Monday, November 28, 2011
Wednesday, November 23, 2011
FINAL TIME
Tuesday, 12/6
11:30am-2:30pm
Sunday, November 20, 2011
Due Tuesday (11/22)
1. A sketch of the shape of your racing track, with whatever vehicle/character is taking the place of the "car" included.
2. A sketch of your title screen, which should give some indication of font style.
3. A sketch of a "story" screen, giving some context for the game. If the vehicle is a helicopter, who is the pilot, and why is she/he taking flight? Lay out the objective of your game. This should be some combination of snappily written text, and images giving a sense of character and environment. It can be one main image, or it can be several images broken down into comic-strip format. As a reference, take a look at how "blockade blitz" lays out its story:
Blockade Blitz
Wednesday, November 16, 2011
Tuesday, November 15, 2011
Due Thursday (11/17)
Bonus points for sketching out your title screen, and any sort of intro visual materials that will set the stage for your game.
Thursday, October 27, 2011
Machinima shortcuts
To make the whole User Interface (UI) disappear, you can either use a shortcut or through the advanced menu.
Press Ctrl-Alt-⇧ Shift-D to make the Advanced menu appear.
Then go to 'Rendering', unclick 'Show UI'. That will make all the UI disappear. If you want to get the UI back use the shortcut: Ctrl-Alt-F1.
Stopping your shot with Snapz Pro X:
Command-shift-3
Thursday, October 13, 2011
Next Tuesday: 3 pages of storyboards
Tuesday, October 11, 2011
Next class: Script Due
PARTHENON
BEACH HOUSE
CLUB
CASTLE
You don't have to limit yourselves to the ideas we came up in the brainstorm session. But for those of you who missed it, here are a few of the ideas we threw up on the whiteboard --
Self-referential story about waking up and being stuck in Second Life
Religious sacrifice made at the Parthenon
Murder at the Club House
Nutso art critic showing off the art in the club
Time traveler going back in time to the castle, and finding life is simpler there (while someone living in that time thinks it's a terrible time to be alive)
Remember the avatars that we have at our disposal. The story can be told in any sort of mode you can think of -- interior monologue, dialogue, faux-documentary. Have fun with it, and we'll read them off next class.
Thursday, October 6, 2011
Tuesday, October 4, 2011
Thursday, September 22, 2011
mjb - my avatar and me


Okay... Yeah... Weird. Is this person goth or something? I bet they smoke in real life too. Do they really think that cape looks cool? They must dress really weird. I bet he lives in his mothers basement and argues about comic characters online all day long.
This guy over here must be quite the adventurous fellow. And where is he? Did he really land that thing on some road? Crazy guy! I wonder who he's talking to...
Sean's avatar




This was me with extremely long hair enjoying the Grand Canyon. If a stranger was to see this they may think wow is that a guy or a girl. They also might think that whoever it is really enjoys to travel and see new and exciting places.
My second life character started off as an adventurous pirate in a church. But while taking his adventures to many new places
he realized that he was Chunk from The Goonies. Now he is looking for a sunken pirate ship somewhere in the Caribbean
in hopes that the treasure that was sunk with the ship is still there.
Ricko's avatar

Wednesday, September 21, 2011
Gabor's closeup

Building in Second Life; What's Due for Tuesday, Sept. 27
Also due on Tuesday: a sketch of a building you'd like to construct in Second Life. Hopefully the time spent in class today will give you some ideas of some of the possibilities and the limits of the basic building tools. Since SL isn't constrained by the physics of the real world, take the opportunity to be playful and creative with your design. Take your cue from "novelty architecture" (we'll look at some examples in class) -- buildings that are perhaps more sculptural or metaphorical than practical. Here are some links to examples of novelty architecture in the real world:
http://en.wikipedia.org/wiki/Novelty_architecture
http://www.mentalfloss.com/blogs/archives/16834
http://www.oddballdaily.com/2011/04/11/11-unusual-buildings-from-around-the-world/
You might want to make your sketches on graph paper, as that will give you some indication of relative scale, and you might be able to translate some of that information to the SL building grid.
Here are some basic tips for building in SL:
VIEWING YOUR OBJECT
Holding down the alt key and clicking in the viewer, you can use your mouse to navigate through the visual space without having to move your avatar around to see things from other angles.
HELPFUL KEY COMMANDS
Ctrl + L: Links objects
Ctrl + Shift + L: De-links objects
Shift + click + drag: Copies objects
USE THE GRID
When moving or rotating an object, you have access to a grid that will "snap" the object to specific coordinates. The grid will appear when you start moving the object; drag your cursor over the grid, and your object will snap to the grid increments. Building objects that are sized the the scale of the grid is a helpful strategy.
CUTTING HOLES IN OBJECTS
To create a hole in your object, in the build menu, select "edit" in the top menu, and "object" in the sub-menu. You have an option to "hollow" the object (and "path cut" will begin to slice into the shape of your object).
RIGHT-CLICKING ON OBJECTS
Right clicking on your object gives you several options, including editing, deleting, and "taking" your object. "taking" the object is like saving it -- it gets saved to your inventory. To keep your inventory organized, you should name you objects -- do that in your "Build" menu, under "Edit," in the "General" sub-menu.
Here are a few SL building tutorials on youtube:
GViz's adventures.



Second Life Vacation



This place was about a 30 second walk from the Grand Canyon. I love ass-deep powder in regular life, so I figured I'd enjoy it just as much in Second Life. I didn't.
These are posters of movies that can be viewed in a theater. I tried to watch a few, but they all cost real money, so I opted against it.
Tuesday, September 20, 2011
Casino, The Bay, and NC STATE
/Volumes/Student/Desktop/2ndlife1_003.png
Assignment for Thurs, 9/22
Post two pictures to the blog. One is a picture of your avatar (or maybe two pictures, if you want a full-body shot and also a closeup), as well as a snapshot of yourself (you can take the shot with your computer, or you can pull a recent shot off facebook or elsewhere.
Under each picture, write a paragraph describing what assumptions an average person would make about the avatar or the person in the photo. What sort of personality do they have? What sort of personal background do you think they have? What sort of attitude?
Second Life Visit

I visited an art installation by Artistide Despres, called "Alea Fukushima," which was a response to the Fukushima reactor meltdown. I actually met the artist there and got to chat with him a bit.
Brett's Zynga article response
2. They are using a free-to-play model which is different because most games you have to purchase in full. The free-to-play model lets you play for free and if you want specific perks you may have to spend money.
3. Zynga made good choices by creating a free-to-play model, incorporating micro transactions of money, creating games that have a huge chance for profit, and incorporating itself with various social networks.
4. I 've never purchased a virtual good. I've won various virtual goods for my Xbox Live avatar.
5. I'd side with the game designers because data isn't a clear cut way to design a game around. The developers that left the company even said that the data didn't explain how to make games, it didn't account on how to create the right use experience.
Foldit: using games to combat disease
Interesting BBC news article on harnessing gamers to solve science problems -- in this case, modeling an enzyme that may help with anti-AIDS drugs:
http://www.bbc.co.uk/news/technology-14986013
More info from Wikipedia:
http://en.wikipedia.org/wiki/Foldit
http://en.wikipedia.org/wiki/Game_with_a_purpose
Direct link to the Foldit site:
http://fold.it
Zygna Article
There first game introduced on facebook was a poker game. This game created a lot of buzz and then designers added virtual goods you could buy at the poker table.
I have bought backgrounds for xbox360 platform; one was a Nazi Zombie background that would show up when the system was started.
Being a business major I would have to decide on the choices driven by data. The data is what is keeping Zygna up to date on the market and the influence facebook users have on each other. While having an attractable design/game is important, it is useless without more people playing and collecting data is how that is accomplished.
Places I went

Zynga article
1. What is Zynga's biggest "edge" as a game company?
The “edge” that they have is the very large market that they have. Any one can play their games they very simple.
2. What is the infrastructure Zynga uses for distributing its games? And how is that infrastructure different from more traditional game distribution systems?
They distribute their games through social networking site Facebook. Their games are online, people don’t have to go to the store and buy them. They have access to the games instantly. Zynga doesn’t have to spend money on making physical copies of the game. They save lots of money being an online distributor.
3. List a couple design choices that were made in Zynga games that proved to be successful.
They allow you to interact with friends to get certain things done in game. It doesn’t focus on winging but on a statues. The inter face is pretty simple so anyone can jump in and start gaming.
4. Have you ever bought "virtual goods"? If so, what were they, and why did you buy them?
I have buy virtual good every few months. The main thing that I buy are games, on a few different platforms. On the Xbox Live arcade, Xbox Marketplace, On Steam. As well as other pc software. And I buy them because it’s more convenient than drive to Reno or ordering it online and waiting for it to arrive. It is also cheaper sometimes time to get the digital copy.
5. There seems to have been tension within Zynga between designs and choices driven by data, and choices driven by game designers. Whose side, in general, would you personally align yourself with, and why?
I would lean to the design driven by the data. Why? Because that is the way I work. You tell me what you want and I will give it to you and if there is room, I will put my own touch to it.
Monday, September 19, 2011
mbrill - second life

http://maps.secondlife.com/secondlife/YToub%20System/145/98/4001
Smuggler’s Moon is a Star Wars themed area. Full of freebies (clothes and accessories), very detailed replicas of in movie settings, characters and even dances!

Tableau seems like a wild west, world war two era army base resort hotel. I found it under the “Strange” category and it certainly doesn’t disappoint. From the artsy horse installation, to the large, unexploded nuclear bombs and right back to the beach front resort hotels, this place is just all over the map!

Off The Wall is a childlike area full of over sized toys and other play things. It’s primarily an outdoor area, full of vegetation and other kooky objects. The background sounds also add to the humorous mood.
Thursday, September 15, 2011
places, Yak



I traveled to the golden gate bridge and visited a horse sculpture. It's moved me more than words could ever explain. After that I met up with my jolly good friend Trevor and we preceded to embark on a fantastic ride. This ride just also happened to be on the golden gate bridge. The scenery was as breathe taking as the eye could conceive. The hot air balloon kissing the horizon was a fantastic touch. Last but certainly not least I tried to gamble at a local casino, but a poor poet like me lacks the funds for such pleasures, so I just relaxed on the one of their fine pieces of furniture.
Assignment for Tues, 9/20
Please read the article "Virtual Products, Real Profits," online at the Wall STreet Journal here, and in your blog post, answer the following questions:
1. What is Zynga's biggest "edge" as a game company?
2. What is the infrastructure Zynga uses for distributing its games? And how is that infrastructure different from more traditional game distribution systems?
3. List a couple design choices that were made in Zynga games that proved to be successful.
4. Have you ever bought "virtual goods"? If so, what were they, and why did you buy them?
5. There seems to have been tension within Zynga between designs and choices driven by data, and choices driven by game designers. Whose side, in general, would you personally align yourself with, and why?
Tuesday, September 13, 2011
Assignment for Thurs: Pick three places to visit in Second Life
http://secondlife.com/destinations
And pick three destinations you'll visit on our virtual "field trip" during Thursday's class. I'll check in with everyone to hear their three picks at the start of Thursday's class.
Here are the videos we looked at in today's class:
Monday, September 12, 2011
Thursday, September 8, 2011
Sign up for Second Life before Tuesday, Xtranormal posting to blog, and some links
1. Post your finished Xtranormal short to this blog (use the "embed" code)
2. Sign up for an account on Second Life
Second Life main web page
Link to sign up for an account:
Second Life account registration
You'll go through the steps of choosing an avatar (which you can later change), creating a username, and entering your email, birthdate, and password.
Here's short article on what makes writing memorable (we'll read it in class):
"Facts are Feeble Fare," by Alain de Botton
And here's a link Gabor passed along, about using "atoms" rather than polygons to create graphics:
Tuesday, September 6, 2011
Assignment for Thursday: Chelsea's punchline
Monday, September 5, 2011
Chatbots: Dialogue created through artificial intelligence
More info the project, and the Cornell Creative Machines Lab (which set up the "conversation") here:
http://creativemachines.cornell.edu/AI-vs-AI
Thursday, September 1, 2011
Assignment for Tuesday 7/6
ALSO, A REMINDER:
A rough cut of your Xtranormal short is due at the neginning of class on Tuesday as well.
Thursday, August 25, 2011
Syllabus
Wednesday, August 24, 2011
Xtranormal Project: What's due Tuesday
http://www.fastcompany.com/magazine/152/moviemaking-for-the-masses.html
Here is a Beginner's Guide to using Xtranormal:
http://xtranormal.zendesk.com/entries/387760-making-a-movie-in-xtranormal-movie-maker-the-beginner-s-guide
And here are some Xtranormal shorts I'll show in class:
Geico commercials made in Xtranormal
"What's A Meme" by jtoeman
Orchestral Percussionist
by: mconradd
THE ASSIGNMENT
On Tuesday, a printed-out copy of a script for an Xtranormal short is due. We'll work on executing the short in class. The script should be roughly three double-spaced pages. For screenplays, in general one page of script equals one minute of screen time – the finished short should run about three minutes in length.
Write the script out in the form of a play, including some notes on gestures the characters make, like so:
BOB
How's the weather?
SUE
(Shrugs) I don't know. You tell me.
BOB
(Frowns) I asked you first.
You are constrained, by the format of Xtranormal, to a dialogue between two characters. One thing that makes dialogue interesting is when each character has a distinct personality, and a distinct speaking style. The pre-recorded voices of Xtranormal have a similarly flat affect, but word choice in dialogue can still give the characters distinct personalities. For instance, the following exchange sets up two characters with very different temperaments:
BOB
My head is like, totally foggy, man. It's like, I don't know if up is up, or up is down. You know what I mean?
SUE
I do have some inkling of what you're trying to say, despite the vague and muddled manner in which you've chosen to vocalize it.
As an exercise to help get you thinking about the different personalities of your characters, in addition to the script itself, you must also write a one-paragraph "Bio" of each character. What is their background? Their style? Their outlook on life? You should choose Xtranormal characters that somehow reflect, in their character design, the type of personality you want them to project.
SOME NOTES ON DIALOGUE
Your dialogue will probably have more impact on an audience if it builds to some culmination or punchline, and if there is some suspense as to what the outcome will be. The cliche is that drama is driven by conflict (though "conflict" can be more subtle than a straight-ahead battle between two people).
The scene I showed from "Inception" is really an exposition scene -- explaining the fictional parameters of the movie's world. But it's built with a little shock at the end, when Ariadne's character is surprised to learn she's in the dream. It gives the scene a little punch at the end -- a sense of climax that gives the scene a feeling of closure, rather than just letting things trail off into the next scene.
Here are a few types of dialogue, which might help give you a structure for giving your scene a bit of an "arc," with a sense of resolution or closure at the end.
ARGUMENT
This is the most direct form of conflict: one character is arguing with another. The suspense that's built into this is: who will win the argument? Another element of suspense might be: who is actually right (the person who wins the argument, after all, might just win by being a better bully, and not actually by being right)?
PERSUASION
One character is trying to convince another character of something. If the character being persuaded is skeptical, this provides some conflict (though not as direct a conflict as a full-blown argument). Suspense arises from the question: will the skeptic be persuaded, or resist all the way to the end?
INTERROGATION
One character trying to learn a secret from another character. The suspense can come both from wondering if the interrogated character is going to give in, and what the nature of the secret itself is. The classic example of this would be the interrogation of a suspect in a police drama, but it could be as small-scale as a mother suspecting their kid did something naughty, and trying to figure out what it was.
CONFESSION
The flip side of one character hiding something from another is one character deliberately revealing something to another. The suspense here tends not to be whether the confessing character will reveal something, since the character is willingly opening up -- it's more suspense toward what the nature of the confession will be, and what the reaction will be of the person being confessed to.
TELLING A LIE OR TALL TALE
One character lies to another. Some suspense comes from whether the character being lied to will end up believing or disbelieving the lie. If the liar is telling a particularly extravagant tall tale, there can be suspense in wondering how far the liar will push it.
Sunday, August 14, 2011
Welcome
This course will introduce students to a variety of current software to produce digital media associated with the entertainment field. The course will introduce concepts and methods of animation, simulated environments, and gaming. A variety of Digital Entertainment venues will be explored, that may include film, video, television, commercials, virtual environments, special effects, computer generated imagery and animation.
Next class, we'll be going to xtranormal.com to create some animations using pre-built animated characters. Please sign up for a free account before next class, so we don't have to burn class time getting you set up. You can sign up for an account here.
Also, for next class, prepare a 5-10 minute presentation on a video game or virtual experience you enjoy.
Address these questions:
- What is the basic goal of the game/exerience?
- Give a short description of the world of the game/experience.
- What type or genre of game/experience is it? (examples: platform game, puzzle game, first person shooter…)
- Who is the audience for the game/experience?
- Describe the interface of the game/experience, and the mechanics of game play/interactivity.
- Discuss the design of the game/experience. How does the style of the characters/environment add to the experience of the game?
- What is the element of the game/experience that makes it “special” – better than other examples of its genre?
Please feel free to bring any visual aids – screenshots, or the game/experience itself – to incorporate into your presentation.