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	<title>Hazel McKendrick &#187; graphics</title>
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	<link>http://hazelmckendrick.com</link>
	<description>Programming and Games Technology Portfolio</description>
	<lastBuildDate>Mon, 20 Jun 2011 17:44:56 +0000</lastBuildDate>
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		<title>Why Working With Artists Is Awesome</title>
		<link>http://hazelmckendrick.com/journal/why-working-with-artists-is-awesome</link>
		<comments>http://hazelmckendrick.com/journal/why-working-with-artists-is-awesome#comments</comments>
		<pubDate>Sun, 05 Jul 2009 21:30:03 +0000</pubDate>
		<dc:creator>Hazel</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[artists]]></category>
		<category><![CDATA[dare to be digital]]></category>
		<category><![CDATA[Dare To Be Digital]]></category>
		<category><![CDATA[digital colony]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[pollen]]></category>
		<category><![CDATA[shaders]]></category>

		<guid isPermaLink="false">http://killercodingninjabunny.com/?p=1099</guid>
		<description><![CDATA[There seems to be a commonly held belief that secretly all games programmers long to be artists. I&#8217;ll admit that being able to draw anything even remotely resembling what I&#8217;m aiming for can be disappointing, but I certainly would never want to switch from being a programmer. That said, spending hours on a demo only [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://killercodingninjabunny.com/wp-content/uploads/2009/07/Bees-together.jpg"><img src="http://killercodingninjabunny.com/wp-content/uploads/2009/07/Bees-together-300x225.jpg" alt="Bees together!!" title="Bees together!!" width="300" height="225" class="aligncenter size-medium wp-image-1100" /></a></p>
<p>There seems to be a commonly held belief that secretly all games programmers long to be artists.</p>
<p>I&#8217;ll admit that being able to draw anything even remotely resembling what I&#8217;m aiming for can be disappointing, but I certainly would never want to switch from being a programmer.  That said, spending hours on a demo only for it to be ruined by horrible coder art is almost as frustrating as try to explain why it really *is* cool even if it doesn&#8217;t look like much.  I guess that&#8217;s why I&#8217;ve fallen in love with the idea of <a href="http://killercodingninjabunny.com/demos/terrain-generation-tropical-island">procedural content generation</a>. <span id="more-1099"></span></p>
<p><a href="http://killercodingninjabunny.com/wp-content/uploads/2009/07/MODEL_queen.jpg"><img src="http://killercodingninjabunny.com/wp-content/uploads/2009/07/MODEL_queen-278x300.jpg" alt="MODEL_queen" title="MODEL_queen" width="278" height="300" class="alignleft size-medium wp-image-1101" /></a></p>
<p>Anyway, for me one of the best things about taking part in Dare to be Digital is getting to collaborate so closely with talented artists.  Not just being given assets and getting them into the game as often ended up the case with <a href="http://killercodingninjabunny.com/demos/prototype-game-some-assembly-required">my last project</a>, but sitting as a whole team each day and discussing overall appearance and design.  Each build looks far more impressive than the last as well as just having more features.</p>
<p>Obviously there are technical benefits as well.  I&#8217;ve learned a whole lot about the processes 2D and 3D artists actually go through to develop content, what parts are most time consuming and what can be done far quicker than I&#8217;d imagined.  And in terms of the art pipeline, it&#8217;s much easier to solve problems when you can talk through export and import options together.  </p>
<p>The biggest thing for me though is really feeling like shaders and particle effects are there to compliment anything the artist produce.  In personal and university projects, the aim often seems to end up being cramming in as many effects as possible to match a marker&#8217;s checklist, or to cover for the lack of assets.  Here, it&#8217;s all about getting everything the artists produce looking as good as possible on the hardware we have, and ending up with a demo that looks coherent rather than just sparkly.</p>
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		<title>Will Audio Let Gaming Down?</title>
		<link>http://hazelmckendrick.com/journal/will-audio-let-gaming-down</link>
		<comments>http://hazelmckendrick.com/journal/will-audio-let-gaming-down#comments</comments>
		<pubDate>Sun, 14 Sep 2008 11:57:53 +0000</pubDate>
		<dc:creator>Hazel</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[audio]]></category>
		<category><![CDATA[dialogue]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[pointless rant]]></category>
		<category><![CDATA[whatwasIthinkingwhenIwrotethis?]]></category>

		<guid isPermaLink="false">http://killercodingninjabunny.com/?p=426</guid>
		<description><![CDATA[There&#8217;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&#8217;ve been thinking about lately is the way two seperate components of a game, graphics and audio, have evolved seperately. In particular I&#8217;m going to focus on speech and voice acting. [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_428" class="wp-caption alignleft" style="width: 250px"><a href="http://www.flickr.com/photos/julianrod/164361902/"><img src="http://killercodingninjabunny.com/wp-content/uploads/2008/09/164361902_cae775b4c7_m.jpg" alt="Cantante by JulianRod" title="164361902_cae775b4c7_m" class="size-full wp-image-428" /></a><p class="wp-caption-text">Cantante by JulianRod</p></div>
<p>
There&#8217;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&#8217;ve been thinking about lately is the way two seperate components of a game, graphics and audio, have evolved seperately. In particular I&#8217;m going to focus on speech and voice acting. <br />&nbsp;</p>
<p>Look at it this way: <b>which is more realistic, the current 3d models in games, or a character reading a piece of dialogue?</b> Even if the acting isn&#8217;t great, you&#8217;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.<br />
<br />&nbsp;</p>
<h3>The Evolution of Graphics</h3>
<div id="attachment_429" class="wp-caption alignright" style="width: 250px"><a href="http://www.flickr.com/photos/frenkieb/211793774"><img src="http://killercodingninjabunny.com/wp-content/uploads/2008/09/211793774_616ad76f0b_m.jpg" alt="Game &#038; Watch : Donkey Kong JR. by Frankeib" title="211793774_616ad76f0b_m" class="size-full wp-image-429" /></a><p class="wp-caption-text">Game &#038; Watch : Donkey Kong JR. by Frankeib</p></div>
<p>
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.<br />&nbsp;<br />
Of course, that probably seems obvious. We can&#8217;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&#8217;m pointing it out, is because audio doesn&#8217;t work this way.<br />&nbsp;</p>
<h3>The Evolution of Audio</h3>
<p>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 &#8211; 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. <br />&nbsp;<br />
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.<br />&nbsp;</p>
<h3>The Problem</h3>
<p><div id="attachment_430" class="wp-caption alignleft" style="width: 250px"><a href="http://www.flickr.com/photos/17258892@N05/2587506121/"><img src="http://killercodingninjabunny.com/wp-content/uploads/2008/09/2587506121_b63688c9c4_m.jpg" alt="Mic on Boom Arm by RalphBijker" title="2587506121_b63688c9c4_m" width="240" height="155" class="size-full wp-image-430" /></a><p class="wp-caption-text">Mic on Boom Arm by RalphBijker</p></div>
<p>
<b>The issue with this method of delivering speech lies in its inflexibility.</b> 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 &#8211; animations are stored and played back as part of the game. <br />&nbsp;<br />
However, this doesn&#8217;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. <i>(This doesn&#8217;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.)</i><br />&nbsp;<br />
With audio though, we can&#8217;t create a brand new phrase out of those we already have stored. To even start to compose a system like that we&#8217;d have to store thousands of words which could be arranged into sentences, without even thinking about expressing different emotions or tones.<br />&nbsp;<br />
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.<br />&nbsp;</p>
<h3>The Solution</h3>
<p>Eventually, I believe the gaming industry will need to look to <a href="http://www.research.att.com/~ttsweb/tts/demo.php">Text to Speech</a> 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:<br />
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.<br />
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.<br />
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.<br />&nbsp;<br />
Initially, I&#8217;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.<br />&nbsp;<br />
The issue is&#8230; to develop a great system we need to start with one which is less convinving that what we have now.</p>
<h3>Over to you&#8230;</h3>
<p>What are your thoughts on dialogue in games?<br />
Do you think a change is necessary? </p>
]]></content:encoded>
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		</item>
		<item>
		<title>My Little Planet &#8211; An OpenGL Demo</title>
		<link>http://hazelmckendrick.com/journal/my-little-planet-an-opengl-demo</link>
		<comments>http://hazelmckendrick.com/journal/my-little-planet-an-opengl-demo#comments</comments>
		<pubDate>Sun, 27 Jul 2008 14:51:09 +0000</pubDate>
		<dc:creator>Hazel</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[Coursework]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[Open GL]]></category>

		<guid isPermaLink="false">http://killercodingninjabunny.com/?p=117</guid>
		<description><![CDATA[My Little Planet is a demonstration of using various techniques with OpenGL to render an animated scene. The planet, moon and tree were all modelled and textured in Milkshape and loaded into the scene. The river was made of OpenGL primitives and then texture animation and alpha blending were used to give the effect of [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://killercodingninjabunny.com/wp-content/uploads/2008/07/littleplanet.gif"><img src="http://killercodingninjabunny.com/wp-content/uploads/2008/07/littleplanet-150x150.gif" alt="" title="Little Planet Screenshot" width="150" height="150" class="alignright size-thumbnail wp-image-122" /></a><br />
My Little Planet is a demonstration of using various techniques with OpenGL to render an animated scene. The planet, moon and tree were all modelled and textured in <a href="http://chumbalum.swissquake.ch/">Milkshape</a> and loaded into the scene. The river was made of OpenGL primitives and then texture animation and alpha blending were used to give the effect of flowing water. The plants in the scene were generated procedurally. The butterflies were both modelled and animated in Milkshape, and then the keyframe animation was played back and they fly in random directions. Elements within the scene are contained within a sky box and animated hierarchically, allowing the moon to orbit our planet. A second light source also orbits the planet giving the impression of night and day.<br />
<br />
You can download the Windows application <a href='http://killercodingninjabunny.com/wp-content/uploads/2008/07/mylittleplanet.zip'>here</a>.<br />
<br />
Controls</p>
<blockquote><p>
Left Mouse Button &#8211; Drag to adjust the camera<br />
Right Mouse Button &#8211; Drag to roll the camera<br />
Mouse Wheel &#8211; Zoom in and out<br />
W, A, S, D, Q, E &#8211; Move around the scene<br />
L &#8211; Toggle lighting on and off<br />
B &#8211; Toggle transparency on and off<br />
M &#8211; Toggle motion on and off
</p></blockquote>
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