Sunday, 27 March 2011

GTA design document made public

To those interested in game design, after 16 years the original design document for Grand Theft Auto has been made available online, released by DMA Design programmer Mike Daily. Dating back to 1995, the document is 11 pages long and contains both ideas that made it and some that didn't make it into the game (such as networked play). The game design document reveals the title was to be called Race N' Chase and includes three real-world cities (New York, Venice, Miami), the original top down perspective and the now infamous gameplay mechanics of car chases and heists.

It is very interesting to see the humble beginnings for what subsequently became such an iconic title, definitely worth going here to explore this.

King's Quest series reboot?

Courtesy of Joystiq comes a new story that the evergreen Sierra Online adventure series King's Quest is soon to be resurrected. This is to be attempted by Telltale who have announced an agreement of a multi-title and multiplatform deal to reboot the franchise. This will be apparently very much in the vein of the Monkey Island reboot the same company very succesfully has launched (which is also now, at long last, getting a store release rather than being exclusively DLC). More is to be revealed at E3 this June.

I have to say I am really excited by this news. Not sure if King's Quest can work without Roberta Williams and to be honest something like the Space Quest series would have worked better for a company like Telltale but since King's Quest 2 was the first adventure game I ever played (many, many years ago now!) this still sounds particularly intriguing...

Friday, 25 March 2011

Fundamentals of Computer and Video Games Development short course at Bournemouth University

In my capacity as a lecturer at Bournemouth University I teach, amongst the regular undergraduate courses, a short course in July (5 days long, with 4 hours of tuition per day) on the fundamentals of games development. This course is ideal for beginners with an interest in improving their skills and understanding of the game dev pipeline.

On this short course you will develop an in-depth knowledge of contemporary game development. Via a set of intensive lecture and tutorial sessions you will comprehensively cover the basics of the three main aspects of modern video game creation; 3D modelling and animation, level design and engine programming.

You will be taught in state-of-the-art, dedicated games development laboratory facilities at Bournemouth University’s Talbot Campus, using industry-standard software such as Autodesk’s 3D Studio Max (used to create content for games such as the Assasin’s Creed series), Epic’s UnrealEd (used in games such as the Gears Of War series and Batman Arkham Asylum) and Unity (a very popular up-and-coming multiplatform indie engine capable of producing browser-based 3D games.

More information about the course can be found here.

Thursday, 24 March 2011

Centre for Digital Entertainment conference

Last week I was at the University of Bath for the first Centre for Digital Entertainment conference. The CDE’s purpose is to train the next generation of leaders in the visual effects, computer games, virtual worlds and animation industries. Funded by EPSRC (as a collaboration between Bournemouth University and the University of Bath) it offers a unique doctoral program that places researchers directly in companies to work on real projects while studying for an Engineering or Professional Doctorate.

The conference's purpose (which was incidentally the first one) was to bring together academic (I am on the supervisory team for one of the students) and industrial supervisors alongside all the current students on the scheme for a range of presentations and networking opportunities.

I also presented for one of the sessions (my presentation was titled "My experience of doing a PhD in close collaboration with industry" and based on my experiences of studying under an EPSRC scheme) and with this set to be an annual or bi-annual gathering it looks like there is great scope in turning this into a very useful event.

For more information on the CDE, current opportunities and a description of the work of the students already on the scheme please visit http://www.digital-entertainment.org/index.html.

New PhD studentship advertised at Bournemouth University

The John Kent Institute in the School of Tourism at Bournemouth University is advertising a new PhD studentship, for which I will be the second supervisor for. This is a fully-funded position to begin in October 2011. The John Kent Institute in Tourism builds on BU's research strengths and research potential, focusing on specific areas of interest within Tourism which attract national and international recognition.

Research will be encouraged to be multi-disciplinary, embodying the BU spirit of cross-school collaboration and support. There are already 4 students on the programme who started in October 2010.

More information on the studentship itself, titled "Location based services in the context of tourism from a consumer-centric perspective", can be found here while details on the scheme itself can be found here.

Sunday, 20 March 2011

Kinect used by surgeons

Since Microsoft's Kinect has been released there have been numerous "hacks" for it, many of them allowing it to be used for more serious applications other than gaming. A great example of these is the one reported by the Winnipeg Free Press which describes how surgeons at Sunnybrook Hospital are using the device to manipulate images of medical scans.

This apparently saves up quite a significant amount of time with the original process now replaced by using hand gestures to call up, rotate and zoom in on images. The process has already been used on 6 procedures so far with the hospital hoping to use it in other areas as well (such as physiotherapy).

Dare To Be Digital documentary on C4

Channel 4 (in the UK) will be screening a three-part documentary about the Dare To Be Digital competition, a UK software development competition where student teams pool resources to create a video game together. The documentary will be called Crunchtime and is to focus on the arduous challenges of games development within a restricted timeline.

Crunchtime begins on Sunday March 27 at 7.25am, I'll definitely be watching this with great interest, as should everybody else in games dev education (whether they are a student or a teacher).

Skullgirls, another cartoon-shaded beat 'em up

Yet another non-photorealistic graphics driven game is to be released soon, showcasing the increasing popularity of this approach. This time in the vein of a cartoon-shaded Street Fighter IV Skullgirls is fast-paced 2D fighting game that allows players control of female warriors. Featuring the art of Alex Ahad (Scott Pilgrim, Lava Punch), this will be released in Autumn 2011 for the XBLA and PSN.

Well worth checking out in the vid above as a very impressive realisation in real-time of great 2D artwork within an interactive gaming environment.

Saturday, 19 March 2011

UDK-type product in preparation from Crytek

Crytek has now been quoted to be in preparation of a similar product to Epic Games' free Unreal Development Kit (UDK), for their own particular engine CryEngine version 3. This was from Crytek co-founder Anvi Yerli who has mentioned that there is “a business model in mind” for this, while “the barriers for entry will be very low, and perhaps [it will be distributed] for free”.

This at the moment is very vague of course as the aspects such as the revenue model are not even covered, however as an educator and researcher I would be incredibly interested in an alternative to the UDK which is user-friendly and utilises/sits on the cutting edge CryEngine. Hopefully there will be some more concrete news soon on this.

Sunday, 13 March 2011

City Kit, the new kid on the block in automated virtual city generation apps

City Kit is a new app which focuses on automatic virtual city generation; this time as a plug-in for Cinema 4D. With a fairly low price ($149) the app is capable of instant city generation with some cool additional features such as, most notably, being able to choose between night and day (a feature that many would find quite useful for composition shots).

You can see a demo of the app in the video above, for more info and purchasing City Kit go to http://greyscalegorilla.com/citykit/.

Saturday, 12 March 2011

Argon, the mobile AR web browser

Funded by Alcatel-Lucent through its University Innovations Program (who a few years ago partly also funded my PhD), a new mobile web browser with augmented reality extensions, called Argon, has been built by researchers at Georgia Tech University.

Argon operates by taking video from the phone's camera and then rendering content on top of it. The prototype/initial release operates by taking any content from the Apple iPhone's mobile Safari web browser and "pushing it" out on virtual billboards. More interestingly, the creators of Argon promise 3D content support in soon-to-come releases. Other platforms, like Android, are also to be supported in the future.

Read more about Argon and KHARMA, the platform it is affiliated with, at https://research.cc.gatech.edu/polaris.

Monday, 7 March 2011

Member of the International Program Committee for ICADIWT 2011

I have been asked to be a member of the International Program Committee for the Fourth International Conference on the Applications of Digital Information and Web Technologies (ICADIWT 2011). The conference is a forum for scientists, engineers, and practitioners to present their latest research results, ideas, developments and applications in the areas of Computer Communications, Communication Networks, Communication Software Communication Technologies and Applications, and other related themes.

This conference (ICADIWT 2011) will include presentations of contributed papers and state-of-the-art lectures by invited keynote speakers and is set to take place at Stevens Point, Wisconsin, USA between the 4th and the 6th of August (for more info please check here).

AR hotel reviews on the iPad

A new application of interest to augmented reality researchers (particularly the ones with a location-based focus) is TripAdvisor's online hotel review app which has chosen the iPad as its exclusive platform of choice.

The application is based on Google Street View with additional content superimposed on its visualization (relevant to the hotel theme) and while not truly AR per se (and how could it be as the iPad currently does not have a camera, although that it said to change soon with iPad 2) this still is a novel idea which can find great use in the interested audience, and of course can be further extended with future evolutions of Apple's device.

You can find the application here.

Sunday, 6 March 2011

Valve is a strong supporter of biometrics in games

In one of the most interesting, at least to me, recent Game Developer Conference talks, Mike Ambinder from Valve (the development studio/engine vendor/owner of one of the most successful online game portals) outlined the importance and huge future potential of game biometrics. According to Mike; "Current control schemes provide one-dimensional gameplay - they map only player intent. What you don’t get with that is a reading of feeling or long-term goals. Those feelings are not communicable though current controls, and at Valve we want to attack that issue".

Ambinder, currently holding the (particularly ungame-like!) role of experimental psychologist at Valve focuses, as revealed from the above statement on, for example, how players feel while in a heated battle or when encountering a tough puzzle. A number of technologies have been examined for this so far such as heart-rate measurement devices, eye-trackers, brain-wave activity monitoring interfaces and others.

Interestingly, Adminder dismisses (for now) BCIs (brainwave interfaces) as the brain is too noisy to read with current inexpensive devices. Instead, in an experiment using the Left 4 Dead game (discussed during the GDC talk) Valve measured electrical resistance of the player’s skin. This was in order to get an impression of their interest and emotional investment in the game. The data from this was used to increase the challenge of the game during lull of activity, thus producing adaptive manipulation of the games difficulty.

The subsequent survey demonstrates that when the biometrics adaptive mode was in play the subjects found the game significantly more fun. It'll be great to see where Valve can take this and also very impressive to see a company that could be churning out another installment of Half-Life instead investing some of its resources to more visionary research like this.

Saturday, 26 February 2011

Sony claims CryEngine for PSP2

The CryEngine (the cutting-edge game engine behind the Crysis titles) is now touted for an external Sony PSP2 developer release. Crytek, the company behind it has not (yet) announced it though the info can be found on the SCE Japan website. This is the latest of ringing endorsements the new Sony mobile console is getting from figureheads of the gaming dev area, including Epic Games' Tim Sweeney and id Software's John Carmack.

The PSP2 is to currently feature an ARM Cortex-A9 processor and judging by these news and support behind it it will be interesting to see how or whether it will dethrone Apple from its current mobile gaming lead.

Minecraft to go mobile

The incredibly successful indie PC hit Minecraft is to be released on iPhone and iPad, according to a recent announcement by the game's creator Markus Persson. While these versions are not expected to have the full features of the PC version this still is an important piece of news for mobile gaming.

It should be noted that the PC version itself is still a beta one, despite having sold, in downloads, over 1.3 million copies. As long as the touch screen interface usability issues are respected and integrated well enough in this it could well make a fascinating addition to Apple's gaming cannon.

Friday, 25 February 2011

PhD thesis now available on EThOS

My PhD thesis (for which I graduated in October 2010 from City University London), is now available on both the City University library but also the British Library too, under the EThOS system, a hub that automatically collects e-theses from UK HE institutional repositories and/or digitises paper theses from them. These theses are then available for download.

The research presented in this thesis (titled Evaluating Non-Photorealistic Rendering for 3D Urban Models in the Context of Mobile Navigation) examines the legibility of using different rendering styles in the context of 3D navigation on contemporary mobile devices. The styles examined deviate from the usual representation of 3D urban models on current applications, which at the moment strive for an approximation of realism. Other than the technical resource limitations posed by this, the use of this photorealistic approach, in the context area given, eliminates the possibilities of abstraction plus thematic highlighting and connectivity, obstructs inference to traditional cartography and flexibility in visualization. Finally, visual attention overload can be observed, which can be very detrimental to navigational decision-making. The alternative approach explored is the use of non-photorealistically rendered stylizations, of differing styles, suggested to possess benefits such as communicative aspects, which can influence low-level perceptual processes and emotional responses to cognitive workloads, interactivity motivation, the succinct presentation of context-assistive information and decreasing user effort. These styles are influenced by 2D human artwork, as simulated by computer algorithms.

The investigation consists of four empirical studies, conducted in a range of conditions, across a combined total of 211 participants. The first and second studies are based on the use of self-reported rankings for crucial spatial attributes of the, respectively, 2D and 3D scene stimuli. For the third experiment, following the Nielsen usability taxonomy and based on a route retracing task, objective measures are collected. Similarly, for the final experiment a route retracing task is repeated, which on this occasion contrasts the learning the rendering styles provide for a realworld urban location, rather than a virtual one. Across all experiments standardized additional tests such as the Santa Barbara Sense of Direction scale, the NASA TLX workload assessment tool and the IBM Computer Usability questionnaire provide additional information on both the user experience and the population sample itself. A three-tier architecture-based prototype pedestrian navigation application with GPS and digital compass sensor integration has been used in the studies, capable of the display and interaction of egocentric, real-time, georeferenced 3D urban location models.

Findings suggest a consistent common thread across all four experiments of strong support, based on extensive statistical analysis, in both user preference and user performance to non-photorealism over the verisimilar representation. This elicits the emergence of certain non-photorealistic styles, such as cel-shading and sketched shading, as effective new user interface paradigms for mobile navigation. Key outcomes from the experiments include, amongst others, the ranking of the sketched style ahead of photorealism in finer detail distinction and interaction engagement (first and second studies respectively). Additionally, another important observation is the superior performance of cel-shading in task time completion, error rate, disorientation and context-switching in the final experiment, signifying how easier it is for users to learn and remember a mobile virtual route rendered in this manner. All results are discussed and explained in terms of applicable existing perception work. The research concludes with a discussion on the suggested technical benefits of the non-photorealistic approaches, such as level-of-detailing and mip-mapping, progressive network transmission and generalisation as well as the potential use of biometrics-related modalities to collect additional information in future experiments.

It can be found here on the EThos system and here on the City Uni library.

Sunday, 20 February 2011

Bringing historic maps to 3D

A team from the University of East Anglia has come up with a new way to digitise, in 3D, the outlines of buildings on historic maps which can lead to a more efficient reconstruction of virtual heritage areas. Published in Elsevier's Computers And Graphics journal the methodology is based on the colouring of maps.

On the occasion where buildings are displayed in characteristic colours, the process is automatic. This operates by detecting blocks of colour on a scan of the map, and then subsequently highlighting the edge of each block. This then generates a clear outline of the building(s). The extracted outlines can be imported into a commercial software package (such as the often mentioned in this blog CityEngine) and then further manipulated.

This is the link to the journal describing the work.

Sarien.net, browser-based, multiplayer, iPad friendly classic adventure gaming

I've wanted to blog this for a long time but I held back as this initiative, fantastic though it is, never had any official backing or authorization. This situation has now changed (Activision, the legal owner of the content) has now sanctioned this officially so Sarien.net, a website which features ported browser-based versions of several classic Sierra Online adventure games (King's Quest 1, Police Quest 1, Space Quest 1 and others) can now be plugged from this blog.

The browser-based concept is not the only innovation here, there is a multiplayer option as well which allows more than one player to populate the same game at the same time (although quite how that would be useful is another discussion!) but also iPad friendly versions (which from the description offered I have to say sounds incredible and hopefully will open up the way for Activision to create tablet/mobile HD versions of these games when seeing the potential here).

As I've grown up on these games and they still have a very strong nostalgic appeal on me I can but recommend this, the website can be found here.

Hard Corps Uprising, another non-photorealistic game

I've just spotted yet another new game with leanings towards non-photorealism; it is Konami's Hard Corps Uprising. This is available only on the XBox Live Arcase and is essentially a Metal Slug run-and-gun type shooter. The intro and ending are anime-based while the actual gameplay features 3D cell-shaded models (despite the game being 2D).

I've just finished having a go at the trial of this on my XBox and while it is no match for the evergreen Metal Slug, the graphics are marvellous and a great example of just how good cell-shading is in real-time when used in the right medium and way.