Showing posts with label Honours Project. Show all posts
Showing posts with label Honours Project. Show all posts

Sunday, 24 April 2016

Environment video

Video of the environment created. Really happy with the way this turned out. This was created using the cinematics in unreal engine 4. Mainly used for cutscenes within games as i wanted to show the environment in the game engine.

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.

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.

“new research indicates that certain games may actually boost brain power and improve strategic thinking. The study found that test subjects playing the real-time strategy game StarCraft exhibited more agile decision making as well as overall improvements in “cognitive flexibility” — the mental faculty of creative and lateral thinking.” (Video Games Improve Decision Making. 2013.)

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, 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.

Decision making in story driven games has made a big impact on the way players play through the game and players will pay more attention to their actions. The consequences of making a decision early on can greatly affect the experience of the gameplay later in the game. This encourages the user to think before they act as it could change the whole experience from then on out. Whether it is by choosing certain character traits (Charisma, Weapon Skills etc.), exploring the map in an alternative way or even killing off a character early on, these can all have a huge effect on the final outcome of the playing experience.

 

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.





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.

           Outlast (2013)

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.


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.


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.

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.

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.

File:De Chirico's Love Song.jpg
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.





Monday, 28 September 2015

Time Plan

Current plan for the project, this may change over the next while depending on circumstances.