Categories
Thesis

Week 8: Thesis Development

Due to the work for the group project as described in Week 8 I had skipped out on working on my thesis proposal for week 7 and as a result it has skipped to week 8. For this week I have spent it preparing an initial draft of my thesis proposal. It is not yet complete but this is what I have thus far:

Title: Video games as a vehicle for Anemoia: False Nostalgia and the longing for a constructured past 

Introduciton: 

Nostalgia has been a topic of discussion and research for a long time. As scholars and people we are constantly looking back into the past to inform our present and as such Nostalgia is something everyone will experience eventually as they look to their own perceived pasts and see how things were. However Nostalgia has become a more poignant topic today as cuturally and politicaly it is engaged with more and more. It can be seen that people are seeking the past today not to understand, learn or build from it but instead to return to it. For some the nostaligia that is sought is traditional in nature, one where they seeker wishes to return to their experienced past, a point previous in their life. For others though in this cultural landscape of nostalgia they are affected with a longing for a past not experienced. They experience a longing for a constructed past constructed not by their own experience but by the experiences of others conveyed to them through a variety of media. This kind of nostalgia is sometimes refered to as ‘sehnsucht’, ‘anemoia’, which is how from now this paper will refer to that kind of nostalgia as, and the purpose of this paper is to research Anemoia and see how and if video games function as a vehicle for it and why anemoia is a necessary field of study to address.  

Key Words 
Anemoia, Nostalgia, Sehnsucht, Video Games , Retroculture 

Research Design methods:  
 
This paper’s methodology will predominantly be a qualitative research focus. As the paper deals with something more abstract in nature, namely a person’s perceptions of the past and subjective feelings towards that past, a qualitative approach would make the most sense. As such this paper will focus research conducted by others scholars into several fields. Research into anemoia as that is the focus of the paper. Research into nostalgia as an experience as that will help difference it from anemoia and provide larger social context. Research into retroculture with a focus on retrogaming and specifically about how people interact with retroculture. This is important as it is specifically about cultural engagement with the past but the motivation for engagement is different for different people and provides bed for counter arugments to my topic.  

If possible and with enough forsight to develop this survey ahead of time, there would be room for quantitative data to be introduced. As stated anemoia is a topic that has not received as much attention as nostalgia proper and as a result it would be prudent to introduce a survey simply to cover that this feeling is being experienced by others and specifically, I would aim to target ‘gamers’ with it. I believe that the survey should ask for the individuals age, whether they have experienced anemoia after explaining it and what games or media at large has caused this feeling to manifest. Age is relevant as one might expect younger generations to feel anemoia specifically as they have overall less experiences to draw on and that older generations who are more likely to be the ones creating these works will instil that feeling in younger generations.  

General Outline for each chapter:  

  • Literature Review – Simple, this will be a literature review where I go over the resouces I plan on using with my paper and critically engage with them 
  • Intro – I will introduce my paper’s topic and why I believe that it is it a topic worth addressing. I will also set out my paper’s structure here  
  • Justify Games as art – As games as an art form is still a topic of debate today it was felt by my instructor that it would be pertinent to address that topic. This chapter is dedicated to addressing the arguments for and against art though ultimately I will side with arguments for as I am enaging with games as an art form.  
  • Arguments For 
  • Arguments Against 
  • Define Anemoia – It is important that a clear understanding of what anemoia is and how it relates to nostalgia is in place as the entire paper is about this topic. Since it isn’t a common term or one with much coloquial agreement it is important that I define it properly.  
  • What is it? 
  • Why relate it to nostalgia? 
  • How is Anemoia carried in Video Games? (Vehicle)  – The second part of my topic. This chapter will be dedicated to how video games can function as a vehicle for anemoia and how they acheieve this.  
  • Player’s Perspective 
  •  Developer’s Perspective 
  • Why is Anemoia Present? – Now that anemoia has been defined and video games aruged as a vehicle for them this part dives into why this might be present. Why players may experience it and why game creators may, intentionally or not, put this into their games.  
  • What does this interest in it mean? – Here is where I explore the sociological reasons that this feeling is present and what the instreast in it could mean for our perecptions of the current political and cultural climate of the world.  
  • Conclusion – I draw my conclusions and address counter arguments and gaps in my study.  
Categories
Group

Week 8: Group Project

This week the group project, due to further complications, has taken over my complete focus. With it my thesis proposal and personal project have taken a backseat for this week so that I can maintain pace with the further developing demands of the group project. Namely for us as look devs we were informed that we must now have a minimum of three models when originally it was two to three models. Since our look dev team is so large Daniel and I have had to find a few additional models for members of the look dev that have only made two thus far. It was also mandated to us that our second models must be fully textured by this Thursday and the third model started.

In addition to the TV/Radio capsule device and the cactus I have been requested to make a sculpture using this image as reference.

https://www.nicholasjohninteriors.co.uk/product/antique-bronze-cubist-sculpture-by-libra?gclid=EAIaIQobChMIsp_kuI6M_wIVSsTtCh0XzgWuEAQYAiABEgJEw_D_BwE

As an update on the state of the older models I have updated the textures of the cactus pot and stand to better match materials to the color scheme and materials of the scene, replacing it mostly with plastic colored according to our color palette.

I have also fully crafted the textures for the TV/Radio capsule and applied them to my model.

While I am proud of the textures themselves I have found out that when importing the object into the scene it would require the CG Generalist to re-apply all the textures. For most of my models this isn’t an issue but for the capsule I, while trying to now create a more visually complex model, severely overestimated the amount of materials I would need.

Screenshot of Capsule TV/Radio

As a result of this overestimation my model has 18 standard surfaces and with proper planning and time I should be able to drop that to 10 or so. This is a growing pain of my attempts to create more complex textures on more complex inorganic objects.

I have also modeled and organized the UVs of my third model as it is quite simple as a shape for 3D modelling. My time with UVing this project has helped me significantly improve my understanding of how UVs function and how to properly use them and organize them.

Sculpture UV
Sculpture with UV showing
Categories
Personal

Week 6: Personal Project

This week was a major leap forward in my project! Having concluded with my animations that I needed for my game and finished implementation of a game over, winner and retry functionality! With all that implemented it is at this point a fully functioning video game! Getting this far has certainly made me quite proud! The implementation of everything is…not the best. Lots of repeated code, variables needing to be updated in multiple places so in regards to its coding it could be improved and refactorized significantly. However as this is not the focus of my personal project it is not something I think I will be doing, at least for the foreseeable future. I also managed to implement a basic AI for the enemy to seek the player out and attack them! I met and exceeded my expectations for this week!

I had some struggles implementing the game over screens as after their implementation the mouse movement no longer functioned. After some research online though I discovered that when implementing a 2D screen on a 3D environment in the way I had done it would result in the mouse inputs being ignored. Luckily the same thing that told me that issue told me there was just a simple variable in the settings of the 2D nodes to change and then everything worked out fine! Next week I will spend it implementing some polish like texturing the models I have made and adding a hit flash so the player is more aware of when they make contact with the enemy.

Categories
Thesis

Week 6: Thesis Devlopment

After my one on one with Nigel I left more confident in my thesis and what was required of me moving forward. Given how quickly the final june submission date was approaching I know now that what I need to do is move on from research and, with what I currently have, start to develop my thesis proposals. Part of that was developing the draft chapters. My current draft is like this. The next major step I need to take is develop my literature review and in that case I have been reviewing the resources given to us on writing a literature review as that was the weakest aspect of my report from the first semester.

Draft chapters:

  • Literature Review
  • Intro
  • Justify Games as art
    • Arguments For
    • Arguments Against
  • Define Anemoia
    • What is it?
    • Why relate it to nostalgia?
  • How is Anemoia carried in Video Games? (Vehicle)
    • Player’s Perspective
    •  Developer’s Perspective
  • Why is Anemoia Present?
  • What does this interest in it mean?
  • Conclusion
Categories
Group

Week 7: Group Project

This week was spent on two major milestones. The first was, with the help of Daniel our CG Lead, reducing the cactus model’s poly count significantly by converting the bumps that were previously modeled with the spikes into bumps on a bump map for the cactus. As my previous model was detailed but had the poly count in the million range it significantly slowed down the scene. Since the camera never gets close enough to the cactus to show off its spikes we decided it would be best to remove them and create an illusion with the bump map. This would help significantly when it came to the render time of the scene.

Topology
Render

My second model needed, as per instruction from our cg lead, have its topology and UVs sorted out by the end of the week so that next week we could conclude it by giving it its texture. I managed to do that this week and stick to the schedule.


In regards to our group functionality we had a meeting this week to discuss when the final version of all our models should be finished by so that we have time to render things and fix any issues only discovered by the end process. We decided that two weeks before the deadline would be an appropriate window so that issue could be resolved without stressing everyone out.

We also prepared a story board as to give better visual reference to our group, especially the Compositors, on what we all believed the scene should look like

There was however an issue that occurred. As we discovered that, for the look devs, it was a minimum of three models that everyone needed to produce. Originally we had believed it was 2-3 and with there being 6 look dev artists we had assumed 2 was more than enough to fill the scene. Daniel and I then quickly worked together to find additional materials to add to the scene and collected them onto the moodboard and assigned them to people.

New Items

Of course the assigned works were purely just so everyone had something and could default onto it if there were no objections to what people wanted to do.

We have also developed a Story board.

Categories
Personal

Week 5: Personal Project

For this week I had two goals in mind. Complete the player’s health system so I could actually have the player lose the game and make the attack and walking cycle of the enemy that I have. This did not work out necessarily in the way I had hoped. While I did get an HP system and a walk cycle I have not yet implemented an attack animation for the creature. I still in future need to sort out the UVs and texture the weapon and the monster. I have however developed a hurt box that when it interacts with the player will take HP away from them and tested it to function properly to detect a player’s death. I am very close to having a function prototype for the game!

Next week I need to make the attack animation and implement a basic AI for the monster to seek out and attack the player!

Categories
Thesis

Week 5: Thesis Development

As we are having one on ones this week and mine is scheduled for next week I instead spent the week preparing the template for my one on one with Nigel so that I can make the most the admittedly short time that I have with him.

Categories
Group

Week 6: Group Project

I was given the all clear on my model for the Cactus, I anticipated this so I already began on working with the next model I was assigned which is the portable radio/tv device based on the following image:


Modelling it has proven a challenge as I try to keep my poly counts lower and improve my topology work. These are all crucial skills that I struggle with and need to develop if I want to enter the industry as a modeler.



We also met up as a group again this week on monday to discuss where everyone is and what assistance anyone needed with what they were doing. We also discussed a regular meeting time so that we wouldn’t fall into the same trap as we had the last few weeks and not met up and properly organize ourselves as a group. We talked about using our reference padlet to better keep everyone up to date on current progress and function together more efficiently.

Categories
Personal

Week 4: Personal Project

After last week where I spent it modelling a sword and implementing other systems this week was spent solely on developing the ‘final boss’ enemy of my game. Starting off with a base cat model that maya includes I modified it to get closer to a reference image I am using for the creature.

https://www.pinterest.com/pin/287737863680951214/



After making the model and creating a mouth on it the next major step was sorting out it’s rigging and painting the weights. This was a decently relaxing process as painting weights is simple and directly relevant. With it I was able to rig the model up and import it into Godot where I could now, when I choose to, animate it! With that in place next week should be spent getting a health system for the player sorted alongside the ability for enemies to damage the player. If time is there I can also start on its AI.

Model
Rig
Skin Weight Example
Categories
Thesis

Week 4: Thesis

After a meeting last week with Nigel he informed me that I needed to also make a decision on how I would like to approach games as a medium. Namely do I approach it as a form of art or from a purely commercial stand point. As I was dealing with the emotions of people and with this being a topic with very little hard data I can find, as the ‘brand’ of nostalgia I seek is still not properly defined in the general consciousness, I have opted to seek this out as a form of art. With that in mind Video Games ‘as art’ is still a hotly debated topic. As such I have had to go out and research for arguments and citations that could support my reading of games as an art form.

That is honestly a new experience for me. Coming off of film studies, a field that has unquestionably been integrated into an art form, I have never had to spend time justifying the medium of study as ‘art’. Though I was able to find some very useful papers to support my reading of games as art.

Their citations are:

Bourgonjon, J., Vandermeersche, G., Rutten, K. and Quinten, N., 2017. Perspectives on video games as art. CLCWeb: Comparative Literature and Culture19(4), p.1. 

and

Smuts, A., 2005. Are video games art?. Contemporary Aesthetics (Journal Archive)3(1), p.6. 

Both provide a wide range of arguments to support video games as an art form while also addressing counter-arguments. This will likely serve as the first part of my thesis after the introduction. Though I have to be careful as that question itself could be a thesis on its own.