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to suzi’s indie-game-input-output-cinematic-experience
                  development-project.




              suzdigital.wordpress.com
intro:
                            What is input output cinema?
               input                                      output                                     cinema
1. Something that is put in.                1. The act of turning out; production: The   1. Motion Picture.
2. The act or process of putting in.        factory’s output of cars; artistic output    2. The cinema, motion          pictures
3. The power of energy supplied to a        2. The quantity or amount produced, as       collectively, as an art.
machine.                                    in a given time: to increase one’s daily     3. A motion picture theatre.
4. The current or voltage supplied to an    output                                       4. Computers:
electric or electronic circuit or device.   3. The material produced or yield:           a. ???
5. Computers:                               product.                                     b. ?????
a. Data to be entered into a computer for   4. The current, voltage, power, or signal
processing.                                 produced by an electrical or electronic
b. The process of introducing data into     circuit or device.
the internal storage of a computer.         5. Computers:
                                            a. Information in a form suitable for
                                            transmission from internal to external
                                            units of a computer, or to an outside
                                            medium.
                                            b. The process of transferring from
                                            internal storage to an external medium.
inspiration:
                 superbrothers: Sword & sworcery ep
     superbrothers                         sword & sworcery                                          ep
refers to a style of pixel artwork dubbed      refers to a fantasy subgenre        refers to a vinyl record containing up to
    ‘rustic 21st century minimalism’.     characterized by swashbuckling heroes.             37 minutes of music.




 “
    It’s a mix of laid-back exploration, careful investigation & mysterious musical
 problem-solving occasionally punctuated by hard-hitting combat encounters. S:S&S
EP is an unusual genre-bending effort with an emphasis on sound, music & audiovisual
                                                                                                                 “
     style that has been positioned as ‘a brave experiment in Input Output Cinema’.
why??
                                Nathan Vella- Capy Games
    “If your game is made for players, it’s probably not made for
                            anyone else.”


“
I think iOS has taught developers to
try and make games for everyone, but
by focusing on everyone it means that
you’re really not focusing on anything at
all.

A game is forever cursed by being
called a game. Mechanics are not the
be-all and end-all of a project. I believe
that Sworcery would have been just as

and was less linear. Those things are
                                       “
successful if it had no puzzles or combat

almost strictly there because we felt we
had to put that kind of thing in the game.
gravity concept

360° gravity for a 360° world
    point=point_direction(x,y,1850,1850);
          image_angle=point+90;




                                            Screenshot from a     gravity   test
                                            made in Game Maker.
early “game” concepts:
                       doodles, drawings & diagrams

Codename ORBIS: Latin for World

This image is an early game-world
concept depecting the layout of
the and objects contained within
the overall game.

       game design
        document:                 “
“
The game follows a young forest
sprite as he journeys across a
strange dream world...
specifically specialist
             (so what am I actually doing?)




   For the specialist project, I will be creating an interactive
  demo, which will act as a trailer for a game for Windows. The
 type of game created will be inspired by Craig D Adams’ cryptic
“input-output cinema” genre-a user-controlled experience with
 emphasis on narrative, dialogue and visual importance rather
             than using typical game-play elements.
(...and how am i doing it?)
                                      game maker

“
                                                                     “
Game Maker was initially developed by Prof Mark Overmars in 1999. GameMaker is
the world’s most widely used Game Development product and has been downloaded
more than 10 million times. The demand continues to increase and Game Maker
downloads more than 5,000 times every day from the YoYo Games website.
inspiration:
                                   trees                                             “
“
  the lower part of the long face was covered with a sweeping grey beard, bushy,
almost twiggy at the roots, thin and mossy at the ends. the deep eyes were slow and
       solemn, but very penetrating. They were brown, shot with green light.
                                   description of treebeard from lord of the rings: the two towers




      famous               Iifa Tree Final Fantasy IX
                           Mana Tree Secret of Mana
                                                              Great Deku Tree Legend of Zelda
                                                              Harold Fallout series
                           Tree of Life Prince of Persia      Money Tree Animal Crossing
 video game trees:         Whispy Woods Kirby’s Dreamland     Sudowoodo Pokemon Gold/Silver
inspiration: trees
 photos & sketches
design:
          trees

“
                                                                  “
   A project starts with an idea, a vision, something that is hard to
   define, something kind of magic and amazing. This is gold. This is
beautiful. You can’t yet see the details, but you have a sense for thing
       you want to make, and hopefully you’re swept away by it.
                                                craig d adams aka superbrothers


       sketch one                            sketch two
design:
                                         trees

        stage 1:                         stage 2:                        stage 3:




                                                                                 “
“
By creating a game world, you are creating an “imaginary reality.” Light is very important, and
should always be used with meaning, whether strong or weak. The colour choices for the game
          represent somewhere between a real colour scheme and a fantasy range.
                                                                             Toshikatta matsuda
navigating the demo
playable level exploration
what next?
                                     tree development

             scale                                 layers                                  paths
Image needs to be scaled in relation to More layers need to be added to A path needs to be set to add in Game
screen/window size & character size.    compensate for boring areas and add Maker to stop the player from venturing
                                        depth to areas with small branches. off the tree!




“Usually in the creative process, the next step is to think about
  the project intellectually, to talk about it, to look at it from
   various angles, to plan it out, maybe to second guess it or to
                                                                                            “
            problem solve it, maybe reconsider it a bit.
                                                                                    craig d adams aka supoerbrothers
what next?
       pixel art

“
S:S&S EP is a 21st century interpretation of the archetypical old school videogame
                                “
adventure, designed exclusively for Apple’s touchtronic machinery.
S:S&S EP features the internationally recognized art & design style of
Superbrothers, whose illustrations & short films have appeared in a
variety of exhibitions & publications.
character inspiration:
                        Brian Froud
“the faeries were a tangible aspect of the landscape, pulses of spirit,
  emotion, and light. They insisted on taking form under my pencil.”

                                                        game design
                                                         document:

                                              “
                                                The game begins at the very top of
                                                the tree, where the forest sprite is born
                                                from an opening flower. The sprite talks
                                                to the heart of the tree, which tells it
                                                                       “
                                                to travel the extent of the planet. The
                                                forest sprite must then make its safe
                                                descent down the tree, to the ground
                                                of the dream world below.
character inspiration:
                                        kodamas
Kodamas exist in Japanese folklore, believed to live in certain trees. It is thought to be unlucky to cut down a tree which
is home to a Kodama. Kodamas appear in many forms: some resembling people, some resembling plant-like creatures,
some depicted as dryads or nymphs.
The most well-known version is probably the one created by Hayao Miyazaki in his film Princess Mononoke.




       “tree spirit”                            “small spirit”                            “small ball!”
design:
                                          main character
something familiar?                           A ghost/spirit?                         a scary rabbit?




I originally went for the human-like doll ...but wanted to stick to something simple ...yet something that    resembled
style character...                        and spirit-like...                         something from nature.
what next?
   The next step is to actually make this thing, to get down to it.
                           This is the rock.
    finished concept                          scale & create                               animation
Finalise the character design, work on How big will the character be in relation Work out what animations will be needed
details, characteristics & colour scheme to the other objects in the game? How to be able to control the character, and
etc. Give it a name!                     many pixels will it be made of What will how the character will move.
                                         the character look like in pixel-art form?
what next?
everything else...

“                                                pixel drawing
A videogame is a staggeringly beautiful
canvas. It’s a window into another
world. A world that lives only as long     All artwork must be converted to in-game
as the machine is on. A living breathing   imagery using a pixel style.
world with depth and soul that actually
               “
exists, right there onscreen, limited
only by the vision and imagination                   animating
of its creators. Seize that thought,       Pixel images must then be animated
and don’t let it go.                       using sprite sequences.


                                                  programming
                                           Everything must be added to the Game
                                           Maker library so that the actual game
                                           can be made.

                                                  sound & audio
                                           Sounds and background music must be
                                           added to finish off the experience.

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BADMP Specialist Project Pecha kucha

  • 1. welcome! to suzi’s indie-game-input-output-cinematic-experience development-project. suzdigital.wordpress.com
  • 2. intro: What is input output cinema? input output cinema 1. Something that is put in. 1. The act of turning out; production: The 1. Motion Picture. 2. The act or process of putting in. factory’s output of cars; artistic output 2. The cinema, motion pictures 3. The power of energy supplied to a 2. The quantity or amount produced, as collectively, as an art. machine. in a given time: to increase one’s daily 3. A motion picture theatre. 4. The current or voltage supplied to an output 4. Computers: electric or electronic circuit or device. 3. The material produced or yield: a. ??? 5. Computers: product. b. ????? a. Data to be entered into a computer for 4. The current, voltage, power, or signal processing. produced by an electrical or electronic b. The process of introducing data into circuit or device. the internal storage of a computer. 5. Computers: a. Information in a form suitable for transmission from internal to external units of a computer, or to an outside medium. b. The process of transferring from internal storage to an external medium.
  • 3. inspiration: superbrothers: Sword & sworcery ep superbrothers sword & sworcery ep refers to a style of pixel artwork dubbed refers to a fantasy subgenre refers to a vinyl record containing up to ‘rustic 21st century minimalism’. characterized by swashbuckling heroes. 37 minutes of music. “ It’s a mix of laid-back exploration, careful investigation & mysterious musical problem-solving occasionally punctuated by hard-hitting combat encounters. S:S&S EP is an unusual genre-bending effort with an emphasis on sound, music & audiovisual “ style that has been positioned as ‘a brave experiment in Input Output Cinema’.
  • 4. why?? Nathan Vella- Capy Games “If your game is made for players, it’s probably not made for anyone else.” “ I think iOS has taught developers to try and make games for everyone, but by focusing on everyone it means that you’re really not focusing on anything at all. A game is forever cursed by being called a game. Mechanics are not the be-all and end-all of a project. I believe that Sworcery would have been just as and was less linear. Those things are “ successful if it had no puzzles or combat almost strictly there because we felt we had to put that kind of thing in the game.
  • 5. gravity concept 360° gravity for a 360° world point=point_direction(x,y,1850,1850); image_angle=point+90; Screenshot from a gravity test made in Game Maker.
  • 6. early “game” concepts: doodles, drawings & diagrams Codename ORBIS: Latin for World This image is an early game-world concept depecting the layout of the and objects contained within the overall game. game design document: “ “ The game follows a young forest sprite as he journeys across a strange dream world...
  • 7. specifically specialist (so what am I actually doing?) For the specialist project, I will be creating an interactive demo, which will act as a trailer for a game for Windows. The type of game created will be inspired by Craig D Adams’ cryptic “input-output cinema” genre-a user-controlled experience with emphasis on narrative, dialogue and visual importance rather than using typical game-play elements.
  • 8. (...and how am i doing it?) game maker “ “ Game Maker was initially developed by Prof Mark Overmars in 1999. GameMaker is the world’s most widely used Game Development product and has been downloaded more than 10 million times. The demand continues to increase and Game Maker downloads more than 5,000 times every day from the YoYo Games website.
  • 9. inspiration: trees “ “ the lower part of the long face was covered with a sweeping grey beard, bushy, almost twiggy at the roots, thin and mossy at the ends. the deep eyes were slow and solemn, but very penetrating. They were brown, shot with green light. description of treebeard from lord of the rings: the two towers famous Iifa Tree Final Fantasy IX Mana Tree Secret of Mana Great Deku Tree Legend of Zelda Harold Fallout series Tree of Life Prince of Persia Money Tree Animal Crossing video game trees: Whispy Woods Kirby’s Dreamland Sudowoodo Pokemon Gold/Silver
  • 11. design: trees “ “ A project starts with an idea, a vision, something that is hard to define, something kind of magic and amazing. This is gold. This is beautiful. You can’t yet see the details, but you have a sense for thing you want to make, and hopefully you’re swept away by it. craig d adams aka superbrothers sketch one sketch two
  • 12. design: trees stage 1: stage 2: stage 3: “ “ By creating a game world, you are creating an “imaginary reality.” Light is very important, and should always be used with meaning, whether strong or weak. The colour choices for the game represent somewhere between a real colour scheme and a fantasy range. Toshikatta matsuda
  • 13. navigating the demo playable level exploration
  • 14. what next? tree development scale layers paths Image needs to be scaled in relation to More layers need to be added to A path needs to be set to add in Game screen/window size & character size. compensate for boring areas and add Maker to stop the player from venturing depth to areas with small branches. off the tree! “Usually in the creative process, the next step is to think about the project intellectually, to talk about it, to look at it from various angles, to plan it out, maybe to second guess it or to “ problem solve it, maybe reconsider it a bit. craig d adams aka supoerbrothers
  • 15. what next? pixel art “ S:S&S EP is a 21st century interpretation of the archetypical old school videogame “ adventure, designed exclusively for Apple’s touchtronic machinery. S:S&S EP features the internationally recognized art & design style of Superbrothers, whose illustrations & short films have appeared in a variety of exhibitions & publications.
  • 16. character inspiration: Brian Froud “the faeries were a tangible aspect of the landscape, pulses of spirit, emotion, and light. They insisted on taking form under my pencil.” game design document: “ The game begins at the very top of the tree, where the forest sprite is born from an opening flower. The sprite talks to the heart of the tree, which tells it “ to travel the extent of the planet. The forest sprite must then make its safe descent down the tree, to the ground of the dream world below.
  • 17. character inspiration: kodamas Kodamas exist in Japanese folklore, believed to live in certain trees. It is thought to be unlucky to cut down a tree which is home to a Kodama. Kodamas appear in many forms: some resembling people, some resembling plant-like creatures, some depicted as dryads or nymphs. The most well-known version is probably the one created by Hayao Miyazaki in his film Princess Mononoke. “tree spirit” “small spirit” “small ball!”
  • 18. design: main character something familiar? A ghost/spirit? a scary rabbit? I originally went for the human-like doll ...but wanted to stick to something simple ...yet something that resembled style character... and spirit-like... something from nature.
  • 19. what next? The next step is to actually make this thing, to get down to it. This is the rock. finished concept scale & create animation Finalise the character design, work on How big will the character be in relation Work out what animations will be needed details, characteristics & colour scheme to the other objects in the game? How to be able to control the character, and etc. Give it a name! many pixels will it be made of What will how the character will move. the character look like in pixel-art form?
  • 20. what next? everything else... “ pixel drawing A videogame is a staggeringly beautiful canvas. It’s a window into another world. A world that lives only as long All artwork must be converted to in-game as the machine is on. A living breathing imagery using a pixel style. world with depth and soul that actually “ exists, right there onscreen, limited only by the vision and imagination animating of its creators. Seize that thought, Pixel images must then be animated and don’t let it go. using sprite sequences. programming Everything must be added to the Game Maker library so that the actual game can be made. sound & audio Sounds and background music must be added to finish off the experience.