Below is my final proposal form which is my plan for the next coming weeks to show what I am going to be researching and how, and also my ideas in how I am going to write my essay and achieve my practical.
1. What was your subject research at Level 4?
The question that I chose to look at, at Level 4, was 'With reference to specific examples, to what extent can it be argued that, with ever improving technologies, visual style is more important than narrative substance in contemporary film making?'
2. What was your subject research at Level 5?
The question that I chose to look at, at Level 5, was 'The Comparison of the Impact of Environmental Storytelling in Games Through the Different Use of Features Between Indie and Triple A Titles' which I found a lot more interesting and engaging.
3. What research needs to be undertaken into the general and specific contexts of your practice?
The questions that I want to ask myself and hopefully answer:
- Why is photo-realism more popular at the moment in the games industry and is a stylised approach deemed worse than photo-realism in games?
- Are games more appealing when they have been influenced from real worlds or do they lack the ambition that fantasy world have?
- Why is photo-realism more popular at the moment in the games industry and is a stylised approach deemed worse than photo-realism in games?
- Are games more appealing when they have been influenced from real worlds or do they lack the ambition that fantasy world have?
The research areas that I would like to focus on are very practical, looking at a lot of new titles that are coming out soon, and especially to the next gen consoles to be able to see how much they want to achieve this 'photo-realistic' look and whether they would still be as popular if they weren't and had a more stylised approach to them instead. This would involved playing many games to appreciate the art style fully and learn more about the motives behind the games and the inspiration for it. I will then also be looking through a number of game art books to look more at their environments and then also use journals and magazines to look at the history, concentrating only on the last decade of gaming and how far we strive to achieve 'photo-realism'.
4. What approaches will you take and what processes, methods, materials and tools are to be involved in research into your practice?
I want to continue to model on a daily basis to further improve my skills in Maya and also Unity to ensure that I can reach my full potential. I will constantly use the SWOT analysis on my written work as well to ensure that that is to the best of my academic ability. I also want to start reading about new technology and software that will improve the quality of games coming out and focus more on light and colour in my work.
5. What preparation or investigation do you need to undertake for your creative practice to take place?
For my creative practice I want to aim to be able to create a number of different environments that are able to prove that stylised environments can still be deemed as impressive and immersive as one that tries to look 'photo-realistic'. To do this I want to aim to look mainly at colour and lighting and see how this effects the look of an environment and the difference it can make. In my writing I am looking to see why 'photo-realistic' games are more popular in more modern video games and I want to also bring this into my practical by proving that many modern games would have looked just as 'beautiful' as a stylised game instead.
6. What research do you need to undertake regarding who your creativity is for?
I will start by looking into art books for game environments as I first want to understand why creators decided to create their games in certain ways. Then I want to look at the theory of colour and lighting along with looking at these theories in a number of different 'photo-realistic' and stylised games as well to see what the main differences are and then to see why they where created in that way.
7. Perceived problems or difficulties?
The problems that I perceive I will find are mainly in the early stages of my project when it comes to getting samples for questionnaires as I felt this was a difficult thing to gather when I did one last year, and for a questionnaire to be useful, there needs to be a large sample group to be able to get decent results. Then I have one other problem that my question does rely on opinions which is another thing that if I do not get a large sampling group, could not work out very well for me.
8. Primary sources of information? - London EGX 2014: I went to this gaming fair in September this year and I will use the information about games that I gained from their to help influence my work, along with the feedback I got from showing off my work.
4. What approaches will you take and what processes, methods, materials and tools are to be involved in research into your practice?
I want to continue to model on a daily basis to further improve my skills in Maya and also Unity to ensure that I can reach my full potential. I will constantly use the SWOT analysis on my written work as well to ensure that that is to the best of my academic ability. I also want to start reading about new technology and software that will improve the quality of games coming out and focus more on light and colour in my work.
5. What preparation or investigation do you need to undertake for your creative practice to take place?
For my creative practice I want to aim to be able to create a number of different environments that are able to prove that stylised environments can still be deemed as impressive and immersive as one that tries to look 'photo-realistic'. To do this I want to aim to look mainly at colour and lighting and see how this effects the look of an environment and the difference it can make. In my writing I am looking to see why 'photo-realistic' games are more popular in more modern video games and I want to also bring this into my practical by proving that many modern games would have looked just as 'beautiful' as a stylised game instead.
6. What research do you need to undertake regarding who your creativity is for?
I will start by looking into art books for game environments as I first want to understand why creators decided to create their games in certain ways. Then I want to look at the theory of colour and lighting along with looking at these theories in a number of different 'photo-realistic' and stylised games as well to see what the main differences are and then to see why they where created in that way.
7. Perceived problems or difficulties?
The problems that I perceive I will find are mainly in the early stages of my project when it comes to getting samples for questionnaires as I felt this was a difficult thing to gather when I did one last year, and for a questionnaire to be useful, there needs to be a large sample group to be able to get decent results. Then I have one other problem that my question does rely on opinions which is another thing that if I do not get a large sampling group, could not work out very well for me.
8. Primary sources of information? - London EGX 2014: I went to this gaming fair in September this year and I will use the information about games that I gained from their to help influence my work, along with the feedback I got from showing off my work.
- Interview: Hopefully arrange an interview with several people in the games industry to be able to gain knowledge about my chosen subject and again, gain opinions on it.
- Questionnaire: Hopefully send out a number of questionnaires, either via survey monkey or by hand to get a large about of samples back to be able to see different opinions on the subjects.
- Insomnia 2014: Hopefully I will be attending the Insomnia event in November where I can gather a lot of useful information about new games and also take part in the meet and great sessions, and the developer talks and panels.
9. Secondary sources of information?
9. Secondary sources of information?
1. Morris, D. Hartas, L (2004) The Art of Game Worlds, The Ilex Press Limited
2. Co, P. (2006) Level Design for Games: Creating Compelling Game Experiences,
3. Wardrip-Fruin, N. Harrigan, P. (2006) First Person: New Media as Story, Performance, and Game, The MIT Press
4. Schell, J. (2008) The Art of Game Design: A Book of Lenses, Elsevier Inc
5. Wardrip-Fruin, N. Harrigan, P. (2007) Second Person: Role-Playing and Story in Games in Playable Media, The MIT Press
6. Hartas, L. Morris, D. (2003) Game Art: The Graphic Art of Computer Games, London: Collins
7. McVittie, A. (2012) The Art of Assassins Creed III, London: Titan Books
8. Melissions, C. O'Rourke, P. (2012) The Art of Video Games: From Pac-Man to Mass Effect, New York: Welcome Books
9. Omernick, M. (2012) Creating the Art of the Game, New Rider's Publishing
10. Jenisch, J. (2008) The Art of the Video Game, Quirk Books
11. Ahern, L. (2008) 3D Game Environments: Create Professional 3D Game Worlds, Focal Press
12. Various writers, (2013-14) Edge Magazine, Future Publishing
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