Showing posts with label Honours Project. Show all posts
Showing posts with label Honours Project. Show all posts
Sunday, 24 April 2016
Environment video
Labels:
Abertay University,
Bryce Reynolds,
Honours Project
Location:
Edinburgh, Edinburgh, UK
Saturday, 16 April 2016
I've recently been creating a video to use as part of my submission to show my environment in game instead of still images. Following this tutorial I've created a video showing the use of the cinematic tool in Unreal Engine 4.
This is mainly used for cut scenes for within a game to show the story line, hints etc. I'll upload the video in the coming days as im still working on the camera movements and finishing final details.
Labels:
Abertay University,
Bryce Reynolds,
Honours Project
Location:
Edinburgh, Edinburgh, UK
Tuesday, 12 April 2016
Final Environment Images
Labels:
Abertay University,
Bryce Reynolds,
Honours Project
Location:
Edinburgh, Edinburgh, UK
Friday, 18 March 2016
Environment Screenshots
Labels:
Abertay University,
Bryce Reynolds,
Honours Project
Location:
Edinburgh, Edinburgh, UK
Thursday, 3 March 2016
Research - Cognitive flexibility
“Information
processing speed (IPS) is a measure of the efficiency of cognitive function. It
is assessed using timed tests that typically challenge relatively simple
cognitive operations.” (Information Processing Speed.
2011.)
Cognitive flexibility can be improved through
the use of video games. This skill can be developed and used both in the
virtual world and the living world. Increasing this skill can have a beneficial
effect on learning to understand certain circumstances or problems. The speed
of information processing refers to the amount of time somebody can interpret
incoming information and the speed in which they decide on what to do next.
For example, when a player is playing a video
game they must adapt to the environment that surrounds them. They must adjust
to any sudden changes in the goal of the level or the game as a whole. There
may be a change in the story that requires the user to make a sudden choice (A
betrayal of an ally etc.) or a change in the environment that affects health
making the player decide to escape the area swiftly (poisonous Gas etc.).
Developing this skill allows the player to increase the rate in which the brain
can switch from and understand one task from another. The story may contain a
part that requires quick and hurried decision to save one person over another.
The mind has to quickly weigh out the positives and negatives of a certain
situation and come to a final decision on what will be the best outcome for the
progression through the rest of the game.
A paper by the Queen Mary University of London
studied the brains response and effects of video games. The results Show:
"Our paper shows that cognitive
flexibility, a cornerstone of human intelligence, is not a static trait but can
be trained and improved using fun learning tools like gaming.
Creative
problem solving and 'thinking outside the box' require cognitive flexibility.
Perhaps in contrast to the repetitive nature of work in past centuries, the
modern knowledge economy places a premium on cognitive flexibility.
The
volunteers who played the most complex version of the video game performed the
best in the post-game psychological tests. We need to understand now what
exactly about these games is leading to these changes, and whether these
cognitive boosts are permanent or if they dwindle over time. Once we have that
understanding, it could become possible to develop clinical interventions for
symptoms related to attention deficit hyperactivity disorder or traumatic brain
injuries, for example." (Glass, B. 2013)
This study found that there was an increase in
strategic thinking when playing video games. Especially strategic games where
the player has to plan ahead and consider what his/her actions may bring. This
could also be included within story based games as the user must think ahead to
the future as any decision made at that time could have an effect in the rest
of the storyline.
Other areas that have been improved in studies
are improved attention. This has increased learning capabilities for both
children and adults. Without having a strong attention span learning
capabilities are greatly decreased as the learner is unable to process the
information, both visually and audibly. Response inhibition is the increase in
ignoring any form of distraction when being attentive towards a certain person.
If there was a noise from a different room or something going on outside the
room, the person who sustains attention has a greater response. An example of
this in a game scenario would be attempting to pick a lock on a door or a safe,
whilst there is a sound of an enemy approaching closer and closer. Players who
cope with these situations better have a better response inhibition and are
generally a lot calmer when under pressure.
Monday, 29 February 2016
Fundamentals of fear
The way all living things feel fear is due to a
defensive trigger in the brain. This is a natural trigger that signals a threat
of danger. Understanding how to create fear within a game, and how to create
these emotions for the player is the first step in the research of this paper.
“Fear is the great force that prompts to acts
of self-preservation and operates as effectively in the brute as in the human
animal. Even in plant life we can trace evidences that indicate the presence of
a natural law operating very much as fear does upon brute in- stinct and the
human mind.” (The Psychology of fear, p.250)
Fear has played a vital role in the evolution
of life since the very beginning. It is what makes every living thing feel
alive. For example, walking home down an empty dark street, adrenaline begins
pumping and people will become more aware of their surroundings. Senses are
heightened and even the smallest sound can put them on edge. Catching something
at the corner of their eye can cause them to tense up and expect danger. Sounds
and sights are elevated due to this natural response. An animals brain will
also react in the same way when feeling threatened. For example, a small animal
being hunted will feel threatened, thus causing the release of adrenaline to
heighten their senses and evade the predator.
The process of the creation of fear is entirely
unconscious. The area that causes this is the hypothalamus. This is the area of
the brain that produces many of the hormones and different chemical substances
within the body. Muscles will begin to tighten, heart rate will increase and the
senses generally become more alert to the surrounding environment. If humans
and all animals alike did not feel the effects of fear, they wouldn’t survive
very long. There would be no fear of oncoming traffic, falling from heights,
getting in a fight etc. Because of this people can judge what is safe and what
is not.
“Fear is generally considered a reaction to something immediate
that threatens your security or safety, such as being startled by someone suddenly
jumping out at you from behind a bush. The emotion of fear is felt as a sense
of dread, alerting you to the possibility that your physical self might be
harmed, which in turn motivates you to protect yourself. Thus, the notion of
"fight or flight" is considered a fear response and describes the
behavior of various animals when they are threatened--either hanging around and
fighting, or taking off in order to escape danger.” (The complexity of fear 2011)
The use of this emotion has been seen
throughout the evolving of games which is especially linked to the environment
the player is in. Survival horror games such as Outlast (Outlast 2013) use the
environment well to evoke fear into the player. The blood splattered floors and
walls against the old, dark and grubby rooms emphasize the gore, provoking a
more intense reaction of danger. The muffled sound of wind or noises in the
distance also increase the feeling of fear as it makes the player anticipate
what is ahead, which is usually danger. Understanding the reason behind these
feelings is what leads to a truly terrifying experience and understanding the
mechanics of the brain when faced with these types of environments is vital
with the development of games. Many areas of these types of games are very
poorly lit, which is done on purpose to increase the players anxiety. Darkness
impairs a person’s vision which is a vital sense that allows people to
understand and analyze their surroundings. It is a humans most valuable sense
and without it, there is no control of the world around them and are unable to
defend themselves against any approaching danger.
“In
order to deal with conflict and problems in life, Freud stated that the ego
employs a range of defense mechanisms. Defense mechanisms operate at an
unconscious level and help ward off unpleasant feelings (i.e. anxiety) or make
good things feel better for the individual.” (The
Ego and the Mechanisms of Defence. 1966)
The feeling of being alone with nobody there to
help in events of difficulty when things go wrong also effect the player on a
psychological level. If they get injured or lost it is all up to the player to
decide on how to move forward. This all adds to the experience of games. By
being alone with no sense of guidance the player must make the decision to move
through areas by their own will. This leaves the player in a constant state of
stress and feeling “on edge” throughout the experience of the gameplay. Being
in charge of personal decisions increases the thought over making these
decisions and trying to see ahead to future consequences.
Wednesday, 24 February 2016
Humans need contact with others and find
comfort when in the presence of other people. Having nobody to rely on for aid
can have a psychological effect on the player as nobody has their back. Its
leaves the player relying on their senses. Sound effects, music, and the design
of the environment heightens the player’s awareness to all these parts.
http://www.gamesradar.com/ways-horror-games-use-psychology-scare-crap-out-us/
http://uk.ign.com/articles/2014/09/16/the-rise-of-emotional-decision-making-in-games
Friday, 12 February 2016
Vast open world games take advantage of
this type of gameplay. Recent games such as Fallout 4 (2015) allow the player
to choose between factions, companions and even various side quests depending
on character traits. This happens very early on in the game, forcing the user
to make decisions promptly. An example of this would be an increase in the
charisma trait, allowing the player to convince or even intimidate other
characters to do as they say or reveal important information, which changes the
experience for every user. Companions within the game are also a big part of
the playing experience. Every player will have a favorite, but each will feel
like they have a duty to protect them. The companion could be covered in armor
with an assembly of powerful weapons or just a loyal dog. Each player will feel
as if they have a responsibility to care for and protect them.
Purely story driven games such as the
Telltale Game series offer an alternative to open world games. The Telltale
series based on the popular TV Show, The Walking Dead (2012) is a great example
of this. Playing as the protagonist, the player must make difficult decisions throughout
whilst trying to look after and be a good role-model for a lost child. The
decisions have to be quick as the player is timed on their response each time
the dialog shows on screen. Trying to keep each member happy is a challenge in
itself and its certain that some characters will be less welcoming.

Wednesday, 10 February 2016
Wednesday, 3 February 2016
Strong story lines in computer games are
becoming increasingly popular in the games industry. A game without a strong
story can be fun, but it is not something that will be remembered for a long
time. Strong stories connect to the player making them feel guilt, betrayal,
happiness and other forms of human emotion. They can also connect with the player
on a personal level and even teach new experiences.
Friday, 8 January 2016
decal tutorial
using this tutorial for my environment i have created decals for blood and grime to be used in my environment. Also I have created typography in blood to be used in the point of interest for the area.
Saturday, 5 December 2015
Gore Moodboard
Ideas for gore within the environment. I will be using decals in Unreal Engine 4 to easily apply them to areas of the environment.
I've been looking at tutorials by a youtuber:
https://www.youtube.com/channel/UC3QBWg9pMnaFF-q0qjXPDEg
He provides easy to follow demonstrations on how to do certain things in ue4. From applying decals to creating cutscenes.
I've been looking at tutorials by a youtuber:
https://www.youtube.com/channel/UC3QBWg9pMnaFF-q0qjXPDEg
He provides easy to follow demonstrations on how to do certain things in ue4. From applying decals to creating cutscenes.
Labels:
Abertay University,
Bryce Reynolds,
Honours Project
Location:
Edinburgh, Edinburgh, UK
Friday, 27 November 2015
Research- Horror Atmosphere.
Humans need contact with others and find
comfort when in the presence of other people. Having nobody to rely on for aid
can have a psychological effect on the player as nobody has their back. Its
leaves the player relying on their senses. Sound effects, music, and the design
of the environment heightens the player’s awareness to all these parts.
Environments likewise have an effect on the
decisions a player makes as they feel under more pressure being in an
uncomfortable atmosphere. An example of this would be in horror games. The
gameplay is usually dimly lit with a sense of the unknown, which triggers a human’s
fear mechanisms as they are unable to detect what is nearby. The scale of an
environment can also create tension from the user such as being alone in a vast
environment with no other human contact.
Games such as outlast capture the feel of terror very well. The vibrant red of the blood against the dirty, dusty browns allows it to stand out and emphasises the gore.
Within my environment i want to have a contrast like this, by using lighting and vibrant reds against the darkness of the old prison.
Labels:
Abertay University,
Bryce Reynolds,
Honours Project
Location:
Edinburgh, Edinburgh, UK
Tuesday, 10 November 2015
Environment Moodboards- Research
Ideas of the sort of layout i want. Two sides of cells with 2 levels. Allows me to place more assets in the centre.
Labels:
Abertay University,
Bryce Reynolds,
Honours Project
Location:
Edinburgh, Edinburgh, UK
Tuesday, 3 November 2015
Change of Direction
Currently not enjoying my choice of project, so have made a change to something that i will enjoy more and what i feel is my strength. I'll be producing 3D environment concept art. I have already decided it will be based in a prison/jail with a horror theme. I'll be looking at what creates a tense atmosphere within this type of environment and put them into my practice.
I Feel a lot more positive moving forward with this.
I Feel a lot more positive moving forward with this.
Labels:
Abertay University,
Bryce Reynolds,
Honours Project
Location:
Edinburgh, Edinburgh, UK
Monday, 26 October 2015
Wednesday, 14 October 2015
Research - Seeing faces
"Pareidolia, as this experience is known, is by no means a recent phenomenon. Leonardo da Vinci described seeing characters in natural markings on stone walls, which he believed could help inspire his artworks."
As mentioned in the post before, I kept seeing faces in my drawing exercises, so i further researched the reason behind why our brains seem to pick out faces from everyday objects, shapes, textures etc.
http://www.bbc.com/future/story/20140730-why-do-we-see-faces-in-objects
As I'd like to develop environments on 3D using a surreal approach, my next step is to take photos of landscapes both of nature and urban areas and see what i can see within the images themselves, then highlight areas that stand out to me.
Labels:
Abertay University,
Bryce Reynolds,
Honours Project
Location:
Edinburgh, Edinburgh, UK
Monday, 12 October 2015
Research - Automatic Drawing Exercises
Automatic Drawing
Automatic drawing is a highly expressive form of image making first proposed, developed and promoted by the Surrealists – Andre Breton, one of the movements founders, described surrealism as ‘Pure psychic automatism’. Essentially, automatic drawing is the ‘thoughtless’ creation of random mark making and subsequent reflection on what has been drawn; in this sense automatic drawing can be a powerful tool for art therapists. People who are being treated and diagnosed using art therapy – this could be children coping with issues around abuse, imprisoned criminals, the elderly, people undergoing detox and withdrawal from drugs and alcohol, or people in numerous other difficult situations – may be asked to produce drawings without thinking about what they’re are creating. The results can be used as a form of diagnosis to reveal subconscious or suppressed emotions and thoughts. Automatic drawing has also been associated with ‘mediumistic automatism’, in which people claim to be drawing or writing on behalf of spirits and ghosts.
http://www.finearttips.com/2013/11/six-creative-drawing-exercises/
I thought i would try out the automatic drawing exercise as I was having a few problems getting motivated and inspired. I was hoping it would free my mind and get the creative juices flowing, and by creating random marks on the paper, i may see other images within the marks them self.
This exercise was drawing without actually looking at the paper, and keeping the pen on the paper at all times. I then began darkening certain lines and it began to give the appearance of a face.
For this image i randomly shaded the paper with a pencil, then again randomly began erasing shapes and lines from the pencil, again for some reason I saw a face,
This exercise was just creating pattern and shapes, , I'm not sure what it could be,but again I keep seeing a face.
This was another doodle i did, I just drew what was in front of me, i then tried to capture movement from actors on the TV.
These 4 excersises have led me to another point in my research and somthing that I'll look at. "Why do we see faces in everday objects?"
Tuesday, 6 October 2015
Research - Surrealism
Surrealism was sought to channel the unconscious as a means to unlock the power of imagination. The most frequent types of imagery is nature, Salvador Dali's work often included ants and Joan Miro's work was heavily influenced by birds. Surrealism grew out of the "Dada" movement, the main influence for the surrealists was the work of Giorgio de Chirico.

Giorgio de Chirico, 1914, The Song of Love, oil on canvas, 73 x 59.1 cm
"By employing fantasy and dream imagery, artists generated creative works in a variety of media that exposed their inner minds in eccentric, symbolic ways, uncovering anxieties and treating them analytically through visual means."
There were to main methods of distinguishing surrealist paintings, one was the use of hyperrealism which can be seen in Dali's works, with the crisp detail and fine illusion of three dimensions. Automatism on the other hand, was another approach used to "tap into the unconscious mind" this helped the artist bypass reason and rationality, forgo conscious thought and embrace chance when creating artwork.
http://www.theartstory.org/movement-surrealism.htm
Giorgio de Chirico, 1914, The Song of Love, oil on canvas, 73 x 59.1 cm
"By employing fantasy and dream imagery, artists generated creative works in a variety of media that exposed their inner minds in eccentric, symbolic ways, uncovering anxieties and treating them analytically through visual means."
There were to main methods of distinguishing surrealist paintings, one was the use of hyperrealism which can be seen in Dali's works, with the crisp detail and fine illusion of three dimensions. Automatism on the other hand, was another approach used to "tap into the unconscious mind" this helped the artist bypass reason and rationality, forgo conscious thought and embrace chance when creating artwork.
http://www.theartstory.org/movement-surrealism.htm
Sigmund Freud
Freud legitimized the importance of dreams and the unconscious as valid revelations of human thoughts and desires.
The Unconscious
The concept of the unconscious was central to Freud's account of the mind. Freud believed that while poets and thinkers had long known of the existence of the unconscious, he had ensured that it received scientific recognition in the field of psychology. The concept made an informal appearance in Freud's writings.
The unconscious was first introduced in connection with the phenomenon of repression, to explain what happens to ideas that are repressed. Freud stated explicitly that the concept of the unconscious was based on the theory of repression. He postulated a cycle in which ideas are repressed, but remain in the mind, removed from consciousness yet operative, then reappear in consciousness under certain circumstances. The postulate was based upon the investigation of cases of traumatic hysteria, which revealed cases where the behavior of patients could not be explained without reference to ideas or thoughts of which they had no awareness. This fact, combined with the observation that such behavior could be artificially induced by hypnosis, in which ideas were inserted into people's minds, suggested that ideas were operative in the original cases, even though their subjects knew nothing of them.
Freud, like Josef Breuer, found the hypothesis that hysterical manifestations were generated by ideas to be not only warranted, but given in observation. Disagreement between them arose when they attempted to give causal explanations of their data: Breuer favored a hypothesis of hypnoid states, while Freud postulated the mechanism of defense. Richard Wollheim comments that given the close correspondence between hysteria and the results of hypnosis, Breuer's hypothesis appears more plausible, and that it is only when repression is taken into account that Freud's hypothesis becomes preferable.
Freud originally allowed that repression might be a conscious process, but by the time he wrote his second paper on the "Neuro-Psychoses of Defence" (1896), he apparently believed that repression, which he referred to as "the psychical mechanism of (unconscious) defense", occurred on an unconscious level. Freud further developed his theories about the unconscious in The Interpretation of Dreams (1899) and in Jokes and Their Relation to the Unconscious (1905), where he dealt with condensation and displacement as inherent characteristics of unconscious mental activity. Freud presented his first systematic statement of his hypotheses about unconscious mental processes in 1912, in response to an invitation from the London Society of Psychical Research to contribute to its Proceedings. In 1915, Freud expanded that statement into a more ambitious metapsychological paper, entitled "The Unconscious". In both these papers, when Freud tried to distinguish between his conception of the unconscious and those that predated psychoanalysis, he found it in his postulation of ideas that are simultaneously latent and operative.
Dreams
Freud believed that the function of dreams is to preserve sleep by representing as fulfilled wishes that would otherwise awaken the dreamer.
In Freud's theory dreams are instigated by the daily occurrences and thoughts of everyday life. His claim that they function as wish fulfillments is based on an account of the “dreamwork" in terms of a transformation of "secondary process" thought, governed by the rules of language and the reality principle, into the "primary process" of unconscious thought governed by the pleasure principle, wish gratification and the repressed sexual scenarios of childhood.
In order to preserve sleep the dreamwork disguises the repressed or “latent" content of the dream in an interplay of words and images which Freud describes in terms of condensation, displacement and distortion. This produces the "manifest content" of the dream as recounted in the dream narrative. For Freud an unpleasant manifest content may still represent the fulfilment of a wish on the level of the latent content. In the clinical setting Freud encouraged free association to the dream's manifest content in order to facilitate access to its latent content. Freud believed interpreting dreams in this way could provide important insights into the formation of neurotic symptoms and contribute to the mitigation of their pathological effects.
https://en.wikipedia.org/wiki/Sigmund_Freud#Dreams
https://en.wikipedia.org/wiki/Sigmund_Freud#The_Unconscious
I will be reading further into the work of Freud as it has inspired me a lot, although not an artist I feel his work would be greatly beneficial to my research and the development of my project. I think that it may inspire me to think outside the box and explore other ways of developing my art.
Labels:
Abertay University,
Bryce Reynolds,
Honours Project
Location:
Edinburgh, Edinburgh, UK
Monday, 28 September 2015
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