Dan Silber

Dan Silber

Art, Programming, Music, and Game Development

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Resident Evil

Posted in game critiques by admin
May 26 2009
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Resident Evil was one of the first and most prominent survival horror games created for the Playstation.

I want to launch with an exploration of the control scheme for the game. The user inputs that were chosen for character movement were heavily criticized for being ‘unintuitive’. [Indeed it took me 3 or 4 attempts at playing this game before I finally figured out how to shoot the pistol]

The game uses an unconventional mapping for character movement - the ‘up’ button moves the character forward, and the ‘left’ and ‘right’ buttons rotate the character. I believe that this mapping was chosen to anchor one consistent direction to the up button. Because the game has dramatic camera angles that change orientation in almost every room, it is functional to be able to hold down one button and continue progression in a consistent direction.

In order to shoot a weapon the player needs to hold down the L1 button while pressing a 2nd button on the keypad. This is also an unconventional choice but serves the useful function of not wasting ammo by accident – because this is a game with limited resources.

The limitation of resources is not only a gameplay mechanic, but adds a level of emotional tension. Most players experience a sense of anxiety as their resources diminish. The amount of times that a player can save is also a commodity. This inability to easily leave the game world beautifully mirrors the core of the story – that the characters cannot escape the house.

The flow and content of the game is fairly predictable, but balanced and well executed. The player can find various keys that unlock different types of doors. This mechanic is straightforward and in most instances the game does nothing to mask this element.

At certain junctures there are puzzle elements which are necessary for progression. This is a bit curious in that the puzzles are not a core element of the game, yet do not add substantial depth.

The visual aspects of this game do give substantial depth, however. The backgrounds are pre-rendered, which allowed them to be created with far more detail than its real-time contemporaries. That detail allows each part of the mansion to look unique, and helps the feeling of reward when a new area has been unlocked. Each room is displayed from different camera angles, giving a dramatic aesthetic.

Katamari Damacy

Posted in game critiques by admin
May 26 2009
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Katamari is certainly a unique game, and many people have had different feelings about the game.

The first thing that I want to point out is that this game is a direct descendant of Pac Man – a game also built by Namco many years before. The primary focus is on collecting things and avoiding baddies – unless the game is in a state where you can consume enemies.

Much like its ancestor, this game is extremely focused on simple core mechanics. There are no power ups to manage in Katamari, and user control is absolutely consistent within levels. This allows the learning process to be fairly straight forward, slowly refining the skills that are introduced early on.

The visual and auditory feedback is continuous, letting you know how much you are picking up with satisfying pops (and the occasional scream from a sumo wrestler).

One of the things that make the mechanic of collect distinctive is that the relationships between your character and the environment are not absolute. An item that serves as a barrier early in a level will usually become something consumable later in the level.

Also an animal that causes you harm (or at least inconvenience), can be rolled into your ball later on. This potentially taps an undercurrent of the human compulsion for revenge.

I would guess that this relative relationship between things would make level design extremely challenging. How do you place a level wall that is also an item to be collected? I can almost imagine the items needing to be placed in a fractal sort of arrangement.

The game has an extremely simple but unique Art style. This item simplicity has a couple of secondary implications for the game:

1. They can be created faster, allowing for more things to be built in the same amount of time, and
2. They have a lower polygon count so that more items can be shown on screen at on time.

Both of which contribute to a larger variety of items that can be seen and interacted with throughout the game. If there were only a handful of items that could be picked up, the game would feel significantly different.

The multitude of items and their (seemingly) unusual placement give the game a powerful sense of absurdity. The game has a sense of humor, but does so without telling any jokes.

Ironically, the story elements of the game are fairly serious. The relationship between the main character and the father character is strained. But in a subtle way. There is not any major event that plays out for the sake of drama. His quiet disapproval of an incomplete mission adds some emotional weight to the game. Somehow this is accessible in a personal way that more epic stories are not.

Emotional content aside, the concept truly uses the media of games in a powerful way. It allows the player to experience something that they cannot in regular life in an interactive way. You would NOT have a similar experience if this was described in book or movie form.

Clones

Posted in Art and Creativity by admin
May 26 2009
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What role do clones play in the creative world? Do they simply feed off of another’s hard work? What value can the end product be if it is simply a facsimile of what has already been created? What can be gained by simply cloning another’s work?

As an Artist and someone who makes video games - and have a push/pull emotion when I see clones being created. But a great deal can be learned by simply copying a master’s work.

As a youngster just opening up to the field of Art I copied artwork directly out of comic books. Soon after, (in Art school), I made copies of renaissance Artists’ and Post Impressionist works – emulating their style and technique.

I found that even when I could reproduce the image with success, it was kind of empty. Although I had learned something, there was no real statement being made with the pieces.

In a true clone, the creative process will stop here – A direct copy of the original. This occurs sometimes in the game development world: Tetris clones, Chess clones, etc. Even when executed superbly, there is nothing new being added to the creative community.

But in the majority of cases the creators will add something unique in the second generation. Maybe the technique is refined. Sometimes a new element is added. Perhaps the context has changed giving it new meaning.

Even if the core idea is the same, each generation has an opportunity to add something significant.

Example from the video game world:

  • Space Invaders
  • Galaxian
  • Galaga
  • Raiden
  • Ikaruga

[We could also many, many others but I like the above example because you can clearly see how each one has built on the framework of the previous]

This is part of the natural evolution of creative media.

Of course, there are plenty of times where an attempt to clone or innovate on an existing idea fails miserably. Often this is a result of poor execution - there are many reasons for this, many of which are out of the creator’s hands (too little time, too little budget, imposing publisher, etc).
There is another part of the evolution that I would like to mention, and that is the cross pollination of genres. This is innovating on an old idea specifically by fusing it with another old idea.

This can have some interesting results. For some reason this kind of methodology tends to have much more volatility in quality. It seems to breed both the most inspiring pieces of Art as well as the biggest turkeys. There is less precedent. It involves more risk.
But then again, why not be risky? No one’s life is hanging on the quality of a piece of Art (career maybe, but not life).

Strange Vessels

Posted in Body and Health, Thought provoking by admin
May 26 2009
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Our bodies are strange vessels.

We identify with a state of being that is tangible and stable, but that is not entirely so. Our size and shape changes constantly. We perceive ourselves as solid – we are and we are not. When we touch something solid, we stop. But we have many cavities throughout our body. The pocket inside our mouths. The passage to and inside of our lungs. One could also argue that there is the space between the atoms. That being said, these cavities are efficient beyond anything made by humans. When we close our mouth, the tongue and teeth and jaw and roof of the mouth contract into a perfect tightness. Our bladders expand and contract depending on the liquid they hold.

Our bodies change frequently – changing temperature with sickness. Gaining mass with food consumption and loosing mass when we excrete. We shed skin cells and hair. In my case lots of hair. Our hair and fingernails grow. Our skin changes color when we bruise or burn. In our younger years our size changes dramatically in short periods of time. Through childbirth, a woman’s internal organs will change location. We get wrinkles with old age.

And oddly, we usually use this constantly changing vessel as the basis of our identity. We look in the mirror and obsess over the color of our hair or the shape of our nose. We forget that this body is just the container for our consciousness. We think about the color of our eyes more often than we consider their role in visual perception.

So if our bodies are only the exterior shell for our true being, what are we? What is the deeper meaning of being human?

I have more ideas to jot down on this subject, but must end this article now because I’ve needed to use the restroom since writing the part that says “Our bladders expand and contract depending on the liquid they hold.”

Tagged as: bladder, body, efficient, my freakish rambling, thinking too much

Life and Games

Posted in Game Development, Thought provoking, Thoughts About Games by admin
May 26 2009
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Sometimes I find it empowering to view aspects of life like a game.

In a game there are elements of challenge and reward that drive you towards completing objectives. When a player learns and experiences success, they feel good – and look to repeat the experience with more challenge.

As a result, there is a learning curve in games. If there is nothing new to learn, the game becomes boring and is soon abandoned (examples: Tic Tac Toe, Candyland). Also if the game is too difficult learn, unappealing, or unclear (example: Minesweeper, or Playing Chess against a superior opponent), the game is often deserted in favor of something more accessible.

The games that are the most enjoyable are the ones that are perfectly suited for our ability level. Candyland and Tic Tac Toe are great games for younger children, but not challenging enough for most adults.

Our experiences in life operate in exactly the same manner. An appropriate challenge tends to keep us contented and happy.

When things come to us too easily we tend to get bored and move on. Most people have at some point had a job that was just plain boring. Usually that is a result of not having enough challenge within that atmosphere.

Likewise, when a challenge seems too large (or unappealing or unclear) – it feels inaccessible. We often walk away from the challenge without even trying to accomplish it.

Most people do not attempt to *earn $1,000,000 in one year’s time because it feels inaccessible. People either
Are totally unclear as to how to accomplish this,
Find it a too difficult of a task, or
Find it unappealing for some reason (perhaps citing that “money is the root of all evil”)

Shifting back to the game analogy - If you were playing Chess against someone who kept won every time, you could
1. Give up Chess altogether,
2. Continue to play Chess and find an opponent who is better matched to you, or
3. Learn strategies to becoming a better player.

If you had interest in Chess you would likely opt for BOTH #2 and #3. You would innately understand that you are able to become a better player with more training and experience. You accept that there will lose some games on your road to success. Eventually you may be able to outplay the nitwit who formerly crushed you every game.

Likewise with the $1,000,000 goal, you could:
1. Give up on the goal altogether.
2. Find a goal that is more accessible to your current situation.
3. Learn strategies to earn more income. If you are tenacious, you may find this ambitious goal achievable.

Unlike games, in life most people end up doing #1 and #2. In most cases #3 is also an option, but fear of failure, uncertainty of path or disinterest (like an internal contradiction of believing “money is the root of all evil”) keep us from continuing on the path to success.

When I am faced by a daunting task, I often find myself trying to think of it as a game. If it is too overwhelming to try right away, I read about it and try to understand the problem more clearly. I may try to complete a smaller objective as a learning experience.

So right now I am learning how to become financially independent.

I consider it the miniboss of this level.

*I am only using money because it is clear and easily measurable. The objective could be something far less tangible like: living a healthy lifestyle, keeping a positive attitude, or creating more time to spend with your family.

Why is there never enough time?

Posted in Thought provoking, Time Management by admin
May 26 2009
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Sometimes life just feels like running around from chore to chore.  Always doing little tasks occasionally takes over our lives.  Where does all that time go? Why does it feel like such a commodity?

One of the causes for this feeling could be a lack of task priority.  If everything feels important, then it feels horrible not to accomplish even one thing on your list.  Are you thinking “But every task is important!” ? Well… okay.  That may be true. But not every task is EQUALLY important.

In many cases, there are two categories that direct us in priority: 1. most significant, and 2. most urgent time-wise.

At times, these fight for priority.  Say your goal is to spend more time with your family, but you have chores that you need to get to.  You value your family time as most significant, but going grocery shopping is more urgent. How do you decide?

There isn’t a really easy answer in some cases – but…  The more that you can focus on the things that are most important to you, the more contented you are likely to feel.  The above situation is a tough one, but maybe you can go without frozen peas for one more day after all.

In many cases, you may find that the thing that is urgent is not actually very significant in your life.  There are frequently pressures applied from external sources for a task to be done quickly.  A boss might want you to volunteer for something. A client might need that project completed “yesterday”.  The fundamental issue with that is that they are not significant to YOU.  Often they are actually not essential to be completed in your life at all.

Would your job really be in jeopardy if you turned down that volunteer position?  Would you really loose your client if you didn’t put down all of your other tasks to focus on THEIR problem?

Sometimes yes.  Most of the time no.

In order to do this, you might need to take some time and energy to explore your goals and priorities.  What’s that?  Too busy?  If you can’t take the time to decide what you want to spend your time on, someone else will.

We all get the same amount of hours in a day. Make them count.

Incomplete Perception

Posted in Thought provoking by admin
May 26 2009
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We look past things.

We can be looking directly at something and just plain not see it.

Example: Take a walk down your neighborhood street, and I’ll wager that you won’t tend to notice any of the telephone wire mess above your head. In most instances you will only be vaguely aware that there are wires above but it won’t affect the scenery very much. If you actually focus more directly on those wires, you might find yourself surprised at how unsightly they actually are. The point where the lines hook up with the house tends to be particularly chaotic. There are also great big boxes or barrels suspended at the top of telephone poles that we generally don’t notice. I wonder how many times I’ve parked under one of those bad boys without realizing it.

I am particularly guilty of missing really obvious things, being an artist type. I could be looking directly at a sign. I will remember its color and it’s placement on a door, but have not actually READ what is written.

I never noticed that the brims on baseball caps had a functional purpose until I was playing softball without a hat on a sunny day. I kept using my hand to shield my eyes from the sun. I looked over at my friend Jason and realized that his cap was doing what I was doing with my hand. I am sad to report that this occurred in my late 20s. So in my case, I tend to miss some things that are extremely apparent to others – but everybody does it in some form or another.

I guess that is not surprising considering how much there is in the world to perceive. And we all come to this world with our own predispositions. I often see form before I see function. How do you perceive?

Please feel free to share stories of times where your perception has failed you.

Mood Control

Posted in Thought provoking by admin
May 26 2009
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How much control do we have over our emotions?

Not so much how you express you emotions outwardly, which we usually have a fair amount of conscious control over – but what control do we have over the emotions themselves?

So you feel blue. How long do you sit with it before you do something to actively make yourself feel better? Does a bowl of ice cream lift your spirits? A beer? A video game to take your mind off of things? We usually do something to cheer ourselves up, whether healthy or not…

And then does taking your mind off of the problem count?

Yup. I think so. We have actively guided our emotions to a more positive state. We still may have to deal with whatever is at the root of the problem (whatever was the catalyst for the bad mood), but the root cause is DIFFERENT than the emotion.

  • Example: I feel sad because my boss said that I am a no-talent hack and that they would rather look at their own feces than my artwork.
  • I then cheer myself up by playing a Resident Evil video game and shooting zombies for 4 hours. Then, once I am calmed down - I think of ways to improve my performance at work so that my art isn’t equated with a fat steaming turd. I have disengaged my emotions enough to find a solution to the issue that was the catalyst for the bad mood.

Okay. Fine. With some comfort food (or zombies in my case), we can curtail those lousy feelings and fix the problem. Is that the full extent of our control?

How about preventative measures that we can take before the catalyst? Are there things we can do to avoid whatever triggered those lousy feelings? Perhaps we can take steps to avoid the things that actively cause problems.

Going back to the poop example, I could take preventative measures before talking to my boss:

  1. Prepare myself that my feedback could be positive or negative. I know from experience that my boss is a raving lunatic*, so I will be ready to hear anything on the spectrum. That may involve preemptively killing a zombie, or drinking a shot of rum. Whatever.
  2. Because the boss is nuttier than a squirrel*, I could find a sane 3rd party to convey the feedback to me. I’ll get the proper feedback, but without the unpredictable and unproductive ranting.
  3. I could find out what the boss’s taste preferences are before I do my tasks. This little technique can save dozens of hours (or days) of work. Taking extra time to ask questions and make clarifications before you do the actual work is really, really worthwhile.
  4. Of course, I can try my best to do such a good job that my work is not compared to human dookie.

These would help to avoid the situation altogether, thus avoiding the negative feelings that come as a result. Especially #3.

Cool. So we can try our best to avoid the situation that causes the bad feelings. IF THAT doesn’t work, we can use our various vices to curtail our lousy mood as best as we can.

Is there anything else? Would it be possible to have the negative situation come about without triggering the bad feelings? Would it be possible for my artwork to be compared to poop while keeping a good mood? Just because there is a real world catalyst, does not mean that your mood HAS to change for the worst. Does it?

I know for me, there are times that where I am more susceptible to being triggered into a negative emotional space. Sometimes even a small request feels like an accusation. Other times, no matter how bad the circumstance, I just keep smiling. I have been working on this, and lately I have found myself keeping a pretty positive attitude - most of the time**. And I have some ideas on how to keep positive emotionally even THROUGH those unfortunate real world events. Here are my recommendations:

  1. Take care of your physical needs. This means getting enough sleep (whatever “enough” means to you). Eat regularly so that you don’t get low blood sugar. Don’t eat so much that you feel yucky. Drink enough water so that you are properly hydrated. Get some exercise. Your body affects your mood.
  2. Cut yourself some slack. Everyone makes mistakes. You screwed up? It happens. Unfortunately, we tend to be harsh on ourselves when we realized we have screwed up, and that makes the situation drag out longer than it needs to. Forgive yourself and learn how to avoid
  3. Prioritize your life. What is important to you? You can use time to help measure this - Will it matter two years from now whether you forgot to do the dishes? What about if you missed an episode of your favorite program? You probably won’t remember. What about if you used that same time to pursue your passions – would your life be different several years down the road?
  4. PRACTICE. Practice being positive. Practice focusing on all the good things around you. Practice noticing the things that you are grateful for. Try separating your emotions from the difficult situations. Just because you are broke doesn’t mean that you are necessarily miserable. Just because your boss called your work crap doesn’t mean that you have to feel bad about it. That does not mean ignore the circumstance. If fact, often our negativity around a difficult obstacle will keep us from overcoming it.

    So we have some degree of control over our emotions – although it is probably different for each person. We can avoid and/or prepare for difficult circumstances. We can practice staying positive through adversity. We can cheer ourselves up with ice cream if need be. Still, sometimes our emotions overpower our senses. Weird.

    I was thinking that this was going to be a tiny little note of something that I was thinking about, but it got a bit bigger. Weird.

    * Just wanted to point out that in real life that all of my bosses at my current job are the best that I’ve ever had – hardworking, appreciative, and good humored people. I’ve worked with some really nutty folks over time, though. One guy had me carry around a stopwatch to time how long it took to complete daily tasks.

    **Although the last couple weeks I have been trying to wean myself off of coffee and have had my mood crashing down a lot. I am sacrificing some of my physical needs in the meantime for a better physical situation in the future.

40 hours

Posted in Thought provoking by admin
May 21 2009
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How the crap did we adopt the 40 hour work week as a working standard?

It is so arbitrary. Ask the average worker how much of those 40 hours are actually spent doing work, and you will get widely volatile answers. Where did it come from? Did someone sit down and think, hey – ‘if we get people working a butt-load of hours, maybe they will get something done for some of them?’ Is it an intentional attempt to break people’s spirits? (Although that hardly makes sense, because if you break someone’s spirit – they do crappy work) How does time correlate to productivity?

I am becoming much more aware of output / product. What do my clients/bosses walk away with? In my field (art/animation), there is something tangible to see. But the idea is the same regardless of field – how do you help the company succeed? If your company makes more money because of your contributions, you will have inherent value no matter how many hours you are there or how hard you work. Think about it: if you were your boss, would you rather have an employee who was always at the office but got very little done, or one that comes less frequently but accomplishes a tremendous amount?

Hmmm… How would it be different if everyone worked from home?

Many of us would go crazy from social isolation. I guess a bunch of us would be even less productive without someone directly standing over us and harassing us. Or maybe we would be more productive without the crazy boss breathing down our necks. Hard to say how it would play out.

But why 40? What if everyone worked 25 hours a week? I wonder. Would we be more efficient? Probably not. I think people tend to goof off the same percentage of their day no matter how many hours they work. What if people were only paid on the output of their work? Not necessarily commission, but paid on the results of what they accomplished. That would be weird. I think that many people would be too scared. We would live with a bit less security. We would have to face up to the actual reality of how much value we are putting out into the world. On the flip side, we would have a more direct control over how much we earn monetarily. If you were genuinely working all 40 hours of the week, you could make a very generous income. If not, you could avoid those hours killing time at work until the clock strikes 5 – in favor of spending time with your family or loved ones.

Only one thing seems certain to me: in most cases the 40 hours that we are paid for does not directly correlate to the output of the efforts.


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