Archive for October, 2008

Current Issues in Digital Media and Game Design

Wednesday, October 29th, 2008 posted by sunny kim

Bryan NeiderIn this week’s elective class, Bryan Neider, the Senior Vice President and Chief Operating Officer for Electronic Art’s Games Label, gave us a talk on the current issues in game industry. Prior to talking, he showed us the video of EA Games – Battlefield Bad Company, Spore, Spore Creature Creator, Warhammer Online, and Dead space. EA released many cool games this year.

The summary of current issues is as follows.

  1. Current economic conditions
    • Today’s economy is in a highly unusual state of uncertainty and it has created heightened anxiety for consumers
    • In past downturns, interactive has been less impacted by market slumps compared with other entertainment
  2. Consumer buying habit patterns
    • The number of casual consumer and online multiplayer, the demand for social experience is increasing
    • Marketing is still gravitating to quality
    • As the international demand for video games rises, it is important to localize games to meet consumer preferences and tastes
    • The increasing demand for second hand games has risen significantly
  3. Connected consumers
    • Games are becoming a “service” – transition from only packaged goods, to a hybrid model, where the game is “always on
    • Consumers expect online features and social interaction
  4. Ongoing relationship with customers
    • Customer service takes on new meaning – moving up the value chain from fixing “bugs” and providing “patches,” to managing and refining the customers’ entertainment experience
    • Customers are starting to expect the interactive experience to evolve to meet their preferences and gaming “style”
    • The interactive experience will begin to be tailored to the consumer
  5. Impact to game design & team structure
    • Teams are required to expand their design “horizons” and they are well underway in changing their designs
    • Multiplayer, online, episodic, downloadable content are the core deliverables to tomorrow’s games
    • Data mining is becoming a core competency – understanding how people interact with games – this will allow improving play-balance and tailor the interactive experience to each consumer’s style and skill
    • The “user interface” is very important and now requires consumer feedback early in the design process
    • More focus on high quality art/audio

Thanks to his talk, we were able to gain a more broadened perspective into the interactive game industry. He also presented us with Spore creature creator. We really appreciated his talks and the presents.

Animation Show of Shows

Monday, October 27th, 2008 posted by carl

Animation Show of Shows

Animation Show of Shows

Ron Diamond of Acme FilmWorks brought his Animation Show of Shows to Electronic Arts today. The 85 minute show included 11 different shorts, plus a Q&A session with two of the directors afterward. Koji Yamamura (left) directed “Franz Kafka’s A Country Doctor”, and Alexi Alexeev (center) directed the (very) short “KJFG #5.” Ron Diamond is on the right.

My personal favorite was “Keith Reynolds Can’t Make It Tonight,” which was director Felix Massie’s graduation film for his animation degree. (You can see an excerpt here.) He uses simple stick figure animation in a Sim Tower type environment with a wonderful narration voiceover.

Fall 2008 Half Presentations

Sunday, October 26th, 2008 posted by carl

Last Wednesday were Half Presentations – so named because they’re halfway through the term. We invited ETC alums, a number of our EA friends, and a few other guests to be in the audience for the two presentations and Q&A’s afterward. A free lunch, of course, was used as bait.

The presentations were in a ‘double-wide’ theater at Electronic Arts, so the audience is twice as wide as it is deep. This can be an extra challenge for a presenter, but both teams did a great job of adapting.
Tea & Sugar Train Presentation

Tea & Sugar Train Presentation

Hatch Presentation
Top image: The Tea & Sugar Team during their introductions.
Middle image: Linhan presenting with Shih-Han looking on.
Bottom image: Team Hatch, with the Global Imagination globe in demo mode.

Click through to see the video

Alyson from Pixar

Friday, October 24th, 2008 posted by youngwook

AlysonAlyson started working at Pixar right after she graduated ETC in 2005. She has presented about 3 topics which are “How to make animations”, “Tools Development” and “Tips for getting a job”.

1. How to make animations.
In Pixar, the most important rule is “Story is King”. They usually spend years developing a really good story. After they have it, they research “Art” and “Characters”. They are using many references and trying to use real sculptures and lighting models to find proper art style and characters. The next step is making a layout and sets for environment. Creating animation and effects for whole scenes is followed. Lighting is the last work to finalize the film.

2. Tools Development.
Alyson emphasized that they are developing tools like they are making animations. This means they also make a story board for new tools by interviewing animators. Also, like film department, there is a director driven system in the Tools development team. The director has a right to make a final decision for tools and this is working very well since he has a lot of experiences about it. This director driven system is the key system for both department which enables the directors to maximize their creativity and ability.

3. Tips for getting a job.
Alyson explained that students should know themselves before they apply to companies. Also, being aggressive is another key point to find a job. She introduced her episode that she went to San Francisco from Ohio just for having lunch with a person working at Pixar. This brought her another interview chance and she got the job from Pixar at the end. In addition, communication and public speaking skills are always important. She said ETC is really good place to improve those skills.

Historical “Fiction” means you don’t have to do research, right?

Thursday, October 16th, 2008 posted by trent

We’ve been doing a lot of playtesting on our spherical shooter, and it’s safe to say that we’ve “found the fun.” People enjoy playing, even though the game’s currently flailing away without any sort of scoring or win condition. We’re in a good place; all we have to worry about is not losing the fun while we fill in the little details like “goals” and “story” and “intuitive controls” and “more than one type of enemy.”

Speaking of story, we’ve got one of thems now! The game’s all about defending a Renaissance-era human settlement (the only one in the world) at the North Pole from giant monsters that rise from the South Pole. Now, that’s already historically and geographically inaccurate on too many levels to really think about. So we went whole hog on the made-uppedness and came up with this story:

1000 years ago, in 1459, The King of Europe decreed that all the citizens of the world must relocate to the green and fertile plains of the North Pole, to escape the fearsome creatures that rose from the south. Since then, the pact he forged with Queen Margaret of the mermaids has kept the human stronghold safe from all seafaring invaders.

But now, in 1654, the tides are turning. The currents are granting passage to the underdwelling beasts of the South Pole, and a new King rallies the naval forces of his kingdom to drive back the approaching monstrosities.

It doesn’t quite have the velvet perfection of John Hodgman’s richly textured historical dishonesty, but it’s a spirited mendacity nonetheless. I’m particularly proud of its assertion that one thousand years passed in between 1459 and 1654.