Monday, 24 August 2009

Cant.... stop..... listenin!

http://gizmodo.com/5343862/8+bit-trip-might-just-be-one-of-the-greatest-lego-music-videos-ever-created

Its been a while since last time i posted something on this blog, Ive been back home for a while (thats no excuse i know)

Meanwhile i gather up my thoughts ive posted this link, its pretty much the best thing ever done with legos and its a tribute to games, pretty pretty awesome!

Tuesday, 16 June 2009

Personal Project Blog

Me and a group of crazy folks from abertay Uni are involved in a small Personal Project Over the summer. We are making a game!!!

Its called Calamity and you can keep up with the team`s progress thanks to our team blog.

http://closedeyegames.blogspot.com/

Saturday, 16 May 2009

Happy Birthday Tetris

Happy Birthday Tetris!!!25 years ago Alexey Pazitnov created one of the most popular games ever.

I loved tetris, it's one of the first games I played on my GameBoy therefore I feel like I should dedicate to it a little bit of space on my blog.

Monday, 4 May 2009

Can we really blame games when bad things happen?





This is a common scene of violence in games, people that like this kind of game buy it and decide to view this.






This however is what mankind is really capable of and it is what Ch4 decided to show millions of people.




I haven’t posted anything for a while, I was busy with coursework deadlines but now I have plenty of time to dedicate to this blog, my personal project and obviously trying to get a placement or a summer job.

Recently I have been talking with friends about violence in games, and more specifically, about how the media seem to blame games for the actions of all those psychopaths that go around killing people in schools or generally places where normal people should feel safe.

I know I am a little bit biased being a Game Production Management student. For that exact reason I won’t write a really long post on how games do not inspire violence etc... I am just a GPM student, not an expert in sociology, psychology or in any kind of behavioural science. I can’t prove that what I think is right, and probably neither can most of the journalists and reporters that condemn games on national TV and newspapers.

However during a trip to Glasgow with some of my personal project team mates, we discussed the difference between the violence in games and real violence.
Ryan, who by the way is a very talented artist, (if you don’t believe me visit http://loakers.blogspot.com), pointed out that it is quite disturbing that people seem to think that the violence in games is so bad and nasty and makes you want to kill other people.

If you think about it violence in games is an exaggeration of reality, it’s FAKE, it is made up, no one is harmed when I shoot down a Nazi soldier or I run over a pedestrian in Liberty city. When I say it is an exaggeration of reality I really mean it, and that is the sad thing.
If you think about it even more, the news reports about war, murders and the shocking images of brutal violence around the world is REAL. Yet, games are blamed when a total idiot with mental issues breaks into a school and kills everyone.

The truth is, nowhere in a game I have ever played, and I have played some violent games, it says go and kill real people, there is no subtle message either that states go and kill all your class mates.
Even when you play GTA, if you have a little bit of commonsense and even if you are a stupid teenager that has been brought up with the slightest hint of moral education, you can understand that killing people is wrong!

Personally, I don’t think violence in games is bad. I know it is fake, I don’t find it disturbing and it doesn’t make me feel like I want to kill someone. What I find disturbing are the news reports. I think the violence the real world is capable of is really disturbing, and how much detail is given by the news about it.
I am scared about what real people do, even if it is in faraway places like Israel, Darfur, in many conflicts in Africa, all the murderers that keep coming up with new ways of slaughtering someone.
And that is all true, it is real, real people die and they don’t re-spawn 5 seconds later!

Unfortunately we do live in a violent world, we always have. I chose to show that horrifying picture at the beginning of this blog because I think that mankind doesn’t need any help...or inspiration from games to be brutally violent so, next time someone decides to kill all his or her classmates we should blame their upbringing, their education, their mental illness or simply the fact that they are humans and some are just more fucked up than most of us.


Ciao for now

Sunday, 26 April 2009

ActiMe Postmortem








ActiMe is a large concept which is being developed by Lazy Productions (BBC Rapid Prototype Team2). The Prototype of ActiMe is the result of an evolution of the demands proposed by the BBC client.

The main idea behind this game is to create a product that would avoid the stereotype of a lazy game bringing into play active game play and a social network that could be re-skinned based on up and coming sport events.

The client initially requested a product that would look forward to the 2012 Olympics with an aim to build content that is an antidote to the couch potato, stating clear purposes:

To develop applications/ideas which allow children to interact with content in an active, healthy way.

To encourage children to merge real world activity/sports with elements of gaming.

To use technology in an innovative way and in a way which promotes exercise.

Following the first Brainstorming session there were further requests and feedback from the BBC which, while encouraging us to progress with the development of the prototype, were at times contradictory to the initial brief:

Think more about the entertainment value of the product – keep it fun and create a fantasy world with the avatar; think of the experience of dance-mats, very active experience but essentially about fun, not sport.

Use real-life data but translating that into something more fantastic, e.g. 200 real steps = super moves/flying, rather than 200 real steps = 200 avatar steps.

Develop the idea of avatars being used in active, web-cam based games, particularly multi-player.

Less worthy, more entertaining and subtly healthy.

Portable Avatars (Bluetooth, Usb, Mobile Phones)

Due to copyright issues think less about Olympic theme and more about how to make it reskinnable or more fantastic.

What went right:

First of all during the 8 weeks available to complete the project, we were able to create an amazing team. Everyone seemed to have enjoyed the experience, and that is probably the reason why all the team members were committed to the project from day one.
I didn’t need to put too much effort into building consensus: the artists, the sound engineer and the programmers were very passionate about taking part in this project and developing ActiMe.

Lazy Productions successfully produced a demo of one of the many features included in the original concept.
As a matter of fact, the pillow fight game demo satisfied most of the client’s demands.
We developed new technology like the scream control system and improved existing ones like the Wii mote controls and the webcam control system, all for the sole purpose of making game play fun and active.

The project was completed on time and without having to recur to crunch time, mainly due to the fact that the design documentation was clear and the project was well scheduled by me and the other GPM student on the team.
Good planning and well structured design documents made sure that the team understood their tasks well.

The Team reacted well to the frequent changes of demands issued by the client. As mentioned earlier, they were very passionate and the worked hard no matter how much the project changed aim and focus, even following the pre-production phase.
Communication was never an issue, the team behaved very responsibly and they hardly ever missed meetings, which made the project development a whole lot easier.

What went wrong:

From the beginning we had issues with a programmer. He eventually dropped out of the project and this caused a bit of a problem as we were left without a coder.
However, we were able to find enormous help from the BBC coder Anthony McKale, who was able to tackle the programming issues and delivered the code in time.
If he had not been available though, there might have been some delays in delivering ActiMe to the client.

Lack of time made it impossible to include all the features from the original concept in the prototype. As much as we would have liked to continue working on ActiMe, BBC Prototype provided us with other briefs and we had to stop any further development.

We originally planned on having 4 locations, but unfortunately there was not much time left at the end of the semester. For this reason we decided not to go through crunch time as exams and assignments were near.

Saturday, 25 April 2009

Misunderstandings...

I don’t think I explained myself well.

My first post was somehow misunderstood, especially by my Italian friends! I was accused of slagging off Italy and the Italian games industry.
Quite the opposite, my intentions were to raise the issue and make sure someone was talking about the current situation.

The few existing Italian developers are talented and they are doing a great job trying to let people understand that the games industry is now a serious thing, and not just a bunch of geeks programming in some dark smelly room.

There are quite a few companies that develop mobile phone games and casual on line games, which have become very popular over the last few years, especially thanks to steam, PSN and Xbox Live.
Milan based Black Bean Games are definitely doing a great job, releasing games constantly on various platforms.

The reason I was criticising the games industry in Italy, is that people struggle to understand the potential of the games industry (is it still just potential? Games sales beat the movie industry last year) and there are not many investors and the Italian media still goes on and on about how games make you kill people.(what the hell?)

Getting in the games industry is hard enough already. I was doing some research and I found out that while British developers seem to show interest in hiring new talent and offering summer placements, Italian games companies barely have a jobs section on their websites.

However, while I was surfing the net for information on student placements and jobs, I was happy to find out that in April 2009, following the 2008 first ever Italian Games Developer Conference, there was a second IVDC, I read a few articles and a few blogs (unfortunately it didn’t receive much media coverage).
There was a massive improvement. First of all, people actually turned up to the various presentations, secondly, the people that turned up were able to view good presentations rather than endless arguments between the various developers (that’s what happened the year before, apparently)
I can’t wait to attend IVDC 2010, hopefully I will convince some of my classmates to come along.

So, things are starting to change for the better, there are still many faults, but they are not impossible to correct. Hopefully this time I won’t be misunderstood, the reason why I write about this on my blog is because I would like to get a job in the industry, and if I had the opportunity and the right environment I would like to do that back home but, currently, it seems like, compared to the Italian industry, the UK games industry has a lot more to offer to an Italian Games Production Management student.

Game Production Management group on facebook!!!


Hello everyone, I would like to inform you that I have created a GPM group on facebook.

Please join, even if you are not in a gpm course, as we are always looking for people to collaborate on our projects.