Archive for September, 2011

Dino Ignacio: Lead UI Designer at Visceral Games

Monday, September 26th, 2011 posted by park.solip

Dino Ignacio

During this week’s Current Issues in Digital Media and Game Design class,  we had a visiting speaker: Mr. Dino Ignacio, Lead UI Designer at Visceral Games. Thanks to him, the students learned the basic essence of UI design in game development.

In his speech ”The UI of Dead Space,” Mr. Ignacio covered the key elements of UI design in the Dead Space series. The design elements he discussed were: Diegetic (or Diegesis), the look, and Skeuomorphs. Diegetic is the term that is used for all the “In-game” elements that exist both for the character and player. This is essential to bring players in to the (virtual) game world, and also to break the boundary between the screen and players (The 4th wall).

Next step is ‘The Look’, where designers and artists define the style that matches with the game; cohesive art style cements continuity in the game world. This process can sometimes lead artists to a… strange place. For Dead Space 1 Mr. Ignacio and other UI team members used (real) lamb meat and pig organs as props to shoot an organic themed video for a front-end screen. He mentioned that this was one of the most interesting experiences for both him and his team.  In the end, they ended up creating an awesome front-end screen, which enriched  the entire atmosphere of the game.

The last topic he covered was Skeuomorphs. A skeuomorph is an element of an object that serves little or no purpose in the object but at one point was essential to its function, therefore is still included to engender familiarity. A common example of a skeuomorph is the folded paper mark on kindle or other readers to represent a ‘book mark.’  The core purpose of a Skeuomorph is to communicate with the players; to make sure they can figure out how to operate mechanics in game. Mr. Ignacio mentioned that a ‘Skeuomorph’ in the game can only be achieved by numerous play-tests and evaluations, since the purpose of UI design is ‘to communicate’ with players.

Internship Presentations

Thursday, September 22nd, 2011 posted by animishgadve

In our previous Current Issues in Digital Media and Game Design class, eight students gave presentations on their summer internships. The presentations were focused on what they learned during this period and how the internships were important for them and their careers. The students interned at big name companies such as NCSoft, Bioware, and Activision which was personally very impressive.

Almost all the presentations were focused on what they learnt from their internship experience. Some of them got inspired by different career paths and some of them were more focused on achieving what they had already set out to do. Internships are about personal growth and understanding yourself more than anything else. It was very inspiring for me, and gets me motivated to get that crucial industry experience as that is what sets the tone for your career.

Almost all agreed that getting an Internship in a specific company takes a lot of research about that company and not just your skills in your domain. A company while recruiting will not only look at a candidate’s skill set but also if he/she is a fit in the company’s culture. This was something I hadn’t thought of before and gave me a whole new perspective on how to tackle those nervous interviews. Some of the students had the opinion that making connections in the industry and being yourself holds the success in getting yourself a good kick start in the industry. This also holds true in many cases which gets me to the conclusion that it’s all about the balance. It is all about the balance of how you present yourself depending on recruiter/company you are dealing with.

The presentations were really helpful for students like me who are looking for their first break in the industry. I got a lot of information about companies, cultures and companies in other countries like Japan and Korea. I would like to thank my fellow peers for sharing their knowledge which will surely be helpful for others in the future.

Team Crescendo Meets Smilegate

Saturday, September 10th, 2011 posted by noah

Team Crescendo with Smilegate

This week ETC-SV was visited by representatives of Korean game developer, Smilegate, including their CEO, Harold Kwon. On Tuesday, they briefly met with team Crescendo to see our work space before being introduced to the other teams and taking a tour of the Electronic Arts campus.

On Wednesday team Crescendo sat down with Smilegate to discuss the project. After presenting our design ideas to them, they laid out their vision for the final product.

Smilegate wants us to create a game that fosters collaboration and brings people together, that captures the experience of playing a real instrument,  that provides a unique experience for different instruments, and is suited for children and families. Apart from these four pillars, the details of the game’s design are up to team Crescendo. Aditionally, Smilegate would like us to document all of our research so they they may understand how we came to our design decisions.

Smilegate even suggested that they would bring us to Korea at the end of the semester to give a presentation on our project if they are impressed with the final product! To this we say, “We will see you in December.”

Crescendo

Thursday, September 8th, 2011 posted by noah

Team Crescendo

Crescendo is a client based project working with Smilegate, a Korean game developer. Smilegate would like us to create an experience for children and families that encourages cooperation, brings people together, and gives players the feeling of playing real instruments without requiring them to have the skills of a musician.

With these ideas in mind, Crescendo will create a rhythm/music game for the PC. The game will require players to match rhythms in time with music and will reward players for playing in harmony with one another. This game will be played with custom instruments that will look like their real counterparts while greatly simplifying their use. The goal is to deliver to Smilegate a concrete, finished product and documentation of the research we’ve done explaining how we came to our design decisions.

Five Sided Square

Thursday, September 8th, 2011 posted by park.solip


Team 5SS (Five Sided Square) is an ETC Student Pitch Project for fall of 2011. Our project goal is to create a table top multi-player game by using one of the recently introduced platform, Sifteo Cubes.
As a team, we feel that our final deliverable should be one fully functional complete game on the Sifteo cubes. We will also include all documentation such as design documents, research results, and any other write ups we may create through out our production process.

The games that have been made for Sifteo Cubes are geared towards children. In creating our game we have decided to take a different approach. Our game will be more oriented towards the people who could actually afford the cubes: mature gamers. The target audience for our game will be middle-class males and females ages 18-35 who play video games and traditional games frequently. Our purpose in this is two-fold: to create interest in Sifteo Cubes within this demographic beyond their use as a child’s toy, and to target a demographic which will allow us to explore game mechanics that may not be understood by younger players.