Emile Cohl’s short animation Fantasmagorie was created in 1908. It is an extremely important piece of work as film historians credit it to be the first cartoon animation. Fantasmagorie is translated to phantasmagoria in English. Dictionary.com defines it as “a shifting series of phantasms, illusions, or deceptive appearances, as in a dream or as created by the imagination” or “a changing scene made up of many elements.” I think both meanings are applicable to Cohl’s […]
Category: Courses
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Studio 2 Week 14 – Video Game User Interface Design: Diegesis Theory
Reading Using a game you know, or a game you’re making, list and bread down its UI elements into the following categories: diegetic, spatial, meta and non-diegetic. Game: Pokémon Omega Sapphire / Ruby for the Nintendo 3DS Meta Most of the game’s UI information is communicated via a ‘Pokedex’ menu on the lower screen. The […]
Studio 2 Week 13 -VR and Storytelling
Reading What is the storytelling potential of a non-interactive VR experience? Why is interaction relevant? The ability to drop a viewer right in the middle of a fully realised 3D world is immensely impactful when used correctly. Although it does lessen the director’s ability to artfully direct their viewers’ attention to their carefully laid out […]
Game Critique Exercise – Beholder
Pacing (game difficulty, intro to new mechanics, flow etc)- 4 Depth (complexity, the coming together of game elements and ideas to make a while)- 3 Controls- 5 Story- 5 Gameplay-5 Experience (how one experiences game and can be tied back to everything else) – 5 Intuitive (how much explanation is needed)- 4 Balanced- 3 Emergence […]
Studio Week 11- Diegesis and Paratext
Reading What is the diegetic language of your game? The paratextual language? Are they different? How can you use them to support one another? The diegetic language of our game is exploring two unknown areas to progress through a narrative. The ‘text’ sets the scene in two interior locations. I think we are relying […]
Studio Week 10 – Environments
Reading 1 Reading 2 Name three other gameisms I think most gamers become accustomed to the way developers think without even noticing it. Players have to learn and adapt to a game world’s laws and dynamics. This leads to players being able to predict game elements and become attuned to the game developer’s design logic. […]
Code 2 Midterm Proposal
Concept Statement For my midterm I want to make a short Sokoban puzzle experience with three levels. I was introduced to the genre by Munroe who I was brainstorming with in class, I think we are both making Sokobans! I thought it sounded like a nice, compact, programmable experience. Sokoban is defined as a game […]
Studio 2 Week 7 -What Can we Learn from the Gambling World?
Reading – Digital Gambling: The Coincidence of Desire and Design Qs- What can we learn about the ease of use of gambling interfaces? What can we learn about designing for efficiency from gambling experiences? List 5 other experiences that would benefit from ‘pruning’ time Discuss Nathan Leland’s quote, “Positive reinforcement hides loss.” As a game […]