May 25, 2007

The Girl Who Leapt Through Time

I watched this movie by accident. Now I am very glad that I have run into it. It has been a long long time since last time I feel this great about our everyday life. Once again I was moved by the innocent love that is no longer easy to regain.

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Director: Mamoru Hosoda
Producers: Mamoru Hosoda, Shinichiro Inoue, Jungo Maruta
Writers: Satoko Okudera, Yasutaka Tsutsui
Cast: Riisa Naka, Takuya Ishida, Mitsutaka Itakura, Sachie Hara

An unexpected delight and one of the most acclaimed anime features in recent years, THE GIRL WHO LEAPT THROUGH TIME is the first animated adaptation of a 1965 young adult novel that had been an instant sensation in Japan, spawning countless films and TV programs over the ensuing decades. Director Mamoru Hosoda updates the tale to present-day Tokyo, all while remaining true to the same enchanting story of a girl who learns to time-travel...

Makoto (the niece of the original heroine) is a vivacious—if klutzy—17-year old tomboy who spends her days playing catch after school with her guy pals Kosuke and Chiaki. Her carefree summer days are literally thrown for a loop when she discovers a mysterious ability to leap back through time. Her trivial temporal maneuvers—undoing little blunders or finding out exam questions in advance—soon lead to complicated wrinkles that have an inevitable impact on those around her. And when Chiaki confesses his love for her one day, she not only finds their delicate friendship triangle crumbling, but also that there are some things time can never change—or prevent.

Hosoda is a remarkable new talent who, together with a stellar creative team including art director Nizou Yamamoto (PRINCESS MONONOKE) and character designer Yoshiyuki Sadamoto (NEON GENESIS EVANGELION), has crafted a magical and surprisingly affecting film full of humor, warmth and the bittersweet pangs of first love. After soaring through this journey with Makoto, one will never experience each moment quite the same way.

Posted by Jenova at 1:51 AM | Comments (2)

February 14, 2007

Happy Valentin's Day

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...

Posted by Jenova at 4:15 PM | Comments (1)

March 29, 2006

Wizard Island Sketch

As you may know, GD3 Team has multiple game concepts, here is one called Wizard Island. Two players play as dueling wizards on an island, they pick up lands and turns them into magic. Eventually one of the two will fall into water.


Wizard in duel
The player on the left lifted two chunks of land and is going to convert them into magical beasts. The player down on the ground is doing nothing...


Meditation
During the meditation, the world's altered. Player can gain far sight.

As I google "wizard island", there is actually an island with that name. Here are some reference photos of this legendary island.
photo1, photo2, photo3

Posted by Jenova at 2:04 AM | Comments (0)

December 29, 2005

The Soul Drainers

I had this wonderful dream two days ago. After I woke up, I understood a lot more about our world.

After shared it with a couple of my close friends. I decided to write this dream into a scipt to share with the rest of you. It is a dream of four vampires, they discussed their techniques after a big slaughter in the mall. At the end of the dream, I suddenly realized quite a few facts about our life.

But I won't reveal it here, I hope you can bear my poor enlgish writings and read it to the end. And wish you can gain as much as I did from this dream...

The Soul Drainers

Posted by Jenova at 11:49 PM | Comments (0)

January 4, 2005

Daily 90 min Sketches

I went to my old friend's house yesterday. He shew me lots of their works and the collection of concpet art he found. Both of us are very concerned about concept while we both did tons of works on techniques in the early days. We finally drop our attentions to those very sketchy styled concept drawing. Not too much detailed rendering, no elegant line works. But blocks of colors, which tells the idea, lighting and composition. It's fast and ambigious, which left you more imaginations. Anyway, here's my impression of that kind of style. I'd like to do more drawing like this in the future.

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It has been raining for a week. LA is not suppose to have that much rain. The rain reminded me of my hometown, Shanghai. So here's what I did today, shanghai impression. Too many stuff to draw...... can't keep them in detail in 90min. I decide to put it here as it is . What do you think?

shanghaiimpression_.jpg

Not too much time is left, I'll draw more stuff before I become too busy to do it. After doodled for an hour, I decide to do something related to the cloud game. Maybe it will be useful in the future. So, here it is, a sketch with cloud and the cloud boy. Hmm, a forest fire, maybe. Could be......

cloudfight_.jpg

Okay, what I'm gonna do today. Hmm, I want do a character. Because the previous works are more about environtment. So I want to do some character centric piece.

At the beginning, I'm thinking doing some exaggerated camera angle. But I'm just too lazy to do research like taking photos or finding reference. I googled for about 20 min, man, there is nothing exetreme. Well, my laziness started beating me again when I saw a kongfu picture. I was a karate master, why not draw something about karate practicer? Hopefully I can imbue the karate soul into this character.

So I started sketch. I got this pose which is one of my best two kicks. Axe kick? I'm not sure what do you call it in English To me my memory about my college is all about karate. I remember the early days when I was a newbie, I like to watch older members pratice, admire and envy at the same time. Therefore, I added another character in the background.

mycollege_.jpg

Posted by Jenova at 9:21 PM | Comments (0)

December 22, 2004

Cloud Boy

When I took the interview about the cloud game, Tracy gave me this very interesting idea. Instead of Jupiter alien, why not a little boy. Yes, it would be a very dream like theme. Little boy fly between the clouds. So I started do some sketch......
And here is Yun (meaning cloud in Chinese), the potential avatar for the cloud game.

cloudboy_.jpg

Rough Story

Partly affected by my own experiences, Yun is 7 years old. He has serious Asthma since he was born. He can not leave the ward without doctor's permission. But he is very optimistic to his disease.

Instead of watching TV, Yun's favorite hobby is watching the clouds and day dreaming. He is fond of reading nature science magazine (only the picures) and guessing clouds with Fei. Fei (meaning fly in Chinese) is a 6 years old girl who shares the same ward with Yun.

Yun always believes he can fly, though doctor told him it's just his daydream. One day, some people (maybe god) tell Yun that Fei will lose her life in seven days unless some one can clean the air and clouds around. Yun started his dream travel to save his best friend......

Posted by Jenova at 11:59 PM | Comments (10)

A nice day makes me want to do sketch

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Posted by Jenova at 5:14 PM | Comments (0)

December 21, 2004

Back Alley

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Finally, vacation comes. I start enjoy painting, weaving the light and story in the frame is just that rewarding. My second day on this painting. What's the story in it? A little bit ambiguous so far. We will see how it goes......

Posted by Jenova at 2:49 AM | Comments (2)

November 15, 2004

SICK, this is SICK!

I just got some interesting links from my friend. They are sick.

Some crazy japanese did all these in Illustrater!!
http://www.photoshopcn.com/bbs/viewthread.php?tid=150569&fpage=1


Remeber Steve Anderson's Virtual President? Some one stole the ideas and made this:
http://www.virtualbartender.beer.com/beer_usa.htm

Posted by Jenova at 11:07 PM | Comments (2)

November 9, 2004

Character Sketches for Cloud Game

Here is my friend, Mengya's sketch for the human and alien in the cloud game, going to be abstract and stylized. Her sketches are always very inspiring.
alien.jpg
Arms maybe removed.
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peasant & police
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Posted by Jenova at 6:57 PM | Comments (2)

November 2, 2004

Dyadin Comics

Here are some comics I did for the IGF game "Dyadin" this week. Although it is not a narrative game, these comics serve vague backgrounds and tasks. And I like some of the drawings very much.

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Posted by Jenova at 11:05 AM | Comments (9)

September 20, 2004

How far am I from a Concept Artist

Recently I got a web site from my friend in Blizzard. For most of you who is interested in concept art, this must have been in your list.
http://www.conceptart.org

Tell you the truth, I was shocked by the people's works there. As always, my willing to be perfect ordered me to pick up my tablet again.

I decided to make a color version of the general I draw before, here's what I got so far.
chinesegeneral.jpg
I did one more hour on it tonight.
chinesegeneral2.jpg

Posted by Jenova at 12:46 AM | Comments (0)

September 9, 2004

More Screenshots of SASO in ICT

Here is a sentence of my summer work at ICT. The following shots are all captured from Unreal Tournament 2004.

Bridge

Coffeeshop 1

Coffeeshop 2

Gas Station

Graveyard

Marketplace 1

Marketplace 2

Rich Residence Area

Poor Residence & Sand Storm

Tile Factory

Camels

Posted by Jenova at 2:59 PM | Comments (0)

August 12, 2004

SASO Project at ICT

I'm working on building the environment for SASO project at ICT. It's a training program for US officers to learn how to communicate and deal with Iraqi civilians. Although we are using Unreal engine, there is no guns and actions in SASO at all. The only interaction is communication with your translaters, drivers, quad members and the civilians.

The goal for this training is to find a murderer who killed four US soldiers. However you can not rush into Iraqi civilian's residence without proven evidence. The secondary script is currently being edited.

Here is one of the scene I did a month ago.

Iraq Coffeeshop
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coffeeshop4.jpg
coffeeshop5.jpg

Posted by Jenova at 8:29 AM | Comments (0)

Wacom's new Tablet

wacom
I saw and tried this new tablet on SIGGRAPH 2004. I tried to do a quick sketch, the experience is quite different from the normal tablet I used before.

The feeling of drawing is very real because the ink is coming out under the pen now. However, this also causes some trouble I haven't met before. My hand covers the interface and my painting. I have to raise my hand in order to see a overview and find the right button. What an ironic situation! I like it still though.

Here is the quick sketch I did in 5 min.

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Posted by Jenova at 7:53 AM | Comments (0)

June 11, 2004

IGF Game Visulization & Visual Kit Design

Light Building
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Dark Building
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Labyrinth Concept
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Black & White Storm in the Twin Tree Garden
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The 10 Min before the Big Bang
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Player Movement and Ping
playermovement.jpg

Posted by Jenova at 10:53 AM | Comments (1)

May 29, 2004

SPECK Mobile Device Design

White Background
whitebackground.jpg

LED on/off
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Open
open.jpg


Posted by Jenova at 8:10 PM | Comments (0)

April 28, 2004

Amazing Traditional Chinese Painting Rendering

My friend sent me this link:
http://media.renderaid.com/1013-l.wmv

It is really overwhelmed. Like toon shader, this specific visual style will win his commercial benefits in animation and TV industry. I'm expecting hardware support in the near future, which can really bring some chinese localized feature into game world.

-Jenova Chen

Posted by Jenova at 12:49 AM | Comments (1)

January 17, 2004

spaceship design

Spaceship Concept
spaceshipdesign1.jpg
I'm keep training my painting skill recently. I pick some of them out here.

Give me some reviews.

Fiasco5
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Lost Sabre
chinesegeneral1.jpg

Posted by Jenova at 10:11 PM | Comments (4)

November 17, 2003

A simple SFX for my friend's movie

cockroach.jpg
cross1.mov 3MB Ftp

Posted by Jenova at 11:51 PM | Comments (0)

November 5, 2003

Adapting the Tools of Drama to Interactive Storytelling

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"Game developers are beginning to realize that mindless, violent action, and fantastic special effects supported by ever advancing hardware will not hold the interest of core gamers forever. After certain point, advances in resolution and sound won't be enough to increase sales. The added effect will be negligible. In addition, mindless games without good characters and narratives will never attract a wider market, despite photo-realistic decapitation and volcanic eruptions of blood. Sure, we can always count on x-number of boys coming up through the ranks who will buy x-number of units. But why should we be satisfied with this small market when there is a much larger market to be nurtured and exploited? As a result, some have begun to reconsider the importance of story and character development. "
http://www.gamasutra.com/features/20010914/littlejohn_01.htm
Need Log In! If you don't want to sign in you can choose the link below

Another inspireing article written by the author of Agitating for Dramatic Change.

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Adapting the Tools of Drama to Interactive Storytelling

Introduction

Game developers are beginning to realize that mindless, violent action, and fantastic special effects supported by ever advancing hardware will not hold the interest of core gamers forever. After certain point, advances in resolution and sound won't be enough to increase sales. The added effect will be negligible. In addition, mindless games without good characters and narratives will never attract a wider market, despite photo-realistic decapitation and volcanic eruptions of blood. Sure, we can always count on x-number of boys coming up through the ranks who will buy x-number of units. But why should we be satisfied with this small market when there is a much larger market to be nurtured and exploited? As a result, some have begun to reconsider the importance of story and character development.


A rising concern is, "How do we graft a story to our action game?" Story means linear...right? The whole idea of a story is opposed to the idea of interactivity…right? The basic concern is "How do we make an effective interactive story?" So what does effective mean in terms of interactive storytelling? There are two basic ingredients. These are intuitive interface design and compelling stories. In this article, I will address one of the two ingredients, the development of compelling interactive storytelling.


My definition of a compelling story is one that grabs and holds the attention of the audience. It must move and excite them. It must take them on an emotional roller coaster. Finally, it must make them feel like they have had a worthwhile experience at the conclusion.


What is it that engages and holds on to us in stories, interactive or not? What makes a story compelling and satisfying? An art form has evolved to deal with these issues. The name of this art form is "drama". Though the word "drama" is thrown around a lot, very few could accurately describe it. So before we begin to explore how the principles of drama can be adapted to create compelling interactive entertainment, we must first briefly review what drama actually is. After a brief overview, we will explore specific tools and suggest some ways to adapt them.


What is Drama?


There are many generalized descriptions of drama, which is actually a body of arcane knowledge compiled over thousands of years. The main points of agreement are that drama is a story of human conflict communicated by means of speech and action to an audience. Moreover, that which depicts human conflict will command attention and interest. Therefore drama uses the innate human interest in conflict to engage an audience for the purpose of communicating a theme. The theme must be something that we can all relate to.
In a dramatic presentation, conflict is expressed through visible action. Of course game designers understand the need for action. But to make a project compelling, the reason for the action is more important than the action itself. The forces that cause the action are what excite the audience, making the action believable, and holding the audience in rapt attention.

What are the reasons for action? In life and in drama, the study of the human being resolves itself into an evaluation of the motivation that provokes action. Whenever there is a balance of forces in our lives, we prefer to not act. However, when there is an imbalance of forces, and the motivation to restore balance is strong enough to overcome this basic inertia, some kind of action is taken.


The motivation to act lies in our wishes, needs, and desires. When any obstacle stands in the path of the resolution of these motivations, conflict occurs. In its barest form, a dramatic work all comes down to a character, or a group of characters, that we empathize with because they want something that we can all relate to wanting, and antagonistic forces that opposes the fulfillment of our want. The clash of these opposing forces results in dramatic action.


Human motivation can arguably be divided into four basic drives: desire for response, desire for recognition, desire for adventure, and desire for security.
These are the motivating forces that control the actions of all humans.

Desire for Response: the need every human being feels for intimate contacts with others -the desire for companionship and fellowship- can be fulfilled by a dramatic work in at least two different ways. It can be a social institution. People seldom go to the theatre or to the theater by themselves. Of course massively multiplayer games hook into this aspect of dramatic presentations.

In a more universal sense, an interactive dramatic work can satisfy the desire for response by providing the participant with a chance to partake in the drive to resolve the conflict with others. The participant who is caught up in the imaginative whirl of the work feels a fellowship and an intimate personal contact with the dramatic characters — empathy, in other words. Instead of just the immediate thrill of a firefight, we also gain the desire of the participant to achieve a positive response from the characters by his or her actions. Thus, we have just made ordinary action more compelling.

Desire for Recognition
By way of the dramatic work we may enjoy all of the recognition denied us in life: fame, influence, authority, reputation, and renown. Drama is peopled with fabulous or fantastic characters to identify with. Traditionally we vicariously enjoy the homage given kings and heroic warriors. In the interactive realm we can directly receive the plaudits of a grateful society for bringing the bad guys to task. We can feel firsthand the rush of victory after a battle that would be much too dangerous in real life. If we choose to follow an outsider or anti-hero, we get the chance to feel much more special, unique, or unusual than in mundane life. But this only works if we have based our venture on the basic premise of drama: In its barest form, a dramatic work all comes down to a character, or a group of characters that we empathize with, because they want something that we can all relate to, but very difficult obstacles stand in our way. If we don't care about what the characters want, or if what we want is too easy to get, it won't move us. That is, it won't be fun.

The Desire for Adventure
No one's life is so complete that he or she doesn't desire vital new experiences beyond the possibility of attainment in ordinary life. The dramatic work is a land of action and adventure. We get to enjoy the thrills of romance and conflict that is frequently denied in life. We may grapple with the problems of a falling dynasty, or stand casually, blaster in hand, and then thwart the alien mob. We are the ones who get to protect the weak and destroy the wicked. (Or rid the cosmos of weak-minded inferiors).

The Desire for Security
In most dramatic works the hero emerges triumphant. When we identify with the hero we vicariously pass through the trials, the struggles, the crises, and remain reasonably sure that our cause will win out. This accounts for the popularity of films with happy endings. When we indulge ourselves with interactive entertainment we experience this firsthand. Some will say, "How immature! Life isn't like that." Of course, but most people do not go to the films or buy a video game to prove their maturity or to see life as it is. Life is complicated and our control of it is minimal. In our times not only our security but the security of life on earth is threatened. The feeling of helplessness in the face of it all is an every day fact of life. But in the dramatic work we get to indulge our emotional and imaginative sensitivity, to be stimulated and diverted, and to see life as it "ought" to be — more secure.

There are of course many other reasons that we seek out a good story, interactive or not. We may seek great intellectual as well as emotional values. They comment upon life and its problems, and perhaps pose specific argumentative propositions. A dramatic work can also provide deep aesthetic and artistic experiences. However, when all is said and done, the great attraction of a well done story lies in the opportunity to participate imaginatively in the dramatic action. A dramatic work can perhaps survive without art or intellect; it cannot survive without emotion.


Drama is a work that encourages empathy, but even more than that it promotes pathos — the quality that arouses feelings of pity, sorrow, and compassion. When a drama is successful, the audience is suspended in an altered state of hyper-awareness and emotion. The principles of drama are what make stories compelling.

Economy is the essence of clarity

Drama is an art form, and as such is a method of concise, powerful communication. In watching a film or a television episode we have declared our willingness to have something communicated to us. We are conditioned to think of a television or cinema screen as space within which significant things are being shown; we will therefore try to arrange everything that happens within this space into an understandable and significant pattern. Hence, anything that is unnecessary or does not contribute to that pattern will be seen as an intrusion, an irritant.

The dramatist limits and controls her imaginative flight within a well-defined dramatic structure. Her prime purpose is to project her interpretation of life clearly and forcefully, so that the experiences of the characters may become the experiences of the spectator. To do this successfully, the dramatist must follow the universal artistic process in adapting life to the stage. It is a process of informed simplification and refinement. The key steps in the creation of a work of art are:

Selection

Rearrangement

Intensification
By careful selection, the playwright chooses the conflict, theme, characters, and situation that communicate the playwrights meaning. By rearrangement, they create a dramatic and exciting sequence. The playwright may intensify by highlighting certain characters and subordinating others. They may emphasize particular ideas to the exclusion of others. The Playwright may develop some situations fully and trace others only lightly. The meaning and the power of the drama will depend upon the elements the playwright intensifies. Finally, highly selected dramatic characters are placed in highly selected dramatic situations.

littlejohn_02.jpg
The headline that proclaims "Space Ray Destroys Planet Alderaan" tells of an exciting action.

The headline that proclaims "Space Ray Destroys Planet Alderaan" tells of an exciting action. It is compelling in and of itself, but only briefly — the reader wants to know more. What drove someone to do this? How did it happen? What are the results of the action? The drama is the concise tale of the background of the climactic action stated in the headline. It traces in an exciting and clear fashion the interplay of the forces that ultimately drove the destruction of a small, peaceful planet. A dramatic presentation is the story of the struggle and conflict that caused the final action.


The Three Act Structure

The Three Act Structure
In a dramatic presentation the pattern of human conduct is developed within the framework of a particular structure or dramatic form, which, despite passing innovations, has persisted over thousands of years. The study of this structure is the next step in understanding the principles of drama.

Dramatic structure is the destruction and restoration of the balance of forces. Simply, it is the process of getting into, and then back out of, trouble. Examine any compelling story and you will find that at the outset an equilibrium exists; the potentials of struggle may be present and even boiling under the surface, but the trigger has not been pulled. During the presentation or interaction the balance is destroyed. At the conclusion of the drama balance has been regained. It may be a balance of forces completely different from that found in the beginning, but a balance is present.

This balance-imbalance-balance structure is divided into five parts. The parts are:

Exposition

Complication

Climax

Resolution

Conclusion
These five parts fall into three acts in the following way:

Act One
Act One is composed of exposition: the initial situation is described. Time, place, and the social and psychological aspects of the situation are set forth for the information of the audience or participant. The characters are introduced and the audience is given everything necessary to understanding their reasons for being. The theme is introduced, perhaps as foreshadowing, so that the spectator is aware of all the forces that will lead to conflict. Above all, the exposition must catch the interest of the audience. First you have to get their attention.

The exposition leads to the inciting action. The inciting action is the moment of destruction of the balance of forces — the trigger being pulled. Sometimes it is called the inciting moment or the overt act, meaning that it is the clear, visible action which incites the struggle.

Act Two
Act Two is composed of complications leading to a climax: once the balance of forces has been disturbed by the inciting action, the storyteller goes about the business of getting her characters into trouble. The complication is the body of the drama. It is the bringing together of the protagonistic and antagonistic forces in a series of more and more important crises in the struggle. The development of the conflict continues with increasing fury until it can go no further without resolution.


The climax is the high tide of the drama. From the spectator's or participant's standpoint, it is the high point of excitement. From the standpoint of conflict, it is the point at which the protagonist and antagonistic forces arrive at an impasse that allows no other solution but to finally resolve the difficulty. This moment is often a seemingly unsolvable problem.

Act Three
Act Three is composed of the inevitable unwinding of the conflict, governed by the turn the conflict takes at the climax, leading to a conclusion. During the resolution the tension drops somewhat, in that the audience thinks that it is able to forecast the final result, though not the method of reaching it. This unwinding must be handled without any loss of interest. Surprise and more suspense are the tools to solve this problem. Often a false climax is followed by the true climax, which is then followed by the true resolution.


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The final scene in Star Wars can be an emotional pay-off because it explains nothing, but does communicates the victorious return of our heroes.

Finally, at the conclusion, the questions of the audience are logically and finally answered. In contrast, a conclusion can also simply be an emotional pay-off, as in the final scene of Star Wars, which explains nothing, but communicates the victorious return of our heroes. Whether or not the conclusion is satisfying comes back to how we relate to the characters. How do we feel about the protagonist and her goal? If the protagonist has a clear and compelling goal that we can all relate to, if we care about the protagonist and feel that she has fought an admirable and tough fight against a worthy adversary, then we will experience a purge of emotions when the protagonist finally succeeds, or fails.

The idea of an interactive computer story probably at first knee-jerk implies that many of the tools used to enhance a story with dramatic elements are now in the hands of the player instead of the writer or designer. In other words, the point of view, order of settings, and order of the story events, are now all at the whim of the "audience". Potentially lost are the balance-imbalance-balance over-structure, and the five-part (exposition, complication, climax, resolution, and conclusion) sub-structure of drama. Decreased control of these tools equals a dramatic problem.

A way that we can achieve both a non-linear, free-choice environment and keep our five-part dramatic structure is by assigning the non-linearity to the micro-level, while maintaining a scripted structure at the macro-level.

That's a mouthful, I know. For simplicity sake, let's say that areas in an action/adventure game in which the participant is allowed to freely explore are made up of two elements: the environment and NPC's. This means that the dramatist has two ways to communicate information to the participant: through environmental design and events, and through the actions and dialogue of NPC's.

One approach to achieving dramatic structure while maintaining free exploration is to create environments and NPC's that are informed by the five-part dramatic structure.

A way to achieve both is to group possible environmental events and possible NPC actions and dialogues into five libraries: exposition, complication, climax, resolution, and conclusion. In other words, the participant can explore the various environments at will and encounter the NPC's at will, but as long as we are working from the exposition library, for example, no matter what happens, the events and NPC actions will be about the time, place, the social and psychological aspects of the situation, the introduction of characters, their reasons for being, the introduction of theme, and foreshadowing conflict. When the inciting incident has been enacted, and it is time to begin on the conflict library, no matter where the player goes, no matter who the player encounters, the environmental events and the actions of NPC's will be about conflict, and so forth. In this way we maintain a large degree of non-linearity, while maintaining enough control to guarantee our dramatic structure.

Suspense

The basic task of the dramatist consists of capturing the attention of the audience and holding it for as long as required. If the audience fails to concentrate on what is happening from moment to moment, on what is being said and done, all is lost.

The creation of suspense underlies all dramatic construction. Expectations must be aroused, but never, until the last, wholly fulfilled; the action must seem to be getting nearer to the objective yet never reach it entirely before the end. Above all, in order to maintain interest, there must be constant variation of pace and rhythm.

There are many kinds of suspense: suspense may lie in a question like, 'What is going to happen next?', or in 'I know what is going to happen, but how is it going to happen?' or, indeed, 'I know what id going to happen and I know how it is going to happen, but how is X going to react to it?' Suspense can also be aroused by a quite different type of question, such as, 'What is it that I see happening?' or by the question 'these events seem to have a pattern; what kind of pattern will it turn out to be?' One thing, however, is certain: some sort of basic question must emerge fairly early in any dramatic form so that the audience can settle down to the main element of suspense. At its most basic suspense depends on the existence of at least two possible solutions to the problem.

The human attention span is relatively short. One major suspense element is not enough to hold an audience's attention throughout the course of a story. Beyond the main question or theme or story arc, the rise and fall of subsidiary arcs, arising from subsidiary suspense elements, must be superimposed. For instance, while our main interest is held by the question of why Planet Alderon was targeted, at the same time, but in a much shorter time span, we are eagerly asking ourselves how the princess now being questioned was involved and whether she had anything to do with the final action. The main suspense element inspires subsidiary suspense elements. There is an element of suspense needed for each scene or section of the action, superimposed on the main suspense element of the work.

Secondary questions, goals, or problems could be a part of the set design. For instance, a body is found; how was the character killed? The answer seems to be inside a cave, but is the cave safe to enter? What about the giant footprints leading into the cave? The machine at the entrance of the cave seems to be part of the answer, but what does it do? Or even more simply, 'The path doesn't look too safe. What is beyond that next corner?' A study of theme rides in amusement parks would offer many examples of the creation of suspense in set design.

In order to insure moment-by-moment interest, there must be a third, purely local, micro-level element of suspense at any given moment in a well-devised story — the line of dialogue or single detail of business the characters are engaged in at that moment. Good dialogue and good moment-by-moment action is unpredictable. Predictability is the death of suspense and therefore of drama. In addition, a character who never says a line which is arresting, witty, amusing or interesting, will have great difficulty in catching the audience's sympathy or, conversely, loathing.

If we are careful to design our "stages" in an evocative way, and if we populate our stages with unpredictable and interesting NPC's, we can get the player to wonder 'What is going to happen next?', or 'I suspect I know what is going to happen, but how is it going to happen?' or even 'What is it that I see happening?'.

Lessons from Other Media
It's worth taking a quick look at how drama has been adapted and expanded to accommodate new forms of communication over the years. The concepts behind these adaptations can and should be employed to create compelling interactive entertainment.

Theatre, Film and TV can be viewed as steps in an evolution of dramatic language. Interactive drama should be seen as the next evolutionary step. Let's look at how two forms of dramatic presentation differ in how the principles of drama are applied.

Stage drama, being 'live', has the excitement of spontaneity, however well-rehearsed it may be, and it has the feedback from the audience to the actors. The actors on the stage are trained to be hyper aware of audience reaction. From night to night the performers will intensify certain aspects of the presentation and minimize others depending upon what is working, for each audience is different.

Beginning during the Renaissance and lasting into the eighteenth century, traveling troupes performed the commedia dell' arte, the Italian comedy. The company's ten or more actors each developed a specific type of character, such as the Captain, two old men (Pantaloon and the Doctor), the Zanni (servant-buffoons). Along with these comic characters were the lovers. The comic characters were archetypes, well-known to an audience of commoners, and usually contrived at the expense of the aristocracy.

Before going on-stage, actors would agree on a basic plot and a general idea of how it should be performed. These plots were often well-known stories. But The actors had specific comic business (lazzi) that they developed (a bag of tricks). Though they knew the outline of the plot, no one, not even the actors, knew which comic bit would be pulled out. If the bit didn't work with the audience, another actor would throw out another one. If this worked well with the audience, another actor would throw out one that would play nicely against the successful bit. In this way the audience was kept in suspense in terms of what would happen next, even though they knew what the eventual outcome would be. It's spontaneous creativity, but within a structure that everyone knows and accepts.

This can of course have an equivalent in interactive storytelling. If AI-driven NPC's are "aware" of their "audience" (player or experiencer) through say, an interpretation of input actions, and if the NPC's could pull from a "library" of possible actions that all serve the same dramatic and narrative intent of the moment, then these "actors" could also continuously adapt their "performance" (within reason of course) to the personality of the player.

Another analogue is to be found in jazz. Often a combo will play from musical charts that note only the chord changes, number of beats for each chord, and key changes. Sometimes these charts will be based on a well-known song. Each musician improvises within this basic structure. The fun is the spontaneous emotional creation, the playing off one another, and the kind of mystical growth of theme. No two performances will ever be the same.


The photographic nature of the film and television mediums, on the other hand, allows a great degree of environmental realism, and gives the director an infinitely greater scope for varying the venue of the action. There is much greater flexibility in structuring the action. The camera and the microphone are extensions of the director. They enable him to choose his point of view (or hearing) and to move the audience there by varying long-shots and close-ups, by cutting from one face, one locale, to another at will. It is much easier to focus the audiences' attention on important details, however small or vast those details may be — from a John Ford sweeping Western vista to an Alfred Hitchcock bomb under a seat in the foreground of a shot. The psychological aspects of the use of lens, framing, and camera angle are worthy of a book and beyond the scope of this article. Nevertheless, "film language" has much to offer towards the creation of compelling interactive drama and developers would do well to become familiar with film making.


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Japanese anime is novel, flashy, and often startlingly beautiful, but it is also generally more philosophical and character-oriented than American entertainment.

Interactive entertainment can learn something important from Japanese anime. It's novel, flashy, and often startlingly beautiful, but it is also generally more philosophical and character-oriented than American entertainment. Even in humorous anime it is the hero's struggles and lessons learned that often form the core of the story. Japanese stories often stress things that many American stories forget, such as self-sacrifice, the search for meaning, the power of helping others, and the idea of redemption for the fallen — the stuff of drama.

Finally, even the most violent and well rendered action combined with an interesting plot remains without lasting impact if the audience does not know, does not like, and is therefore not sufficiently interested in the characters. How do characters become objects of affection or interest? It is true that we relate to characters who are motivated by what we are motivated by, but there is more to it than that. In theatre, films, and television casting is very important. The personality of the actors chosen to embody the characters can help a great deal. With past limitations in the quality of 3D animation and lip-synch it has been tough to employ great CGI actors. But this is changing rapidly, and soon we will have NPC's capable of communicating emotion sufficiently well. But there is more to it than this. Witness the attraction of Lara Croft. Any dramatic presentation is also a voyeuristic experience. We want to see attractive, or at least highly interesting, unique, characters. The most compelling characters are a mixture of an attractive and original look, motivated by what motivates us, and who say surprising things.

Review

Humans are innately interested in conflict. Drama uses the innate human interest in conflict, expressed as visible action, to engage an audience for the purpose of communicating a theme. The interest in conflict is not enough — we want to know the reason for the conflict. Conflict arises out of wants, needs, and desires that are opposed by other wants, needs, and desires. We identify with dramatic characters because they are driven by the same basic motivations we are. Drama is a form of communication. The communication must be forceful, therefore it must be concise. Drama is structured. It has a beginning, middle, and end — equilibrium, disequilibrium, and equilibrium. Drama is the story of getting into and out of trouble. Suspense is used to maintain interest.


Many of the basic principles used in the development of drama can be applied directly to interactive storytelling. Instead of relying on constant violent action and awesome graphic quality, we should begin think about the reason for the conflict. We should make sure that the motivation for the conflict is centered on wants, needs, and desires that we can all relate to. This will help us to identify more strongly with the protagonist(s), the theme, and the goal that has been set forth. Since drama is a form of communication, and since communication must be concise in order to be forceful, we must end reliance on busywork side quests and such to fill out a game, and instead develop dramatic activities that are not only exciting, but which also continually support the main theme without being repetitive. Puzzles should arise out of the plot complications rather than being artificially forced upon the action because "a puzzle is needed here". In general the total structure of a well wrought dramatic work depends on a very delicate balance of a multitude of elements, all of which must contribute to the total pattern, and all of which are wholly interdependent.

This has been only the briefest overview of drama and a few beginning ideas of how drama might be applied to the interactive realm. The dramatist has many other tools that can be employed as well to make a presentation compelling and meaningful. If we become aware of and begin to use the analytical and developmental tools drama provides us, it can only help to increase the value of the interactive experience. Hopefully a discussion will begin and other strategies for incorporating these tools will be discovered.

Posted by Jenova at 10:46 AM | Comments (1)

October 28, 2003

How to create emotive images and animations

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"When I went through the entries for EXPOSÉ 1, it was clear that there is a lot of talent out there in the technical areas of modeling and texturing. However, it was much rarer to see truly inspiring and expressive works of art, and I am not talking about just the aesthetics of fine art here. It’s much more about creating work with great appeal, and consequently, great value the viewer.
You, as artists really need to focus on evoking emotions in your work. If you create an image that evokes a strong emotion then you have created something that has great appeal and will generally be considered more worthwhile to view. Sadly a lot of digital, particularly 3D work is best described as “flat and boring”, technically good, but generally unappealing to the majority of audiences who may not understand 3D."

read the article

Beyond the highly advanced CG technology, I'm keen to feel something from the graphics. This article gives me some inspirations. Like film and any other successful media. The best artworks are always the ones who can evoke people's cherished feelings.

I've been wallowing in the technic area for a long period. Nearly neglect the power of emotions. If time's enough, I'll make a 3D static to validate the power of this rules.

Posted by Jenova at 10:51 PM | Comments (2)