YinYangYou at Dundee Winter Light Night

December 2nd, 2009


PB270389Last Friday night, YinYangYou was projected onto a giant canvas in the street so members of the public could play the game against each other. It was probably the biggest and loudest I’m likely to see a game I’ve worked on, and suffice to say was awesome.

The display was one of many attractions and events arranged around the city for Dundee Winter Light Night which, judging from the huge crowds, was a great success. Despite the freezing cold, plenty of visitors came to try YinYangYou and it was fantastic to see even young children be able to pick up and play the game. Hopefully the Winter Light Night will be organised again next year, perhaps with other student made games taking part. Continue reading »

YinYangYou at Neon Public

November 17th, 2009


IMG_2276Team Be were demoing YinYangYou at Neon Public yesterday. When we developed it as part of the week-long Next Level Dundee project I don’t think we really imagined just how many opportunities would follow so it was fantastic to be able to show the game to the public and get some feedback.

Look out for us at Dundee Winter Night Light on November 27th.

IMG_2285

Dare

March 13th, 2009


11080thumb With 2 days to go before the application deadline, I figured I’d mention the team I’m part of and our idea for Dare to be Digital. If accepted we’re hoping to make a Wii game where the player uses gestures to guide a swarm of bees through a series of puzzles to their new home. You can read (and, if you like it, vote for) our full idea.

Unfortunately the Dare to be Digital website doesn’t allow us to change the idea we’ve posted to react to feedback, but if you leave us criticism and suggestions either there or as a comment to this post, we will read it and take it on board.

Thanks for your support!

Will Audio Let Gaming Down?

September 14th, 2008


Cantante by JulianRod

Cantante by JulianRod

There’s been a lot of Linux discussion here lately, so I thought it was about time I get back to talking about games. Something I’ve been thinking about lately is the way two seperate components of a game, graphics and audio, have evolved seperately. In particular I’m going to focus on speech and voice acting.
 

Look at it this way: which is more realistic, the current 3d models in games, or a character reading a piece of dialogue? Even if the acting isn’t great, you’d probably say the latter. The voice sounds human, for the obvious reason that it was read by a human. I want to consider whether achieving this realism by using pre-recorded phrases is really helping games, or whether it is preventing audio developing further.

 

The Evolution of Graphics

Game & Watch : Donkey Kong JR. by Frankeib

Game & Watch : Donkey Kong JR. by Frankeib

Game graphics have followed a fairly clear path to reach their current state. From simple monochrome shapes on the screen to 8-bit sprites, from a few polygons to the 3d models we see today. Each hardware improvement sees more realistic models, better textures, and more human animations.
 
Of course, that probably seems obvious. We can’t simply film someone and import their precise shape and actions into a game. At best we can base a model on them, but at then at the end of the day you still need to make the model up from a collection of polygons. The reason I’m pointing it out, is because audio doesn’t work this way.
 

The Evolution of Audio

Audio had a pretty similar beginning to graphics. Initially, all that was possible were the two beeps heard in Pong. Again, as hardware improved, more could be achieved. Midi soundtracks could be played. Basic synthesizers could be used to get a sound that almost resembled a word or grunt. Then storage space and audio hardware improved to an extent that pre-recorded audio tracks could be played back – first on PC and then later on consoles. Obviously, this was a huge leap in the realism of dialogue and speech. Now, a real human voice could be played back in cutscenes and throughout the game, instead of simply using text or being able to mimic a few words.
 
Audio has of course continued to improve. More can be stored, with games like Elder Scrolls Oblivion featuring hours of dialogue. The quality of recordings (although not necessarliy voice acting) has also continued to develop.
 

The Problem

Mic on Boom Arm by RalphBijker

Mic on Boom Arm by RalphBijker

The issue with this method of delivering speech lies in its inflexibility. You have a limit to how many phrases you can store, and they can only ever be played back. In fact, this is parallel with graphics – animations are stored and played back as part of the game.
 
However, this doesn’t help solve the problem. If, hypothetically, in the future we were able to create a program which would allow us to procedurally animate characters realistically, our current system of defining bones and vertices would support it. (This doesn’t seem an unlikely situation, already there are programs which can look at a creatures muscle and bone structure and find the most efficient way for it to move, just the calculations take hours rather than the fraction of a second that games require.)
 
With audio though, we can’t create a brand new phrase out of those we already have stored. To even start to compose a system like that we’d have to store thousands of words which could be arranged into sentences, without even thinking about expressing different emotions or tones.
 
This depth of this issue is shown when you think about your actions throughout an average day. You probably preform a lot of the same motions over and over: sitting down, walking, typing, eating. As for talking though, almost every sentence you say will be unique.
 

The Solution

Eventually, I believe the gaming industry will need to look to Text to Speech applications as a solution. Whilst we may suffer a temporary set back in terms of realism, this method will offer several benefits in the long run:
1. It will only be necessary to save a range of sounds, instead of a series of phrases, no matter how much speech is required from a character.
2. Localisation becomes easier. For a new language you simply need a new set of sounds, and to translate a set of text phrases, rather than re-recording all of the dialogue.
3. It could become possible for low budget games to purchase sound boards with all the audio required for the text-to-speech programs, rather than having to use low quality voice acting or text.
 
Initially, I’d imagine it would only be possible to play back phrases written in text (perhaps using phonetics to improve the accuracy of what is read back). However this system has a lot of space for evolution: as both hardware capabilites and AI improve, it could be possible to generate more and more sentences procedurally, giving more meaningful and realistic interations between characters.
 
The issue is… to develop a great system we need to start with one which is less convinving that what we have now.

Over to you…

What are your thoughts on dialogue in games?
Do you think a change is necessary?

Dare Protoplay

August 14th, 2008


I’ve been in Edinburgh for the past three days, working at Dare Protoplay at the Edinburgh Interactive Festival.


For those of you that don’t know, Dare to be Digital is an annual competition in which teams of students create games over a period of ten weeks. The event I was working at allowed the public and a panel of judges to play the completed games and talk to their creators.


On the first and second day I was working with Phil and Ryan in the lobby area.

Phil.

Ryan.

We spent most of our time directing people downstairs to Dare Protoplay but when it was quieter we got a chance to check out the rest of the EIF.


There were various Nintendo games being promoted, including Cooking Guide for the DS. Which meant free food for us almost every half hour.


The application itself looked interesting and well designed, but I’d be too scared about spilling something on my DS to use it as a cooking aid.


Also being displayed was a demo of Little Big Planet :D


From the short time I got a chance to play, the game seemed to live up to all the hype I’ve heard. It was easy to use and looked fantastic, although there were a few problems which will hopefully be ironed out by its October release.


Johnathon was made to dress up as Batman to go and hand out leaflets.


These plastic mannequins were dressed with kilt-towels which were constantly falling down until someone eventually found some duct tape.

 
In the afternoon we were working and unfortunately had to miss a screening of Introversion’s upcoming game, Multiwinia. I followed Ryan along after it finished and to our surprise Mark and Tom took the time to chat with us and offered us a private screening. We were talked through a King of the Hill match, in which the aim is to to get more of your Darwinians from spawn points into certain areas of the map than your opponant. Crates appearing throughout the match make combat more interesting by supplying your team with something to aid you and your Darwinians can be used to capture further spawn points. You can see how this could quickly become fairly become complicated which is where generals come in – they give orders to your men such as making sure the newly spawned are directed straight towards the correct area. Suffice to say, I can’t wait for the game to be released, and I’m off to re-play Darwinia in the mean time.


Ryan should probably be considered the king of getting hold of free stuff. Over the course of three days, he found:

  1. Many packets of pacman sweets.
  2. Guitar Hero T-shirts.
  3. Press goody bags including a Gamer’s Guiness Book of World Records.
  4. Edge magazine.
  5. Countless pin badges.
  6. 4 Talent goody bags including a 2GB flash drive.
  7. Gamestation goody bags including 3 t-shirts and a load of Xbox 360 stuff.

He also met and introduced us to ‘Sam’ from Codemasters who was really friendly and eventually asked up to shut down his 360s after he went to catch a flight.

 
On the second day we were hoping to go to a talk during our lunch break on the Pandora but unfortunately the person who was supposed to be speaking failed to turn up.


Instead we met Mario…

…and Phil and Ryan offered him some mushrooms.

 

The third day Phil and I were working downstairs trying to sell some t-shirts. Unfortunately with all the free ones being given out and the fact we were trying to sell white tshirts to bunch of people dressed only in black, it didn’t go all that well. However it did give us a chance to check out the games.

We stayed to help pack up after the event but thanks to members of the Dare to be Digital teams packing a lot of the stuff away it didn’t take to much time.

If you want to find out more about Dare and play some of the previous games, check here.
If you want to know the three winners of Dare to be Digital 2008 check here – I met Brian Baglow several times at EIF without actually realising he was the same person who writes ScottishGames.biz >.<