Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

31 October 2018

Videogames: (Sketch) / Design / Play / Disrupt



I took a trip to London recently to do some gallery lurking, and was fortunate enough to get a ticket into the V&A's latest digital inspired offering, Videogames: Design/Play/Disrupt. As a designer within the industry this show is exploring, when I saw the curtain lifted on how games are made (a brainstorm wall, a spreadsheet of narrative forks, how sprints work, etc.) it began to feel like I'd come in on a Saturday to do some paid overtime – with me doing the paying.



But then something happened. I saw a kid, a girl. About ten years old, taking notes and sketching. And then a boy, he looked about 12, discussing with his dad all the inner machinations on display. Looking around, amongst a varied ragtag bunch of punters, I realised a large contingent were kids with parents. When the next generation of makers are getting inspired before your very eyes, you quickly start seeing things differently. The day-to-day in front you instead morphs into dreams. That spreadsheet, a dry but necessitous tool of organisation, becomes a truly beautiful, rational weapon of brilliant logic slaying the demons of disorganisation. My love for a spreadsheets and Gantt charts became crystallised as I saw afresh their pedagogical powers. And as I moved along this work-away-from-work, observing the hours, days, weeks, months and years of design, development and production unfold as art, I found the big one. The holy grail. A single artefact carefully secured, sheltered by dimmed light and protected by glass. A sketchbook. And it got me thinking.



I began thinking about thinking. I thought about the thoughts written down and how they got turned into something real. I wondered if that designer ever wondered what would become of their sketchbook. Did they see it as a workaday means to an end? A breadcrumb trail of thought? Or some other thing; proof of their part in something much bigger? Could they ever have imagined that a small part of their creative process would become worthy enough to be considered curate-able in the same room that showed the life work of David Bowie, currently next to an exhibition on Frida Kahlo in a museum space shared with epochs of diverse human antiquities, art and endeavours ranging from Tipu's Tiger, to Constable, to a 3D printed gun? My guess is not. I imagine they thought it would just sit on top of another sketchbook, in a long line of sketchbooks, gathering damp or dust or whatever it is you find at the bottom of a box in an attic. Until now.

Now it’s firing the imaginations of kids and showing that what we do, what makers do, is no different to what they do. Dreaming, sketching, making. And very often just doodling. (But doodling’s fine, kids. It frees the brain.)

I clearly remember as a kid myself, sketching on my 'William' custom headed notepaper my brother James got made for my birthday when he worked at Prontaprint. I looked up to him being a Graphic Designer and one day hoped I could do the same and somehow combine with that my massive love of The Beano, and turn my cottage industry of imitation comics and home t-shirt printing into something like a job. Funnily enough, something like that did happen. I did become a graphic designer. I did end up working with The Beano, helping make a couple of games. And the constant throughout this journey? Keeping sketchbooks.



It’s impossible not to. It’s one place where a constant thread of thought can be scrawled, traced and relinked in a tangible space. Quickly and easily navigated by thumb and forefinger, amended simply with a pen. Looking back through my current sketchbook, I can see an analogue time machine of projects and thought process, and even a few bits of those aforementioned Beano games scratched out. In the spirit of Design/Play/Disrupt, here are some of those sketches from two recent releases I worked on at Jollywise for Beano Studios: Return to Lender and Sausages and Chips.




We all know Da Vinci kept sketchbooks. Artists throughout time have done the same. As have designers. In one magical display, the V&A has helped solidify the importance of the medium for whatever field you work in, and turned the almost impossible games-as-art debate into a beautifully winnable argument. If you get a chance, take a look. And take a sketchbook.

---

Videogames: Design/Play/Disrupt

On now at V&A until Sunday, 24 February 2019

---

This post was first published on the Jollywise blog

02 May 2014

...upstream Color Zen

Illustration, eye, zen garden, ROYGBIV
If you think there's only one correct way to spell 'colour' then you'd better step away from the screen about now.

With grammar pedants now stepped away from the screen, I'd like to tell the remaining forward thinkers about a game called Color Zen. Anyone already familiar with this game should step away from the screen about now.

All who remain in front of the screen hear ye: Color Zen is, in equal measures, a beautifully addictive and addictively beautiful optical-art crown bowls pocket chess-for-one acid drop. But before I paint a lacklustre picture with a hundred dulled words - like a transcribed version of that retouched JC on the walls of the Sanctuary of Mercy Church - here are some screen grabs from within the game which (even without any sort of game mechanic attached) would have me entranced any given day of the week, including the hard-to-please Monday.


Looks lovely doesn't it?

The back-of-a-cig-packet aim of play is this: knocking shapes of the same colour into one another causes a wave of colour to flood the screen, absorbing any  other matching coloured shapes as it goes. Each level screen is framed by a coloured border. You complete the level by flooding the screen on your final move with the same colour which matches the border. Got that?

It's like being in control of a zombie apocalypse except instead of decimating a small town by biting, tearing and eviscerating, you spread your rainbow virus using colour, geometry and head skill. To explain all this is like telling you how beautiful the sunrise was this morning over my town, so if you can, download it now on iOS or Android.

On top of it being a thing of aesthetic beauty, its makers, Large Animal Games, have made a superb fist of level design, getting the balance in most parts spot on. And on the occasions where some levels appear easier than others, you're so ensconced in its ambient tone that you're not sure whether you fluked it or were in-the-zone from all the braincolourwashing (you can use that special compound if you like). The UI is simple and tidy, if a little confusing navigating through the Help menu, but you'll never need to visit that as the learn-as-you-play user flow has you up and tapping straight off the (coloured) blocks.

Reading an interview by UIPalette with the developers and designers reveals some insight which I found not only true to making apps and games in general but to 'the creative process' as a whole. Color Zen was the product of one of their Project Days: a creative labs boiler room approach where over 24 hours an idea (which quite brilliantly is decided upon from an initial internal free-pitch) is rapidly developed. No time to over-think things. Solidified focus. Stuff getting done. It came from the desire to do something simple and cool, almost for the sake of doing it. I'm sure there's workaday pot-boiler stuff everyone should be getting on with over at Big Animal Games, but that as a sole focus stifles creativity and it's this, after all, which is the solid fuel of innovation and progress. I bookended the weekly team meeting recently with a classic Charles Eames quote found published within the pages of The Designer Says which I keep on spouting off and have been known to stick to walls as a reminder to everyone with eyes (I should consider a Braille version - and I'm not being facetious). It's this, and it's true:

"My dream is to have people working on useless projects. These have the germ of new concepts."

From play comes work. The whole experience surrounding Color Zen - from the process in which the game was made to the playing of - is a heady source of inspiration. If you've made it this far down the page, regardless whether or not you think I've been creative, the fact that what you're reading right now exists only because I play Color Zen, goes some way to prove a point.

05 August 2011

...Mungames

Hey you square. I know you're the type who's far too busy to car-jack an old lady, stave off a gang of marauding undead or collect stickers bouncing across a patchwork landscape, but take five minutes to read this and you'll soon see how play is absolutely everywhere in your day and completely, unashamedly unavoidable. Even YOU, the most buttoned-down of all people, the one with the least time for childish fripperies but the most time for hard work, at some point during your day, will get involved in play (and I'm not talking about an illicit bit of Farmville at lunch).

The recent launch of Google+ awoke my halcyon era (#sarcasm) memories of 2007 when everyone clambered aboard the Facebook steam roller as it headed out of town, crushing MySpace, Bebo and any other chubby social network not nimble enough to adapt or step aside. In its infancy, before all the extra features evolved - the apps and widgets we associate with modern Facebook - adding friends was a massive factor of what made Facebook addictive. Who can I get next? How high can I get my numbers? Can I get more friends than my mate Ian? It was the acceptable face of collecting football stickers in the playground, except the rules of engagement meant you had to actually be OUT of the playground to legally take part - 16 years or over. For those who outgrew such childish pursuits the moment things morphed, dropped and broke in the night, it was a welcome invite to play. A common gaming trope emerged: Collecting.

As I started adding Friends, Acquaintances and Stalkers to Google+ I soon figured out, with absolutely nothing happening on Streams, adding to my Friends, Acquaintances and Stalkers is, like Facebook before, the most addictive thing about the new social platform. Google+ may be an empty aircraft hangar for most people right now, but the collecting - the gaming element - will drive it forward until it does everything Facebook does, but without the obtuse interface.

In our everyday lives when carrying out work or performing the most mundane of tasks, we engage in micro-games often without realising, either competing against others or oneself. For example, at work I'm writing this piece. I have other things to do. In fact, I have three things on my plate which need immediate attention. But for now I continue to write knowing full well I need to get on with the other jobs. I'm in the throes of time management. My immediate world shows a countdown clock in the corner and I'm halfway through my allotted segment of time before it runs out. My task is to complete this piece or I risk failure to move on to the next task. A common gaming trope emerges: Trial.

You can see where I'm going with this already.

It's like we're hardwired from birth to get the most out of life from play, even when there's work involved; the classic 'see how quick you can pack your toys away' never rang so true. So why stop when we reach adulthood if play can be conducive to a both a productive and positive head state when going about our business? I'm not just talking about tacking a metaphor of games onto our lives, but rather to understand and accept that play is an inherent part of a day-to-day existence. Ever stuck the kettle on in the kitchen and raced it against toasting some bread? (Challenge). Or guesstimated the amount of footsteps to WHSmith? (Puzzle). It's okay. We all have. In fact, I've categorised a shortlist (Collecting) of the 'mungames' which I often play. See if they match any of yours (Challenge).

  • Holding the petrol pump on full and stopping EXACTLY on the amount you want to spend. (Skill)
  • Hoarding £2 coins in a jam jar (Collecting)
  • Blowing fifty £2 coins on treats (Reward)
  • Catching a spider under a glass (Skill)
  • Carrying more than three drinks at once in a pub (Trial)
  • Peeling off sticky labels without tearing or leaving residue (Skill)
  • Boarding a bus/train moments before it leaves (Achievement)
  • Stacking washing up on the draining board (Puzzle)
  • Parallel parking (Trial)
  • Searching for the damn keys (Discovery)

As the human race goes, we didn't get to where we are without competition. It's the catalyst which moves things forward and is at the heart of gaming. So you see, play is unavoidable. Next time you're up against it at work, and you're worried about facing the end-of-level boss with a spreadsheet which looks authored by Duke Nukem, don't worry. There'll be a brilliant cheat you can Google, download and submit as your own before holing up in the kitchen for a coffee (Powerup). If your boss accuses you of playing games, say yes. Yes I have. It's only human (Level up).

22 July 2010

12 July 2010

...Invert Look




















As part of the recent budget, the new coalition government decided to pull its big old clumsy blue and yellow cojoined leg back as far as it jolly well could to give the torpid UK economy a thundering kick in the nuts. The Libercon Dermosives or whatever we're supposed to call them, probably thought it an easy win to scrap tax breaks for the UK games industry. So short-sighted and out of touch was the decision, that individually writing down their ideas on scraps of paper, neatly folding them in half and putting them in a tombola would seem a more rational way to have chosen their deficit-busting policies. This government doesn't understand gaming. I'm sure they believe games are made by a few lazy ne'er-do-wells in their spare time to be played by a handful of loners with a propensity to vindictively re-live every pixellated action from Double Dragon on to upstanding, unsuspecting voters. A perception not only twenty years out-of-date, but twenty years wrong. If only these private-sector-sucking politicians could see how much money they could personally accrue from this (talented, prestigious, vital) UK industry, they may just change their minds. Right, comrades?

Where would we start in making them see the light? We need thrift! An expedient bulletin to make them understand the industry's far reaching cultural influence, affluence and pertinence. I know! Let's post the launch issue of Invert Look through the letterbox of number 10. I wonder who'll get there first in the morning to pick it up, Clegg or Cameron? I assume they untie their 'third leg' to go to bed. Nick is probably already making the tea and removing all the Rice Krispies and Corn Flakes from the miniature cereal selection to mollify David and his sweet, sweet tooth whilst the letterbox swings on its hinges. "My, what's this?" They'll say. Invert Look.

It's a new quarterly gaming publication from The Church Of London, producers of the excellent award-winning film mag Little White Lies. If you're familiar with the crisp, erudite writing from their contributors, wrapped inside layers of beautifully designed editorial, then you'll be as cock-a-hoop as I am that gaming has gained their attention. The launch issue - received free as a loyal *cough* subscriber to LWL - is a rallying cry at what a games publication can be in this climate of digital news, social gossip and blog saturation. No latest reviews, no sycophantic scoops, no early-adopting slavering over the latest technology; think watching Newswipe instead of the actual news. Quite refreshing, really. And it's about time.

Back in the early '90s when I was battling to get Alex Kidd to the end of his Miracle World before getting called down for My Dinner (there was a world before memory cards, kids), I'd worship at the altar of Mean Machines, my first magazine love. Before 'crowdsourcing' was a word, they had a feature calling upon their loyal readers to write in whenever a console or game was referenced in popular culture. It was an exciting crossover. The idea of anyone mentioning Nintendo or Sega outside of darkened teenage bedrooms seemed as unlikely a scenario as us teenagers getting girls inside our darkened bedrooms. But then it happened. Bruce Willis, at the end of Hudson Hawk (shut up, I LIKED it) asked "Will you play Nintendo with me?". Wow! Off went my letter to the magazine which killed the feature stone dead by the next issue. It looked like games weren't ready to penetrate the mainstream consciousness.

Cut to:
The year is 2010, C.U. of 10 Downing Street's door mat. A bright green magazine. A pair of Superman slippers right of frame.

As a 36-page taster, Invert Look does a really nice job of creating an absorbing and entertaining genre magazine that actually disobeys the rules of the genre completely, for a wide gamut of readers. I for one am not the archetype who'd buy Edge, Gamer or the like. I read as a designer who dips into Red Dead, fiddles with twitter, drops in on Facebook. Via tight features including an interview with Edgar Wright, a biog of an hitherto unknown Nintendo cornerstone employee and an essay on the basic human sociological need to play, Invert Look raises questions about 'a new state of play' (their mast tagline). Of how culturally significant gaming has become; an integral colourful fibre meshed in the pullover of society, with no sign of it unravelling any time soon.

From the outset, Invert Look succeeds, and I'm sure will flourish, by inviting us all to the party. Come in gamers, Tweeters and Facebookers, programmers, designers and writers, and bring your friends. Help yourself to drinks and buffet. There's plenty for everyone. We're just waiting for David Cameron to arrive. He's bringing the trifle.