Onlive?

The games journalism fraternity seems abuzz with talk of the recent 'Onlive' announcement.

after some light reading i found Tim Buckly of CAD fame made an interesting point.

"I won't pretend to know the architecture of the intricate web of licensing and exclusivity deals that ensares the entire games industry, but I do suspect that some pretty strict arrangements would start popping up between developers and the console manufacturers. And I also know that a lot of development studios are owned by console manufacturers, or other publishers. I doubt Microsoft spent so much time and money acquiring a lion's share of the industry to turn around and let Bungie's new Halo game show up on a service that costs them console sales.

And Nintendo... Nintendo shits money and they've had an incredible case of explosive diarrhea for the last few years. What incentive do they have to license their titles to a start-up service that, once again, doesn't sell their hardware?"

more thoughts on this matter to come after iv read abit more.

Transatlanticism




Just though i'd share a song thats always on my 'walking to uni' playlist. its on there with alot of other death cab for cutie stuff, if you've not heard them you should look them up.

End of Year Review

Christ its time to review the year already! You guys weren't kidding when you said it'd fly by...

First off the things being planned for next year all sound very exciting. The getting out of Uni more sounds great to me, being in Leicester we're quite lucky that no where in the country is massively far away and we have great transport links. I understand frequent 'field trips' would be quite costly and health and safety is a constant nightmare. Also the increased focus on 'traditional art' seems interesting. Personally I'd quite like to see more collaboration between different departments and courses. We're part of highly regarded art and design university, yet we never seem to see much of it. When I was on the foundation course last year we were encouraged to go to different departments and interact with other students, share ideas ect. Now I understand that's not an easy thing for staff to organise and its something we could all do in our own time, but I thought it was worth mentioning.

Iv surprisingly found the facebook system really useful not only as a way to receive feed back from tutors but also share work between classmate in all years. There's some really inspiring stuff on there at the moment that we might other wise not get to see.

In terms of my personal development thought the year. I find it very hard at the start of the year to get upto speed and struggled with the large class size. Im aware that's an unavoidable thing and that I should of tried harder, but at the time I guess I felt a little lost among the masses. In the second half of the year I think iv progress a little better but I have to say I don't think I yet to be work at my full potential. I have grand plans to really pull my finger out over the summer and get to grips with max. I've also been toying with the idea of signing up for some evening class's running at Leicester uni. In life art and sculpture, at the very least they should keep my brain ticking over. All in all I feel very positive about next year and think iv learnt a lot from the mistakes of this one.

Reflection

What am I hoping to get out of university? Besides a nice piece of paper and a sense of accomplishment? First I think I'll have developed a greater sense of what im capable of and how i want to apply it. I will have hopefully made some decisions on where i'd like to take my career. On top of that and I suppose more importantly I'll have learnt some useful new skills especially In the 3d aspect of the course. At the start of the year that was the hardest part for me, I cant say that was a total shock but the learn curve for these programmes is quite steep and you have to be determined to get anything back. I think that going to be the deciding factor in how successful I am on the course – determination. I have also began to look at 3ds-max in another way, kind of a puzzle or a problem solving exercise. It reminds me of play with Lego as a kid, once you know how all the bits fit together the only real limit is your imagination. Admittedly I only know a few of the 'blocks' at the minute. A lot of what holds my back is physiological, I tend to get overwhelmed by complex things. Iv' found it helps if I break things down and make lists of what I need to do. Even these blogs go through that process and some are rewritten several times. Which is why I tend to leave them I guess.

show your creativity

'Creativity without craft is like fuel without an engine - it burns wildly but accomplishes little...

'Craft without creativity is like an engine without any fuel – going nowhere fast..'

Creativity is part of the human condition, with us our entire history. Its potential lies within all of us the trick is focusing it in a productive way. Creativity can manifest itself as a desire to solve problems. Some of these of these problems are unique to a person while other are more universal. Artistic creativity began with our ancestors need to record information about food location and such. It allowed people to communicate there experience to a wider audience and it has snow balled from there. Technological developments have allow us more ways to solve these age all problems. The end result of all 'creative industries' is essentially trying to communicate. Each person involved in the process adds a little to it, things they have gathered through there own unique experiences. So the result Is a collection of people own unique creative interpretations. Then that end piece is seen by other who add it to there collective experience and so on and so on. So for example when you play a game, your in a way playing every game the people who made the game ever played. Filtered edited warp manipulated and moulded into a new experience. Its true that nothing is created in a vacuum. So its important for a career in the 'creative industries' that you can organise all this information and use it in a way that solves the problem your face with. Weather it be to create a new interesting character or simply modelling a tree. In the case of the tree it might not be obvious where the creativity is applied since you cant really redesign a tree, but using creative thinking you can find way to model it fast or more efficiently. Both are vital in a cost driven industry. So you could say everyone has a creative obligation to approach everyday life in new ways , constantly improving and trying new things. Its how we got to where we are today.

Why spend three years teaching folk what we already know?'

Can education provide highly trained graduate artists and liberal creative artists? Does it need too? I understand the point of higher education there days is to secure higher paid graduate jobs. Sort of like a down payment of a future career. But do courses really need to panda to industries every whim and fickle change of heart? Surely the 3 years can be better spent acquiring a wide range of skills, experimenting and developing. What universities are great for are there shared learning experiences the colliding of ideas and the passing on of knowledge. Turn them into production lines begins to lose some of the appeal for me. Sure a great job would be nice but its not the be all and end all.
https://jobs.ea.com/jobs/jobposting.aspx?postid=a0z50000000GroyAAC

this job vacancy at EA has a long list of requirements and the very bottom of the preferred skills is a Bachelor of Fine Arts degree or related program. So employers are looking for graduates but not nessicerally specific 'game art' ones. I guess graduating any arts based course is assumed to provide a key set of skills. Maybe its up to the course to decided what other elements would be best to support those key skills. This Is a very complex area and Im beginning to lose my train of thought on the matter. Iv realised that a lot of people myself included start university not really knowing what they want out of it. Other than that elusive great job at the end of it all.

Never Mind the Bollocks

Games and Cinema share a lot in common, Well at least what I consider 'good' games do at least.. One of these shared components is a music, both effects and a musical score. Music effects are fairly simple. They help us understand the processes going on on screen. The revving of engines or the firing of bullets. They can create a more realistic and immersive experience. Sound effects are also useful in enhancing dramatic moments, the sound of a fist hitting a person can be vital for the suspension of disbelief. Game scores can play a similar roll in creating and immersive experience, although they do it on a more emotional level. They can heighten moments of suspense, make a simple car chase into a adrenalin filled event or even make us lament the loss of a games main character.
Whilst researching I came across a composer named Harry Gregson-Williams, he himself has work in both game and cinematic scores. His work on the Metal Gear Solid titles is what led me to him but I was surprised to find he was part of Ridley Scotts Kingdom of Heaven movie. Which as I remember had a pretty dramatic score. I had less luck finding who was responsible to the score to the original Resident Evil Games as that stands out for me as great early example of how sound can really enhance a gaming experience.
Bassist Bernard Edwards appears (from what iv gathered from wiki) to be a rather influential musician. For a bassist that's no small achievement either. His bass line in the Chic track 'Good times' has been sampled by many famous acts including Queen. That being said the title of 'most influential recording of the 20th century' seems a little grandiose. What about The Sex Pistols 'Never Mind the Bollocks'. Not in my opinion a great collection of music, but the influence it had was enormous.