I've
gone back over the lecture and seminar notes for the past three weeks
to help focus my thoughts. I feel at the moment that even though I
have a strong idea, I have so many things already in mind that I
could do, but I can't prioritise and get to actually doing anything
besides reading.
The
first lecture was an overview of fourth year, and the second was
about academic research. Now obviously, throughout this project I
want to get better at the skills associated with my chosen field, but
I knew before that it shouldn't drive my project, and that the topic
shouldn't be superficial. I feel that my idea revolving around
companion characters in games is good for both academic and personal
research. It involves the area I'm interested in, character design,
but it's also a topic in games that I can see that can be explored
intellectually and academically. When
talking about the forms of research, obviously artistic research will
be my main source, but it's highly possible I'll have to dabble into
others. For instance, humanities or scientific research, like
psychology in terms of the player experience. The notes also talked
about research paradigms, which is a way to describe different
philosophies, or ways of thinking.
The
third lecture discussed theories, which are used to provide a
framework to analyse and understand art and media. The theoretical
view we take can influence how we interpret artwork, so I think this
is an important area to look into. From the examples we were given, I
can already see how they would influence my way of thinking, such as
aesthetic theory, semiotics, interactionism etc. I already have plans
to research shape and colour theory for character design, and I think
focusing on reading up on these topics will help identify practical
activities I could be doing that have a formed purpose.
The
first seminar, while in week two, was about the non-linear research
process and developing aims and objectives. This, along with the
jellyfish exercise, really helped me clearly define my research
domain and topic, and got me thinking of directions to go down. The
second seminar was about developing critical frameworks for our
research, which the literature review will focus on. It should
consider key theories and ideas and how they could be applied
practically. The third group mentor exercise was to do a practice
pitch presentation in a small group. This helped in terms of formatting my thoughts from the jellyfish into a proper presentation,
and the feedback from peers was insightful as it got discussion
going.
So
now, I've taken the notes above and tried to define my project idea
by its standards.
What?
Domain
& Topic
Companion
characters in games.Initial Research Aim
Initial Objectives
- Evaluate industry standards in character design pipeline process and methodology to help inform my own.
- To be continued...
Why?
I
believe this is a valuable topic to investigate due to both academic
and personal reasons. Character design is an interest of mine, and my
own preferences in games revolves around those that have strong
characters and story, believing that they 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 narrative and
aesthetic have become increasingly popular for games in the last few
years, and that companion characters are a current trend. However,
there has been some mixed reviews of games that use such mechanics,
and I want to know why, and how that can be improved.
How?
Lectures
have shown that theories and critical frameworks will be important in
researching and developing work for my project. I'll start off by
fully examining how existing products have used companion characters,
then looking at the relevant theories and methodologies they have
used to inspire more in-depth research for those topics. With these
in mind, I will begin practical exercises by using the knowledge I
have gained.
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