conceptual and contextual
Shaydn Estreich â Conceptual - 1323729
Ecila is a project created through the collaboration of game designers and the story of Alice in Wonderland. ("Alice | Sabian Assembly", 2016)Through Alice in Wonderland we grew many inspirations that affected our outcome. These come in the form of ideas/themes, characters and events that transpired throughout Alice. Our goal in the object performance paper was to create a game which was fun and engaging while still fitting the object performance brief of objects performing.
âBut I donât want to go among mad people,â-Alice
âweâre all mad here. Iâm mad. Youâre mad.â
⌠âYou must be,â âor you wouldnât have come hereâ- Cheshire Cat ("Alice in Wonderland quotes - Alice-in-Wonderland.net", 2016)
The main idea which we tried to portray was the idea of âisolation and lonelinessâ, something Alice initially faces when she first appears in Wonderland. In our game you are âlostâ in a strange place where you donât know what is going on. With the idea of a, somewhat modern take on Alice in Wonderland we thought it would be good to reference the children of our generation. This lead to discovery of excessive use of technology within the younger generation and the addictive tendencies it brings. Â (Ehrenberg, Juckes, White, & Walsh, 2008). The relationship between our young generation and technology is a common motif in our game. Each action relates back to technology which we can argue is the representation of the information age. ("What is Information Era | IGI Global", 2016).
Isolation came from the trapped feeling Alice begins to feel as she struggles to escape wonderland. Enclosed in walls users try to break out and become âfreeâ. This is also a metaphor representing our generation. The first section is your safe haven, inside the walls you put up between yourself and others. As you play the game and slowly proceed through the sections you also fight to change and break out of your shell to reveal your true self as someone strong and willful.
âyou see, a dog growls when it's angry, and wags its tail when it's pleased. Now I growl when I'm pleased, and wag my tail when I'm angry. Therefore I'm madâ â Chesire Cat (Carroll, 2016)
Cheshire Cat: The Cheshire Cat aside from Alice had the most influence in our game out of the characters in Alice in Wonderland. We really liked the way the Cheshire Cat viewed the world, and gave new perspectives of things we would think is common sense. We took in this different perception and implemented this into our riddles and clues. Cheshire cat also talks in riddle, a fitting representation of one of our main mechanics which is based around riddles.
â'So here's a question for you. How old did you say you were?'
Alice made a short calculation, and said 'Seven years and six months.'â
'Wrong!' Humpty Dumpty exclaimed triumphantly. 'You never said a word like it!'â â Humpty Dumpty to Alice (Carroll, 2016)
 Humpty Dumpty: Is the character which represents our second section and parts of our third section. He is the character which is based off the old nursery rhyme where he falls off a wall and splits into pieces. Our idea was that players would go and collect pieces (not of Humpty) and that would be a mechanic which would engage players and expose them to challenges.
âMad Hatter, why is a raven like a writing-desk?â
âHave you guessed the riddle yet?â
âNo, I give it up, what's the answer?â
â I haven't the slightest idea.â â Mad Hatter to Alice (Carroll, 2016)
 Mad Hatter: He is the representation of the third section and also the source of the âcrazinessâ in our game. Everything seems random but links together to add to the bigger picture which is what we are going for.
A key event which we referenced and drew inspiration from was when Alice ate a piece of mushroom and switched between growing and shrinking. This was a simple mechanic to implement into our game and gave a nice change in pace in how the game was played. The idea was to reference the quote the Caterpillar told Alice. By bringing the mechanic to the playerâs controller, it brings a whole new dynamic to our game.
â'One side will make you grow taller, and the other side will make you grow shorter.â â Caterpillar  (Carroll, 2016)
 The goal of the game is a representation of the first Alice in Wonderland book in a whole. Basically it is to get âhomeâ, while going through a journey. We start you off in a âsafe zoneâ and then expose you to the modern setting which is a city. This is the same as how Alice falls down the rabbit hole (which we have metaphorically (elevator)) and is exposed to Alice in Wonderland making her wonder how to get home.
 To get objects performing in our game was quite difficult. The reason being was that we were over thinking a lot about how objects should perform looking more in a theatrical direction. Once we started to interpret the brief in an advantageous way our true creativity came was shown. In the format of performing objects we have; door explosion, dynamic model sizes, sequences and more. We really wanted to incorporate our interpretation of objects performing while keeping to our theme of Ecila. This required reasoning on my end due to my nature of logical thinking. Although one embraced I managed to make the moving objects look even better with particle effects and blueprint scripting. What I found helped a lot was when our lecturer showed off animated performances of the 1933 Betty Boop in Blunderland ("Betty Boop-1933-Betty in Blunderland", 2016). It displayed a nice mix of story with performance, all the characters moved in a âfunkyâ type of way and grew inspiration from this when detailing some of the objects in our project.
 Our project Ecila is the embodiment of how we interpreted Alice in a modern like setting. Userâs problem solving ability and just pure hand co-ordination is tested. This is our answer to the brief of Object Performance while still achieving what we initially wished to do. Conceptually Ecila is rich in inspiration from not just Alice but also the younger generation of our real world.
-Â Â Â Â Â Â Â Â Â Alice | Sabian Assembly. (2016). Sabian.org. Retrieved 31 October 2016, from http://sabian.org/sabian_alice.php
-Â Â Â Â Â Â Â Â Â Alice in Wonderland quotes - Alice-in-Wonderland.net. (2016). Alice-in-Wonderland.net. Retrieved 31 October 2016, from http://www.alice-in-wonderland.net/resources/chapters-script/alice-in-wonderland-quotes/
-         Ehrenberg, A., Juckes, S., White, K., & Walsh, S. (2008). Personality and Self-Esteem as Predictors of Young Peopleâs Technology Use. Cyberpsychology & Behavior, 11(6), 739-741. http://dx.doi.org/10.1089/cpb.2008.0030
-Â Â Â Â Â Â Â Â Â What is Information Era | IGI Global. (2016). Igi-global.com. Retrieved 31 October 2016, from http://www.igi-global.com/dictionary/information-era/36120
-Â Â Â Â Â Â Â Â Â Carroll, L. (2016). Alice's Adventures in Wonderland: Chapter VI: Pig and Pepper. Cs.indiana.edu. Retrieved 31 October 2016, from https://www.cs.indiana.edu/metastuff/wonder/ch6.html
-Â Â Â Â Â Â Â Â Â Carroll, L. (2016). Humpty Dumpty | Through the Looking Glass, by Lewis Carroll. Sabian.org. Retrieved 31 October 2016, from http://sabian.org/looking_glass6.php
-Â Â Â Â Â Â Â Â Â Carroll, L. (2016). Advice from a Caterpillar | Alice's Adventures in Wonderland, by Lewis Carroll. Sabian.org. Retrieved 1 November 2016, from http://sabian.org/alice_in_wonderland5.php
-Â Â Â Â Â Â Â Â Â Carroll, L. (2016). A Mad Tea-Party | Alice's Adventures in Wonderland, by Lewis Carroll. Sabian.org. Retrieved 31 October 2016, from http://sabian.org/alice_in_wonderland7.php
-Â Â Â Â Â Â Â Â Â Betty Boop-1933-Betty in Blunderland. (2016). YouTube. Retrieved 1 November 2016, from https://www.youtube.com/watch?v=Lf6RohRVKBY
                    Contextual Statement â Ecila â Shaydn Estreich - 1323729
The original context of choice governing what our project would be was game development. We wanted to create a game based off play mechanics without restriction. We had quite the shake up when we were moved from our original choice to be placed into one of a theatrical backing. Because of the switch, restrictions were placed on us, on what we could do and what we wanted to achieve. Initially we were lost, we didnât know what to do nor where our place of contextual belonging was. Three aspiring game developers suddenly having our project options narrowed with restriction affected our mentality greatly. Before settling on our current project we questioned ourselves multiple times, âshould we be game developers?â. It was disheartening being moved from your paper of choice which you have strived for since day one. I came to the conclusion that this âopportunityâ is one which will enable me to grow as not only a developer but also as a person. You do not always get the jobs that you want, sometimes you have to grind through it and accept the decisions for what they are. This is a good opportunity for me to show case that I have this ability to take on tasks and projects which donât âappealâ to me as a developer.
Our discovery of the idea âEcilaâ and our contextual background of indie gaming development came from the influence of Alice in Wonderland along with our urge to hone our skills as developers. Our game revolves around subtle metaphors and references which represent our generation. An example of this is the metaphorical representation of technology and our current generation and the addictive tendency it has created. (Ehrenberg, Juckes, White, & Walsh, 2008). I wouldnât call what we created a serious game because it does not bring awareness of any sort to the table. Using real world problems as inspiration for in game mechanics and aesthetics show cases our resourcefulness as creators and our creativity when âshowingâ the metaphor.
Proving to be one of the best games of its console by becoming Playstationâs player voted icon in 2008 ("Crash Bandicoot voted PlayStation Icon by OfficialPlayStation Magazine readers", 2016), Crash Bandicoot became my main source of inspiration outside of Alice. Through research into Crash game play ("Top 10 Crash Bandicoot Levels", 2016) we developed our own game mechanics which honed and emphasized our conceptual thinking. One website in particular helped myself a great deal. It was a biography / portfolio of Andy Gavin. On it was a very descriptive reflection on how he helped create Crash Bandicoot and process it took. (Gavin, 2011). What I discovered the most which helped me keep a level head through-out this project was how he described each event. The multiple emotions he described throughout the entries that I too have come across became very relatable. The more I read the more I felt like I started to feel influenced by his entries. My thought process was not as linear as it was before, I started questioning every action I did in relation to the game. The most asked question directed to not only myself but also my team mates was âwhy?â. Why should we add this? What benefit does this bring? What can we do with it? How does this relate to our concept? These questions were pushed constantly throughout the project to further our understanding of our own content.
Game design documents contributed greatly to my thought process. I found it essential to continue reading and learning throughout the project, regardless of what stage the project was at. By learning more about game design, the more I felt confident in voicing my ideas and disagreements. My mentality was not an âI know it allâ one, it was more along the lines âI am learning so I can share my knowledge with youâ. One article about game design stood out the most. It was written by James Marden (Marsden, 2016) and talked about the âchecklistâ for indie game creation.
âConcept is Contextâ â James Marden (Marsden, 2013)
What made our game fit the context of indie development was our decision to make games, but what decided Ecilaâs belonging in this massive contextual space were the game mechanics and the idea behind the game, the concept.
It was not only Ecila which grew as the game progressed through development, but I felt I also grew with it. Blueprint scripting skills gained through repetitive use as well as the logic to implement and trouble shoot problems. I found that I was the go to guy if something in the code wasnât working which was fine with me, as I gained more experience. The future of Ecila doesnât look bright, but regardless it was the process in which I found the most satisfaction.
- Ehrenberg, A., Juckes, S., White, K., & Walsh, S. (2008). Personality and Self-Esteem as Predictors of Young Peopleâs Technology Use. Cyberpsychology & Behavior, 11(6), 739-741. http://dx.doi.org/10.1089/cpb.2008.0030Â
- Top 10 Crash Bandicoot Levels. (2016). YouTube. Retrieved 27 September 2016, from https://www.youtube.com/watch?v=imGP1RYXJlo&feature=youtu.be&t=170
- Marsden, J. (2016). IndieGames.com The essential checklist for making an awesome video game, according to Futurlab. Indiegames.com. Retrieved 27 October 2016, from http://indiegames.com/2013/07/the_essential_checklist_for_ma_1.html
- Crash Bandicoot voted PlayStation Icon by OfficialPlayStation Magazine readers. (2016). Develop-online.net. Retrieved 27 October 2016, from http://www.develop-online.net/press-releases/crash-bandicoot-voted-playstation-icon-by-official-playstation-magazine-readers/0202143
- Perry, A. (2016). 5 ways 'Crash Bandicoot' made a huge impact in the world of video games. Business Insider Australia. Retrieved 28 October 2016, from http://www.businessinsider.com.au/crash-bandicoot-impact-on-gaming-2016-6?r=US&IR=T#/#4-its-use-of-3d-was-mindblowing-4
- Gavin, A. (2011). Making Crash Bandicoot â part 1. All Things Andy Gavin. Retrieved 28 October 2016, from http://all-things-andy-gavin.com/2011/02/02/making-crash-bandicoot-part-1/
- Marsden, J. (2013). IndieGames.com The essential checklist for making an awesome video game, according to Futurlab. Indiegames.com. Retrieved 29 October 2016, from http://indiegames.com/2013/07/the_essential_checklist_for_ma_1.html
- Marsden, J. (2016). James Marsden. Owner and Director at FuturLab - always looking for an exciting challenge, get in touch!. Retrieved from https://uk.linkedin.com/in/futurlab