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•Artist
•Artist to:
•Level Designer
•Artist to:
•Level Designer
•Game Designer
•Artist to:
•Level Designer
•Game Designer
•Technical Artist
•Artist to:
•Level Designer
•Game Designer
•Technical Artist
•Artist to:         •Related:
•Level Designer
•Game Designer
•Technical Artist
•Management
•Artist to:         •Related:
•Level Designer     •Film and TV
•Game Designer
•Technical Artist
•Management
•Artist to:         •Related:
•Level Designer     •Film and TV
•Game Designer      •Agencies, advertising
•Technical Artist
•Management
•Artist to:         •Related:
•Level Designer     •Film and TV
•Game Designer      •Agencies, advertising
•Technical Artist   •Architecture
•Management
•Artist to:         •Related:
•Level Designer     •Film and TV
•Game Designer      •Agencies, advertising
•Technical Artist   •Architecture
•Management         •Design studios
                    •Interactive
•Software Engineering
               •Interaction Design
•Programming   •Painting
•Art           •Drawing
•Design        •Sculpture
               •Interior Design
               •Architecture
               •Psychology
               •Music
               •Sound Engineering
               •Lighting
               •Physics
               •Drama
               •Screenwriting
               •Cinematography
               •Post-production and VFX
               •Sociology
               •Economics
Omni-Media*
Tools give
 control
Uncanny
http://www.ed.ams.eng.osaka-u.ac.jp/research/Android/android_eng.htm
http://pbfcomics.com/
37
38
http://interactivestory.net/
40
Go Indie
What Games
   Are
"in an age where game over is seen as undesirable,
masocore games approach player death as a
narrative technique."

   - Anna Anthropy
http://xkcd.com/484/
"Games are not media. Calling them that separates
them from thousands of years of play. People say
'games are in their infancy'. It's as if adding
computers is a way to make things worse"

   - Frank Lantz
Contact:
david.hayward@pixel-lab.co.uk
          www.pixel-lab.co.uk

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Markeaton CGMA lecture

Notas del editor

  1. Used to mod. Engines opened up.
  2. Art house of interesting concepts.
  3. First videogame: OXO, 1952, Cambridge mainframe. 14 years
  4. Games industry: Beyond artist and senior artist.
  5. Level designer: architecture, env. artist + game design. Specific level editing tools, Gameplay, Game design (Developers like multi-skilled people who can make their own assets. Epic: Everyone had a second discipline for a while).
  6. Game Designer: Still not very defined term. Some studios - get everything thrown at you.
  7. Technical artist: Need to know a very wide array of software packages. Set up entire pipelines. Good at training, research, prob solving Understand code : understand coders. More strategic: overview, setting up systems rather than producing assets.
  8. Management: Project management and production skills. Agile production. Typical mistake: Promoting best artist to lead artist or management.
  9. simulations and other interactive systems, games mimic and use the skills necessary for all prior forms of media.
  10. Frank Lantz - later. Games not media at all.
  11. Locked in by 20th Cen publishing models. Qualify - return to later.
  12. Particularly Tech artist and lead artist.
  13. REALISM IS NOT FUN
  14. HDR image, photo background. Development costs exponential.
  15. Subjective reaction. People get used to it. Horror exploits this.
  16. Simulation
  17. Stare
  18. Lift - maybe intractable - Robot nose, face recognition, speech recognition and synthesis, behavioural animation.
  19. No real appreciation of the AI’s inner workings. Could perceive it was different and more advanced.
  20. Playground for Id
  21. Locked in by 20th Cen publishing models. Qualify - return to later.
  22. Locked in by 20th Cen publishing models. Qualify - return to later.
  23. Cultural variation and growing maturity also reflected in indie and amateur game development no commercial aspiration pushing the medium in different directions for the sake of exploration.
  24. Differences in opinion on going to grow, good thing.
  25. Indie game development.
  26. Well produced most are shovelware, hardly groundbreaking.
  27. points and rules: seem arbitrary, but really can make things meaningful.
  28. points and rules: seem arbitrary, but really can make things meaningful.
  29. Can seem trivial
  30. Dirty tricks, creative ways to make others lose. Basic rulesets, with other people, are fundamentally engaging.