Archive for the ‘Elective Class’ Category

Stone Librande and Designing SimCity

Sunday, May 5th, 2013 posted by Jenn

Stone Librande
Stone Librande is a video game designer currently working at EA. He was the Creative Designer on the recently released SimCity (2013). He previously worked on Diablo 3 as the Lead Designer, and worked on Maxis’ Spore as a designer. He studied Animation at CalArts, and went on to study at MIT’s Media Lab.
Stone swung by the ETC-SV campus last Monday and gave us his GDC 2013 talk titled “Simulating a City, One Page at a Time.” At his GDC 2010 talk about “One Page Designs,” he showed one-page design examples that he previously made for games such as Diablo 3, Spore, and the Simpsons. His goals for one page designs are that they should be contained within a single page, printed and displayed prominently, and communicate a core idea clearly, concisely, and thoroughly. Due to the success that he had with one-page designs on previous games that he worked on, he decided to challenges himself and put all of his design work for SimCity on one-page documents.

During his presentation, he went through the design process, explained the different sections of the SimCity design, and showed how he broke each section down into one or several (if needed) one-page design documents. He explained his process for creating the isometric images and text and laying them out on the page to best communicate the design of a specific part of SimCity. He shared tales of the various methods he used to make the designs visible and accessible to the others on the SimCity team. He printed the documents out on small or large paper and stuck them up around the office, and updated them as needed. He even made magnets out of images of the buildings, so that the team could move them around on a whiteboard.

In the end, Stone found that it was difficult to maintain the pace of producing the meticulously-created documents, that they were difficult to organize, and that the one-page design doc format is not suited for use by all members of the team. However, this goal of pursuing one-page design documents was ultimately worth it, because it really helped him to thoroughly understand the design.

Stone said that a designer needs the ability to communicate well, especially through writing, and needs to be able to document what you talk to your team about. He recommended that a designer go from the top down. The designer should first make a big picture document, then drill down.

Stone’s talk was great for gaining insight into design, learning best practices for effective communication, and learning about the process of designing SimCity.

Nikolas Alixopulos and VFX

Wednesday, May 1st, 2013 posted by mmittner

On Thursday April 18th, 2013, ETC Silicon Valley was lucky enough to host Nikolas Orion Alixopulos. Nik is currently a Creative Director and Producer at UC Santa Curz. He is working on putting together their 3D visualization of course materials for a variety of different subjects. This work is part of a new initiative to bring alternative methods of engagement to traditional learning.

Nik spoke to us at length about his career in VFX and teaching. He told us about the importance of being a generalist as a VFX artist working in film and television, and contrasted that with how people typically specialize heavily when working in games.

Nik began in the industry as a modeler but as a generalist he got into all sorts of areas, from crowd simulations to rotoscoping. Nik gave us a taste of what it was like working in the industry. For example, he told us how challenging it was to work at a studio like ZOIC, but how much that impressed future employers and helped him stay employed (in an industry where artists move mostly from one contract position to the next).

He had a lot of advice for those of us who were graduating concerning how to find jobs. He told us to get creative in our job search, made good suggestions about how to manage our time, and pointed out a lot of good job searching tools that we might not all have been familiar with. His perspective on the industry was invaluable, and it was nice to have a speaker that was so responsive to questions and honest about his own journey. Unfortunately Nik was unable to show us any specifics of his work with the new film Elysium as all that work is under NDA until after August 9th. But, we did see the trailer and it looks really fantastic.

It was a pleasure to have Nik come and share his knowledge and experience with us.

Hoyt Ng and communication skills

Tuesday, April 16th, 2013 posted by Meng Xie

On Monday, January 28, 2013, ETC Silicon Valley campus welcomed Hoyt Ng from DreamWorks Animation. Hoyt worked at DreamWorks Animation as a training manager for 10 years. His lecture refreshed our mind about communication issues.

At first, Hoyt let us wrote down what were the current problems we thought at game and animation industry. We wrote mostly about efficiency and time management. But he said, first, communication, second, commutation, third, still commutation. Then, he let us wrote down “what could I contribute to the company”. Our answers varied from getting work done to providing diversity, but no one wrote creativity. Hoyt said creativity was really important. And the problem often lies in how creativity and communication works together. Creativity is not just what we usually thought; problem solving is also a kind of creativity for engineers.

Hoyt Ng

Then, Hoyt asked us to draw an apple within five minutes. We all enjoyed the process and everyone’s apple looked different. After that, we were required to draw a banana within one minute. And last, drew a pineapple within 10 seconds. That was not fun to draw in such a short amount of time and our pineapples were exactly same looking. But we all learnt time pressure sacrifices creativity through this practice. He used a smart way to teach us things without explaining.

Misunderstanding is another common communicating problem he said. But people naturally assume that others think exactly the same way as they do, so they explain their thoughts simply and unclearly. For instance, Hoyt tapped “Happy Birthday” song twice but no one knew which song he was tapping, because he just tapped the tempo without the pitch. He didn’t explain the song well. Hoyt thought the song was easy and famous, so that we could recognize it as soon as he tapped. But that was not true.

Another interesting thing he let us do was to draw as many rounded objects as we could in one minute. Before we started drawing, he gave us three rounded objects as examples. But only a few of us drew the three objects he told us. Someone said it was kind of cheating, and someone said it was not creative. But Hoyt said we misunderstood the intent. Because the main point of this task was to draw as many objects as we could but nothing to do with creativity. Therefore, don’t understand the intent is also a common communicating problem. He also said creativity does not mean totally original. And then, he drew three charts to illustrate different kinds of working process as shown below. Artists tend to be the second chart and programmers more like the third chart.

Hoyt Ng

Last, Hoyt briefly talked about presentation skills. Presentation is important, because it helps us getting supports and trusts for our ideas. According to the research, visual part affects 55% of the presentation, vocal affects 38% and verbal only affects 7%. Therefore, presentation is not about what we say, but what we see. Then, he pointed out ten presentation skills.

Hoyt Ng

1)    Pausing (3 seconds)

2)    Breathe

3)    Non-words (en, mm…)

4)    Movement (intention moves)

5)    Eye-contact (build connection, receive feedbacks from audiences)

6)    Gestures (big, above shoulder)

7)    Posture

8)    Intonation (vocal variety)

9)    Facial expression

10)  Emotional honesty (really believe what you say)

Ben Medler plays with data

Friday, March 15th, 2013 posted by Emmanuel

Susan Timko

Thesis

Thursday of last week, Ben Medler, from the Office of the Chief Creative Officer at Electronic Arts, came to talk to us about game analytics. If there is an expert in the field, it’s Ben. Not only was it the subject of his thesis, it really is a true passion for him. He was supposed to talk for forty minutes, he talked for over an hour and a half, and he could have gone on for much longer. Ben’s understanding of analytics and metrics differs from most people in that he thinks that, even though most people tend to think of data as dry and boring, they are wrong. Data is fun, we just don’t know how to keep ourselves from hiding the fun, thus the name of his thesis and his talk at GDC: Play With Data: The Many Faces of Online Game Data.

Ben originally wanted to give us a preview of his GDC talk, but after having read all of our questions, he preferred to present us with a few preliminaries first. His GDC talk is aimed at people who are already familiar with analytics. Based on our questions, he thought it would be a good idea to give us a bit of context about what he meant by “game data.”

Context

He started by defining analytics as the activity of “finding trends and outliers in data sets.” Our questions showed that by “analytics” we were thinking of telemetry, the way some games send information back to servers about some of the players’ actions. But analytics are much, much broader than that. The data used in analytics can come from more or less anywhere. Ben’s objective in the matter is to try and expose to fun in analytics.  Already, data is sometimes made “sexy”; it’s presented is visually beautiful ways. But Ben thinks we can go much further: he thinks data can be playful, and that creativity and imagination should involved in it.

Ben gave many examples of player-made systems where data is gathered to help current players play better, like “World of Starcraft”, Terraria map viewers or a page that tracks the length of the girl in Noby Noby Boy. He covered the issues involved in that practice, such as technical issues, cultural issues and legal issues. He also showed some analytics reports systems made by companies, for example, Battlefield’s battle logs. For the Noby Noby Boy example, Ben showed how the shape of the curve was indicative of how the game designer changed the rules of the game among the course of the game’s life.

In response to our question, “does any company present data well?”, he, again gave many detailed examples, including CCP’s API for EVE Onlinehow Valve shares data for DOTA 2, and examples from Bungie, Ubi Soft and Electronic Arts.

He then moved on to our question: what motivates players to be interested in data. He talked about intrinsic and extrinsic motivation. But he prefers Steven Reiss’s theory of the 16 basic motivations, as more accurate and helpful in his work.

Ben then went on to show examples of very unconventional gameplay data, for example, Evan Roth’s ink finger swipes of all 300 levels of Angry Birds, or photos of he and his friends playing Johann Sebastian Joust, where the trail of lights gives indications of how the actual gameplay went.

Ben then got more technical. He presented us with eight categories of play analytics, such as content databases, like user-made wikis, user-generated content, like in Little Big Planet‘s user-created levels, maps, leaderboards, tournament results, and actual raw statistics.

OCCO

He talked about what he was working on right now: he’s working on a team that’s trying to make a system where games could be played fully be streaming and by using a mobile device as the controller. For example, all of the processing could be done by a remote computer, the local display device would constantly stream down the video output, and the input could come from a touchscreen cell phone or tablet. He’s trying to adapt existing games to that system: the challenges are not the same for all games. Some games, like Peggle, adapt fairly easily to that system. Others, like Dead Space 2 or Mirror’s Edge are much harder, because they require a controller with many buttons. Some games prove to be naturally well-suited for that system, like Tiger Wood’s PGA Tour.

Design

He answered our questions about the relationship between analytics and game design: analytics, he said, are not useful to make games, but they are an extremely important tool for tweaking them. The fact of the matter is, he says, people lie (especially on forums). Analytics allow us to link what they say to what they do. It allows designers to target problems like the way people usually stick to a single mindset and playstyle and diminish the likelihood of a game having a dominant strategy. It helps designers compensate for the was social perception can overpower data.

Data as testimony

Ben finished with a story about his time working as an intern on Star Wars: The Old Republic. The game keeps a lot of data about what players do, but doesn’t present it to them. And this is key to Ben’s major project: games create a narrative and the data we can collect from them is a meaningful narrative about who we are through what we did. MMOs, with the way they constantly keep us in touch with other real-life people, don’t only create narratives and testimonies about ourselves, but about our relationships with others.

As we were very much overtime, by that point, there were only very few questions. Carl asked what the data in Ben’s Star Wars account was to him, if it was a scrapbooks of his journey. Star asked if there were often were contradictions between what people remember doing it games and what analytics show us. Ben said there was all the time. And Star also asked Ben if he was afraid of Google, like he (Star) was. Ben said he actually was afraid of Google as well, but games do not have the same ethical concerns as Google’s data collection because games are outside of real lif.

 

The gTar Rocks ETC-SV

Wednesday, March 13th, 2013 posted by nathan.levin

Last Wednesday, Incident Tech founder, Idan Beck, and brand developer, Josh Stansfield, came to the ETC-SV campus to talk about their music education platform and instrument, the gTar.  Powered by a smartphone, the gTar uses a fret board LED lighting system to guide anyone through the basic motions of playing a song on guitar.  They are a small start up in the field of entertainment technology, and being on the brink of a large product launch, Incident Tech’s visit to the ETC was nothing short of fascinating.

Idan and Josh from gTar

Idan and Josh with the gTar

Beck began his talk with what inspired him to create the gTar; his dissatisfaction with current MIDI Guitar interfaces and then a desire to create something better.  Idan’s background in electrical computer engineering and music provided him with the tools he needed to create such a product.

Throughout the entire talk, Beck used personal stories to impart general and professional advice on his listeners.  These ranged from “don’t take your first option, take your first choice” in deciding upon a job offer to accept, to “make things on real peoples terms” when designing musical products, to anticipating Murphy’s Law when manufacturing hardware.  Additionally, his openness and honesty when discussing his company’s humble beginnings and future goals was refreshing, especially when compared to the normal secrecy that goes along with the entertainment technology industry.

After giving the history of himself and his company, Idan blew away the audience with a  demonstration of the gTar.  Not only could anyone pick it up and start playing a song, but Beck demonstrated how it can go way beyond being a guitar.  The gTar can be used to control electronic music in Ableton Live, as a drum machine, and even as a non-musical video game platform!

Idan and Jpsh from gTar

Idan Demonstrating the gTar to to the ETC-SV students

In addition to being very relevant to our Entrepreneurship in Entertainment Technology course, ETC-SV project team Bravura also had a lot to gain.  The goal of Bravura is the same as Incident Tech’s; to make a product that allows anyone to create and learn about music.  After their talk, Idan and Josh’s experience in the field gave the team extremely useful feedback about their current application prototype. In sum, Incident Tech’s visit to ETC-SV proved to not only be entertaining, but insightful and educational.  We wish them the best of luck with the launch of the gTar, and we know that we’ll definitely buy one! You can check out Incident Tech at here. gTar Promotional Video