Today I had my pitch
presentation at 10am in the HMC Cinema, where I introduced my project
idea and direction. Instead of just linking to the relevant
documents, I've shown the content here as there are new points I've brought up,
and showing them as part of the presentation gives them more context.
Slide 1
Hello and welcome. I'm Katrina Craig, and this is my honours project pitch presentation.
Slide 1
Hello and welcome. I'm Katrina Craig, and this is my honours project pitch presentation.
Slide 2
I started out my project by evaluating my interests and skills. I knew that the topic shouldn't be trivial or for personal agendas, but instead driven by academic research. I sorted out my thoughts by writing down my ideas in a mindmap, and wrote rough research aims to determine each idea's potential.
Slide 3
I started out my project by evaluating my interests and skills. I knew that the topic shouldn't be trivial or for personal agendas, but instead driven by academic research. I sorted out my thoughts by writing down my ideas in a mindmap, and wrote rough research aims to determine each idea's potential.
Slide 3
The
main ideas I was interested in were:
- Visual consistency of game world culture between characters, props, and their environment.
- Character customisation and the importance of personalised visuals to gamers.
- Character classes and the evolution of archetypes.
- Having a constant NPC companion and their effect on gameplay.
- The differences between playable character design and NPC design.
These
topics got me thinking about the hierarchy of characters in games,
and how the focus is always on the main character; their design, and
their story. So what if it wasn't? Or if the spotlight had to be
shared? How important are NPCs?
Slide
4
This
then developed into my initial research aim: "To investigate the
effective use of companion characters in games, and to research what
influences their design."
Slide
5
I
believe this is a valuable topic to investigate due to the rising
popularity of games aspiring to be like movies in terms of a more
dedicated focus on narrative and character development. It is my
belief that characters are what evoke the strongest emotional
responses, and are a key factor in bringing a game to life and giving
it personality.
I've
observed that the use of companion characters have been received with
mixed reviews in the past, yet are a currently popular. I want to
know what are the impacts of using companions instead of just one
main character, and how different the design process is, and why.
I
will explore this topic first by examining how existing products have
used companion characters successfully, and look at the process to
inform my own methodologies to be reflected in my practice based
research.
Slide
6
With
a defined topic at hand, I asked myself what it was that I wanted to
explore about companion characters in games. I identified these
questions with common themes that could influence their existance,
and these were: visual design, story and interaction, and gameplay.
The
main issues that I want to research include: the hierarchy of roles
between the companions and their archetypes; how having two or more
characters effects the various levels of customisation; the overall
believability of the characters and game, and the sense of them
belonging to the same world; how both characters can be appealing to
a wide audience and having the same level of connection to the
player; and the effect on design due to gameplay mechanics.
Slide
7
Throughout
my research I intend to explore these influences I believe have an
impact on basic character design as well as companion based designs.
With many of these elements, I wish to experiment with practical
exercises to see their individual potential, and then again later on
in a framework to see how they work together.
I'm
currently experimenting with designing purely with digital media, as
I almost always sketch on paper then scan and enhance, but digitally
is what seems to be the industry standard. Using my tablet to
practice silhouettes of simple human figures, I wanted to just go
with the flow and stop planning and thinking about what the design is
going to look like.
Slide
8
I
am currently reading The
Art of Game Characters
by Leo Hartas, and although a little dated, I think many of the
principles still apply. I think this quote is a good expression of my
thoughts when dealing with character design in general: How can I
create not just one original character to stand out from the rest,
but two?
Slide
9
So
what makes a good game character? These two quotes cover the aspects
that both these artists expect when designing a new character. There
must be something aesthetically pleasing about a character, like
their looks or personality, but most importantly they must have
something relatable about them so that players can connect to them.
Following down this direction, I hope to create a framework that
would help describe the essentials a character needs to be
successful.
Slide
10
As
part of my research into companions in games, I intend to take a
deeper look at games that already use them as case studies. This will
hopefully not only allow me to see their pipeline, but how it was
recieved by gamers - what was liked, and what went wrong.
Made
in 2008, Prince
of Persia
was one of the first games that came to mind when thinking of
companions in games. Looking at the balance between design, story and
gameplay, I would say gameplay is put first. As a Prince
of Persia
game, it was all about fitting in with the previous style of
acrobatic game mechanics and environmental puzzles. While the design
is also strong, the characters visually memorable, most interaction
had to be triggered by the player and is obvisously not as important.
Slide
11
2010's
Enslaved:
Odyssey to the West
leans more towards story and character development, yet has the nice
touch of the teamwork mechanics melding into the gameplay more
seamlessly. There are a number of moves that are repeatable, but a
new one is staggered into the storyline so it doesn't feel too
distracting from the immersion. I think this game has a healthy
balance between design, story and gameplay.
Slide
12
In
the case of The
Last of Us,
made in 2012, it's of my opinion that the tables have turned from
Prince
of Persia,
and the game heavily focuses on story and building the relationship
between the characters. There are teamwork mechanics, but to me
they're a little more obvious, and with a smaller amount of them,
they become a little more repetitive.
Looking
at these examples overall, it shows to me that as previously
mentioned, I believe narrative and character development is becoming
more popular in games, and the mechanics used between the characters
has slowed in progress. I think what one of the problems are is the
time it takes to activate a teamwork mechanic in recent games, as
they are more heavily cinematic.
Slide
13
I
intend to explore this further, looking into other games that have
used companions such as Ratchet
& Clank, Jax & Daxter, Spyro
and many more. Many others that come to mind are non-human characters
that have younger target audiences and genres. This is an aspect that
needs more research.
Slide
14
As
for my final outcome, at the moment I look to using what I've learned
to create original companions, possibly sets for different genres and
target market, and choose a pair to take into 3D as I've never
modelled a character before, and feel it would be a good push for my
skills to showcase.
Slide
15
Thank
you for listening. Any questions?
---
Feedback
Overall,
I think my presentation went really well. I started off a bit
jittery; I presented towards the end of the group, and in the
beginning after listening to other's projects I started to feel mine
had no meaningful purpose. When it actually came to my time, I felt a
little unsure, and I had never been so nervous since my first
presentations back in second year. My hands were shaking, and my
voice kept wavering, my mind kept going blank and I had to keep
referring back to my notes. But in the end I got through it, and the
feedback really helped boost my confidence.
Lynn
started off with saying that it was a very interesting idea, and that
it had come a long way from what I had shown her in the first week. I
had mentioned in one of the earlier posts where I had got to when I
had my meeting with Lynn. She said it was good that I was looking at
existing games using companion characters, and mentioned Ico and
its uniqueness, which I'll be investigating at a later date.
Brian
said I was thourough in my contextual research, and that I had built
up my knowledge of the territory. Ryan was excited by my project
idea, and that there's so much I could do for it. He said it was good
I was starting to recognise companion types and to continue to
explore their different roles, what makes a good companion visually
and narratively, and why they are together in the first place. He
also mentioned the effect of art style and genre, and how that
relates to target audience. He said the project is a good idea
because co-op is big right now, and it's interesting to see who
really is the main character, and who's story is really being told.
All
lecturers mentioned that I was at a good place so I shouldn't be
afraid of really starting some practical work, and that there was a
danger of having a good theoretical grounding, but my practical
wouldn't be balanced and fall behind. It was recommended to just
start reacting and drawing existing characters, evaluate how their
relationship works and then change it up. Brian said to start to
anchor my theory with practical activities, and that I could use
what's called post-production rationale, where I just produce work
and then find it's purpose after rather than the other way around,
which is what's got me stuck.
Link
to Honours Project Presentation 1.
Action
Points
- Finish reading The Art of Game Characters and document relevant quotes.
- Do more in depth case study documentation for the games already reviewed, then look at more games using companion characters.
- Start practical work! Finish silhouette figures. Evaluate existing characters by copying and playing with their designs.
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