Monday, February 27, 2012

Writing Samples and Photojournalism

Photo Journalism and Reportage
Due to the nearing deadline of the yearbook, regular staff is no longer working on the yearbook. Editors may call on students they need to help them. So, is your job complete?


... Not really.
As you should be aware, this year's book will feature QR codes.

Why? As you know, there is still a lot of the year left, yet we have to send in the book quite a ways before the end of the year. This will allow us to add additional content after we have to send the final pages in. So, its time to begin gathering material for it.  As we already have most the regular aspects of the school and clubs, we'll need to focus on new things. If you get something really cool, before the books submitted, we can discuss squeezing it into the book.

You'll need to choose a club/organization/special event thats doing something new or different from normal (field trips, special events, whatever beyond just what they normally do). You'll need to create a report on what the club/organization/event is doing, photograph it (use compositional techniques!), and write captions for it. You'll use the apple program Pages for this.

What to do today? Start learning how Pages works. Look into Photojournalism and Reportage to see these sorts of works done by professionals (often done on current events, new around the world, life in other countries).


Writing Samples
It's that time of the year.

If you're in yearbook, you have the option including discussion over one of four photographs from the Boston Globe's Big Picture. The photos on paper are xeroxed in black and white, they've been posted here so you may see them in higher quality and color.

from BostonGlobe: Students of the Academy for Peace and Justice attend class in Port-au-Prince Jan. 9, 2012. (Swoan Parker/Reuters)

from BostonGlobe: A man dressed in a folk costume jumps during the traditional Czech Masopust Carnival on February 4, 2012, near the east Bohemian city of Pardubice. Every year in mid-winter, villages throughout the Czech Republic celebrate Masopust. The festival marks the beginning of Lent. (Michal Cizek/AFP/Getty Images)

from BostonGlobe: Makeup is applied backstage before the Rebecca Taylor Fall/Winter 2012 show during New York Fashion Week, Feb. 10, 2012. (Lucas Jackson/Reuters)


from BostonGlobe: In this photo shot with a fisheye lens, the Pittsburgh Penguins' Matt Cooke celebrates his goal past Boston Bruins goalie Tim Thomas during Pittsburgh's 2-1 win in an NHL hockey game in Boston on February 4, 2012. (Winslow Townson/Associated Press)

Continuing Flash




Today during class, I'll come around and see what you have so far. It is OK if you don't have all of your tweens created yet. I will be grading what you have completed so far. If you've finished everything so far, I'd like you to choose something to experiment with next, and show me your results later on.


Last class, we talked for a few minutes about Flash and HTML5. Find three html5 websites that impress you and link them on your blog.

Continue working on your flash assignments. By now you should have a drawing done in flash on your blog. Next step, start working with those tweens. Check the previous post for resources if you need.

Even Taco Cabana's using HTML5. Looks nice!

Work in Flash
Create a file, or files showing:
drawing- example

motion tween- change in speed example
(notice the ball goes slower at its maximum height, and faster when its near the ground)

motion tween- curved trajectory example

shape tween- example

These are only examples; you don't have to create exactly what is shown, just create something that shows the same concept. I DON'T recommend trying to recreate these exact examples. Apply some of the instructions/concepts in the previously posted videos/links.

Got this done already?
Next step is to learn a bit about ActionScript 3. They've actually got a whole manual on it! Its 128 pages... I don't think we have time for that :((( However, there are a few website out there that will walk you through creating some stuff using ActionScript 3. You'll need to make something with Flash Actionscript 3, and it doesn't have to be that hard. I'll be posting up some later.



Tuesday, February 21, 2012

Go Go Flash

Impressive collections of work:
Cris & Peache's Geography Game: Investigate, Plan, Create, Evaluate
Madi's Bio Game: Investigate, Plan, PitchCreate 2, Evaluate
Adam's Chem Game: Investigate 2, Plan (on paper), Create, Eval. Write Up

New Six Weeks: Learning Flash CS4
Drawing in Adobe Flash works similar in some ways to Adobe Illustrator. If you remember how to use illustrator, drawing in Flash will be a bit easier. However, its a bit more complex, as it allows creating animations, interactivity, and can even be used to create games with the additions of scripting codes. All those online web based games you've seen, they're all flash based (well, the vast majority at least).

Can you find any really cool flash based websites? Be careful you don't get flash mixed up for HTML 5, it might be a good idea to search for Examples of Flash Websites to see some of the cool stuff pros can make it do. Post links to three cool flash websites on your blog.

If you were to get really good at flash, some of your game designs could actually become flash games. In the short period we have to work on it though, it'd be very challenging to learn action script 3 well enough.

I've collected quite a few sources for you, not that you need to watch them all.  Rather, since Flash is more complicated than most of what we used this year, I wanted to make sure you had plenty of resources in case some of them didn't make since to you, were too fast, too slow, etc. Alot of these are videos, as that's just what seems most common. However, there are non-video tutorials as well. Keep in mind, you're not limited to these resources, these are just the ones I collected.





First Three Assignments in Flash:
1. Draw something in Flash
2. Make a Classic Motion Tween of:
 2a - something that speeds up
 2b - something that bounces along gradual arcs
3. Make a Shape Tween of:
 - something transforming into something else


It's been a while since I've used flash, so I had to get reacquainted with the tools. Watching the Drawing Tutorial for Flash CS3 helped a bit, even if some of the things work a bit differently (as we're using CS4). I've created a cartoon-esque helmet. When played as a swf file (not the png screenshot I've taken of it on the left), the picture starts with just the background, then the helmet zooms into the frame. What can you make?



Friday, February 17, 2012

End of Six Weeks Reflection

Six weeks short reflection:
This semester is a third of the way through now. Post a bit about your thoughts on what you've done so far. Post the answers to these questions on your blog.

Do you feel this six weeks was successful for you? Why or why not? How did your work ethic affect this?



Of the two major projects we worked on this six weeks (typography & game design), which did you prefer? Tell me about your thoughts on why.



For both of these projects, you were able to choose which software you wanted to use. What did you work most in? Why did you choose this software? Was this choice based on what you preferred to use, or what you thought would work best on this project? After completing it, do you think you'd use the same software if you could go back and begin it again?



What is something you've done or learned this six weeks that you think you may be able to use beyond this class and how?


Wednesday, February 15, 2012

Final Project

Your completed projects, along with design cycle documents are due at the end of this week.

Below I've are two links from some of the more completed write ups from the previous project. With how much planning, investigating, and creating you guys have done for this project, I figure the majority of you will have much longer posts for this project. Some of you already have.
X-Box Controller Typography Project
Alice-in-Wonderland-esque Typography Project

You're writeup doesn't have to be on your blog, it can also be on paper if your prefer. Either way, this should have ensure you understand what your writing should look like. If you go back far enough on the blog, you can also see some of the previous student work to more completed design cycle write-ups from prior projects.


Are you so amazing that you've finished everything and there's absolutely nothing that can be improved upon? I'm not sure if I'd agree that theres nothing that can be improved upon. However, if you're stuck on the idea that your absolutely finished with no room for improvement, then start looking into Adobe Flash.



Adobe Flash works similar in some ways to Adobe Illustrator. However, its a bit more complex, as it allows creating animations, interactivity, and can even be used to create games. All those online web based games you've seen, they're all flash based (well, the vast majority at least)

A few Videos from Lynda.com
-getting started
-essential training

Adobe.tv
Animation Learning Guide

Wednesday, February 8, 2012


Popsicle Stick Challenge 2

Sub Day = Quiz Grade
Whenever I am out, what you get done that day (judged by how much evidence your provide for me on your blog alongside feedback from today's guest teacher) counts as a Quiz Grade. Show me how productive you were and keep your teacher happy and you'll be fine. If you choose otherwise, then... not so happy :(

I won't be here today or next class. Each day counts as a separate quiz grade.



On your blog, tell me about what you got done today. Both days are quiz grades! 

For my newer students, write it up in a google doc and share it with me.


Todays groups:
You can work in your previous groups when I get back. Don't challenge the group, and don't give your teacher a hard time, get over it and complain when I get back if feel you need to.

1- Michael, Thuong thuong, Jeremy

2- Tyler, Deseri, Brent

3- Billy, Raul, Jonathan

4- Thuong Thuong, Erik, Joseph


You will need a fairly large amount of popsicle sticks. Your goal is to build a bridge, using just popsicle sticks. No glue, no tape, no string... just popsicle sticks. It CAN be done, but it can be challenging. We, myself and a group of teachers, were able to build these during the summer in about 30-60 minutes in groups of three.

an example of a bridge using only popsicle sticks

a bit more advanced
Can you make yours this tall? How tall can you make it?
(take pictures of what you have before getting too ambitious, in case it collapses)


Take pictures of your completed bridge and post them on your blog 
(or in your shared google doc)


Discussion/Reflection Questions:
How hard was this challenge? 
Did it get easier as you went?
Do you think that working as a group made this easier?
How do you think this would of gone if you had to do this independently?
Discuss your thoughts to these questions on your blog (or in your shared google doc).

Monday, February 6, 2012

Robotics


Popsicle Stick Challenge

Sub Day = Quiz Grade
Whenever I am out, what you get done that day (judged by how much evidence your provide for me on your blog alongside feedback from today's guest teacher) counts as a Quiz Grade. Show me how productive you were and keep your teacher happy and you'll be fine. If you choose otherwise, then... not so happy :(

I won't be here today or next class. Each day counts as a separate quiz grade.



On your blog, tell me about what you got done today. Both days are quiz grades! 

For my newer students, write it up in a google doc and share it with me.



Today's groups: 
You'll have a different group next class. You can work in your previous groups when I get back. Don't challenge the group, and don't give your teacher a hard time, get over it and complain when I get back if feel you need to.



1- Michael, Deseri, Raul



2- Tyler, Erik, Jonathan

3- Joseph, Jeremy, Kevin

4- Thuong Thuong, Billy, Brent

Instructions: 

  1. Each group needs 12 popsicle sticks. The position shown below is the starting pattern for each of the challenges listed in #2.

  1. Experiment with rearranging the sticks to complete the challenges below. When you’ve figured out the solution, sketch the arrangement and take a picture of it in photobooth. 
Post them on your blog for credit.
    1. Move 3 sticks to make 3 squares 
(all the same size)
    1. Move 4 sticks to make 3 squares 
(all the same size)
    1. Move 2 sticks to make 7 squares 
(these do not have to all be the same size)
    1. Move 2 sticks to make 6 squares 
(these do not have to all be the same size)
    1. Move 2 sticks to make 5 triangles 
(these to not have to all be the same size)
    1. Move 5 sticks to make 12 rectangles 
(these to not have to all be the same size)
    1. Move 2 sticks to make 12 rectangles 
(these to not have to all be the same size)
    1. Move 5 sticks to make 15 rectangles 
(these to not have to all be the same size)

Discussion/Reflection Questions:
How hard was this challenge? 
Did it get easier as you went?
Do you think that working as a group made this easier?
How do you think this would of gone if you had to do this independently?
Discuss your thoughts to these questions on your blog.


Yearbook


Sub Day = Quiz Grade
Whenever I am out, what you get done that day (judged by how much evidence your provide for me on your blog alongside feedback from today's guest teacher) counts as a Quiz Grade. Show me how productive you were and keep your teacher happy and you'll be fine. If you choose otherwise, then... not so happy :(

I won't be here today or next class. Each day counts as a separate quiz grade.


What should you be working on? Your page of course!
This is the last week to work on your page. You've already received a one week extension, there will not be another. Get your page finished.

Tell me about what you got done today. If working on an app icon, show me how far you got on it. I'll also be checking studio works, both before today and after. I hope to see some improvement, information on your blog for both days, and a completed page by the end of the week! Both days are quiz grades!

Multimedia


Sub Day = Quiz Grade
Whenever I am out, what you get done that day (judged by how much evidence your provide for me on your blog alongside feedback from today's guest teacher) counts as a Quiz Grade. Show me how productive you were and keep your teacher happy and you'll be fine. If you choose otherwise, then... not so happy :(

I won't be here today or next class. Each day counts as a separate quiz grade.

What should you be working on?
Keep working on your game. You guys are doing lots of investigation for this, keep track of your investigation. Record the links in your blog so you don't forget when preparing your design write-up. Keep up with it as you go, or it'll be a lot of work at the end. The same can be said with your planning.

End Goal:
a) To have a well thought out plan for a game (video, card, board, etc) that is both fun and integrates content from a class you are currently taking (or at least did last semester).
b) To have several digital illustrations (created in any application we've used so far this year), consisting of (but not limited to) things  such as:
  • illustrations to add thematic flavor to the game (cover, poster, art for instructions, art for advertisements, etc)
  • mock-up of what gameplay would look like
  • illustrations of people playing the game (more important for physically involved games)

c) Design Cycle Write-Up chronicling your work and thoughts through this project

As you guys are developing your ideas for a game, some of you need to be careful about being too close to ideas or titles that inspire you. There are already two separate lawsuits that have cropped up in 2012 regarding copyright infringement on iOS/Android games.




Tell me about what you got done today. Show me on your blog!
Not finished? Thats ok, show me anyways! Your grade depends on it!
Today is a quiz grade!

Thursday, February 2, 2012

Yearbook

You have until the end of next week to finish your current pages. That's not a whole lot of time. Today is the last class for this week, so I'll be coming around for another checkpoint grade.

I won't be here for part of next week, so don't expect to rely on yearbook cameras. By this point, you've already had weeks to work on your page, and this had been the last week to work on it until the extension two days ago. If you haven't taken photos by now, you're sabotaging yourself.

Don't forget, you have photos due every 3 weeks, and sells at the end of the six weeks. If you haven't already, the get moving on these.
Game Design Project
End Goal:
a) To have a well thought out plan for a game (video, card, board, etc) that is both fun and integrates content from a class you are currently taking (or at least did last semester).
b) To have several digital illustrations (created in any application we've used so far this year), consisting of (but not limited to) things  such as:

  • illustrations to add thematic flavor to the game (cover, poster, art for instructions, art for advertisements, etc)
  • mock-up of what gameplay would look like
  • illustrations of people playing the game (more important for physically involved games)

c) Design Cycle Write-Up chronicling your work and thoughts through this project

This doesn't apply to most of you, but some of you need to consider the following. While you are working on this, keep in mind, there isn't really a 'finished with everything moment. If you are choosing to spend time off task, instead of further developing your idea, then you're choosing to lower your grade. Part of the criteria for all technology project is whether you spend your time productively... or not. That is, in fact, 1/6th of the total criteria. It's an easy 1/6th to earn if you're actively engaged.

As you guys are developing your ideas for a game, some of you need to be careful about being too close to ideas or titles that inspire you. There are already two separate lawsuits that have cropped up in 2012 regarding copyright infringement on iOS/Android games.




Below is an article/letter by an indie game developer Spry Fox currently involved in one of these lawsuits. I thought it may interest some of you.
"Plagiarism as a moral choice


Plagiarism is defined in dictionaries as the "wrongful appropriation," "close imitation," or "purloining and publication" of another author's "language, thoughts, ideas, or expressions," and the representation of them as one's own original work, but the notion remains problematic with nebulous boundaries.

The modern concept of plagiarism as immoral and originality as an ideal emerged in Europe only in the 18th century, particularly with the Romantic movement, while in the previous centuries authors and artists were encouraged to "copy the masters as closely as possible" and avoid "unnecessary invention.

The 18th century new morals have been institutionalized and enforced prominently in the sectors of academia and journalism, where plagiarism is now considered academic dishonesty and a breach of journalistic ethics, subject to sanctions like expulsion and other severe career damage...

Plagiarism is not a crime per se but is disapproved more on the grounds of moral offence...
-Wikipedia's entry on Plagiarism

Thought: Most professional game developers are also professional plagiarists

Here's a quiz for all the game developers who are reading:
  • Do you follow the rule of thumb "90% familiar, 10% fresh"?
  • When you look at the game you are working on is there a direct comparable?
  • Do your designers say "For that feature let's model how X did it" and consistently refer to the same pre-existing game?
  • Is your primary reference a game considered original or innovative in the last 3-5 years?
  • Is your primary philosophy of design "I could totally make a better version of game X"
  • Do you copy mechanics and assume that adding different content such as levels or graphics makes your game unique?
If you follow these patterns, you are likely a plagiarist. To rewrite the industry's golden rule in the language of other arts, "90% is plagiarized and 10% is remixed to give the illusion that the player is engaged in an original work."

This lazy and morally offensive practice has become a social norm within our incestuous industry. We don't even consider that there might be alternative method of developing games. We are the equivalent of the western world before the suffrage movement. Or the South before the civil rights movement. We look at our current derivative behavior, acknowledge that it is harmful and then proceed to dogmatically justify its continued pursuit based off economic, legal, historical and short-term selfish reasons. Yet the fact that 'everyone does it' fails to provide a strong moral foundation for an act that diminishes our industry and damages the minority that strive to create original works.

Where plagiarism differs from evolving key innovations of the past

It is a common practice to include individual mechanics inspired by previous games. This is a natural part of the creative process. Plagiarists, however borrows systems en mass. They takes not just the movement mechanic from Zelda, but the flow of the dungeons, the majority of the power ups, and the millisecond by millisecond feel of the game.

Game designs are very close to a mechanical invention.  The rules, interface and feedback systems all create a reproducible set of player dynamics.  Think of a game as an invented 'fun engine' that when placed in front of a player yields delight and mastery.

Developers go through a few stages of invention when building games.

  1. Copying a design. Most programmers make a simple copy of an existing functional game as part of their learning process.  You copy everything including interface, levels, scoring and more. You don't understand why the game works so you replicate it in the hopes of blindly capturing the magic. You may change out the art, but otherwise it is the same game. 
  2. Modifying an existing design. Usually this involves just playing with existing parameters or content.  You might add a a triple shotgun and new levels to your Doom-clone.  You still don't understand the game, but you can play with safe variables like narrative, level design or theme that are unlikely to ruin the value of the core mechanic. Warcraft is a classic example of a modification of the original Dune 2 RTS design. 
  3. Adding to a design. Taking the core fun engine and add something to it. Think of this as adding a turbo charger on an existing car.  Sonic took Mario and made the main character much faster.  In the best games this results in a cascade effect throughout the entire design that requires you to rethink content, pacing, scoring and more. 
  4. Synthesizing a new design. Take multiple disparate parts and put together a new game that has unique dynamics. A game like PuzzleJuice is a great example of a synthesized design that takes elements from Tetris and Boggle.  To many players, it feels like a brand new games built out of familiar pieces. 
  5. Inventing a design. Using a variety of sources of inspiration, create a new fun engine that is unique and new to the world. 

The early stages of copying are an essential process that all students of game design should undertake.  As a learning activity, there isn't a lot of money in creating master studies, but it is a respectable pursuit along the path to self improvement.  As long as students cite their inspiration and refrain from competing directly with the original creator there is little conflict.

The later stages of invention are risky, difficult work.  There's an immense amount of experimentation and failure.  Even the simplest game inventions (such as Tetris or Lemmings) were the result of years of diligent labor by master designers.  There aren't a lot of these people, yet they bring immense amounts of joy to the world.  They deserve to profit from their inventions and in general players are excited to spend their money on new, delightful games.

The plagiarist is someone who wants to shortcut the process of invention. They decide that it is cheaper to copy as much a possible so that the dynamics of a previous game are preserved. Then cosmetic tweaks are applied and the copy is sold as a new thing by an original creator. Changing out the graphics or giving the game a new plot are the most common tweaks because they are easily decoupled without damaging the delicate dynamics of play.  When you look at the games released on the market, you can easily see that there is a spectrum of theft.  The most blatant plagiarists are those that steal the most and innovate new mechanics and dynamics the least.

The economic and human cost of plagiarism

By cheaply creating games without needing to pay the cost of research and invention, plagiarists are able to quickly release games into markets that the original innovator has not fully addressed. Clones therefore capture value that would have otherwise eventually accrued to the original innovator. For example, clones of Minecraft that reach XBLA earlier tap unmet demand and reduce the audience for Minecraft when it eventually releases there.

On first blush, consumer advocates might imagine that this is a fine situation. They get a product they like faster and as the population of plagiarists merrily plagiarize one another, you end up with an explosion of quality choices.

Consider how this effects the original source of the innovation. While the overall market may be larger, the original innovator is left naked with no protection that lets them recoup the cost of the initial invention. There are few legal protections for game inventors. There is only the stark reality that many smaller independent developers, the life blood of innovation in our current markets, are blindsided by a blast of competition that they lack the development resources, distribution agreements or business expertise to successfully compete against. The plagiarists capture the majority of the market, establish well known evergreen brands and the original innovators are at best a footnote.

As a result of this tragically common feedback loop, those inclined to innovate are discouraged from innovating in the first place. Why innovate when it costs you money and doesn't yield the competitive advantage you might hope due to the nearly instantaneous influx of copy-cat competitors? It may look like a better business option to simply join the plagiarists and avoid the whole expensive innovation thing in the first place. It is no surprise that the game industry tends to have a large number of evolutionary works, but fewer genre-busting founder works.

The plagiarist's 'make a buck at any cost' attitude directly results in a creatively stagnant industry long term.  You don't need to look far to see concrete examples of these dynamics in action. Note how quickly the cartoonishly mercenary plagiarism-focused culture of social games turned a bright spot of burgeoning innovation into an endless red ocean of clone after clone within a mere handful of years. Such a wasteland fails to grow the market and ultimately leads to less consumer choice.

Plagiarist pride

There is of course skill in plagiarizing well, just as there is skill in forging a famous painting. To be a professional plagiarist is laborious work. I acknowledge this. We've developed a whole subculture of designers that specialize in the subtle arts of copying the work of others. A 'good designer' is one that excels at 'researching comparable games'. They steal with great care from only the best. They also excel at 'polish' which has been warped to mean the skill at reverse engineering a comparable game so that the copy feels identical down to the smallest detail.

The current industry put such skills on a pedestal. We hire for them and we pay top dollar for reliable execution. Yet at best, these are the skills of a journeyman, mechanically copying the master works of past giants.

If you stick to doing only this, there's a pretty clear career path. You end up as a wage slave. Typically such laborers are hired by businesses that couldn't give a damn about pushing the craft of game design forward. Instead, the goal is another product for another slot on either the retail shelf or the downloadable dashboard. Grind it out, worker bee. If you can copy a past hit by the flickering candle of midnight crunch, your family gets its ball of rice for the day. This is the entirety of your creative worth. If you go to sleep each night thinking "I'm a hack, but at least I pay the bills", you deserve pity. And you need to contemplate the quiet whisper that maybe you don't need to spend your entire career diligently copying others.  Remember when you were a sparklingly original creative person?  Remember when you wanted to change the world? Remember that time before you compromised?

Plagiarism is a moral choice

We live in an economic world.  Yes, you need to eat. We also live in a legal world.  There is a rather low minimum bar for our behavior. But as creators and artists, we can each choose where we put our creative energy. What we create has a moral and emotional component that is perhaps more important for both our mental health than any paycheck. To be a plagiarist and to stay a plagiarist is to waste your very limited time on this planet. What amazing things could you be making if you didn't spend so much time slavishly copying others?

What's the alternative? Why not start up a small prototyping project? Knock a genre down to its most basic element. Give yourself constraints so you intentionally do not replicate games of the past. Rebuild your game from that simple foundation, borrowing elements from the entire breadth of game history. Finish a game that has a half dozen influences from widely disparate games that in the end create a player experience that is uniquely yours. This is how you stop being a plagiarist and start becoming a master game designer.  There is still time to create something amazing and new.

take care,
Danc."
Article by indie iOS developer Spry Fox, currently involved in a lawsuit filed against another developer for copyright infringement.