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No voting

June 19th, 2009 ramy 1 comment

As you all know I was not present at the last meeting when it was decided that a vote would pass over to pick a person for the art director position. When I found out, I had only expressed my irritation at the entire situation to a few people. Now I’m ready to say what needs to be said.

I understand the need for an artistic director, I understand the importance of the position to the project and to the group, and how it will give some much needed focus to the game and be key to the success there of. And I want to be clear to everyone else that this is no small deal; Whoever is the artistic director will be making go/no-go decisions in an autocratic manner for the rest of the project. Some of us only have enough time to focus on 1 project over the summer and it’s this one, and when I say that I am thinking specifically about everyone who is not doing this for credit, who have a lot less to gain from this even from a potentially successful standpoint. This is why it’s important that the artistic director be able to generate really exciting ideas, so exciting that the rest of the team is excited to follow through and pave the concepts laid out by the artistic director.

Now, the crux of this post is here, so let me be clear: If I was at that meeting, this vote would not have happened. There are some things we can vote on, and there are other things we don’t. Nobody, I say again, NOBODY, is actually qualified to take on a position such as this. There are many risks associated to this project, success isn’t easy and after a month, we don’t have much to show for it in terms of a game. This project is a huge risk that we all share together, and willingly so. For one, there was no real point for me to read the 3 CV/portfolios posted earlier, and if you think about it, it’s ridiculous to even imagine that there would be such a thing involved in the project considering, secondly, that this project was never founded on a qualification basis, simply on a willingness basis.

Time is valuable for all of us and I need someone to put a strong lens and focus the ideas that have been floating around for a month now. Because if you didn’t notice, we don’t even have a game on paper, we have game elements floating around. More than focusing the project even, I need someone to manage and take care of the creative group because I can’t do it alone, I need a focal point for whom I can build this game engine for, and I can’t look after 2 extremely opposite points of production at the same time.

My job, as I see it, it to see to it that this project is successful by creating a game close to CART values and allow everyone involved to learn a significant amount about game production, management (self and/or others), working in a team, etc on the simple basis of “I want to learn X”. Oh, and write a game and game engine for it. When I started this I had this idea of a flat hierarchy with this very simple pipeline of production. That idea got shat on and has quite evidently changed meeting after meeting as different people in the group stepped into different directions. Although these are idealistic construct for a production team, they don’t happen to be realistic ones. But i digress.

Voting on such an important issue based on things that have absolutely nothing to do with what the project is about is all around pointless. I am calling for a no vote, and I am putting my foot down on this. Art direction is too important and I will not allow it to be deliberated on at the expense of success, to vote on irrelevant data that bears no meaning to what this project tries to accomplish: It’s not happening.

I know everyone in CCGD is excited to make a full fledged game, and the prospect of success is an extremely tangible career boost. The value that our collective effort makes is great, and I’m happy for that, but we are all a team and this decision will affect a very core group, one I can’t afford to loose in terms of cohesion. teams like that work like alchemy, and I can’t have that rely on a vote based on irrelevant data that could create scenarios we are not ready to deal with.

Categories: minutes Tags:

4 horsemen stuff i was talking about

June 2nd, 2009 ramy 1 comment
Categories: concept Tags: , , , ,

3D mesh tools for OGRE

May 31st, 2009 ramy No comments

Some people were having trouble with some of the OGRE tools for Maya
So this is where we get the tools, they are Operating System specific, so be sure to get the right one.
Windows
Maya 7.0
Maya 8.0
Maya 8.5
Maya 2008

Mac OSX
Maya 8.5

If you are using something other than maya, check this link for extensions:
http://www.ogre3d.org/download/tools

Once you download your package, be sure to read the instructions. Installing the extensions should only require you to put some files around your maya folder. Once that’s done, all you have to do is start up Maya and you should new menu item called OGRE next to File, Edit, etc, at the top of your window.

If you want to test out an object you exported, those on windows can get this application:
Ogre Mesh View Next Gen for windows

Categories: tools Tags: ,

Meeting 2 Minutes

May 26th, 2009 ramy 1 comment

thanks to Charlotte for taking serious notes for this meeting, i only made minor additions:

[ Keep in mind that examples do not mean that we specifically mentioned them per se or that it’s what we want. They’re usually for clarifying purposes only. ]

-Character having insomnia is a good way to immediately explain the character’s confusion between dreamlike states (gives him reason for deterioration of sanity etc. too)

-Plays with dementia

-Character deterioration is something we really want to convey: can do this with loss of senses ( ex: no more sound all of a sudden), changing of character’s clothing (ex: from hoody and jeans to hospital gown), (any other ideas?)

-We have decided that we do want to create a model for our character so that we can play with things like out-of-body experiences (camera pans out and we see ourselves), reflective surfaces, and more. Much, much more.

Sean’s scene:

-Scene begins with city backdrop, but all is whitewashed, blurry and vague.

-There is a flicker which shows the character jumping across a median to get to a little girl (or similar ‘sympathetic’ character)

-the main character is compelled to help this figure in need, but somehow he can’t, and surroundings struggle in order to reflect his own inner battle

-There is an ambulance or truck or something in the street view that hits the secondary character

-Only some of the scene is colourized

-Character walks through the space; the game is an immersive experience, somewhat like a short film

-Guilt projects our character into the blame position of the scenario

-A dramatic catalyst would push the character from one scene to the next

-The character would travel from one incident to the next, the space morphing into the next scene

-The character’s increasing dementia would be reflected into the world we see

For Mo’s creatures:

-Our character could be haunted by victims he was ‘unable’ to help.

-These secondary characters could evolve depending on the actions of the main character for example, Sean mentioned that when he does not do the right thing, the creature may become more distressed, irritated, visually deformed


For Samir’s object- and Sahar’s puzzle-like game ideas (we have named this puzzle-based object orientation):

-Maybe there is an object following him (reappears throughout the game) that he has to use

-Maybe he has to find objects in order to move on (ex: a key to open a door)

-Objects may be keys to other memories (cut scene intensive)

We would like to break the game down into 3 scenes.

Categories: minutes Tags: ,