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	<title>Cart CGD &#187; meeting</title>
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		<title>Meeting 2 Minutes</title>
		<link>http://cartcgd.org/blog/2009/05/26/meeting-2-minutes/</link>
		<comments>http://cartcgd.org/blog/2009/05/26/meeting-2-minutes/#comments</comments>
		<pubDate>Wed, 27 May 2009 02:59:14 +0000</pubDate>
		<dc:creator>ramy</dc:creator>
				<category><![CDATA[minutes]]></category>
		<category><![CDATA[meeting]]></category>

		<guid isPermaLink="false">http://cartcgd.org/blog/?p=5</guid>
		<description><![CDATA[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. ]]]></description>
			<content:encoded><![CDATA[<p>thanks to Charlotte for taking serious notes for this meeting, i only made minor additions:</p>
<p class="western" style="margin-bottom: 0cm;"><span style="font-family: Helvetica,sans-serif;"><span>[ 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. ]</span></span></p>
<p class="western" style="margin-bottom: 0cm;"><span style="font-family: Helvetica,sans-serif;"><span>-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)</span></span></p>
<p class="western" style="margin-bottom: 0cm;"><span style="font-family: Helvetica,sans-serif;"><span>-Plays with dementia</span></span></p>
<p class="western" style="margin-bottom: 0cm;"><span style="font-family: Helvetica,sans-serif;"><span>-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?)</span></span></p>
<p class="western" style="margin-bottom: 0cm;"><span style="font-family: Helvetica,sans-serif;"><span>-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.</span></span></p>
<p class="western" style="margin-bottom: 0cm;"><span style="font-family: Helvetica,sans-serif;"><span><span style="text-decoration: underline;">Sean’s scene:</span></span></span></p>
<p class="western" style="margin-bottom: 0cm;"><span style="font-family: Helvetica,sans-serif;"><span>-Scene begins with city backdrop, but all is whitewashed, blurry and vague.</span></span></p>
<p class="western" style="margin-bottom: 0cm;"><span style="font-family: Helvetica,sans-serif;"><span>-There is a flicker which shows the character jumping across a median to get to a little girl (or similar ‘sympathetic’ character)</span></span></p>
<p class="western" style="margin-bottom: 0cm;"><span style="font-family: Helvetica,sans-serif;">-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</span></p>
<p class="western" style="margin-bottom: 0cm;"><span style="font-family: Helvetica,sans-serif;"><span>-There is an ambulance or truck or something in the street view that hits the secondary character</span></span></p>
<p class="western" style="margin-bottom: 0cm;"><span style="font-family: Helvetica,sans-serif;"><span>-Only some of the scene is colourized</span></span></p>
<p class="western" style="margin-bottom: 0cm;"><span style="font-family: Helvetica,sans-serif;"><span>-Character walks through the space; the game is an immersive experience, somewhat like a short film</span></span></p>
<p class="western" style="margin-bottom: 0cm;">
<p class="western" style="margin-bottom: 0cm;"><span style="font-family: Helvetica,sans-serif;"><span>-Guilt projects our character into the blame position of the scenario</span></span></p>
<p class="western" style="margin-bottom: 0cm;"><span style="font-family: Helvetica,sans-serif;"><span>-A dramatic catalyst  would push the character from one scene to the next</span></span></p>
<p class="western" style="margin-bottom: 0cm;"><span style="font-family: Helvetica,sans-serif;"><span>-The character would travel from one incident to the next, the space morphing into the next scene</span></span></p>
<p class="western" style="margin-bottom: 0cm;">-The character&#8217;s increasing dementia would be reflected into the world we see</p>
<p class="western" style="margin-bottom: 0cm;">
<p class="western" style="margin-bottom: 0cm;"><span style="font-family: Helvetica,sans-serif;"><span><span style="text-decoration: underline;">For Mo’s creatures:</span></span></span></p>
<p class="western" style="margin-bottom: 0cm;"><span style="font-family: Helvetica,sans-serif;"><span>-Our character could be haunted by victims he was ‘unable’ to help.</span></span></p>
<p class="western" style="margin-bottom: 0cm;"><span style="font-family: Helvetica,sans-serif;"><span>-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</span></span></p>
<p class="western" style="margin-bottom: 0cm;"><span style="font-family: Helvetica,sans-serif;"><span><br />
</span></span></p>
<p class="western" style="margin-bottom: 0cm;">
<p class="western" style="margin-bottom: 0cm;"><span style="font-family: Helvetica,sans-serif;"><span><span style="text-decoration: underline;">For Samir’s object- and Sahar’s puzzle-like game ideas (we have named this puzzle-based object orientation):</span></span></span></p>
<p class="western" style="margin-bottom: 0cm;"><span style="font-family: Helvetica,sans-serif;"><span>-Maybe there is an object following him (reappears throughout the game) that he has to use</span></span></p>
<p class="western" style="margin-bottom: 0cm;"><span style="font-family: Helvetica,sans-serif;"><span>-Maybe he has to find objects in order to move on (ex: a key to open a door)</span></span></p>
<p class="western" style="margin-bottom: 0cm;"><span style="font-family: Helvetica,sans-serif;"><span>-Objects may be keys to other memories (cut scene intensive)</span></span></p>
<p class="western" style="margin-bottom: 0cm;">
<p class="western" style="margin-bottom: 0cm;"><span style="font-family: Helvetica,sans-serif;"><span>We would like to break the game down into 3 scenes.<br />
</span></span></p>
<p class="western" style="margin-bottom: 0cm;">
<p class="western" style="margin-bottom: 0cm;">
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