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Wednesday, 23 November 2016

Colour and emotions take 2



I continue my research into a colour theory and ways of using colour for storytelling.
Limit your palette. The author suggests using no more than three colours for an image to get a more pleasing final result, that feels like a coherent whole. 

http://moviesincolor.com/films  A website featuring stills from films and their corresponding colour palettes.

Adobe Colour CC is a good tool for choosing colour palette.


















Very educational video about use of colour in storytelling.
The author talks about different aspects of using colours in storytelling such as:
- Different colours can be used to show a different perspective. (example Hero)
Related image



- The same colours can be used to show different emotion. Red can represent a violence or a passion, etc.
- Three aspect of colours: Hue, Saturation, Value. Manipulating those aspects can change the mood of the film, scene, artwork.
- Colour harmony and how to use it to create a specific mood.

- Colour harmony: Analogous, Monochromatic, Triad, Complementary, Compound.
Image result for moonrise kingdom

- Example of an analogous colour scheme in Wes Anderson "Moonrise Kingdom." Use of colours that don't contrast with each other is pleasing, it creates calming, nostalgic atmosphere.


- Example of complementary colour scheme in "Amelia."

Related image

- Triad colour scheme in "Pierrot le Fou."

Image result for schindler's list red coat girl

- Colour discordance. Deviation from the colour scheme to draw attention to some detail or to give viewers eyes a resting point.
- Colour can add a context to the scene.
- Colour schemes can be associative. Which means viewers associate a particular colour with a particular emotion, character, theme.


(colour harmony chart.


- Great iconographies about colour harmony in films.

The Movie Color Scheme Cheatsheet by StudioBinder


Thursday, 17 November 2016

Colours and emotions.

I found an article on the creative blog about what impact colours have on our emotions. Although it focuses on the web design and the use of colour on the websites it is a good starting point for this subject. (http://www.creativebloq.com/web-design/12-colours-and-emotions-they-evoke-61515112)

Colours meanings, associations.

Red:
  • -          Passionate, aggressive, important.
  • -          Attracting attention.
  • -          Lighter shades: energetic, youthfulness.
  • -          Darker shades: power, durability.

Orange:
  • -          Playful, energetic, cheap.
  • -          Excitement.
  • -          Health, vitality, vibrance.
  • -          Fun.

Yellow:
  • -          Happy, friendly, warning, anxious.
  • -          Lighter shades: happiness, relax, sun.
  • -          Darker shades: weight, sense of antiquity.

Green:
  • -          Natural, stable, prosperous.
  • -          Organic quality.
  • -          In Western Culture it represents money and financial safety.

Blue:
  • -          Serene, trustworthy, inviting.
  • -          Calmness, security, safety.
  • -          Light shades: refreshing and free feeling.
  • -          Dark shades: somber, emphasize security aspects.

Purple:
  • -          Luxurious, mysterious, romantic.
  • -          Elegance, high-end appeal.
  • -          Light shades: spring, romance.
  • -          Dark shades: mystery, creativity, sensuality.

Pink:
  • -          Feminine, young, innocent.
  • -          Love, romantic themes.

Brown:
  • -          Earthy, sturdy, rustic.
  • -          Gives old-fashioned atmosphere.


Black:
  • -          Powerful, sophisticated, edgy.
  • -          Elegancy, mystery, confidence.

White:
  • -          Clean, virtuous, healthy, pure.
  • -          Goodness, holiness, sterile feeling.

Gray:
  • -          Neutral, formal, professional, gloomy.
  • -          Takes on the properties of either black or white.
  • -          Depressing.


Colour Psychology:


I found an article on the art therapy blog talking about common psychological effects of colours. The article talks about how different colours can affect a person’s mental or physical state. The author writes about how colours can have different connotations in different cultures. And in my opinion that is something worth keeping in mind while designing a product for the specific audience.
There is a long list of colour meaning listed on this website, it is too long to copy it all, so here’s the link: http://www.arttherapyblog.com/online/color-meanings-symbolism/



Wednesday, 16 November 2016

Game Writing. Narrative skills for videogames.

The book I reviewed today is “Game Writing: Narrative skills for videogames.” by a lot of different authors with the gaming industry background. As its name suggests it is a book about narrative in videogames. Hopefully I will find there some useful information.
Characters:
-          Game characters should be designed in a way that makes players care about them, so they are motivated to interact with them, (either help or fight with them), whatever they are enemies or allies.
-          The character is vital in creating the framework of the narrative.
-          “The narrative needs to be constructed with the notion that the player will do, not observe; will act, not listen.” 

    Narrative:

-          The author listed few types of game narrative. Implicit narrative, formal narrative, interactive narrative and interactive story. I will focus on the first one.
-          “Implicit narrative involves the interaction of elements within the game system to develop events that may be interpreted by the player as a story.”
-          The narrative and story is built with gameplay.

Scripted Events:

- Players have choice whatever to watch, or interact with presented events. They might miss them, so it is important to place them where players will most likely look.
- Tunnel players towards those sections.
- They should be short, so players don't lose interest. Though from my experience I know that is not always the case. It depends on the content presented. I remember that on more than one occasion while playing a game like The Witcher I stopped to listen to NPCs’ conversation and those are also scripted events, and part of world building.
- Taking control from the player is tricky and can be very frustrating for the player. The author claims it’s sometimes necessary to avoid a situation when the player will try to achieve something he/she is not supposed to do. Though in my opinion game designers and writers should strive to avoid taking control from the player, at least if it's not contextualise in a story.
- Taking control from the players can ensure that players will hear the vital part of narration.
- The author describes like some ways of making sure that information will come through to the player, (like NPC repeating vital part of the dialog) can be immersion breaking, but he claims it might be better to rely on method like that than risk the players won't know what is expected of them.
- The author claims that controlling the experience guarantees that the players get the information at the correct moment. Which is true, and it is something I would like to do for my game project, however, in a way that doesn't destroy the feeling of freedom.
- In the author opinion cut scene can serve as a reward for completing a section of gameplay. Although I don't want to make cut scene I probably do some scripted events that will serve the same purpose.

Danger of Removing Player Control:

- Removing the player’s control and interrupting gameplay with cut scene or non-interracial scripted events can hurt the pacing of the narrative, thus decreasing player’s involvement in the story.
- Removing the player’s control to impose a forced failure, a situation where the player can’t accomplish a certain goal, no matter what, can be very frustrating and have to be handled carefully.
- It can be frustrating for the player if during cut scene the avatar performs actions that it can’t do during gameplay sequences.

Nonlinear Game Narrative:
Although my aim is to create a linear game, it will be beneficial to me to study nonlinear approach.
The author writes about a different approach to creating a story in nonlinear games.

- There is a technique called "gating the story" where the plot unfolds as a series of linear checkpoints player unlock by completing a gameplay sequence in any order. As an advantage of this approach the author points out it is an easy to implement, but at the same time very risky, because the gameplay can contradict the plot sequences.
- Another approach is "the branching story structure". But it requires putting a lot of resources in sequences and assets that some players won't ever see. I don't think it is a problem for good games. Because players might want to replay them to see everything anyway. I understand the reality of the market, but we still should strive to create "good games", good experience.
- The last approach is called "a branching story structure" which presents the same problems that the former technique but offers more control over the players' experience.


- One other approach that the author doesn't write about, but I think has potential to be very powerful, is to focus the story on the NPC's questlines. As it's done in souls’ series.
In the future, I'll make a separate post about good design techniques presented in that series.

Bateman, C. (2006) Game writing: Narrative skills for videogames. Edited by Chris Bateman Chris Editor. Boston, MA: Charles River Media.
In-text citations:
  • (Bateman, 2006)
  •  

Tuesday, 15 November 2016

Directing a story.

This time I’m going to review a book by Francis Glebas called “Directing the story”. For the most part I’ll focus on listing the opinions and the advices of the author, occasionally adding my own comments on the subject matter. Of course I’ll focus on the topics most relevant to my own work.

How to attract attention:
-          Put elements that stand out.
-          Strong contrast, motion, brightness, pointing at something, loud noises.
-          To avoid the attention burnout change scenery, pace.
-          Sometimes is better to suggest something than show. Let the audience’s imagination fill the blanks.
-          Misdirect the audience in order to entertain them, but make sure you’re clearly directing their attention.
“Telling a story is organizing information into a pattern.”

Narrative questions:
-          Most common narrative questions are the goal outcome question, dramatic questions, emotional questions and thematic questions.
-          Some smaller questions need to be answered before the bigger ones.
-          Narrative questions keep our interest.
-          New information can provoke asking again or reframing the narrative questions.
-          Delay the answer to a narrative question to keep the tension of the scene.



-           

How to direct the eyes, Composition:
Principles of design – unity, balance, dominance, contrast.
The enemies of good design: Boredom and confusion.
“Direct the eye to what you want the viewer to look at clearly and dramatically.”
Compositional reading- we start to scan a frame from left to right, and top to bottom. It’s good to keep that in mind when directing a story. So that the proper hierarchy of elements in the frame is preserved.
Compositions in moving scenes should be simple.
Composition is a subtext it tells you how to feel.




(some examples of how to deal with composition)


Depth and perspective:
“Perspective in art – often called ‘artificial’ or ‘linear’ perspective – is a system for representing three- dimensional space on a flat surface. It is an optical system based on looking at a scene from a single viewpoint.  Perspective creates the missing depth from our pictures but it also creates unity in the picture to a single viewpoint, thus directing our eyes.”
The author advises to use a telephoto lens for beauty shots and wide-angle lenses for dynamic and exciting shots. I need to investigate camera system inside UE4 and find out if it is even possible to mimic different types of lenses inside the engine.


The hidden power of images:
“Semiotics studies how signs signify something and how meaning is constructed from sequences of images. Sings refer to things in our world. Semiotics began with the splitting of the sign into signifier/signified pair.”
Sing
Signifier = the physical support of the sign
Signified = the concept created in the mind.
Types of signs: icons, indexes, symbols.
How images ask questions:
-          What is it?
-          What is going on?
-          Why do I care?
-          Why should I care?
-          What do the characters depicted want?
-          What will happen next?
-          What may change that can set something in motion?

Four Master Tropes:
Metaphor, metonymy, synecdoche, irony. 

Story structure:
The author provided some basic examples of story's structures. It can help me when I'll be creating a story for my game project.







How to create emotions:
In one of the last chapters the autor writes about how films can create an emotional rection in the viewers. He writes about the role of hero and vilan and so one.





Glebas, F. (2008) Directing the story: Professional storytelling and storyboarding techniques for live action and animation. Amsterdam: Elsevier/Focal Press.
In-text citations: 
  • (Glebas, 2008)
  •  


Saturday, 12 November 2016

Cinematic composition

The next book I’m going to review is “The filmmaker’s eye. Learning (and breaking) the rules of cinematic composition.” By Gustavo Mercado. Though it is not book about game design I can learn a lot about creating better experience for players by studying field of cinematography.
The first thing the author writes about is to put in frame only things that are relevant to narration. Putting a random object into the frame can distract viewers, make them don’t pay attention to the important things, or get wrong impressions.

“Whatever visual strategy you decide to use based on the core ideas of your story should be used consistently throughout your film for your audience to understand its intended meaning within the context you created.”

“If you use particular shot composition…. At one point in your story, you should then avoid using the same shot composition to mean anything else… or else the audience will fail to connect with the core ideas in your story even if they can follow the events that take place in it.”

Principles of composition:
The author writes about different aspect ratios, but does not elaborate on them at this point. If different ration can influence viewers’/players’ emotional reaction in any way, it is worth to investigate that. Although games now days are usually in 16:9 ratio I could imagine using foreground elements to block some part of the screen to artificially change the ratio.

Next the author focus on the frame axes and the rule of thirds. I have a pretty good idea how they work in 2d images, and I’m keen to learn how you can apply those rules to films, or games, while the camera is moving. 

The author gives some examples of where to place a character while it moves across the x axis. He claims a character should be placed on the opposite side to the direction It is going, to give it a proper walking space. And if you want to achieve unbalanced, uneasy composition you should put a character in different place. This reminds me how in a lot of games that include chase sequence a character is usually placed in the middle of the screen or on the side it is going towards. I guess this is supposed to emphasise the speed and make the sequence more exciting since you don’t know what lies ahead.

Hitchcock’s rule – size of objects in a frame should be directly related to its importance in the story at the moment.
What is true for film, doesn’t have to be true for games. In the game we control the avatar. We control, to some degree what we do, where we are. And thus the avatar is usually the most powerful element of the scene, the thing players will pay the most attention to. And because of that it might be tricky to apply Hitchcock’s rule to games. I’ll have to look through some examples to properly judge that.

Balanced and unbalanced compositions – balanced compositions are used to convey order, uniformity, and predetermination. Unbalanced compositions are associated with chaos, uneasiness, and tension.


High and low angles – Placing the camera below eye-level (low angle) is commonly used to convey confidence, power and control. And placing the camera above eye-level (high angle) is used to show weakness, passiveness, and powerlessness. Though these are not set in stone rules and can be changed based on the context of their presentation. 

Depth cues – The author writes about the two most commonly used techniques to add depth to a composition. The relative size and object overlapping. They are both self-explanatory.

Focal points – “ refer to the center of interest in a composition, the area where the viewer’s gaze will gravitate to because of the arrangement of all the visual elements In the frame.”
As with  many others, concept of focal points isn’t anything new to me and I won’t elaborate on it now. But I think is worth to point out it’s essentially the same thing as visual landmarks covered in my previous blog post about “ A book of lenses”.

Image systems - This basically applies to different types of shots. I will cover only those I fell I can apply to my game project.

Medium long shot:
- Commonly used in combination with tighter shots to control the emotional involvement of the audience.
- Good to established dynamics of a characters' relationship.
- Usually kept longer on the screen with fewer visual elements.
Long shot:
- Concentrates on body and what it reveals.
- Commonly used as establishing shots.
- Can emphasise a character while neglecting the space or vice versa.
- Can establish a special connection between a character and the space around them.
- It’s usually kept longer on the screen.
- Can be used with different types of shots to gradually increase the emotional involvement of the audience. Or can be used to limit that involvement.

Extreme long shot: 
- Used to emphasise the scale of a location.
- Human  subject are dwarfed by their surroundings.
- Reveal vastness of a location.
- Emphasise contrast in size.


Emblematic shot:
- Have the power to communicate abstract.
- When at the beginning of a scene, they set up the tone.
- When at the end, they contextualise, comment on the events lead to the shot.


Mercado, G. (2010) The filmmaker’s eye: Learning (and breaking) the rules of cinematic composition. Amsterdam: Focal Press/Elsevier.
In-text citations: 
  • (Mercado, 2010)
  •  

Monday, 7 November 2016

A Book of Lenses

Jesse Schell’s “The Art of Game Design: A Book of Lenses” is the first book I’m going to review. I’ll read chapters that particular interest me or relate in some ways to my work and comment on some of the author’s opinions.

Modelling:
Author describes how people don’t really perceive the reality itself, rather simplified model of it created by our brains. He presents few examples that prove his point.  As he says:
“Our brains do a tremendous amount of work to boil down the complexity of reality into simpler mental models that can be easily stored, considered and manipulated. And this is not just the case of visual objects. It is also the case of human relationships, risk and reward evaluation, and decision making. Our minds look at a complex situation and try to boil it down to a simple set of rules and relationships that we can manipulate internally.”
Then he makes an argument that games are enjoyable because they are simplify models, that are easy to understand and interact with.  The ruleset of game is easier to comprehend than the real world and our brains have less information to process, thus playing games can bring us a pleasure.
This is very analogous to the way I’ve always seen games and I could argue it’s applicable to every form of media.

Focus:
Author talks about humans’ ability to focus on one specific stimulus and ignore others. As an example, he presents the concept known as a “cocktail party effect”. Which is described as a humans’ ability to focus on one type of sound or conversations when there are in an environment where there is a lot of them.
I could easily think about few gameplay scenarios, in which game designers could take advantage of that ability.  For example, you could play an audio cue when a player is on the right way, teaching her or him to associate this sound with progression. And then put a player in the scenario where her or his ears are bombarded with different sounds from different directions and several paths of progression and only way to find the proper way forward is to focus on that one audio cue. Of course, doing something like that would require a lot of playtesting to make sure players can find themselves in a scenario like that and find it enjoyable.
Next the author writes about a concept of flow and describe it as a state of sustained focus, pleasure, and enjoyment. He makes a point that game designers should study it to create a better experience for the players. He listed key components necessary to put players into a state of flow, and these are; clear goals, no distractions, direct feedback, all of them allows players to focus on the game. The last component is continuously challenging, which I find particular interesting since I’m not going to create any challenge in my game project. So I have to find other ways to reward players for their time investment. I was thinking about making visual rewards so to speak. Beautiful or intriguing environments, scenes, events.

Empathy:
Author talks about the concept of empathy and how humans naturally feel empathy towards other humans’ or animals’ (like a dog) facial expression and project their emotions onto them.

Sadly, he didn’t elaborate on this too much. For my MA project I would like to create characters towards whom players would feel empathetic, but I don’t want to emphasise their faces. I won’t be able to animate complex facial expressions so I wanted to focus more on the body language and so on. So I have to conduct more research on that topic from other resources.

The Nature of Game Character:
Author compares video game characters to those from novels and films. Pointing out that the latest are usually more complex and deeper, which is understandable since a lot of narration is built around their nature, inner thoughts and expressions.
Though in my opinion, there always were some exceptions, for every terrible Mario or Link we had plenty of RPG characters or NPC much deeper than that. And it’s only getting better since we reach the technological level that allows for a more complex range of emotion. And more money is put into haring professional writers.
Then the author goes to the topic of the game avatar. He describes it as a tool to which a player can project itself into. He claims that the more relatable the character/avatar is for the player the more powerful the projection will be. Afterwards he presents two character types, in his opinion best suited for players to project themselves into: The Ideal Form and The Blank Slate. They are self-explanatory so I don’t really feel need to describe them. Though they might be the most popular types I would argue they are the best, or the most compelling, furthermore author didn’t present any scientific proof to support that notion. But then again, what is considered “the best”  tends to be very subjective. I don’t feel the appeal in those character types. And if we think about games like D&D there were always a lot character types that people could roleplay. Nevertheless, for my game project I’ll probably go to the blank slate character.

The Purpose of Architecture:
“The primary purpose of architecture is to control a person’s experience.” That quotation alone perfectly describes what the author writes about in this chapter. He presents similarities between architects and game designers. Both professions require creating an indirect experience for people to make them happy.
“Any good gamespace has built-in landmarks, which help the players find where they are going, and also make the space interesting to look at. Landmarks are what players remember and what they talk about, for they are what make a pace memorable.”

Real vs. Virtual Architecture:
Author talks about how often architecture in the game doesn’t make any sense, and would be physically impossible to build in the real world. But he argues that players don’t notice strange layouts and so on because the human mind is very weak in translating 3D spaces into 2D maps. And what really matters is how a player feel in that space not if it make sense.
I feel like even games from soul series, which are well-regarded for their level design are guilty of spaces like that. They’re still very believable. And I guess that’s the key.

Third-Person Distortion:
 The author writes about weird phenomena when playing 3rd person game players feel that interiors are very crowded and small. I don’t recall ever having felt like that. Nevertheless, since author felt a need to write about it there is possibility that a lot of players have this problem. It’s worth considering, especially since my game will be 3rd person. As the best solution to this problem he propose to make interiors bigger, scale up props and spread them out.

Aesthetics:
This topic is especially close to my heart since my background is conceptart and character design. And I will put a lot of emphasize on the artistic vision and presentation of my game project.
Author reminds readers that game designers don’t only create gameplay, but more importantly an experience, and good aesthetic can make it more enjoyable. One of the points he makes is very important to me. “Aesthetic pleasure is no small thing. If your game is full of beautiful artwork, then every new thing that the player gets to see is a reward in itself.” This ties with the point I was making before about the way I could reward players.
“you need to be judicious about where to put detail, for a few details in the right places can make your game world seem far larger and richer than it is.”
Author claims that audio is very important part of the aesthetic and can be a very powerful tool. He advises to think about the music and audio from the earliest stage of production because it can greatly improve the feel of the game and channel its design.

The Feeling of Freedom and Indirect Control Methods:
The author writes about the importance of feeling, of freedom in the game and how much it can improve the players’ enjoyment. However, he claims game designers don’t always have to give a player true freedom, only the feeling of freedom. And control a player’s experience in an indirect way.
This topic interests me quite a lot. I planned to have fixed camera for the most part, and that alone can vastly restrain a player’s freedom. So I need to figure out a way to preserve the feeling of freedom.
The author described few methods game designers’ can use to achieve that effect.
First one is the method of constraints. It consists of presenting a player limited number of options, but making clear to them, they have the freedom to make a choice between them. Too much freedom can be overwhelming for players, so it’s good to discreetly guide them towards proper path.
The next method is called goals. Which is simply presenting clear goals players would need to fulfil to progress. As the author claims: “The “players” have not had their freedom diminished in the least, but are indirectly controlled toward the behaviour that the designers find optimal.”
The third method is called interface, but the author doesn’t mean UI (user interface) by it, rather things like controller, setting, the environment, the avatar. Things that in some way determinate what you can do in a game.
The next method visual design is about controlling where players look and where they go, by placing landmarks and visual cues in desirable places. Some players will be unconsciously drawn by them without even knowing why. As a lot of concepts described in this book it is nothing new to me. This way of controlling person’s attention is often present in the paintings.  Good composition in painting can lead a viewers’ eyes without them even realising.
Another method described by the author focus on characters. By making players care about characters in a game, designers can manipulate them into making specific choices based on their relations with these virtual characters.  

Lastly the author writes about using a music to influence a player decision and playstyle. As he writes: “Music is the language of the soul, and as such, it speaks to players on a deep level- a level so deep that It can change their moods, desires, and actions – and they don’t even realize it is happening.” 

Schell, J. (2008) The art of game design: A book of lenses. San Francisco, CA: Elsevier/Morgan Kaufmann.

In-text citations: 
  • (Schell, 2008)
  •