Modern technologies influencing and enhancing the visual storytelling in the gaming industry
Why I chose this industry
I chose this industry since I have always been interested in creating narratives and the conception of the final product over the product itself. My interests have always been in creating an interesting story that leaves a mark with the person who is going to see it, and I think that games leave the biggest impact on people, based on my experience of playing games my entire life. With the change and development in technology over the coming years I can see the potential that it has towards making the process of creating games a lot easier and different enough to change the scene entirely.
Outcomes/Objectives
With this research and essay I aim to achieve the knowledge in my chosen industry that will help me get a job in the future or at least identify the key skills I have or will need to work on in order to get a job in the future in this industry. I also aim to look at current companies and practices and ways for myself to innovate and bring something new to these companies and practices using the technology I will research.
General statistics
21 million people play video games in the UK, making it the 5th largest video game market in 2017 based on consumer revenues. The UK consumer spend on video games was valued at £5.11bn 2017 (12.4% increased from 2016: £4.33bn)
There are 2,175 active video game companies in the UK (as of 2017) and 68% of the companies were founded since the beginning of 2010.
Higher education in the UK strongly supports the games industry; 60 universitires provide 215 undergrate video games (in 2014 alone)
23% of courses are in London, 18% in the West Midlands and 16% in Yorkshire.
Trends in Technology
Motion Capture technology (or MoCap) is a method that is used to digitally capture and record human movements. Recorded motion that has been captured is mapped onto a digital model in 3D software (Maya or Unity) so the character then moves like the actor you have recorded. Motion capture can be used for film, video games and VFX.
Examples of motion capture: Andy Serkis in Lord of the Rings, Troy Baker in Infamous: Second and The Last of Us.
Software MoCap can be done in: Xsens MVN, Maya, 3DS Max, Unity.
At this time the market was “booming for mobile and handheld gaming, so a common trend became the secondary screens for consoles and cross-play.” (Poh, 2018)
The Wii U was announced at E3 in 2011 and wasn’t released until 2012, or really become a leading game until 2013. The Wii U’s main selling point was the additional “controller” which had a screen, giving the players the ability to to play both on the gamepad or the tv, or both at the same time using the gamepad to access inventories the play on the screen.
At the same time, rival company Sony, announced the PS Vita – allowing the main console to act as a second screen through cross play and remote play. This would allow players to play console games away from the console and on the smaller screen to play on the go.
VR became very popular in 2016 when the Oculus Rift was announced and introduced: it aimed to let players experience games they play as if they’re in the world in the game. With it’s design they aimed to make it as comfortable and immersive as possible. Once Oculus released the Rift other companies such as Google and Android also wanted to take advantage of the VR, which welcomed the release of Google Cardboard.
Tools used to create games in VR include:
• 3DS Max and Maya
• Unity 3
• Unreal Engine 4
• Blender
Trends in technology (2016-2017)
VR, AR and “physically collaborative” (Erica Webber, 2016) games are becoming a big trend in 2017. Companies are now trying to find more ways to incorporate the body into gaming but not only as a way to get players more active but to also immerse them in the world they’re in, your body would act as a physical anchor to the game you’re playing.
Pokemon Go, released in 2016 paved the way for augmented reality games on mobile. Created by Niantic with 650 million downloads in 2017 alone, it influenced Google to create augmented reality games on mobile such as: Ghostbusters World, Jurrasic World and The Walking Dead Our World. Even though it didn’t create a surge of AR games on mobile, it did allow Google and Apple to begin development on AR platforms which would allow developers to easily create AR games.
Some tools to create AR games include:
• Apple ARKit
• Vuforia
• Kudan
• ARTool Kit
• Augmenta
• EasyAR
UK based companies that specialise in AR/VR Gaming:
• Harmony Studios
• Preloaded
• Kuju
• Climax Studios
Rise of indie studios
Rise of Indie studios
Developer platforms have been increasing in the past years considering software available to create games have been more accessible for anyone to create games. Because of this the numbers of indie studios and games have been increasing.
List of Indie games made by UK Companies:
• Monument Valley
• Purrfect Date, Surgeon Sim, I Am Bread
• No Man’s Sky
• Prison Architect
• LittleBigPlanet, Tearaway, Dreams
UK Indies:
• Ustwo
• Bossa Studios
• Kuju
• Introversion
• Hello Games
• Media Molecule
• Hard Light
• Criterion Games
Free software available for game development:
• RPG Maker
• GameMaker Studio
• Unity
• Stencyl
• Unreal Engine 4
New Technologies
Grease Pencil in Blender
The grease pencil in Blender is beginning to create a change in the way we animate in 2D, by combining 3D features with 2D tools you can make an animation in Blender fully in 2D but on a 3D plane, create visual effects using 2D and rotoscope your 3D animations or combine 3D with 2D. Positioning cameras in conjunction with models and affects can allow the grease pencil to create dynamic animations. When using the tool it also allows for bone rig and model deformers allowing you to change the shape of the objects you create. “Hero” is a short film made in the Blender using the Grease Pencil that shows off it’s true potential and some limitations. Much like Spine, using Blender retains the traditional charm of 2D.
Spine – 2D animations for games
Spine is an up and coming 2D software animation tool which allows artists to create animations specifically for video games, whilst utilising a lot of aspects from 3D software. The basis of this software is that it allows you to create 2D animations for video games whilst using a lot of helpful features from 3D software, meaning you won’t need to spend a lot of time animating frame by frame and thus cutting down a lot of time and therefore money. Some main features include:
• Dopesheet: allows a detailed view of the layers and timelines, letting animators make fine adjustments in timings.
• Meshes: as opposed to drawing rectangles the meshes let the artists specify polygons inside the image and increases the fill rate as the pixels outside of the polygon won’t be drawn or selected – which is essential for mobile games.
• Graph editor: allows interpolation between keys to adjust the timings and create life like movements, like we’ve seen in Maya.
• Free-form Deformation: allows you to move individual mesh vertices to squash and stretch the image which isn’t possible with regular rectangular images.
Paths + IK/FK: allows your images/2d animations to be rigged with Bezier splines to be controlled using bones, allowing intuitive use of your drawings.
Some companies that have used Spine as a 2D tool:
• Rocket Punch
• Game Freak
• Daedic Entertainment
• Bee Square
• Bulbware
Real Time Rendering – Unreal Engine 4
Real time rendering involves “animation that are rendered so fast they appear to be generated in real time.” (What is Real Time Rendering and Why It Matters, 2018) It was created by Epic Games, they unveiled it by showing off three new games that utilised this technology: Fortnite, Kingdom Hearts 3 and Sea of Thieves. Real time rendering allowing designers to create characters and props that would be placed in the world or the stage and it will be rendered immediately, also meaning that any subsequent changes to the characters, props or lighting will also be rendered immediately, thus saving time. Not only does it save time, but it allows great potential for the designers and developers to experiment greatly with the designs, lighting, camera placement and colour effects as they can be rendered in real time and making the process much more intuitive. It “allows the directors to act much like a film director would on a set” (What is Real Time Rendering and Why It Matters, 2018), by cutting waiting time and making almost immediate changes. Other upgrades to this engine mean that games can be created with photo-realistic finishes with characters that are much more life-like. In the future, artists might be required to also know how to use real time rendering and it will most likely become common practice in industry considering how much time it saves.
Places for innovation
Real Time Rendering saves a lot of time in the development pipeline such as saving time when changing assets or small design aspects, for example, in the development of Ori and Blind Forest, a lot of time was spent on having to re-render the character of “Ori” as they constantly had to change position of his arms to fit the 2D plane of the game. If the team had access to real time rendering, a lot of time could be saved as they could’ve just changed the assets and render them immediately.
Tiltbrush in VR; Tiltbrush is a tool made by Google which allows artists to freely draw in a 3D space in Virtual Reality. It also allows artists to create small animations in VR, Tiltbrush could easily be used to create 3D models, which means they can be done faster and easier, as well as allowing potential for more stylised models. Tiltbrush will let artists cut time and create 3D models and still retain the charm that comes with 2D.
Upon completing this research I have found that I need to develop my technical skills, specifically in terms of rendering assets. As well as this in my future studies I aim to work on my conceptual skills in order to develop my aesthetic and skills. This research has given me an idea of what the gaming industry looks like in the UK and what I should expect to be getting myself into. With this research I have also identified companies I aim on interning at or doing work experience at: Mind Candy, Bossa Studios, Kuju, Jellyfish and The Third Floor. These are pre-viz and video game development companies.
References/Bibliography
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