Development Project 02

oozey mess
TVSTRANGERTHINGS
Xuebing Du
YOU ARE THE REASON
Three Goblin Art

if i look back, i am lost
Mike Driver

pixel skylines

❣ Chile in a Photography ❣
No title available
"I'm Dorothy Gale from Kansas"
ojovivo
NASA
official daine visual archive
Not today Justin
Fai_Ryy
will byers stan first human second
Cosimo Galluzzi
art blog(derogatory)
we're not kids anymore.
seen from South Africa
seen from Canada

seen from Russia
seen from United States
seen from United States

seen from T1

seen from United States

seen from India
seen from United States
seen from United States
seen from United States

seen from United States

seen from United States
seen from United States

seen from United States

seen from Mexico

seen from Singapore
seen from Singapore
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seen from United States
@zhuoyueli
Development Project 02
Development Project 01
a
Reflection
After practicing the various topics in a course, I think I pay more attention to the direction of conceptual design. The design of characters, the design of individual objects or the design of architecture has to say that I am very interested. Of course, the previous course has greatly helped me improve my ability to model in 3D. At the same time, I also watched a lot of teaching videos about painting and tried some exercises through the hand-drawn board. But today's technology is developing so quickly, I'm glad that I now have a certain basic modeling technology and the ability to construct scenes. I also became very interested in Zbrush. It can be sculpted very quickly. This unique digital sculpting allows me to express in more precise and precise ways when creating characters. After that, I want to use modeling software such as ZBrush to build simple characters or environment and space scenes. Then the generated image will be imported into Photoshop for further drawing. Finalize the entire design. Modeling will make perspective, proportions, and light and shadow more rigorous, or closer to the real, which can greatly reduce some errors that I may make when painting directly. I'm still watching some teaching videos about Zbrush sculpting and some painting videos.
d
Reflective
6, Cart Game Asset
6, Cart Game Asset
5, Nostalgia And Memory
5, Nostalgia And Memory
Critical Analysis
Gao, G., Min, A. and Shih, P. (2017). Gendered design bias: gender differences of in-game character choice and playing style in the league of legends. OZCHI '17 Proceedings of the 29th Australian Conference on Computer-Human Interaction,1st ed. [online] pp.Pages 307-317. Available at: https://dl-acm-org.ezproxy.herts.ac.uk/citation.cfm?id=3152804 [Accessed 5 Nov. 2019].
Based on my subsequent research and creation in the direction of character design, I chose this paper as the object of critical analysis. This article raises gender issues in-game character design and selection and explores some factors that may cause players to choose a character. In order to study their arguments, the authors chose to use League of Legends (LOL) as the carrier of research and invited players of different genders to take the test. Also, refer to the literature on discussing gender issues in games and human behavior in society. LOL, as one of the most popular competitive games (MOBA), has abundant game characters and a large number of players, which can provide researchers with a range of data references. The authors hope through the results of their discussions, LOL can have richer elements in subsequent character design and encourage female players to participate in competitive games.
The authors first stated that Female players are not necessarily less than male players based on data from the Pew Research Center (2015). It also lists some game data to show that the composition of players in different game types is also different. But in competitive games, male players are still mainstream. Female players are more inclined to casual games than violent games. Author Cui Cuihua, Rabindra Ratan, Y. Research articles by Dora Cai and Alex Leavitt (2014) show that the authors in society currently consider some social issues, and stereotypes of race and region have been biased when certain characters were designed.
Then the authors through some other game research scholars' articles show that women are in a relatively disadvantaged layout on the Internet. The design of female characters also includes some gender discrimination, and character designers have already used stereotypes to carry out their work when they started designing these characters. This is to some extent the game environment for female players is not friendly. The author supports his ideas with articles by Wai Yen Tang and Jesse Fox. Players can customize their roles in MMO. In LOL, players can more directly choose their favorite appearances. This behavior comes more from female players, and male characters rarely say that they choose their characters by their good looks. This aesthetic difference is also one of the factors affecting the gaming environment, and it is also due to the different physiological structures and thinking modes of men and women.
LOL is a game with fixed characters, the authors tend to use the inherent settings in the game as the main research object and interview the participating players. This makes research results more accessible to the truth. According to the tabular information provided in the article, it is more likely that characters with strong aggression and defensive character appear as male characters. Supportive occupations are more designed as female images. For players of different genders, both male and female players mainly choose characters of the same gender. This figure accounts for almost two-thirds of both genders. The author believes that this is because it is easier for players to identify characters with the same gender. In subsequent visits, the female players who participated in the test believed that there were physiological differences between the male and female players, and they did not want to be accused and stressed too much. Therefore, preference is given to better coping and supporting roles. However, some female players have shown that they are better qualified for difficult roles than male players. Some male players think that female players play auxiliary roles just fine. The authors use research by Dmitri Williams, Nicole Martins, Mia Consalvo, and James D. Ivory (2009) to show that men spend more time in games than women, so male players can practice better and have more opportunities. LOL takes a lot of time to practice, which has become the main factor that causes the difference in the strength of players with different needs.
The author also interviewed some players who indicated that they would choose characters that do not match their gender when they need to work in a team or if their friends are not familiar with the operation of someone's character. In order to win the game, players pay more attention to the choice of their skills. At this point, gender stereotypes here will reduce the impact on players.
At the end of the article, the female players mentioned in the summary will pay more attention to auxiliary roles, while the male players will be more combative. The author proposes that to reduce gender stereotypes, all game characters should have dual genders. This will increase the workload of the game maker but may have an impact on the player's choices. And occasionally chaotic scenes in actual battles do not make players pay attention to their image. The authors use T.L.Taylor's research to show that in social games, the female’s social environment is not ideal. Some female players choose to hide their true gender when playing games to reduce external harassment. I agree with this view, the gender I replace in all social media in the game is male. The author also proposes that the role designer should make some intervention when setting the game profession, such as reducing the role of defensive roles on auxiliary roles. As far as the balance and playability of the game profession are concerned, this cannot be a strong suggestion.
Taking into account the variety of games, their final result is only based on the LOL game. Therefore, this does not fully explain that the gender stereotype problem existing in other games is necessarily related to some factors they studied. But the article will be a great inspiration for my future work. I am a gamer and a person who is about to enter the game design industry. Considering that I am a female player myself. When designing a character, I need to consider making corresponding substitutions in character design in order to attract players.
At the beginning of this article, it was mentioned that male characters are usually designed to be stronger and more handsome, while female characters are designed to be more sexy or weak. With the increasing demands of players and some ideological changes in society, players' needs for characters will gradually diversify. Game designers will add more elements to the character design.
Given that this article was released in 2017, some other types of games that have actually been released are already meeting the different needs of players. The producer can let the player actively choose the character gender. In the recent LOL professional league, we can find that male players are still mainstream. The author rarely mentions the reasons for the player's own personality and the game environment in LOL. Research on gender stereotypes is still incomplete. For female players to have an equal playing environment with male players in competitive games, more social research is needed.
Words:1140
4, Light And Shadow
4, Light And Shadow
Annotated Bibliography
1.Gege, G. (2017). Gendered design bias: Gender differences of in-game character choice and playing style in League of legends. In: M. Brereton, ed., The 29th Australian Conference on Human-Computer Interaction, 1st ed. New York: Association for Computing Machinery, pp.307-317.
By studying some of the factors in the hero's league of competitive games, the author has made relevant tests through the analysis of the data and the interviews with the players. Finally, they concluded that gender stereotypes would affect the design of the role of the game, the perception of the player's ability and the social habits of the laughter, which makes the choice of the game character and the gender difference in the game style more obvious. They discuss the meaning of the design to make the LoL more inclusive for female players. This provides a direction for thinking about my character design in the future. I don't think I should work with traditional stereotypes. I should adopt more flexible ideas in character design. This made me realize that creating a good game environment starts with character design.
2.Sloan, R. (2015). Virtual Character Design for Games and Interactive Media, CRC Press LLC, Florida. Available from: ProQuest Ebook Central. [16 December 2019].pp.185-200.
3. Miller, MK&Summers, A.Sex Roles, (2007). Gender Differences in Video Game Characters’ Roles, Appearances, and Attire as Portrayed in Video Game Magazines.
I chose this article because the author's discussion and research on the stereotypes of characters in the game caught my attention, which helped me to a certain extent in my future work. Among them, researchers conducted group experiments on how different genders affect the design of game characters. The final conclusion is that there are extremely obvious gender differences in the design of the characters in the game. In the discussion part of the article, they thought that when the player plays the game, the character's image will have a subtle effect on the player's mentality. In particular, teens mimic the role of the game, which may further lead to comparisons between players. Therefore, in future character design, I will consider how to more reasonably determine the character image to be designed.
4.Gender inclusive game design: expanding the market / Sheri Graner Ray
5.Ma, Chongyang et al. Game Level Layout From Design Specification. Computer Graphics Forum 33.2 (2014): 95-104.In this article, the author is proposing an algorithm as a method of creating video game level layouts procedurally in an attempt to lessen the amount of man hours required to create large game levels and increase replay value. While I believe procedural level generation is a positive step forward for certain genres of games (such as Diablo 3 which uses this exact method), I believe that if not handled correctly the game can lose its sense of direction, and the player can devolve into just running in random directions with no clear idea of where to go, not making for the best experience. The author talks about how the use of procedural generation in conjunction with the manual placement of objects in the scene could streamline the workflow of artists and save valuable time. This is very relevant today because working artists are very constrained by time allowed for each asset they create, so if an algorithm could be used to procedurally place trees for example, throughout my scene, but governed by a set of rules, it would save the artist time to be able to fine tune it to achieve the desired look.
6. Shigeru Miyamoto: Super Mario Bros., Donkey Kong, The Legend of Zelda
7.Gaming after dark visual patterns and their significance for atmosphere and emotional experience in video games
In this book, the author discusses various factors that may have an impact on the design of the gaming environment by introducing artwork from the late 19th century and emerging visual features commonly used to create a horror atmosphere in visual art. Further research is made on how these environments can affect players.
8.Devine, T. C., W. A. Presnell, and S. Miller. Games As Art And Kant’s Moral Dilemma: What Can Ethical Theory Reveal About The Role Of The Game Designer As Artist?. Games and Culture 9.4 (2014): 277-310.
By studying the game mode of Fallout 3, researchers have considered the moral concepts in its doomsday creative background. By simulating what Kant would do in the apocalyptic world, and still thinking about the different options this exercise brings. They found a connection between giving players responsibility and depth of gameplay. These discussions will not only clarify the relationship between morality and challenges in games for players and game designers, but also the relationship between morality and real challenges. In the end, they concluded that game designers should incorporate critical thinking and problem-solving skills when designing games. This will affect players' deeper thinking and discussion about the game, which will cause a moral resonance in real life. For me, this article provides a starting point for how to make players more impressed. For my future design of the environment in the game, I can better combine the copywriting to enhance the atmosphere of the game.
9. Role-Playing Video Games and Emotion: How Transportation Into the Narrative Mediates the Relationship Between Immoral Actions and Feelings of Guilt
10.Schell, J. (2008) The Art of Game Design: A Book of Lenses, Burlington: Morgan Kauffman.
Meintema, Ruben. Playing In Perspective: An Art Historical Analysis Of Spatial Representations In Video Games. Crossings: Electronic Journal of Art & Technology 6.1 (2012): 3-3.
This article examines video games as an art form by comparing its development to that of more traditional art, looking at art history specifically, and attempts to show a correlation between the two. Meintema compares the various art movements in history to how the art of video games has developed, starting with the medieval depictions of art (first Mario games) and evolving into the top down and three dimensional styles that games have developed. The author compares the Italian Renaissance to where video games find themselves now, striving towards photo-realism. He concludes that painting then pushed towards Modernism, which has left video games behind in terms of the evolution of the art form, even stating that video games as an art form are stuck in ‘old’ traditions. He does talk about Echochrome as an attempt by a video game developer to create a truly ‘Modernist’ game. As I am trying to launch my career into the video game industry as an artist, having a different view on the art form and an idea of how it could push forward and be more artistically relevant is a valuable resource for me.
3, Sea Of Thieves Brief
能够模仿优秀的
3, Sea Of Thieves Brief
Assignment 2, Places of the Mind