Archive for April, 2010
A 3D Star Wars Film Minus The Film
In only a few short months, film goers have learned that poor 3D films are the result of the post-conversion process. You simply cannot take a completed film and try to retrofit a 3D effect onto it, it simply does not work. The end result is a series of layers that look as obvious as an old Viewmaster image. To get the proper 3D effect, you need to film in 3D, with 2 cameras in tandem. This was done for Avatar and CG-animated movies like Cloudy With A Chance Of Meatballs. The post-conversion process was applied to Clash of the Titans and Alice In Wonderland, and with mediocre results.
With the success of Avatar, many movie studios are trying to release 3D films using the post-conversion process as a late addition. Even more troubling, some older films are being given heavy consideration to be retrofitted in 3D. One film that is moving forward on this front is James Cameron’s Titanic, slated for an April 2012 release.
Given all the recent developments, it would be impossible for George Lucas to not consider giving the Star Wars films the 3D treatment. Mainly because he has already demonstrated the need to update his films to current FX technology on multiple occasions - supposedly to ‘complete’ his films, or to apply retcon where needed.
With that said, I would like to prescribe an all-new 3D Star Wars film that is not really a film at all. More like an amusement ride. Let me describe what this ‘film’ would look like:
This film would merely be a sampler of action sequences from the original trilogy and *sigh!* the prequels too. These sequences would be played back-to-back. Between all 6 films and a few ancillary properties, you’d have a solid 2-hour amusement ride. It would go something like this (in no particular order):
1. Both Death Star attack sequences. (A New Hope/Return of the Jedi)
2. The Hoth AT-AT attack sequence, as seen from a Snowspeeder pilot (Empire Strikes Back)
3. The hoverbikes flying through the forest on Endor (Jedi)
4. The Pod Racing scene (Phantom Menace)
5. The hover car chase scene (Attack of the Clones)
6. The opening space battle (Revenge of the Sith)
7. Millennium Falcon escaping the giant worm’s mouth (Empire)
8. Asteroid Sequences (Empire and Clones)
9. Journey through Naboo’s core (Phantom Menace)
10. Dog fight with Tie-Fighters (A New Hope)
11. And the absolute must-have: Experiencing a Light-Sabre in the first-person as Luke against Vader from Empire Strikes Back. You’d experience dueling with Vader, which entails having objects being ‘force’ thrown at you and losing your hand. You’d also experience that free fall to the bottom of Cloud City as well.
12. And many more! Could even throw in a bonus scene: the opening from Raiders of the Lost Ark. Who knows? Or you could throw in a few light sequences: flying through Cloud City or Jedi training with Yoda. Seeing the world from R2′s eye?
To have this fully realized, Lucasfilm would have to make this film from scratch. This allows them to make it in true 3D, and prevents the post-conversion route. Because it’s mostly space and battle sequences from the first-person view, you wouldn’t need actors (save for the Vader sequence). You could easily use the voice-overs from the films.
Going this route would be preferable as it compliments the existing films, and offers a true 3D experience. It’s safe to say everyone has seen the originals, and would prefer to see them not undergo a conversion. And remaking all the films, or even large portions of them in 3D, is just not worthwhile and may fatigue the audience.
I recommend this direction because it would be an entertaining diversion free of all the constraints from canon. What do you think?
1 comment April 30, 2010
Augmented Reality + Gaming = Super Effective!
Well I’m going to put on my Nostradamus hat and lay out some predictions so I can earn some serious I told you so cred. My predictions will involve various game designs that are free to whoever wants to run with it. Whoever dares to- I salute you.
Before I begin: What is Augmented Reality? In it’s current state, it allows users to project or superimpose images onto a live broadcast feed, typically from a webcam. My first* encounter with this type of tech was a year (or two?) ago, a viral tie-in for one of the Transformers films that allowed users to see themselves wearing an Optimus Prime mask in real-time over their mugs. It was interesting, but gimmicky. Besides dorky cosplay, AR allowed people to watch concerts, or view intricate CG models.
Yeah there is a lot of cool stuff…people can take virtual tours and see cool stuff, but so far AR hasn’t had any real gaming applications. Until now!
Do tough guys really chew bubble gum? Today's burning question.
With portable devices like the Nintendo DSi and the upcoming iPhone 4 (Thanks Gizmodo!) wielding 2 cameras, there is some serious potential for gaming. Here is a list of possible game scenarios that would utilize Augmented Reality.
1. A game based on 80′s film They Live, where you go around trying to find the Aliens among us. The movie had a device where the protagonist was able to see ‘cloaked’ Aliens with his special sunglasses. In a game like this, your mobile device would be the glasses, and random strangers would appear as Aliens. When one appears, you take him out- virtually.
2. Using Google Maps for reference, and a GPS to boot, you could go on a sword quest in a virtual environment that overlays your surroundings. Would certainly make those loot-seeking WoW players more active. You wouldn’t need to be constantly playing, just checking your progress and then engaging where you see fit.
3. Pokemon Snap-style game, where you go around your neighbourhood park, seeking elusive Pokemon. When they pop into frame, you have to snap the pic. This would be much more fun than the on-rails original.
4. Walkabout FPS games. Imagine playing Alien, where you are depending on a beeping radar to detect incoming attacks. When you are under siege, you are literally flailing about, pointing your mobile in all directions, firing at the beasts. You could also seek out Ghosts as a Ghostbuster (Or a Mansioned Luigi. yes I made that word up).
5. Procedural Games. Survey a crime scene as a CSI-er or Detective. The more thorough you are, the more evidence you compile. Some clues will be difficult to find. You decide when evidence gathering is complete, and see where the chips fall. Arrest, or Acquittal?
6. Face Recognition Tag. A multiplayer game amongst a group of friends that have been analyzed by the face recognition software. Someone is “it” and has an identifying mark, like a geeky mask or outfit. If you are “it”, you have to project the tag onto another participant. Power-ups can be used to ward off tags or to prevent them entirely. You lose points for wearing the tag too long, so check often to see if you are “it”.
7. Virtual Farmville: Now you can assign your carpet or rug as your farm acreage. You can arrange your farm as you see fit, and enjoy seeing it from all angles.
8. Model City/Train Buff: Like the Farmville app above, but you can create virtual cities and model train tracks that would envelope your floors throughout your place. You could even go all Godzilla and stomp on your creations.
9. Virtual RC Car: Wouldn’t it be fun to control an RC Car like you were 5-years old again? Just point your mobile at some asphalt and let the spin-outs commence.
10. Virtual Pets: The Tomigotchi craze revisited.
Of course, all this is dependent on advances that allow Users to experience Augmented Reality on the fly with a roaming mobile device, as opposed to a fixed, stationary webcam. The amount of processing power needed to keep the virtual items in sync with the reality the camera is seeing in real-time would be astronomical. Also, the ability to quickly map environments, objects, and people would also be a factor. I expect the first few apps would have very simple graphics, almost blocky/8-bit in nature.
*Oops, the ‘First Down’ line in Football Broadcasts is AR, and has been around for over a decade.
So what do you think? The crazed ramblings of a juvenile blogger? Or the imaginings of an unquestionable prophetic visionary? I choose the latter. :p
1 comment April 28, 2010
The Blackberry Retrocade Gaming PDA
Playing games on a touch screen doesn’t seem natural, in my opinion. Not only are you not sensing your control inputs, but you are covering the screen with your thumbs! My personal preference will to always be the standby D-Pad and buttons. And with that, I designed a Blackberry-ish PDA that can convert to a gaming handheld device. I call it the Retrocade, an amalgamation of Retro and Arcade. Catchy, huh?
It transforms from PDA to GBA!
I personally like the ‘Viewmaster’ wheel. It gives you the ability to switch between a QWERTY keyboard and a gamepad, offering two independent interfaces. The numeric keys are always present for making phonecalls. A mouse nub also remains fixed, and can double as a start/pause button.
There are shoulder buttons on the back, as well as the rest of the customary bells and whistles you’d find on a PDA.
I imagine a device like this would be popular with those who prefer button inputs overall - both keyboard and gaming - as opposed to a touch screen.
1 comment April 27, 2010
High Elevation Fire-Fighting Systems
There is a lot of infrastructure in place to help aid Fire Personnel, such as a fire hydrant network or the placement of hoses and equipment on every floor of a high rise. I believe a few more steps can be taken to help fight fires, specifically when they break out in tall buildings/skyscrapers.
The solution seems very simple to me: the placement of a platform that can combat fires from above. If you think about it, many buildings are equipped with a system that can allow personnel to wash windows by having these elevating platforms affixed throughout. So why not a fixed structure that can deliver a targeted water hose?
Just a thrown-together prototype. As you can tell, I like including visual aids!
This type of system allows for a faster response, and reaches taller elevations that are beyond the scope of an engine ladder.
But why stop there? Seeing as many urban centers feature a cluster of high-rises in close proximity, why not install a network of hydrants on the rooftops to help combat fires on neighboring buildings? Maybe a few strategically placed high-pressure water cannons can be installed as a permanent fixture.
A few other ideas to help Fire-fighting reach higher elevations: maybe affix a hose to a remote-controlled dirigible? Or suspend a hose from a chopper, much like a bucket of water used in fighting forest fires. Probably over-the-top solutions to an infrequent situation, but I like to throw them out there.
Add comment April 26, 2010
Cincinnati Bengals Jersey
The Bengals currently look like the Flintstones! So I designed this for a Uni-Watch blog contest.
They look sharp, don't they? Well it's an improvement.
I do enjoy designing jerseys from time to time, here are are a few more:
Add comment April 22, 2010
Modular Video Game Controller
All the current video game controllers are great, I don’t have any issues with them at all. But once in a while, I wish I could upgrade or alter the controller much like you would for a weapon or vehicle in a game. So I present a controller that can be reconfigured to suit personal taste or be tailored to play a unique type of game.
It's a work-in-progress.
I will probably make a 3D prototype in the future, but I made that this ‘sploded image for a company called Innex Pro. They liked it (and a few other ideas already shown on this blog) but decided not to go for it.
Basically, I’d like to be able to add plug-in attachments that may benefit the game. Maybe a scroll wheel for weapons? A Joystick for an arcade experience.
To go a step further, I believe this controller can be completely reconfigured to go from game-pad to driving wheel to light gun. perhaps reverse the layout for a southpaw.
Working in the video game industry, my experience says something like this could only work for the PC market, as making a 3rd party controller that has so many variables for a console is out of the question! Too problematic.
1 comment April 21, 2010
The All-In-One Mega Sports Stadium
This one is a work-in-progress, but why not unveil it now? Blog posts don’t have to be so polished. I will continue to polish this idea and update it in the future.
I got this idea because I am often dismayed by the pricey costs of stadiums when they are seldom used. An NFL team might use their $1B stadium (Like the Cowboys’ new digs) maybe 10-13 times a year (If they played 2 playoff games and hosted the Super Bowl). So why not combine these stadiums to service all major sports?
Currently, Hockey and Basketball share arenas, but there is too much floor space around the NBA court in my opinion. MLB and NFL use to share many stadiums but it proved to be disastrous! MLS and NFL are just starting to warm up to sharing the same stadiums, which is a good fit as far as dimensions go.
Because sports fields come in so many dimensions, the Stadium should be able to reconfigure itself to best encompass the field so the fans can get great sight lines. This involves the mass shifting of grandstands using a rail system. The stands would perch on rails or other stands. Rails would be stealthily embedded into adjoining stands to help facilitate the movement and to help guide stands in place.
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The Mega Stadium version 1.
For this bad boy I went the extra mile and included a Baseball field. I don’t know if future versions will, as it’s inclusion really pushes the design too much, and Baseball will probably always be a sport that commands it’s own stadium, as they do play a hefty 82 game home schedule over 6 months. Having the Stadium with only Hockey/Basketball/Football(x2)/Tennis works just fine. it’s also more practical and easier to roof, which I will include in future versions.
An Industrial crane would move the score clock. The Stands would be moved by massive hydraulics, similar to a system I saw for the roof at SafeCo field, which resembled giant train wheels. The design would use a system already in place at an NFL Stadium (can’t remember which one) where the entire field is transported on a mobile platform to the outside to get some sun!
This would be very ideal for Urban centers that simply do not have the room for multiple stadiums, in which case this would be like building a single NFL or MLB-sized stadium. The Venue would be in use year-round and would be able to recoup it’s construction costs much sooner.
On a somewhat related note, I also think you should check out this great blog called “Field of Schemes” which highlights the many shady practices of sports owners in regards to landing stadiums and arenas. Chances are you own a piece of many stadiums that charge you a fortune to even enter!
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Baseball Stadium reverse angle view.
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Tennis Close-up. See the rail system? Sits on the stands too.
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Hockey alignment. More rails and tracks to see here.
Add comment April 20, 2010
Game Design Contest Pitches #4
This one came in 2nd for the ‘Reboot’ competition. It’s a reboot for Double Dragon. I really like the one aspect where difficulty can be artificially inflated to suit the player.
Story: It is 19th Century China. Twin brothers James and William Lee are British soldiers stationed in India. While on patrol they are abducted by a small contingent of Chinese soldiers, who have been sent on a journey to find a set of identical twins that were born in the year of the dragon. The “dragon twins” were said to have the power to destroy the Shadow Warriors, a race of demons who have now returned and possessed the ruling Mariong Dynasty and it’s royal army. The Shadow Warriors are intent on opening a portal to the demon world in the heart of the Forbidden City, an act that would ensure the end of humanity.
The brothers Lee however, lack the superior fighting skills needed to defeat the Shadow Warriors. Together, they will explore the city and countryside that surround the Forbidden City, and acquire the necessary fighting techniques that will aid them in their quest.
Gameplay: Double Dragon: Forbidden City utilizes the series’ trademark brawler and co-op style, and applies some contemporary gaming advancements, such as an open-world design. To enhance the gameplay even more, some RPG elements have been added, mainly in the acquisition of fighting styles and moves, the growth of player attributes, and the ability to customize clothing and armour.
With an open-world, the players are free to travel wherever they want, but will do so at the risk of being severely out-matched. For example, the players could attempt to waltz into the Forbidden City right off the bat, only to be annihilated three steps in. Not only does this make the game completely non-linear, but allows the player to measure their character’s ability at any time. This even artificially increases the difficulty level to the player’s choosing.
Instead of waves of enemies that occurred in the original Double Dragon games, the players will also be interacting with locals, and trying to collect items or info that will yield more abilities or increase attributes. Fights will occur via random attacks, being a Good Samaritan, or by provoking thieves and gangs. Fights will also occur in training facilities. Intermittently, you’ll encounter a sentry of Shadow Warrior demons, and engage in a brawl or a boss fight.
There will be no ‘missions’ like other open-world games, but opportunities will present themselves. Locals will ask for assistance, or even fire up a flare to signal you for help from afar.
Fighting: The players will start with some basic punches and blocks. Eventually they acquire a more devastating arsenal of moves.
The moves vary on the fighting view employed by the player:
A new addition for DD is the implementation of a 1st person view, offering a more focused fight. This is achieved by locking onto the nearest opponent. The spar is sometimes warranted by more finessed opponents. A split screen mode can be enabled to allow one or both players the ability to engage in a 1st person fight. The ’2D’ view is used in training or tag-team scenarios.
Add comment April 19, 2010
Game Design Contest Pitches #3
This took first in a competition that focused on DS innovation. This is a platformer that uses the DS Stylus as a magnet to control all actions of the robot protagonist. Enjoy!
Fig 1: The awe-inspiring title screen.
Premise: Unibot is an action platformer that completely relies on the DS Stylus for all control inputs. This is achieved by having a robot as the protagonist. Navigation throughout the game is achieved by ‘leading’ the Unibot with a stylus input, in a manner similar to a magnet. Combat is executed using direct stylus inputs on the robot, offering an experience akin to interacting with an action figure.
Tthe Unibot gains new abilities and upgrades, which offers the player an ever-changing robot. Balancing these upgrades will result in varying control schemes, a core strategic element.
Basic Story: You are a mad scientist plagued by rabbits who are plundering the garden in the back yard. After many attempts to curb the rabbit intrusion, you create a small robot called a Unibot, named for its lone wheel. The mission is to explore the network of underground caves in order to seek out and destroy the sickeningly cute enemy.
Gameplay: Unibot is a 2D side-scroller, set in a sprawling map similar to Metroid. The Unibot is free to explore this map, though access will be limited by its abilities. For instance, the Unibot may not be able to traverse a large gap until acquiring a flying apparatus, like wings and a propeller (which has to be spun by the stylus, of course).
The map will feature numerous enemies to combat, such as rabbits and other critters. The rabbits prove to be resourceful, creating areas that interfere with the Unibot, such as magnets and hazardous electrical traps. Game flow is often interrupted with puzzles or the ever-popular staple of ‘end bosses’. Health items and upgrades are littered throughout.
Controls: The stylus is a magnet, leading the Unibot throughout the environment. The nearby placement of the stylus directly affects Unibot movement, so an overhead placement will result in a jump, a lower placement will cause a ducking move. The Unibot can also ‘grab’ the stylus if it is placed too close, which can be handy in propelling the Unibot forward, or carrying the Unibot above dangerous terrain. Weight is a factor though, so if the Unibot is loaded down with additional gadgets, it can be too heavy to lift.
Fig 2: A sampling of controls, featuring movement, combat and maintenance.
The Player can actively ‘grab’ the Unibot directly for maintenance or combat:
Maintenance involves fixing or re-assembling the bot. Electrical plugs throughout the world can be harnessed and placed into the robot for charging the batteries.
Combat involves a diverse mix of hand and weapon-based combat. Hand combat involves numerous moves, like pulling back on a fist and releasing to trigger a punch. Or spinning the bot to create a corkscrew attack. The bot can be propelled for more devastating attacks. Weapons involve projectiles like detachable fists and lasers, or a hand-mounted sawblade- robots do offer an infinite amount of weapon possibilities!
Add comment April 17, 2010
Game Design Contest Pitches #2
Another one of my bridesmaids, a pitch for Homeworld 3.
By Dave Delisle
Premise: Homeworld 3 is an RTS that grants the players the ability to engage in space dogfights at any given time. The game features a single player campaign and online multiplayer.
Story: Two rival corporations from 22nd century earth race to claim a planet that would serve as the replacement for earth. The first to reach the planet would not only secure the future for humanity, but also more importantly eliminate the rival company and raise stock price, appeasing the shareholders.
Gameplay: Homeworld 3 uses many standard RTS mechanics. The harvesting of resources, the creation of facilities, and the output of combat personnel. Like the previous entries in the franchise, gameplay resides within a large pocket of 3D space. The size of the maps necessitates the use of deep space probes and the use of light speed (which is a drain on resources).
The player has to create a formidable fleet of attack ships and battle cruisers to combat and defeat the enemy, while at the same time defending the home base. Resources can also be used for research, to further strengthen the fleet and enable abilities, such as stealth and long-range weapons.
What is new for Homeworld 3 is the ability for the player to leave the ‘command post’ -which oversees and dictates all happenings- to pilot an attack fighter. This turns the RTS experience into a ‘first-person flight combat’ game, providing an experience similar to X-Wing.
Leading a squadron, the player would directly engage the enemy in a space dogfight. Depending on the flight skills of the player, attacks can be more devastating.
How is the switch from standard RTS to flight combat made possible? By a system called RTS DNA. It is an advanced ‘auto pilot’ feature that oversees all the operations carried out by the command centre while you are in the ****pit of an attack fighter. RTS DNA automatically kicks in when the switch to attack fighter occurs, and can be programmed during the game, or prior to gameplay (settings are stored).
The RTS DNA system is similar to setting the tax level in SimCity, or adjusting physical characteristics of an avatar in a sports game.
RTS DNA has a branching system that begins with choosing the priority of resource spending, split between Combat Forces, Research, and Operations. The placement of the marker within the triangulated area would change the percentage between all 3 options, and could be placed to favour one entirely. The player can further elaborate the priorities in the corresponding subsection, and any other subsection beyond that. This covers the priority of research or what combat types should be given preference, to the very behaviour adopted by created forces, such as going directly to the front line, or patrolling the home base defensively. One global option (lower right) will be present, for a quicker overhaul when needed.
Having the RTS DNA configured frees the players to immerse themselves in direct combat. They would be able to accomplish more difficult strike runs and evasive tactics. Their success would affect morale. Some command centre abilities can still be triggered while flying, such as a long-range strike (depicted by the mothership in the title screen).
6 comments April 16, 2010