Archive for September, 2008

Feist

Sunday, September 21st, 2008


Feist is a game currently in development by two university students for the Mac. The game is in beta and I’ve managed to get my hands on it. If you’re anything like me the first thing you are going to fall in love with is the art style.

This is the first time I’ve seen a game use a silhouette of all objects in the foreground against a colorful background. I think it works very well and is an excellent way to both look good and keep art asset production time down. It is a two man team after all.


The gameplay needs more fleshing out. I don’t know what the author’s long term plans are for Fesit but currently the game could use more depth. The main character moves very fluidly, as does the environment, so the basis of a fun platformer is here. The character can pick up and throw objects as well as preform the requisite jump. The current lack of depth stems from not enough “gimmicks” (what Japanese game designers call special level events or objects; the word is growing on me). There isn’t yet enough variety in the types of objects the character can throw, walk on, or jump over in the beta levels.

Of course, like I said, this is a beta. The authors have a wonderful visual aesthetic and base gameplay system setup. By adding more content they would have an indie game that I would want to buy.

Here’s a video preview which includes content not in the beta. I’m excited to see what the authors come up with for the full release!

UPDATE: I just realized that this game’s art style is actually quite similar to the Sony PSP game Patapon. Feist is even more minimalistic though. Patapon’s art style was quite refreshing. I didn’t enjoy the game very much but I loved looking at it.

Live Jungle Drums

Sunday, September 21st, 2008

Here is KJ Sawka playing some impressive jungle / drum & bass beats live. Even if you don’t like electronic jungle music you’ve got to appreciate Sawka’s skills.

I love how he uses two hi-hats on top of each other at around 1:07 into the video.

Japanese iPhone Kaomoji Tip

Wednesday, September 17th, 2008

Just wanted to share a quick tip on how to use text based kaomoji on the iPhone (not the graphic based enmoji which still doesn’t work). If you type in “kaomoji” in hiragana, like so 「かおもじ」, and then press the “view more options” button you can see a list of face options to choose from.

I can’t confirm this for sure but after upgrading from 2.02 to 2.1 it seems that the list of built-in face options have increased significantly. Give it a shot!

Here’s a link to a great PC based kaomoji repository: kaomoji.com

And for my favorite kaomoji of all time (requires Japanese fonts to be installed):
且_(・_・ )(ノ °0°)ノ~貝

I see this as a guy who receives a beer (face on left), drinks it, then goes bat shit insane and throws it in a drunken rage (face on right). We’ve all been there, right?

Star Wall

Tuesday, September 16th, 2008

Star Wall

I took this photo at the Geisai art festival. The huge video wall made for fairly interesting photos with short exposure times. The silhouette of the man – who was also taking a photo – adds a reference point.

DOT MATRIX REVOLUTION

Monday, September 15th, 2008

Insane Pixel Art dance-off madness by the super brothers. I’m digging the synchronized music and graphics at the beginning of the video.

Geisai #11 Art Festival

Sunday, September 14th, 2008


Today I went to “Geisai #11“, an art festival organized by Takashi Murakami’s company Kaikaikiki. It was presented at Tokyo Big Sight, a large exhibition hall near the Tokyo Bay. Artists can rent spaces of various sizes to display their work – whatever they want. The artists are then judged by a panel of international art critics and the winners are boosted quickly into Tokyo art world prominence.

The experience of seeing so much modern art in so many styles was really inspiring. If you can, I highly recommend going to the next festival which will be in March 2009.

Over the course of the show I took as many pictures as I could to catalog my favorite pieces. I took a lot of time editing these photos after the fact to try to reproduce the display environment as closely as possible. Foolishly I did not ask the artists – many of whom were present – what the titles of the pieces were so I made up the titles you see on my Flickr photo stream. Please treat the photos as my interpretation of what I saw. Many of the photos themselves are only small parts of larger works by the artists.

Nothing beats seeing the art in person so next time please try to go yourself!

Click here to visit the full Flickr photo set.

And now for my favorites:

Statue of Child
Statue of Child

This beautiful, yet dead, statue was really well made. I had to look at the eyes very closely to see what exactly the artist was trying to convey.

Purely from a photography perspective I think this photo is the best I took today. I feel it accurately reproduces exactly what was shown with clear detail.

Destroyed Tokyo
Destroyed Tokyo

This artist’s works solely revolved around imaging what Tokyo would look like if it was abandoned by humanity and left to rot for hundreds of years. He incorporated many of the most popular neighborhoods of the Tokyo of today. Really creative work.

This is a tiny part of a huge painting.

Gelatinous Formation
Gelatinous Formation

I love the colors and texture.

Girl in White
Girl in White

The contrast between the details and shading in the face and hand versus the clothes and background is key.

Finally comes a picture that I definitely do not call a favorite piece of art but I think some of you may enjoy.

Power Twins (Quadruplets?)
Power Twins (Quadruplets?)

The “power twins” as I call them claim to be cyborgs from the future. I think they made a wrong turn on the way to the anime convention though.

Programming Games in Japan

Tuesday, September 9th, 2008

Recently I’ve received some e-mail about what the nuts and bolts are like when programming games in Japan. “Do you program in English? How are comments written? What are variable names like?” If you’ve ever wondered about this then read on.

Programming languages are the same – there is no difference between writing C++ code in other countries and writing C++ in Japan. That’s the whole point of language standards. Programming languages are the same everywhere you go in the world. That goes for C++, Assembly, HTML, Java, Python, you name it. Since many programming languages were invented in English speaking countries, standard library function calls are in English or are based on English acronyms. This is not different in Japan.

Comments are written primarily in Japanese -well, of course! Most game programmers in Japan are Japanese so comments are written in their native tongue. That said, English does creep in from time to time especially because many technical words, function names, and abbreviations are based on English.

Variable names are not what an English speaker would choose – since variable names must be written in ASCII text there is a general inclination to write them using English words. That said, from what I’ve seen variable names are frequently in “Engrish” territory. Those variables usually aren’t too hard to understand though and can be a good laugh. Rarely I’ll see a variable name written in romanized Japanese. Something like “kirakira” in particle effect code. Kirakira is a Japanese sound word that means shiny or sparkling. The worst types are variable names that are based on Japanese acronyms written in English. They are pure gibberish to everyone but a native level Japanese speaker who also is accustomed to technical jargon. Luckily they have been fairly rare in my experience.

Communicating about complex technical challenges is hard for non-native speakers – my Japanese has improved significantly in the time I’ve been living in Tokyo. I can get through a lot of day to day conversations now, can read a respectable amount of frequently used Kanji, and do not feel like communicating about day-to-day tasks in a Japanese speaking environment is an insurmountable struggle. But describing something very technical is extremely difficult. Firstly because the vocabulary isn’t commonly used and secondly because it often involves a lot of math and descriptions of concepts that cannot be described well visually.

I was speaking to one of my foreign coworkers, a highly skilled artist, recently and described to him this challenge like so – “imagine trying to describe to one of your coworkers in Japanese what a normal map is and how to make one without being able to use a computer to visually show what you are explaining.” It is not easy.

If you want to succeed in the Japanese game industry working for a Japanese company I cannot stress enough that the most important thing is the ability to communicate effectively in Japanese.

For more general information on my experience of working at a Japanese game company please see my article at GameCareerGuide.

Videogames Aging Gracefully

Saturday, September 6th, 2008

Yesterday I met up with Jean Snow – a writer who runs a great blog on design and Japan stuff; check it out – to chat and have a beer in Ikebukuro. We have a lot in common least of which is a love for games. At one point we started talking about the art styles in games and got on the topic of games from the past that still hold up visually today.

This topic was brought up because Jean recently re-played the classic LucasArts adventure game Full Throttle (1995).


Full Throttle still looks great. Sure, the screen resolution is not nearly as high as today’s standards which does give it a slightly dated pixelated look. But the well executed cartoonish and exaggerated art style allows the game to still hold up visually today. It can be hard to go back and play older games that are graphically so far separated from what we have today. A game like Full Throttle is mostly exempt from that since it was developed with an art style that emphasized design over pushing the limits of technology.

As a point of contrast, here is a screenshot of Destruction Derby (1995) from the PS1. It’s from the same era as Full Throttle and is a game I thought looked and played great at the time.


Frankly, it looks terrible by 2008 standards. The cars are extremely box-like and the billboard trees give it a Hollywood back-lot movie set atmosphere. It has not aged well.

While Full Throttle is a 2D game and Destruction Derby is 3D I don’t believe this is a 2D versus 3D issue. I will say that it is likely easier for a well designed 2D game to hold up for a longer period of time but there are exceptions. Take The Legend of Zelda: The Wind Waker (2002) for example. This game in the Zelda series was released in late 2002 and uses a clever stylized cel-shaded art style.


It has now been nearly six years since this game was released and it still looks great. The expressiveness of the main character, the clean and simple ocean waves, and the stylized visible wind gusts all contribute to a unique style that doesn’t emphasize polygon counts and technology. Visually it is an extremely well designed game that I believe will continue to look great for years to come. The latest Zelda game, Twilight Princess (2006), uses a realistic 3D style and is already starting to look dated when compared to the latest high-technology 3D games.

Another recent game that will hold up for a long time is Pixel Junk Eden (2008). I’ve already blogged about my love for that game’s style here.


The graphic design lacks specific details but still manages to look very clean and harmonize well with the gameplay and music. I think it is that “less is more” design sensibility that will make PixelJunk Eden continue to look fantastic 10 years from now and beyond.

So what lessons are there to learn from these games? I think it boils down to two things:

  1. We have not achieved photorealism in 3D graphics yet. Realism focused 3D games that are made now will look poor compared to future games due to technological advances. That isn’t to say these games shouldn’t be made or anything along those lines – I love many realism focused games. They just won’t age gracefully.
  2. Artistic styles that abstract the visuals into cartoon, literal abstraction, or other forms of non-photorealism will visually hold up for a much longer period of time. That doesn’t mean that lazy or sloppy design in these areas is acceptable – it’s not. This is only true for well designed styles.

A lot of this comes down to current technical limitations. Great artists can’t create their best artwork because of limitations on texture sizes, polygon counts, number of simultaneous objects that can be simulated, etc. I believe that in my lifetime photorealistic graphics will be achieved. Once that happens success will be much more about the artistry and entertainment of a game than in supplying the latest technological eye candy. It will also become much harder for a realism focused game to become quickly dated visually.

But before that graphic plateau is hit if you want your game to be looked back upon fondly for its visual style then a realistic style is not the way to go.

Here are some other games whose visuals still hold up today:

Another World / Out of this World (1991)


Street Fighter 3 (1997)


Super Mario World (1990)


There are many others, those are just some of my favorites.

Clearly realism focused games sell well in the market because the large majority of games that are released are realistically rendered. I think that will continue to be true for quite some time but as the graphics hit a realism plateau gamers will become more and more bored and seek alternate visual styles.

Someone with a better art history background will have to correct me where I’m wrong but I believe it will be similar to what happened in the art world. Realism was the primary goal in paintings and sculpture for hundreds of years. When artists moved from the Renaissance art period into Impressionism, Abstraction, Cubist, and Modernist styles the visual presentations changed dramatically. The extremely realistic paintings created by the masters of the Renaissance period still look amazing today. I feel like the current realistic 3D games are stepping stones to reaching the master level of realistic quality that artists like Michelangelo achieved. They are necessary stepping stones but will not be looked back upon 500 years from now as pinnacles of artistic quality.

Eventually the art of games will achieve photorealism but in the current era developing games with non-photorealistic artistic styles will result in games that are much more likely to age well.

Flash Experiment #1

Friday, September 5th, 2008

I’m starting a small project on my own time – more details at a later date – that is going to be Flash based. Since I don’t have previous Flash experience I’ve started digging into ActionScript programming a bit. I figured I might as well start posting some of the little toys I create during the learning process if they end up being at least remotely interesting. Expect these to get better over time!

First off I created a little mouse and rendering test. I saw a screenshot of something drawn with circles that was similar to this elsewhere on the web. I decided to copy it in Flash and unlike the black and white original image I saw I added a little flair by giving the surrounding circles a gradual gradient. Move the mouse around the window to move the gradient and circle rendering size.