Hello, all.
Sorry for the paucity of posts around here...I've been occupied with school and all that. It's getting interesting, I have to say. Projects are taking shape, both at work and in class; it's definitely not the first week of school anymore. So, since I stayed in today (as opposed to another beach outing) to get work done, I'll dedicate this post to filling you all in on what I've been working on when I'm NOT on the beach (which, really, is most of the time).
A--->BThis is the game I've been working on for prototyping class with my friends Mike and Al. A--->B is a map-based strategy game where players try to get from one point to another before their opponents do. They combine direction and modes of transportation to their advantage, and throw obstacles in the paths of opponents. Think "Rat Race" meets Risk. Right now, we sort of have two versions of it: a board game that we use for play testing and rule development, and a digital version that we're defining but will never actually build (hence prototyping class). The idea behind the digital version is that it would be driven by (and played within) Google Earth. So real distances, real access (or not) to different modes of transportation (like airports), etc. During gameplay, the player periodically receives information about his current location from Wikipedia, which he can choose to ignore or use. The idea is that, with a little tweaking, this could be an educational game of the ilk of Carmen Sandiego...you're learning, but it's fun enough that you don't notice it. I'm pretty happy with what we have so far. We do our final presentations on Monday, so I'll try to remember to report how that goes.
Chain GangChain Gang is the working title for my first film for production class. Essentially, it's a stop-motion animation (thank you Jim Ferolo!) of a bike chain that comes to life and fixes its bike (which has a flat tire). I'm pre-producing it this weekend (tweaking the script, taking photos of my location, storyboarding how I want the shots to go, etc) and will be shooting starting next weekend. It's going to be a MASSIVE load of work, but it'll be fun to be animating again. Stopmotion was my favorite style that we did in animation class at Bradley, AND it means I don't have to deal with actors yet, so I think it'll be worth doing. Chances are, if you were to ask me again in a week if I thought this was the right idea, I would tell you no, this was the dumbest idea ever. Oh well.
Vagabond ShootThe Vagabond project is another project for my production class. Essentially, we're divided into production crews (producer, director, cinematographer, etc) and an excerpt from a script, and we basically have to pre-produce the scene (get props, audition actors, rehearse, etc), shoot it (in four hours, eep!), and then edit it together. We were allowed to volunteer for the roles we wanted, which was nice. Naturally, I asked for either producer/assistant director or editor/props manager. Those are the roles I have the most experience with (again, props to Jim Ferolo) from shoots at Bradley, so those are the roles I'd feel most comfortable getting my feet wet with here. For our second project, I think I'll branch out and try something else, but for this first one, I'm perfectly content to take something I know I have successfully done before. We found out our crew assignments on Tuesday, and the process will continue from there.
Critical Studies PresentationOn Thursday, I have to give a ten minute presentation that addresses issues related to gender in gaming. I think this'll be an interesting topic to delve into, especially since half of our critical studies class is film students, not interactive. I will of course address the treatment of the female body in game characters (did you know that sometimes, designers have to build custom skeletons for female characters, because natural ones wouldn't be able to support the...er...enhancements that the designers put on them?). That would be enough to fill ten minutes, but I think we're all aware that there are issues with objectification of women in the media. So, I think I also want to talk about the practice of gender-switching in games...by that, I mean the practice where a male player chooses to play as a female character, or vice versa. It happens pretty regularly, and for lots of different reasons, and I think it'll be a good phenomenon to expose the non-gamers to.
555 (thesis space) SetupFor those who don't know, one of my jobs at work has been furnishing a facility for thesis students in my program to use to work on their projects. So far, the furniture and big screen TV are in, the plumber and electrician have put in bids and been approved, and we're pricing flooring and kitchen accessories. I expect that this will be wrapped up well before semester's end. Woo hoo!
ZML Projector/Touch Panel RedoThe other project I have at work is helping with the installation of new projectors in our main lab. My role hasn't been so much the actual installation as reprogramming the touch panel/remote control that coordinates and synchronizes all the devices in the lab. It's been...well, slow going. We've had trouble with not having the right cables and adaptors, having a body of code but no reference as to what language it's in or what any of it means, and thinking we have the code right but getting no response from the equipment. I'm afraid I'm out of my league on this one...it's a good thing there's another guy working on this with me, because otherwise I'd just throw my hands in the air and suggest we hire the guy who originally set up our system to come in and fix it.
Thesis ProjectsAt seminar on Wednesday night, the thesis students all gave presentations about their projects so that the younger students could see what they were working on and, most importantly, volunteer to crew for projects they were interested in. I think this is going to be an excellent experience, both in the process of doing a thesis and just in the fact that the projects I'm crewing for are really interesting. Warning: describing these projects will require talking about technical details of video games and sound equipment. If that kind of thing bores you, no worries, just skip a couple paragraphs down and keep reading :-)
One is a game that uses a DDR-like floor panel as a controller, and dance as a mechanism, to play through a strategy/shooter game. For those who don't know, DDR (Dance Dance Revolution) is a game that uses a floor panel with several "hot spots" that the player hits with their feet in time to instructions on the screen; getting the dance steps right is the goal of the game. With this project, the dance steps are not the goal, but rather the means of reaching your goal. As I understand it, the premise is that you're a revolutionary in a totalitarian country. Your goal is to overthrow the government. You do this by engaging in guerilla warfare, getting others to join you in your revolution (quite literally, they join you on the floor panel and dance along with you), and eventually staging a coup. All of this is accomplished using your feet, not unlike controller-based games where certain button combinations allow you to do special moves. I think this'll be really interesting to put together; I'll be helping to design, build, and play test the floor panel.
The other project I'm crewing for is dealing with aspects of sound design, specifically mixing sound for surround-sound and 3D/immersive environments. Basically, the way it works now is that if you want to mix sound, even in a high-tech piece of software, you're working with the sound board metaphor. You turn knobs to indicate how far to the "right" or "left" a particular sound source (like a siren, crowd noise, music, etc) is. You move sliders to indicate the volume (and therefore relative "closeness") a sound source has. It's a bit more complicated than that, but that's the basic idea. What we're trying to do is come up with a better interface than the sound board (which, really, was not designed for surround sound or 3D manipulation). We're looking at several possibilities, including a tablet PC that you use as a "palette" to place sound sources within a 3D space in relation to where your audience is. Another possibility would be a combination of either the tablet PC or VR gloves and a VR headset with surround sound speakers, where the sound designer could literally pick up, place, and move sound sources in relation to himself ("pick up" a crowd noise and smear it in an arc to his left, indicating that a crowd is massing to his left, or "toss" and "scatter" birdsong above him to indicate that a tree above him is filled with birds). The thesis student driving the project hasn't committed to an interface yet, because there are so many possibilities to explore, but he is definite that the end result will be a tool (software, a physical interface, etc) that sound designers can use (as opposed to turning all this into a game or something).
I have to say, I'm pretty excited to work on these projects, and really on the thesis show in general. There are a lot of interesting and experimental things coming out of the thesis class this year, and it'll be really cool to see where they go.
So there you have it. This is what I work on when I'm not at the beach, doing geeky things like putting Linux on my iPod, or playing video games. I'll check back in in a few days, and I promise I won't be so long-winded ;-)