Author Archives: OCVE

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A game is like a symphony on orchestra, where every instrument is craft. Stephane Assadourian.

Category : Interviews

How would you describe the process of creation of a video game? How would you describe the conception and development of a video game?

It’s a collaborative work with a lot different people, it’s a little bit like a symphony on orchestra, where every instrument is craft, is very specific craft, if you play the violin and somebody play the base, I know  you  play the same notes, but it sounds different,  if you have different understanding of the note, the problem is  the reason why it is  difficult because there are lot of different instruments, and a lot different instrument and everybody did not understand what other the instrument is playing and that’ why we need a director, who understands or hears everything and  wants to create the most  beautiful music.. common the skills.

The director is the producer, is creative director and it has several jobs at once, so the process had studied a people and conception phase and the idea is that you deliver what is the full vision.

Vision is very difficult to understand but, something that have to say about you know …about the world, about something, about…. creative things and then is only why, it is also the reason why who doing there is because then you want to say something and for the treatment there would be satisfaction or artistic direction…. Maybe be like cartoony o very realistic or wherever but there is a reason it is not random, usually it fits a vision. Everything in the stories is the same and it fits the vision. Usually people think about the story when something is of higher level and the all vision and is very difficult understand basically what people dream by achieving entering the experience after that you have preproduction phase.

Preproduction phase you need a lot people, not the same instrument and you are going to build a vertical slice of a game. The reason why you do that because a game is a set of systems that are supposed to work together, but you don’t know until you build it because it’s very creative   like a symphony and to play the symphony or the main movement of it, you don’t know how it sounds.

And so, that’s the idea, you will make them work together like this trumpet, this violin, this base and this other instrument and you see if it works the most time doesn’t even though on paper it worth but it doesn’t when you build it .

In order to prepare for the production and you know to make sure that you understand when all the trumps ahead   you need to create a vertical space and you have a demo and you can play the demo so you go for a game idea to a playable idea and then after that production which you need a more people and production is the level the game, the full game with all that sounds so then when you invite people to a concert, and you are ready to ship the game, you are ready to play alive the concert  and then after that you can have a live operation when you are going on a tour in several cities and you can repeat this thing, make sure that the experience is for players.

 

What is important in each of them?

All very important, but the most important is always the one on hands.

The most important also the fact that you able to tell yourself in your team it’s no working, it’s no  good enough, this is not the one we want to make,  there is no market for that,  so basically different scenarios for failing, and this is important to understand because the most people think that failing is bad, but it is actually really good because you are understanding, you have more knowledge  but you are doing  and so the earlier  your feel and hear it is better. So, if you have an idea a game which has five minute and after that five minutes you  say that you are not going to make this game and your game is a bad idea

You don’t spend one dollar or one euro, and you realize that it was a bad idea but if we chat and you think “ I should do  this” but then maybe you have a different idea, maybe it should be a bit more like this or a bit more like that, and so everything is moving in this space of creativeness.

The most important phase, I guess, is the conception, because you really layout the platform and if you don’t fail in this phase and the next phase is the most important.

According to your opinion, of what does the work of a game programmer consist?

 

Writing the software of the game designers, imagined on the paper or in the head

This software is a basic system, the System of game, could be open games or maybe the level that you can go through, also the camera principles in 3D action adventure game, where is the camera you can always have control out.

It’s about movement and interaction so if you Have to shoot, or whatever actions you need to do, to jump to control you need, when animation has triggered them.

Have a logical state of character where is moving: if he is on the ground, jumping you shooting, during the jumps.

 What knowledge must you have?

Software engineering knowledge, basic date because the job is to write code. Then you need to understand what the other jobs are about, because the problem arises from the fact that people don’t understand what others are doing and when they talk together in meeting and the main thing is to understand each other they do not. And two weeks after they look at work and they tell that it is not what I asked, and they start arguing about the work.

How does game programmer interfere in the evaluation of a video game?

Challenge get the designer because he needs to implement what the game designer is saying.


2019 PCA/ACA National Conference Game Studies Area

Category : News

The Game Studies area of the National Popular Culture Association and the American Culture Association Conference invites proposals for papers and panels on games and game studies for the Popular Culture Association/American Culture Association National Conference to be held April 17th through April 20th, 2019 at the Washington Marriott Wardman Park in Washington, DC.

Topics of Interest

— new game mediums and platforms

— representation or performance of race, class, gender and sexuality in games

— gaming culture, game specific cultures, and multicultural and cross-cultural issues

— game development, design, authorship and other industry issues

— game advertising, reviews, packaging, promotion, integrated marketing and other commercial concerns

— political and legal entailments such as regulation, censorship, intellectual property

— ludology, textual criticism, media ecology, narratology, etc as paradigms for games studies

— game genres, platforms, consoles, console wars and connections to other media

— serious games for education, business, healthcare, (military) training, etc

— space and place in games, play spaces, virtual/physical communities, mobile gaming and localization

— digital literacy, discourse practices, social norms and norming, the politics of play

— public discourse/controversy over violence, militarism, sex, criminality, racism, etc in games

— game pedagogy and classroom practices, gamification, learning as play

For individual paper proposal submissions, please submit a 250-word (maximum) abstract by October 1, 2018.  Submissions must be made online at http://ncp.pcaaca.org.  Detailed instructions for using the online submission system can be found at http://www.pcaaca.org/conference/instructions.php


CHI PLAY 2018 FORUM on Video Games for Mental Health

Category : Uncategorised

The Forum on Video Games for Mental Health invites researchers and practitioners working on mental health, video games, and/or digital health care to discuss their work under the auspices of the annual CHI PLAY conference. Participants can also look forward to three thought provoking keynotes, addressing the use of video games in therapy, issues with the clinical implementation of digital health technologies, and the production of games for mental health.

We particularly welcome contributions on:

-Innovative game designs and technologies for promoting, assessing or treating mental health

-User-centered or participatory design methods applied to games for mental health

-Implementation strategies and or clinical/practical considerations when using games for mental health

-User studies, experiments and/or intervention studies, focused on outcomes of using games for mental health

-Video games and playful interactions applied in the therapeutic context

For more information and submission details see the workshop website: https://chiplaymhforum.wordpress.com/

Submission Deadline: August 15, 2018

October 28, 2018

Melbourne, Australia


Workshop on Intelligent Cinematography and Editing / Intelligent Narrative Technologies

Category : News

Please consider contributing to the joint workshop of WICED (Workshop on Intelligent Cinematography and Editing) and INT (Intelligent Narrative Technologies), which will be collocated with the 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2018) at the University of Alberta in Edmonton, Alberta, Canada.

Submissions in the form of long papers (8 pages), short papers (4 pages), and posters (1 page). The workshop website can be found here:

https://sites.google.com/ncsu.edu/intwiced18/

IMPORTANT DATES

The INT/WICED joint workshop will accept papers on a rolling basis. Papers submitted before August 6, 2018 will receive decision notifications before 24 August, 2018, in time for the early registration deadline for AIIDE. All papers must be submitted before September 5th, 2018 to be considered for acceptance and publication in the joint workshop proceedings, and will receive notifications before September 20th, 2018.

The prospective schedule for the workshop is as follows:

Paper deadline: August 6th, 2018

Early Paper Notification: August 24th, 2018

Late submission deadline : September 5th, 2018

Workshop date: November 11-12th, 2018


Games and LearningConference (GalaConf) 2018

Category : Events

 

Games and LearningConference (GalaConf) 2018

 

CallforpapersforGames and LearningConference (GalaConf) 2018. Deadline has been extended untilJuly 20. 5-7 December in Palermo.

 

Keynotespeakers:

DirkIfenthaler, University of Mannheim

GeorgiosYannakakis, University of Malta

 

Proceedingswill be publishedonScopus-indexedSpringerLecture Notes in

ComputerScience.  Selectedbestpaperswill be invited to a dedicatedspecialissueonthe ISI-WoS ESCI indexed International Journal of SeriousGames.

 

Gala Conf 2018 alsowelcomessubmissionsfortheSeriousGamesCompetition.

More info:

Call for papers

https://conf.seriousgamessociety.org/sg-competition/


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