look much more natural and less ordered as opposed to an even number. This is because humans pick out patterns in nature, and if a pattern is spotted the illusion can sometimes be lost. That being said, the rule of thirds helps to position the piece. Based on the golden mean (1:1.618) this understanding of division within the picture can help to naturally frame the subject of the piece and makes it much more visually interesting.



When we look at composition in 3D space, be it in a game level or when modelling and texturing a character, these rules still have to apply. A level must be built up using all the correct assets, putting them in space where they belong as well as giving them purpose. It would be no good making one long street and having the same building everywhere you look, with a tree in the middle of the road, it just looks out of place. It’s the small details which add to the composition. If you can affect the silhouette of something enough, it can look unique. Too much and it doesn’t belong. This has to be taken into account when putting a level together.

Links:
http://en.wikipedia.org/wiki/Composition_(visual_arts)
http://www.photokonnexion.com/?p=6697

Thursday, 31 October 2013

Elements of Game Design, part five: Planning and Concepting

Within a game developing company, it is essential that there is a planned and very strict schedule to be followed at all times. For us on my course, we are learning how to plan and stick to these timeframes.

With each project we are set, we are given a brief which gives us the, genre/backstory, technical specifications and anything else we need to know about producing the final product. This will be given in different ways; whether we are producing work for 2D or 3D aspects.


Ultimately, these briefs are structured in similar ways. We are given the general outline of the piece before conducting research and finding reference. Then we look at silhouettes and idea generation which moves us on to a development of the concepting process and design exploration. Finally, you end up with the final conceptual idea, which can then be modelled, sculpted, imagineered, etc.

The time frame always depends on the product. For our visual design projects last year, we were usually given between 1-3 weeks, but this largely depended on whether we were drawing still life as practice or conceptualising a character or in game asset. With our Game production projects, we were given around 3-4 weeks; again, this was all down to the brief and final result we aimed for.

Already in second year, the step up is noticed. Although, there isn’t necessarily more work to do, or less time to do it in. A definite change in attitude and skill has improved everyone’s final outcomes with their work. The understanding of having a good plan is on my mind this year. I look to try and be consistent with each module, and to complete enough work to keep a balanced working ethos.


In Critical Studies we looked at the pipeline process that
an average game studio might follow. It follows a specific set of instructions throughout the process and always sticks to the brief. With our 2D conceptual projects, we usually just see it through to the final conceptual design and never all the way to actually building it in 3D space to put into a game engine. Because of this we have the developmental process, closely following that of a company’s design pipeline in game production, but less so if it’s just for a single asset/character.

The design pipeline for a company follows the entire process for creating a game. Although we don’t/haven’t made an entire game, we still follow these design aspects in order to explore and create the best ideas in these given tasks. Although there is one main structure, it largely branches out in order to focus on refinement.


For any game development team to function smoothly, the pipeline has to be closely regulated, giving you art directors and many other heads of authority keeping everyone’s stylisation and vision focused on the brief. This is an excellent way for directors to keep track of what the whole team are doing as the whole pipeline can be changed and shifted with the team still following. It is clear that without this structure and the development of all areas in the pipeline, games would be pretty pants. The clear focus of where they need the final product to be helps the development continue throughout the project, and not just at the beginning. This is how it should always be done.

Thursday, 17 October 2013

Looking in the mirror and thinking… How am I still here?

So this is where my motor is reignited and churning faster than ever before. Second year of Game Art Design! It’s been a long break away from Leicester and I’ve had some time to readjust my body clock, learn some new things and earn some dosh.

This for me was a time of thought and reflection on my work and attitude to the course last year. I wasn’t as happy as I could be with my grades, and I entirely understand why. I don’t think it was that I fell behind, or that I missed deadlines. I think it was more my attitude and artistic history which had some things to do with this lower grade. Throughout school, I liked to think of myself as a bit of a “perfectionist” in Art. I didn’t learn a lot of theory and technique and so largely relied on my natural artistic ability. I liked to think that if I produced a piece of work that was 100% accurate when compared with the photo I copied, that it’d look better, and I’d be appreciated more.

However, since starting the course, I realised very early on that accuracy with speed is essential. Things need to be done to an extremely high standard and quickly. I guess it’s like flying a helicopter; you have to know how to do it well and constantly concentrate on your actions. Take your mind off it for just a second or neglect to plan ahead and it’s a downward spiral. Because of this “perfectionism” attitude, pictures took a long time to produce, which usually caused me to fall being on work quantity. But this didn’t concern me too much as I would work extra hard to complete work to the best of my ability. Although I did not always complete as much work as my fellow art students, I still got similar high grades to them from terms of effort. This always spurred me onto doing better pieces of work and that’s why I’m in Leicester… to improve my skill at the most rapid rate possible.

It’s hard to think that last year was about 8 months of learning the fundamentals of the game art world. The work load was an enormous step up, and already in the beginning of this second year, it’s obvious that the bar is going to continue to get higher. Having looked more into anatomy, form and lighting over the summer, I feel a little more confident about the year ahead .I wish I could’ve done more personal work, but work was essential in being able to afford the course. I aim to develop and stick to a tighter working schedule, as well as focusing more on what I am doing in order to be most efficient in as little time as possible. This year, is about me developing my skill. I hope that by the end of the year, even if I have a rocky first semester, that I have something to show for it.

Let the games begin!


Friday, 24 May 2013

The First Year of the Future

So here it is… the end of my first year doing Game Art Design. And all I can say is “Woah?! What just happened?” Because quite honestly it feels like I’ve been hit by a bus of knowledge and artistic skill! This past 8 months or so have gone by so quickly; I’ve learnt so much and met so many new people. I really don’t know where to start!

5 hour masters study - Rembrandt 1655
I came to Leicester in September as a stranger to everyone, unaware of what lay ahead for the year. Within a few weeks I had met so many people that I was struggling to remember names and the start of the course had me diving into a pool of artistic challenges. The learning curve of the past year has been a very steep one and has helped me develop as an artist significantly more than I had expected. In both my Game Production and Visual Design modules it is clear when comparing work from the beginning and end of the year that my skills have sky rocketed. And with Critical Studies, I have improved with confidence and the fundamentals of both blog writing (here, for those unsure…) and with my presentational skills.

But let me talk to you about Game Production first. Back in September, I had never even touched 3D software in my life and at first believed that this may hinder my chances of progressing on the course. But being plunged into the deep end really gave me a determination to do the best. Although at first my work was very basic and not on par with any 2nd or 3rd year work, it didn’t matter to me, and it has shown. I can now happily look back on work and understand how to change or improve it. I’ve also become much faster at completing this work with helpful tips and shortcuts given down the years through the second and third years. I also have also begun to understand how to look at a shape or object and have a good idea of how to produce it in virtual space.
Transit Van model - 4989 triangles

Secondly, Visual Design has shown me just how insanely quickly my artistic skills can flourish. I used to think I was a decent artist, and was happy with my skill level. However, within the first few weeks it became clear to me that I would really have to work on timing and mark making techniques and understanding. With the new idea of “artistic license” I’ve come to terms with a sketch or painting not being absolutely 100% perfect and accurate. I now know that if I want to succeed in my hopeful career I have to rapidly produce work at a high level of quality. Looking back at my work over the year, it is noticeable at how much my working speed has accelerated and that with anatomical and artistic studies I have begun to understand how to correct my errors and use many different materials effectively.

Overall, my first year has been extremely challenging but doubly exciting! One thing that really creates a good working atmosphere is the sense of close comraderie between the whole year and also with that of the 2nd and 3rd years. This is helped by the very useful and casual tutors who truly drive this course. With all of these elements combined, the course members can really develop with their personal skills and thrive within the working environment. I have thoroughly enjoyed my year and I am eager and excited to start with the second year of the course and see how much further I can push my skills. I look forward to seeing my learning curve turn to the sky and for my work to become more of an industry standard… Wish me luck!


To be continued…

Tuesday, 21 May 2013

The Beginning of the End – (Analysis and breakdown of the Xbox reveal event)

Tonight was possibly the most disappointing reveal event ever in the history of technology. Microsoft had kept up suspense for the “New Xbox” for a good 3 months in the run up to the event, after Sony’s PlayStation 4 reveal event in February.

As an Xbox/Microsoft fan boy I have been anticipating Microsoft’s “Legendary” reveal to the next marvel in gaming for years, and as I’m now on a Game Art Course working towards a potential and hopeful job in that industry I had high hopes that the event would be an amazing spectacle. However, this was NOT the case. The event, in my personal opinion, was a complete disaster. And I believe that I’m not the only gamer that thinks this.

The event began with the announcement of the “Xbox One” and a show of the hardware. Now, I have to admit that my first impressions of the Xbox were good. I thought that the design was nice and basic and the Kinect 2.0 was quite stylish. But then I realised how big the console was and saw the controller… Now, it appeared that the console itself is about a 1/5th to ¼ bigger than the original Xbox 360. This makes it bigger than the original PS3, which was rather large compared to other consoles in the past. But this was not the worst change. I do believe that the controller looked very comfortable to hold; much like the Xbox 360 and that the D-Pad issue has been fixed. But the thing that bugged me was the repositioning of the “guide” button located in the centre. It has been moved up a good inch or two since the 360 controller. I think this could cause problems and hurt thumbs trying to reach it without looking!

Now, at a game consoles reveal event, you may expect games to be one of the first things to talk about and the main focus for the console. But if your life depended on that thought, then you, along with almost 56.25million (of the 75million 360 purchases) people would have just died… IGN did a poll involving over 70,000 people and discovered that 75% were disappointed with the event. Yep, in reality about 75-85% of the event was actually more about making the Xbox One a media centre hub for every possible audience. Hence the name “One” possibly hinting that it will be the one thing you need in your house…

Let me just take one second to look at the name of this leviathan VCR player. It’s just awful. I mean, firstly it’s hard to say in one breath. Now you might be thinking that I’m over exaggerating a little. But come on! The rumoured and production codenames were: Durango, Infinity, Xbox, 720, with many others. I think you’d agree with me in saying that any one of these names sounds better than “One”! I mean that’s just close to being like the Wii or the Wii U… just… terrible names.

Back to the conference, and what’s this? They’re talking about the dashboard and the snap feature. Nice idea, and well executed in the demonstration. But when would you ever need to search the internet (might I add Bing search… just really?!) at the same time as watching a film or playing a game. I mean it’s like reading a book while also driving a car… literally. Now, I don’t mind some cool multimedia features, like the Love Film or BBC iplayer app on the 360, if they mention it briefly or even talk about it for 10 minutes or so during their conferences. But spending about 30 minutes talking about television and how good their new television services will be in an hour long conference and the gaming magic seems to dissipate. 

Much of the focus on television also centred around US media and sports. Now, fair enough, Microsoft is an American company. However, it’s a global business and they need to provide to their market audience (now apparently every living soul). Just looking at a frickin’ map it is clear, however much they want to believe it, that America is not a majority on a global scale, and a huge chunk of Microsoft lovers come from everywhere other than the USA! So anyway, Microsoft’s Senior VP Yusuf Mehdi came on to now talk about sport and the Skype feature. Finally, something good, Skype could be useful for in-game communication and with the Kinect 2.0 you can connect visually as well. But, if you thought they’d focus on a globally recognised sport such as football, or basketball you’d be completely wrong. That’s right… They focused on an American sport NFL. Just WHY Microsoft?!

Kinect 2.0
So this focus on sports was probably the first turning point towards games, now about 30-35 minutes into the hour long review. Now, sports games are not my favourite genre to play, but I understand that a large amount of gamers enjoy to play these games. However, I don’t believe that sport games really appeal to core gamers that much, and personally at this point, I’m getting ready to put a metal knife in the toaster… So finally EA Sports get to show off their new “Ignite” engine for next gen sports games! A little voice in your head tells you “Now we get to see some gameplay of next gen sports!” Shortly after, you hear a faint gunshot and the voice stops. This is all because the “gameplay” turns out to be a pre-rendered sequence of footage with some shots of wireframe models in 3DSMax! By now, you can here every gamer screaming or crying from being stabbed in the back for about 40 minutes straight.

The first glimmer of hope! The blatantly obvious and predictable Forza 5 announcement, along with a new IP; Quantum Break. Finally, we get to see some gameplay from at least one of these, right?
Wrong! Again pre-rendered footage and a painfully tacky and slightly spooky live action trailer. Forza 5 did look pretty though… but without gameplay, I think I’m just going to believe that it was a cinematic. Wake up Microsoft!  The worst thing about this part of the conference was that they quickly added that there will be 15 more Xbox exclusive titles released over Xbox Ones first year, with 7 new franchises. Fantastic news, but nothing was given. Not even a couple of teasers or hints to get our nerves tingling. Instead, Halo’s famous art style and scenery appear on screen. Could it be that the horribly overused franchise of Halo will be announcing their next title? Nope… they’ve returned to television, with the announcement of the Halo: The television series (exciting name too… Not!).

By now it’s clear that with the last 10 minutes of the conference, we may finally see some gameplay with the imminent reveal of the internationally anticipated Call of Duty: Ghosts. Well, if you thought this… your dead body just got incinerated. That’s right, instead of Activision’s usual tactic of showing off a short real time gameplay demo. Somehow they thought it would be a good idea to show two in depth videos explaining almost nothing anyone cares about and a trailer. Understandably, Infinity Ward wanted to show off their “incredible” new game engine for next gen CoD titles. One of the videos showed some glimpses of in-game action, focusing on the technical aspects, such as:
Fish AI – giving them the sense to move out the way of the player
Interactive smoke – which moves around objects
Continued movement – such as jumping over a wall that you’ve just sprinted at
More curves… - basically advanced levels of tessellation and detail dependant on depth of field
Dog – the dog that you will apparently love like a friend…

MW3 > Ghosts comparison
Now I’m not brilliant with game knowledge (HAHAHA just kidding) but I believe that these “advanced” features have been implemented in games for years now. I’ll just mention a few names in order of the CoD features: Spyro (PS1), Metro 2033, Battlefield 3, every game ever and Fallout 3. Not to mention that the environments were still easily outmatched by that of Crysis from 2007.

So with the event finally over and me perched on the edge of my window ready to jump, we have many unanswered questions to be answered at the post show event. This is the time where they’ll finally clear up this crap rumour about Always-Online DRM on the Xbox One.

Or maybe not. In matter of fact, they didn’t even seem to know the real answer, instead being very unclear with them. As it turns out it is not Always-Online, they obviously learnt from the mistakes of the past with Diablo 3 and Sim City. But what’s that?! You have to connect and update every 24 hours for games to work… sounds a little bit like always-online to me… I don’t know what dimension of time Microsoft’s employees live in, but they’re the only one’s clapping for this.

This is without even touching on the horrible decision for Microsoft to make you register and install all of your games onto your Xbox One. Let’s look at the install idea first. So yeah, it sounds like a clever idea, I can have all my games in one place and ready to play at the click of a button. You know there has to be a BUT! Once the game has been registered, the physical disc is unusable. As a console gamer, this presents a wide range of problems. Firstly, if you want to lend a game to a friend, they must pay a fee to play (rumoured to be the price of the game itself). Secondly, if you buy a pre-owned game, you will also have to pay this fee to “register” it to your Xbox One. In my personal opinion, it sounds to me that physical discs seem pointless; why not just use digital downloads if that’s the process. Also, I’m pretty sure that everything I just described is a computer… Microsoft hasn’t made a console; so far they’ve taken everything that makes a console and buried it alive.

Another problem that arises from installing all your games on the Xbox One’s hard drive is that it only has 500GB of data. Xbox One will finally have a Blu-ray drive and therefore Blu-ray discs. Blu-ray discs commonly hold at least 4.7GB of data. Doing the simple maths, you find that you can only install about 106 games on average. You may be thinking “That’s a reasonable amount of games I can install.” Well, bear in mind that the Xbox One is being designed as an entertainment device. Therefore, it would be expected for someone to also install movies and other forms of entertainment, as well as apps and Downloadable Content (DLC) for in-game expansions. “But, I can replace the hard drive if I need.” If this thought passed through your head, you’re really not getting this are you… Microsoft has stated that only they have the power to remove these internal hard drives, but have said that external hard drives will work. But surely the name suggests that there will be ONE box in the room. Now it’s a box with other smaller boxes surrounding it. Good move Microsoft, there’s another thing that makes the Xbox so great… G.O.N.E.

I’m very nearly at the end of this monster rant, so if you’ve got this far… you can hopefully make it to the end.
One last question remains! The Xbox One’s cross compatibility. Able to play all of my 50-100+ Xbox 360 games in the same place as all of my new games; they’ve truly succeeded in merging current and next-gen hardware, in order to only have the Xbox One and therefore one device in your room. But, here is where Microsoft has made possibly one of their largest mistakes. They claim that that there is no backwards compatibility whatsoever…

It’s okay though Microsoft have thought this one out and said that you can keep your Xbox 360 (I’m starting to think that’s all I’ll keep at the moment). But, again, that’s another extra box to go with the Xbox ONE! Also, if you’re like me and you have the original version of the Xbox 360, it will most likely be on its last legs and ready to call it a day.
Xbox 360

For me, the next Xbox was going to be my saviour, like the Jesus of the console world, taking all my gaming problems away and uniting all gamers as one. But Microsoft may have well of come on stage and presented a cardboard box saying “Presenting the ‘Box’, its pretty crap, don’t get it unless you’re under 5… those guys like boxes…”

In conclusion, I was extremely disappointed with the Xbox One reveal. It barely showed anything to do with gaming, with nothing to really excite the core gamers. The presentation itself seemed badly organised and executed confusingly. And everything Microsoft has grown great to be with the Xbox 360’s life cycle has been removed or burnt at the stake, supposedly for profit. But the worst part is that Microsoft’s Senior VP Yusuf Mehdi claims that they believe in achieving 1 billion unit sales of the Xbox One in its cycle, alongside a further 25 million Xbox 360 sales. Personally though, I honestly think they’re pulling these figures out of a squirrels arse, bearing in mind that the Xbox 360 has sold roughly 75.9 million in 7 years. At this moment in time, I am strongly swayed towards changing allegiance and converting to the Japanese goliath Sony. The PlayStation 4 so far exceeds the Xbox One in every way imaginable.


I eagerly anticipate E3 on the 10th June to find out if Microsoft can dig themselves out of their grave. But I believe they may be 12 feet too deep. Goodbye Microsoft, it was nice knowing you.
Thank you for reading my rant… check back after E3 to see if I’ve bothered to expand on my views.




Links:
http://www.computerandvideogames.com/389080/xbox-360-life-to-date-sales-hit-759-million/
http://uk.ign.com/wikis/xbox-one/Xbox_One_Console_Design
http://www.xbox.com/en-US/hub/