Monday, October 13, 2014

Character Design - Amplification Through Simplification

There’s an interesting concept called “Pareidolia” that’s been on my mind lately. Essentially, it’s the word for how humans can perceive significant imagery in vague stimuli, like seeing shapes in clouds and faces and/or rabbits on the moon. It’s part of this amazing human propensity for creativity and interpretation. The most interesting way I think it tends to pop up is in our ability to see vague faces in everything, as long as we can identify anything that might be construed as two eyes and a mouth (this facet tends to fall into the term "matrixing"). We have this innate need to caricature things so that we can see ourselves in them.



I first heard of the concept in Scott McCloud’s Understanding Comics, a textbook that analyzes the way comics are built and how they utilize visual storytelling in a wholly unique way. It’s a great, approachable book (told, of course, in comic format), and I recommend it to anyone who’s interested in comics in the slightest. In chapter 3, McCloud looks at how character design and details can bring you into a story. He looks at what’s so intriguing about cartoons.

McCloud suggests we latch onto simple designs via a concept he calls “amplification through simplification.” In his own words: “When we abstract an image through cartooning, we’re not so much eliminating details as we are focusing on specific details.” Two eyes, a nose, a mouth. Because we all have those very basic figures (give or take), we can all see ourselves in, say, a stick figure. “Thus, when you look at a photo or a realistic drawing of a face… you see it as the face of another. But when you enter the world of the cartoon… you see yourself.”

I feel like this is something we’ve had to pay more attention to as video games have become more complex. See, since their inception, games have been tied to the strength of technology. We started off with very simple strategies, like with Spacewar and Pong. As the tech got better, we were able to design more complicated games that often had more complicated stories. The better we could render characters, the more detailed their designs could become. We had to rely less and less on box art and concept art to see detailed characters— all we had to do was look at the character models in game.

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 Here’s why I’ve been thinking so much about McCloud lately. It all ties into diversity and representation in games. When games were newer, when technological constraints could barely handle any kind of detail in character design (I’m looking at the early arcade era through the industry crash and up to about the middle of the NES’s life cycle), art design tended to veer towards simpler, cartoony looks. Even more “realistic” designs, like in Metroid, had simplistic in-game sprites so you could easily identify a human shape. And because they were all cartoony to varying degrees, the “amplification through simplification” concept went into effect. We could see ourselves in these cartoony shapes without too much trouble, even if we weren’t mustachioed Italian plumbers. The simple design meant they were blank canvases. Not to mention, their motivations were so simple (“rescue the girlfriend,” “beat up that guy,” “punch the dinosaur”) that we could place ourselves into the game at the drop of a hat. After all, I, too, want to punch a dinosaur. Who doesn’t?
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But over the years, our games have gotten a lot more involved. Character designs have become detailed, as have backstories and plot. It’s harder to see yourself in someone photorealistic, no matter how well his arm hair is rendered. It’s just a facet of design.

The ultimate goal of any game is immersion. You want your player to tune out everything else and totally place themselves in the game you’ve created for them. And an easy way to do that is to help the player feel connected to their avatar, often through character design. But since we’ve strayed so far from simple, cartoony characters (In many genres, at any rate-- simple character designs still thrive in all-ages titles), players have had a more difficult time placing themselves in the situation presented in a game.

This is just one reason why the continual use of Grizzled White Guy with Brownish Hair as a design in games has become so frustrating for anyone who doesn’t exactly fit that description. We want to see ourselves in the media we consume, and we can’t do that easily when character designs are so photorealistic. It breaks our immersion and keeps us just a few steps away from the protagonist. Which is enough to break flow and lose enjoyment.

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The need for new, distinguished and diverse characters has grown exponentially since we’ve become able to create realistic avatars. And it behooves us all to fulfill this need. Not necessarily to fulfill a quota, but to bring immersion to players that haven’t been able to fully bring themselves into a game for almost thirty years.

--
Annie Craton
Design Lead for NORA

Wednesday, September 24, 2014

Burnout Game Ventures - Who They Are and Why They Are So Awesome!

Weve received a decent amount of inquiries about our Incubator, Burnout Game Ventures LLC, so we wanted to take some time and explain who they are and why theyre so important to NORA. For those of you that arent familiar with an incubator, it is generally an advisory group that helps start-ups streamline the development process. They provide some resources, mentoring, and other tools


BGV is more than an incubator, more than a publisherThey provide whatever resources we require, are lining up some impressive advisers (to mentor us and the other game studios under their umbrella), and offer processes to expedite a game being successfully developed and released. They will also assist with marketing and distributing our game.

When NORA was just getting started, we lacked both resources and direction. We had an awesome idea for a game and we had a solid vision for the studio, but as weve mentioned before, getting the ball moving is often the hardest part of any project. We spent about a year in preproduction to hammer out some ideas before getting connected with BGV and since then the production has drastically changed.

Weekly BGV Team Meeting
Rupert Meghnot, BGVs founder, strives of getting a game from idea to market in 6-months. With the slow pace NORA was moving we were thrilled to get started under their mentorship. We joined up with other local Indie Studios (Sour Foot Games, SymbioVR, Major Games, etc.) and got to work.

BiT: Evolution - Major Games
Aside from tools and advice to manage and maintain development, BGVs aforementioned advisers direct specific parts of the development process. These industry veterans provide great feedback on the development of the art, design, development, and even marketing/business aspects of setting up and running a game development studio.

Victim 146 - Sour Foot Games
BGV is quickly growing. With over 60 developers under them (in just six months), each project is moving at a steady pace. One of the greatest things about this network is the ability for developers to move between teams and work on multiple projects. As most of the developers are just breaking into the industry theyre gaining amazing experience and multiple credits under their name.

If you are interested in learning more about Burnout Game Ventures or possibly even joining as a developer or an adviser, check out their website: www.burnoutgameventures.com

"Strap In, Shut Up, and Hang On"

Wednesday, September 10, 2014

NORA - Preproduction Concept Art


As many of you know, we're currently in preproduction of our Science Fiction Psychological Thriller game, NORA. We hope to give everyone a look at gameplay in the next coming months, but in the meantime we've been producing a good amount of concept art to develop visual understanding of how NORA would look. We decided it would be a good idea to post a collection of some of the concept art to date and start to answer any questions you may have about our game below in the comments! Ask away!

Captain Abigael Blake with the Artificial Intelligence, NORA
Composite Image, featuring Victoria Swilley - The voice of Abigael Blake
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The bridge of the NORA
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A look at the interior hallways in the NORA
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NORA's Observation Lounge
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NORA's Engineering Bay
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The Drakulich Space Station
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The Mark of the Drakulich Empire
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The spacesuits aboard the ship
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Miscellaneous character/clothing concepts 
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So there you have it. We have a ton more artwork, but don't want this blog to drag on. Hope you all enjoyed your inside look at NORA!

Note: Images do not reflect actual gameplay

Wednesday, September 3, 2014

Character Creation Just Gets Weird Sometimes

One of the things I like most about NORA is that it's a very character-driven game. So much of it revolves around the relationships you create with a small group of men and women, and a lot of what may make or break immersion for the player is how well we portray those characters.

Now, this is kind of my jam. I love creating characters and developing their quirks and backstories. You know those 50-question character development sheets you can find in like, every class that has ever looked at creative writing sideways? I do that kind of stuff for fun. I came into development after most of the cast had been concepted, so most of my job so far has been fleshing out those concepts into more realized people. It's not exactly building somebody from the ground up, but, well, I can deal.



One of the tricks to creating a character that feels realistic is giving them a little piece of something very human. A quirk. A certain way of looking at the world. A nervous gesture. A song they can't stop humming under their breath. And you can pull these out of the ether all you want, but the best ones come from observation. It's kind of the trick to "write what you know." You have to go out and learn things, see things, meet things, in order to write them with any modicum of understanding.

To that end, well, I've used a lot of myself in the cast of NORA.

This one is the kind of introvert that likes recharging around a small group of people. That one constantly checks and re-checks that others are following their line of thought. This guy likes to make up narratives in their spare time. That girl communicates in metaphors to the point of obfuscation.



And it doesn't end with me. He has a small dash of my brother. She has a touch of my cousin's accent. He has the same laugh as my uncle-in-law. She has the stubborn streak of an old friend from college.

None of these are defining traits. No one person has become an insert of any real person I know. They're individual characters, wholly themselves while still managing to exist as an amalgamation of several people I know and several people the other developers know. It's some kind of freakish alchemy, I'll tell you that much.



But that's not really the weirdest part.

See, this is a psychological thriller science fiction game.

Which means that I am putting parts of myself and of my friends and relatives into an incredibly volatile situation.

Sometimes I realize that this person I am carefully crafting could potentially wrench the heart right out of somebody's chest and stomp on it. Metaphorically, I mean. Or physically, come to think of it. Maybe they could eat it in front of them. Maybe they'll just up and unpeel into a gruesome flesh-monster like that scary dog in John Carpenter's The Thing. At this point I wouldn't put it completely out of the realm of possibility.




That line of thinking, well... it makes me stare at the wall. For a while.

I should probably warn my brother that somebody who might behave vaguely similar is a potential flesh-peeling dog monster.

But, then again, he probably knew when he was getting into when his sister became a writer.

By Annie Craton
Design Lead for NORA


Monday, August 25, 2014

Building Your Team - Recruiting the Right People for Your Project

Recruiting for any company, or project for that matter, is a difficult demon to master. Now I’m not trying to say I’m a master, but GravTech Games has drastically evolved in the way we recruit our team. When Brandon and I first started GravTech we were fresh out of college and didn’t know what we were about to get ourselves into; the endless days, the countless meetings, and the repetition of explaining your vision to people over and over again. It can be a grueling process to build up your team at a start-up indie studio, but as we learned early on, "vision without execution is hallucination."



When we started GravTech we were working on a very large project, too large for our resources. We soon realized that there was no chance of finishing the project, in a timely fashion, so we switched gears to a “smaller” project. I remember the original pitch for NORA… and how far it’s evolved since then. What was supposed to be a “small project” quickly became another large project and we soon realized it was time to bulk up and find the people we needed to get this done.

It was a slow process at first, granted we had our focus on other priorities early on, but we started to get the hang of it as time went on. Along the way we’ve picked up some tips I think any start-up could appreciate.

  • Don’t hire your friends!

This is one of the first rules they teach you in business school, but I never took too much stake in it until we built the original team. When we started the project we reached out to those around whom we got along with and who had enough skill to get it done. While at first everything is great, you’ll quickly learn that seldom do friends and business go hand in hand. While some can conquer it, a lot of people are unable to separate their personal lives from a work setting when dealing with friends. To be fair, this isn’t always the case (i.e. we have multiple team members we share a friendship with), but you should proceed with caution.


  • Stick to the Script
This one didn’t click with me until recently. I have a background in marketing and sales and one would think scripts are my one of my key tools. Fun fact: I hate them. But to the same extent, I need them. Scripts minimize deviations and allow you to navigate and lead through the conversation. Once you start doing 3-4 30-minute interviews a day next to the million other things on your to-do list you’ll be grateful you’re following a page.

  • High Versatility = High Priority
This is a pretty simple one. When you’re just starting out you learn quickly that specialization is not the best thing to look for. We seek out people with high versatility, the more hats they can wear the better. Yes, people who specialize tend to have high quality work in their area of expertise, but they tend to be limited in these roles on an indie team. We’ve learned early on that it’s better to have a jack-of-all-trades that can pick up any remaining slack.

  • Don’t Judge an Applicant by Their Resume Alone
We recently conducted an interview with a prospective artist for our team. We reviewed their portfolio and after a few minutes of looking it over we didn’t have high hopes for them. We still decided to conduct the interview and within 5-10 minutes in we realized that we were simply misled. This person had been working on projects that are still in development and they couldn’t showcase any of the artwork on their portfolio. There of course is a balance and standards that we look for (e.g. we don’t interview 8-Bit Artists for a 3D game), but remember, until you talk to someone, you really don’t know what you’re dealing with.



  • You Can’t Take Them All!
I personally believe that anyone, regardless of skill/experience, can be of great value to a project or team with proper coaching and leadership. One of the hardest things to deal with when recruiting is to make a proper decision on which applicants to select. Sometimes it’s more obvious, then not, but a lot of times you have to sit back and think over everything. While personally, I have seen potential in everyone that we’ve talked to, I also understand that we need the right people for the team and company. It’s a juggling act, because you end up doing off-the-wall things like choosing a lesser skilled person because you know that team coercion is just as important as experience. You have to find the balance your team needs.

Side note: Be polite and send the people you’re rejecting an email saying you’re not moving forward with them. Especially those you may consider in the future.

To summarize, recruiting is a long process. It takes a while to find the right people for your project and for good reason. You should look for qualified, versatile people and only recruit to the needs of the project. It took us a while to get the hang of it, but now we, well at least I, enjoy the process.


By Kevin Gray
CEO of GravTech Games