Tuesday, 29 October 2013

BA7 | Concept and Pre-Production #05


Studio Project Introduction..Sort Of
Whilst I have pretty much already introduced you to my studio idea; I want to build a 3D environment that would be found in a horror game. So yeah, you already know the idea behind my studio portion of BA7, but I thought I would clarify a few lose ends up so that reading BA7 | Concept & Pre-Production posts for both studio AND research report doesn’t become confusing. 

My studio and research report projects are BOTH on the subject of horror, the research I do will OVERLAP and therefore I don’t deem it necessary to split my blog between the two separate projects.

Any research I do for my research report will also benefit my studio work and vice versa.

I will be cherry picking research that I do, the most helpful and beneficial research, to put into my research document, my blog will, however, contain every piece of research I do. 

Core Studio Related Research
Okay, so I have established that my BA7 blog is a mixture of research that relates to both my research report AND studio project. There are, however, pieces of research I want to do that will certainly be more beneficial to my studio than my research report. Research such as the following (which I plan to continue onto doing now so that I can present it next week): 
  • Practical studio related responses to research.
  • Practical responses to work such as artists, 3D examples, literature, films, pre existing games etc.
  • A series of game environment and asset creation studies.
  • Environment design and creation.
  • Lighting and rendering, especially in horror.
  • Tips and tricks in Maya to aid me in making a horror environment from creation, build, texturing, lighting, special effects to rendering.

Jess Plays Outlast!
Horror Environment Study - WARNING POSSIBLE  SPOILERS
Okay so here it is, my first horror game environment study and also my first post associated more with the studio portion of BA7. Like I said though, my studio and research projects blend together and any research done for one part will still benefit the other so I am lucky :D Lets get this started then, horror game environment study number one is from Outlast, a game I had been eagerly watching and anticipating for a while and boy I wasn’t disappointed. 

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Outlast is horror game that plays strongly on the players psychological strings. It was developed and published by Red Barrels Games who aimed to create a game based strongly on common perceptions of survival horror. It was released on Steam not long ago, September 4th 2013 to be exact, and is scheduled to be released on PS4 early next year.

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Horror  Gameplay?
Outlast is a first person perspective survival horror game whereby the main character, Miles Upshur, is seemingly trapped in an asylum. As a journalist, Miles is sent to the remote mountains of Colorado to write and document events that took place in the abandoned asylum Mount Massive.

One of the key features which places Outlast securely in the survival horror camp is that Miles is un armed and incapable of combat. Any threats caused by enemies encountered can be deadly if not treated by running away and hiding. This is seen in other horror games being released, as the genre seems to be making a comeback, such as Amnesia and Slender: The Arrival

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How and why is this a concrete example and evidence of survival horror gameplay? Well, the technique has been used in previous survival horror games, games which were perceived to birth the genre into the medium.  Common attributes would be as follows: 
  • Little/no ammunition
  • Melee weaponry only, if given a gun, ammo is scarce, player made to feel like every bullet counts.
  • Character/player is unable to physically fight every enemy encountered, running away is a totally valid and needed option.
  • Health is often easy to lose, heightening sense of fear and panic, if health is given to the player it is often little and far between.
  • Puzzle solving to progress.
  • Bigger emphasis on narrative and story telling than action.
I found a really good video which documents examples of survivor horror games, their origins and influences. The presenter gives a fully rounded list of techniques directly associated with original survivor horror games and talks about why they are considered the defining mechanics of the genre. This will better help explain my notes on survival horror and help introduce Outlast so that any notes I post on my screen shots make sense when referring to the game as a survival horror. 

 
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Outlast - Survival Horror Gameplay
Keeping in mind the video I have just posted, Outlast most certainly falls into the survival horror camp. The games intention is to explore and survive. Not blast your way through with an Amory's worth of ammo and guns, destroying anything that dares to challenge you.  

In Outlast, the only item at the players disposal to aid them is a video camera that has a night vision ability. Players can only use this if they have enough batteries in their inventory to power the camera and finding batteries can often prove difficult; perhaps a throw back to old save mechanics in Resident Evil whereby the player could only save their game progress if they had an “ink ribbon” in their inventory.

All screen shots are ones I have taken during gameplay unless stated otherwise. 

 
As you can see here I was completely at the games mercy, it threw me into sheer darkness and the only comfort was the night vision mode on my camera, even though the fear wasn’t removed because I knew the longer I stayed with the camera on, the faster my battery was going to die. I needed the camera on, however, because I was being stalked and needed to ensure I wasn’t found. I had no other way of protecting myself other than my ability to sneak and hide, which could have been taken away at any time if the batteries had died. This mechanic made me panic and feel incredibly nervous and anxious whilst in the dark. 

 Another survival horror gameplay mechanic is hiding. Often I was forced to run away and hide in a dark room and wait for my enemy to check the room. I would hide under beds with my night vision turned on so that I could check when the enemy was in the room with me. I could only do this if I had enough battery though, if I didn’t (which happened a lot) I would have to rely on my senses, listening to hear the enemy walk away or close the door whilst I was hidden in darkness. 
 
Outlast Mechanic Influenced By Film
In an interview with Red Barrels, the development team behind Outlast, Tim Turi discusses the influences that went into Outlast.

“Amnesia may have helped Red Barrels nail down gameplay concepts for Outlast, but both games obviously draw inspiration from the horror genre’s long history of films.”

Chateauneuf explains that the camcorder mechanic used in Outlast was inspired heavily by horror films “Recand “Quarantine” both of which utilize the “handy cam” approach to film making whereby the audience see’s through the perspective of a film maker or reporter. 

“The one that really inspired it was the most I would say – it’s in little pieces – but Rec and Quarantine were really something that inspired us,” says Chateauneuf about the found-footage horror flicks. “In those movies they are always recording or a reporter gets into places…and then you always have that night-vision camera where we can see some things. That was something that I thought, ‘Why is there no game like that?’”

This is actually the ending scene to REC so don’t watch if you want to avoid spoilers, however for me this was the scariest part of the film. The characters are hiding from an enemy who is aesthetically unnerving when seen through the night vision camcorder. It is overwhelmingly similar to scenarios from Outlast where I would be hiding myself from an enemy. The emotions the characters go through in this scene are entirely similar to those that I felt whilst playing Outlast and put in similar situations. 
Outlast - Implementing Horror Narrative Into Environments
Another thing I have decided to study in horror games to help me design my own horror environment scene is how games inject elements of horror narrative into their environments. Outlast does this particularly well I have noticed, the environments often try to communicate something extra to the player and that message is usually an uncomfortable one bathed in blood, guts or unnerving objects. 

This is something I want to focus on within my design, I want to inject elements of fear into the audience by implementing elements of horror narrative through design. You’ll understand further when you see the following screen captures I took whilst playing.

An oddly placed wheelchair, suggestion of panic and struggle in the way it has fallen, with smears of blood stains along the floor suggesting something painful has happened. Someone has been hurt and forcefully dragged away from the comfort of their wheelchair, most likely against their will, causes panic in the player, emotions of panic, anxiety and confusion.
Religious symbols often cause players to feel uneasy, those who don’t understand religion or comprehend its values to others can feel a sense of abandonment and confusion.
Writing scribbled in blood on walls ordering the player to do a specific command or giving directions cause an sense of distrust.
This was an area in the game I couldn’t reach, I could only voyeuristically peer through the gates and try to understand what had happened. It made me feel scared because of the blood and the fact that I was in the dark, both metaphorically and literally speaking, scared me.
This area really inspired me, the entire aesthetics of the scene, the way its set up, lit, modelled and organised all help build a horror narrative. The fallen ladder suggests struggle or failed escape, something you don’t want to see whilst trying to flee, while the blood emphasises the fact that there is significant dangers that may be fatal. Aesthetically speaking, this is how I envision my environment to take shape.
A dark mysterious cubby leads to a pair of legs, blood leads the player causing nerves and panic, slowly revealing a un easy narrative.
 
Outlast -Lighting and Atmosphere
Outlast has superb atmosphere and I have decided that one of the reasons for this is definitely due to the lighting. The lighting in Outlast is, in itself, terrifying. Usually because there is no light, but that’s the point.

I would often see areas of environments soaking in as much light as possible to enable the player to catch a glimpse of something important or to reveal just enough detail so that the player knows where they are. Often in these pools of light, I would be faced with a mask of foggy mist, further decreasing my sense of vision and forcing me to feel nervous in specific areas.

Lighting is something I really want to focus on for my environment project. I want to study horror lighting and the techniques used to induce emotions of fear, panic and anxiety in the audience.

One of the main reasons for lighting causing distress, uneasiness and discomposure is that when playing a game that surrounds you in darkness to scare you, there is no good reason for the game to allow you the comfort of light. Therefore there is usually a reason, a unnerving reason, as to why the game has allowed the player to have light.

Often while playing outlast, light would only highlight areas of the environments that caused me to feel intimidated. Whether an oddly bright flickering light was illuminated blood stained walls, or allowing me to see to the end of a corridor only to see an eerie shadow/figure/presence lurking at the end, I would always feel anxiety when the game allowed me light.  
As you can see here, this environment was very threatening to me as a player. I was confined in a jail like scene with very little light. This specific part of the game made me jump as I walked along and was suddenly confronted by two NPC’s who were only just visible thanks to the light placed behind them. There were other scenarios where I was put in a similar situation…



Shutter Island (film, 2010)
Martin Scorsese’s 2010 psychological thriller Shutter Island was released in 2010, before Outlast, and has some scenes which use light almost identically to Outlast, even using a prison environment.

Why am I saying this? Well the idea of both my research report and studio project is to study how horror is injected into games by analysing how it is created in other mediums too, such as films.
  

Later in the film, Leonardo’s character, Edward “Teddy” Daniels, visits the infamous “Ward C” where it is known dangerous, criminally insane, patients are housed. Daniels is banned from entering but breaks in regardless to investigate. 
 
The environment within Ward C is incredibly reminiscent of Outlasts’. Little next to no lighting, dark claustrophobic areas, misty atmosphere, grungy, dirty and messy. Perhaps it was an influence on the game? Or maybe it’s just an example of how films and games can cross over, using similar methods to evoke anxiety, dread, suspicion and panic into their audience. 





The Grudge (film, 2004)

The Grudge is a supernatural horror film released in 2004 and directed by Takashi Shimizu. It is based on and a remade version of  the Japanese film Ju-ON: The Grudge. 

The main point I wanted to make refers to a specific scene in the film (and it’s Japanese predecessor) whereby the audience is forced to peer down a long dark corridor as the grudge creepily moves towards them. 

 
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The Grudge was released when I was a lot younger and I remember being incredibly scared by it, am emotion that has stuck with me since I watched the film many years ago. So, when I came across this environment in Outlast, it conjured up a large sense of fear and anxiety in me, simply because of the “long dark corridor” technique The Grudge, and many other horror films, used.  

 
This last batch of screenshots show examples of similar light set ups id like to recreate in my horror environment, I know I haven’t got a solid concept or  theme yet for my environment but from the ideas I have flowing through my head, these are certainly mechanics I want to look into further.






Conclusion
Outlasts’ environments are terrifying, I think this is down to a mix of clever lighting, atmospheric mist/fog and clever use of layout. Elements that I want to take onto my 3D environment are certainly:
  • Eerie lighting, typical in that of horror games such as Outlast and films such as Shutter Island and The Grudge.
  • Foggy atmosphere clouding the players judgment, view and perception.
  • Pools of light that highlight a horror related narrative, a bloodstain, broken ladder, dishevelled assets, signs of struggle.
  • Destroyed, unmaintained textures and use of rubbish on the floors. 
  • Appropriate use of dead space bathed in darkness to increase environments of panic for the player. 

Friday, 25 October 2013

BA7 | Concept and Pre-Production #04

 Research Report Tutorial
Yesterday I went into uni for a long morning tutorial with my tutors focussing on our research reports, giving us help, advice and tips on getting them properly started. I took my notebook with me to take notes incase there was anything important I needed to document. 


  • NUA catalogue > Games Art and Design Research Reports > Journals > Games and Culture.
  • Consider searching the subject of horror on TED Talks.
  • Your draft needs to include your references and cite where you’re going to look for your information.
  • You have two options: you could either write a fully realised chapter of your research report that you wont necessarily altar OR you can split it up into chapters with a few sentences in each to sum up what the chapter will explain.
  • You should have an introduction, if you include an abstract this will come in BA8.
  • You can use a lot of quotes and referenced material in your draft to clarify your idea and put your chapter point across better.
  • You need to arrange your own submission folders so that they suit the work you are submitting. 
  • Presentation needs to include research from BA& and needs to clarify what your project is about, what you have done and how it will go onto BA8.
  • Presentation should be 10 minutes with 5 minutes for questions.
  • Presentations will be on week 9 (starting 2/12/13)
  • Manuel Aguirre - “The Closed Space, Horror Literature and Western Literature”.
  • Submission template (just an example/idea): blog/reflective journal, draft presentation, research document/aka design document, learning agreement, research report draft, technical.

Research Report Task
For yesterdays session I was asked to submit 250 words explaining my idea with a rough reading list. My tutor gave me the thumbs up for my idea and agreed that I have a lot of reading material to dive into, possibly too much. However, we were given the task to leave the session and return next week having done a lot of reading, as much as we possibly can, so that we can discuss it in our group meeting. This will give me the opportunity to organise my reading list.
 


Project Tutorial and Update
Today I was at university having a small group tutorial session with two of my tutors. The session was undoubtedly helpful to me. It finalised and clarified my project and helped me understand what work is expected of me in BA7. It also tied up a few lose ends and queries I had generally which is great! As with every tutorial I have at uni, I took notes to ensure I wouldn’t forget any of the useful information, feedback and suggestions given to me.  
  • Remember to produce a presentation for every group tutorial in order to showcase the work you have been doing over the week.
  • Misery - based on Stephen King’s work.
  • LSD - horror game.
  • Caspar Friedrich - creates beautifully haunting artwork.
  • Willkie Collins - author.
  • Tomb of Rooms - game.
  • Mr James - ghost stories.
  • Charles Dickens - The Signal Man.
  • Start producing studio related blog post and research work (even though it ties in with research report research) and state what your idea is, what you intend to study, discuss what you want to do i.e. looking at why games are scary, how environments and scenes are made scary.
  • You can produce a small series of practical responses to artist studies, environment studies, technical/software related studies, game, film, literature studies etc.
  • Consider how games that aren’t necessarily a part of the horror genre inject horrific elements into their games, consider games like Fallout 3, The Last of Us, Uncharted 2, Bioshock etc.
  • Research academic techniques used in film, literature, art etc regarding lighting, technique, camera, scenes, settings etc specifically associated with horror.
  • Research lighting, rendering and horror related 3D environments (studio specific).
  • Consider looking into the various sub genres of horror and how they are represented across media, especially in games.
  • Work schedule cant be vague with large blocks labelled with project titles such as “studio project” and “research report”, try to add a little more detail, such as the type of research you plan to be doing and when, what you want to have completed and set mini deadlines within the project to help.

Wednesday, 23 October 2013

BA7 | Concept & Pre-Production #03

Okay, lets get this research started!
I’m not really 100% sure where to start this research document. I mean I know what I want to do, I know what I want my research report to be on, and I have various research documents together already I just don’t know where to begin my blog/reflective journal version…

Right, that’s it, lets start with DOOM!


Doom (film, 2005)
Okay so as we all know now, I am researching horror for my dissertation (aka research report) and one of the key areas of my studies is the concept of horror fiction in film and how it translates into games.

I decided, therefore, to begin with a horror film analysis. Well, I say horror…I picked Doom (the film) because it is based on the horror game of the same name developed by ID Software, however the film is slightly more sci-fi in genre but has horror elements none the less.

Doom came out in 2005 and was directed by Andrsej Bartkowiak. The story is loosely based on the video game series whereby a group of space marines are called to mars on a rescue mission.


 
VIDEO SOURCE 
 
I decided to use this as a warm up to my research report studies. I chose the film because it is based on a famous horror game series. Whilst I was watching I took notes in my paper journal on why I thought the film was scary, what visual techniques the film used to create and emphasise fear and I also tried to consider any games that mimicked the technique. 

My Notes
Here are the notes that I wrote down whilst watching the film. 
  • Various sequences in the film have corridors that remind me of the Dead Space ship environments - sci-fi horror, dark, foggy, specific colour palettes (yellow, blue, red). I know these screen shots are blurry and hard to see but I struggled to find any proper stills from the film that helped me to demonstrate my observation. 
Images From Doom (film, all 3 images below are screen caps from the trailer) 
 
Images From Dead Space (Games)
 
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  • Limited use of colour and light.
  • Character who has lost their mind, tears off his own ear  and is covered in blood, this unusual behaviour is used to unnerve the audience. This is again, similar to sections in Dead Space DLC The Awakening where by the player encounters chanting NPC’s who have seemingly gone crazy.
  • Soldier takes lords name in vain and to repay his “sin” carves a cross into his arm, why is religion often related to dark subject matter?
  • Creepy animal cages, abandoned and bloody.
  • Textures are grungy, dark, worn, dirty, unmaintained.
  • While in the sewers, the light on the characters gun torch starts to flicker - a commonly used mechanic to evoke fear, suspense and anxiety in the audience.
  • The sewer scenes in the film are incredibly dark, shadows are slowly of a monster. Using trickery to confuse and disorientate the audience so that they feel nervous.

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  • In the scene with the female archaeologist is examining the unidentified body the lights begin to flicker and fail leaving her in darkness, this is very reminiscent of the beginning of Dead Space 2 where the protagonist and two storyline NPC characters become trapped in a room where the lights fail causing panic in the player.  Using light to disorientate the player and evoke feelings of panic and discomfort is a commonly used tactics in the horror genre. (Skip to 6mins 45secs for the specific part I am referring too, unfortunately I couldn’t also find a video of the sewer scene from Doom, so this will have to suffice).

 VIDEO SOURCE  
 
  • Audio - ambient noise to trick the audience into hearing things, audio flashbacks are often used to link the narrative but also used to create obscurity and unusual emotions in the audience as sound becomes warped.
  • Blood splatters on the floor, horror narrative technique.
  • The lighting allows for the audience to be spoon fed details, often not able to fully see a monster or a gruesome death. Often what we think we see is scarier than what is actually there.
  • In film, flashbacks are shown to the audience on screen while in games cut scenes can be used, often details are given back to the players through notes, diaries and journals. This is extra information the player can acquire on the narrative, film cant replicate this because it is up to the players discretion whether they read them or not, however these texts can often have an impact on the players emotions and causing them to feel uneasy.
  • When a character goes back to find his sister he is given a timer. This timer is given out by a female announcer on the space station on Mars. This is a commonly used tactic in horror games such as the Resident Evil series whereby the player is given a specific time to complete a task often forcing feeling such as panic, fear and anxiety as they struggle to complete the task. 
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  • A really cool scene in the film is the 1st person perspective section. The film pays homage to the Doom game series by implementing a short first person perspective horror gameplay mode. A lot of horror games are in first person perspectives because its scarier for the player to consider themselves in the characters shoes as if it was them in the game. Doom, the film, pays respect to that design. 
 
 VIDEO SOURCE
 
  • The film uses a lot of visual trickery in terms of colour, lighting and shadow to confuse the audience and cause tension and fear, this is also a technique often seen in video games where by the developers want to manipulate the player using the aesthetics of the game to evoke specific emotion.

Conclusion
Did you watch that Resident Evil 3 video? Gosh I love Nemesis :D ANYWAY…I have another two film horror film studies that I plan to write up similar to this but I want to discuss my topic further with my tutors tomorrow before I begin writing anymore up as I need a little direction. 

However, I do plan to go onto researching legitimate horror film techniques, learning names for specific lighting set ups used both in games and films, looking into literature that has inspired horror films and games, understanding why etc, but that’s research I’m still yet to do…