Week 6 – Introduction to Muse

During the workshop this week the group was introduced to Adobe Muse, a relatively new Adobe platform which allows for the creation of professional websites without the need of intrinsic web design and HTML code knowledge. Muse struck me as a similar platform to Indesign only for web developers, which is amazing because a lot of times there’s so many issues and bugs you can come across with making a website the old fashioned way, with Adobe Muse this isn’t the case and the learning curve is stripped to its simplest. An important thing to note howeevr, just because Muse has premade assets and the ability to quickly put together a functioning website, you still need to have fundamental knowledge of design in order to have a fully operational website which looks and feels professional.

In the workshop I played around with adding different forms and trying hover effects with muse, the images below highlight some of the things I learnt whilst using it.

 

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Overall I find myself warming up to Muse, it’s easier than coding html and css, and whilst it’s still new and not entirely perfect I see myself using this towards the end of the module for one of the few different output formats for the module.

 

Week 5 – Research for Text Adventure Games

After deciding upon the output format for the realisation of our concept, me and the other group member decided it was appropriate to undertake some research on old school text adventure games and how this could be used to inform our own choices on the project. Games we looked to were old PC games, text adventure games came in to being solely because it was a form of narrative and enteratainment which weren’t particularly intensive for computer and home entertainment systems back in the day. Me and the other group member decided that we have a love for a lot of the components within text adventure games whether it’s the influence from: Puzzle Games, Literature, or even board games like Dungeons and Dragons, they’re all influences we look to in order to create our game.

Text based adventure games have existed for years some of our favourites are: Zork, Planetfall and Amnesia.

Zork

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Zork was one of the defining games of the text adventure genre, it placed players into a fantasy world and gave them a taste of something that didn’t exist prior, this is my personal favourite out of all the text adventure games I’ve played in the past, and plays a huge role in the influences we have looked to in order to create our own game. Another point to mention is how simplistic the graphics are, and how easy this is to replicate for a mobile application, little to none design elements are present, meaning it’s easy to make nowadays with our current technology. To also transfer this and to make it applicable for a mobile or tablet output is relatively easy.

Amnesia

Amnesia is another text adventure game created by Thomas M Disch, this game focused less on a fantasy world and more around an Cyberpunk/Dystopian future. Amnesia was also groundbreaking for the theme’s it played with very early on in gaming. Amnesia toys with the idea of death and suffering with no escape from it, people also call the game a dig at capitalism similar to the film Brazil. Overall I liked amnesia when I played it for the themes it dealt with and how it wasn’t afraid to branch from the norms of gaming back in the day. Also another point to note is how although the world and setting is different, the design elements all remain the same

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amnesia

 

Planetfall

Planetfall was yet another influential text based adventure game, in the case of this game it was primarily just a generic sci-fi adventure, with some humour which separates it from other text adventure games. Overall planetfall stands out to me because of it’s humour and slap-stick kind of approach to adventure gaming. the design elements for this game were slightly better than the others, it featured a blue screen and also a pointing mouse, most other text adventure games require solely a keyboard, this is a feature which showed further potential for the genre back in the day, making it stand above the rest.

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planetfall_1

 

Workshop 3 – Proposal Document Assessment

During the third week our lecture involved European Connections and highlighted work other students have done in collaboration with universities across Europe. This lecture was also an opportunity to sign up to another collaborative program between a university in Finland and the University of Lincoln. It was refreshing to see collaborative programs that have run within the same course I’m doing, and whilst I may not take the opportunity it’s still nice to see projects other students have had a hand in creating.

During the workshop this week the proposal form for our project was assessed, evaluating whether it’s: Achievable, Potential output formats, and room for improvements. The proposal for my product was accepted and I was given some advice on how to visualise it and make it a reality.

The proposed idea is a retro text based adventure game inspired by early works such as: Adventureland, Zork and Planetfall. The aim is to release this game on mobile devices however I feel as though within the time-frame the direction to take with this is to visualise the end product using After Effects and Photoshop to make stills and a video. The video will highlight how my game will work, and the stills will give a more in depth look at the imagined product. I also feel as though I may create a website to host the product and generally give it more context which is thematic and  appropriate to my product.

Overall I feel as though the project as a whole is engaging and interesting enough to want to continue pursuing throughout the semester. Whilst certain elements may change, it will all be noted and justifications will be given behind my choices, the R&D file will also be updated as further development happens.

 

 

Workshop 2 – Project Proposals and Conceptual Designs

During week 2 the lecture outlined the documentation needed for our R&D File, this was to ensure that the current ideas were achievable and could be further approved by our tutors for creating the end product. Understanding the documentation behind creating a media product and how to pitch professionally feels like a good skill to get to grips with, not only is is applicable in academia but it’s a great skill to know for the industry too.

During the workshop this week, our group was working on Padlet again and further evidencing research on our blogs. The group was also given the project proposal form to fill out for next week, detailing: The name of the product, what it is that we aim to create, timescales, budgeting and more.

The idea me and my group member are working towards is a mobile game which aims to bring back an old genre of text based adventures with the added benefit of modern technology.

Overall I feel as though the proposed project is something me and my other group member are passionate about and can work towards without a change in mindset and ideas. If the ideas do change throughout the process of creation, all this will be documented in the R&D file to be submitted in week 8.

 

Research and Development Time-scale

Starting semester B I had a rough idea of what I wanted to create, in order to reach this process however I had to do a lot of brainstorming in order to reach a suitable product I both felt that hit the criteria and was also engaging enough to want to pursue throughout the semester. Breaking down my ideas into core components felt like the most obvious step to take in order to create an end product of the highest quality.

There was an initial learning curve involved for the usage of some software and applications to help me towards my brief. After research I learnt a few things I had no idea of prior, these small things may feel insignificant however I feel as though they will play an integral part in the creation of my end product. These include: Importance of brainstorming, not sticking to one idea, understanding and using new platforms and technology (Padlet & Pinterest) and not be fearful of experimentation. When creating a product it seems blatantly obvious that the development of ideas is crutial before reaching a conclusion on a final idea, however many times prior to this semester I always settled for an idea based on how much I liked it without seeing flaws in it,  I feel as though being more self critical of your own ideas can push your creative boundaries ensuring you don’t lose sight of the project at hand.
Overall I feel as though justification behind ideas and still seeing flaws within it is the best way to go about creating any item of media, whether it’s a game, magazine, or anything, having a self critical mindset allows for a product top be made of the highest standard.

Development Plan

Detailed below is a development time scale plan, this includes lengths of time and what I’ll dedicate each week of the semester towards in order to complete the brief and make a final product. Certain areas of this brief will require more time depending on the complexity and workload required. I feel as though creating a detailed time plan will help to organise a big project and is a useful skill in general to get to grips with for other modules/assessments in the future.

 

Week 1 – Research/Project Planning Stage

  • What is the idea? (Brainstorm potential ideas)
  • Name for myself and other group members? (Branding)
  • Research inspirations
  • Look at previous examples of EYU categories and winners
  • Research articles of media and output formats that follow a similar narrative to my own work

 

Week 2 & 3 – Conceptualising further ideas

  • Have a refined idea (Still room to work on output formats, what I want to achieve Etc.)
  • Doodles (Name for branding? What am I setting out to achieve? Is it possible? How does it work? Etc.)
  • Work towards a finalised idea [Week 3]
  • Experiment with output formats (where will me idea be displayed? What formats? Mobile app, Website, Magazine Etc.) [Week 3]
  • Research art styles (inform my own choices through inspirations) [Week 3]

 

Week 4- Finalised idea development 

  • Reached a name and final decision on the output format for my media product
  • Work on the R&D file (Decide upon what group member is doing what documentation, 50/50 split has to be evidenced)
  • Branding (Now the idea is finalised work towards a brand, how it’s going to be represented Etc.)
  • Evaluate current likes and dislikes of the product
  • Further development of output formats
  • Research appropriate software (Game/App Programming)

 

Week 5 & 6 – Application of research

  • Apply my research to the initial draft of the game and game branding
  • Create basic program for the game (If this isn’t achieved create a visualisation of the game, software like after effects, or indesign will be good to create an example of a mock-up of how the game will work, either stills or a video)
  • Company branding (final logo has been created, clear and concise decisions have been made towards the branding: Colour palette, Typography, Etc.)

 

Week 7 onwards – Polishing Output Formats

  • Finalise R&D documentation ready for blackboard submission [Week 7 & 8]
  • Have a finalised output (Mobile App. If the app can’t be conceivably created, have detailed demonstrations on how the game will work, a combination of stills and a video highlighting elements of the game) [Week 9/10]
  •  Finalise the branding (Potentially have a website, showcase the demonstrations of the game on a website. Visualise how the game will be marketed) [Week 10]