Friday, May 10, 2013
Creative Component
I've practiced a little the level editor in Knytt Stories. I've mentioned before that there are online tutorials for its use, but I also decided to look at some of the other user generated content for comparison. In particular, content that seemed to have some key criticisms was especially useful. In the linked video, I noted that some of the risks in level creation might be setting the level up in such a way as to seem tedious. I thought about the risks there, and determined that it was less of a concern for a small level such as I was trying to make. I also took time tinkering with the software to see how the functions worked, which aspects were likely to cause problems, and how to test the level before exhibiting it.
Focus: Knytt Stories
I've decided to choose Knytt Stories as the focus of my final paper. As research, I have decided to learn more about the developer, his history with game development and some of the software he uses.
Nicklas Nygren, the creator, has done a few interviews talking about Knytt and Knytt Stories. On of the more informative seems to be for a French site (with english transcript) found here. He has done others as well, but they all more or less explain what he tries to accomplish in making his games, as well as what tools he uses and how he developed as an artist.
I looked into some video tutorials for the software he uses (Multimedia Fusion 2), but most explanations seem rather daunting. My exploration of process will likely focus on the specialized toolset he made for himself.
Nicklas Nygren, the creator, has done a few interviews talking about Knytt and Knytt Stories. On of the more informative seems to be for a French site (with english transcript) found here. He has done others as well, but they all more or less explain what he tries to accomplish in making his games, as well as what tools he uses and how he developed as an artist.
I looked into some video tutorials for the software he uses (Multimedia Fusion 2), but most explanations seem rather daunting. My exploration of process will likely focus on the specialized toolset he made for himself.
Thursday, May 9, 2013
Possibilities for Final Project
I am considering 3 possibilities for m final process detailing a work and the involved creative process.
Knytt Stories:
Knytt Stories is a game created by Nicklas Nygren. He has done interviews with some sites interested in indie games. There are numerous fan communities who have taken interest in this game recreationally, as well as those focused on the creation of fan content.
Freddie Wong:

Freddie Wong is a video artist who makes videos on youtube. Alot of what he makes is heavy on the use of computer editing and special effects. He has an alternate channel that hosts behind the scenes videos and special effects for his main channel. His most high profile work is on a webseries called Video Game High School. His work related to this project is posted on Rocket Jump.
A Softer World:
A Softer World is a web comic by Emily Horne and Joey Comeau. It takes photos and adds hypothetical dialogue. I am less familiar with background information on these individuals, and am only familiar with some of the things they do such as the photographs of Emily and the interview series done by Joey. I find the idea behind the comic interesting, but this would take more effort to research.
Knytt Stories:
Knytt Stories is a game created by Nicklas Nygren. He has done interviews with some sites interested in indie games. There are numerous fan communities who have taken interest in this game recreationally, as well as those focused on the creation of fan content.
Freddie Wong:
Freddie Wong is a video artist who makes videos on youtube. Alot of what he makes is heavy on the use of computer editing and special effects. He has an alternate channel that hosts behind the scenes videos and special effects for his main channel. His most high profile work is on a webseries called Video Game High School. His work related to this project is posted on Rocket Jump.
A Softer World:
Postmoderism - pastiche
Pastiche is a term used in the description of some postmodern art. It can be thought of as the borrowing or plagiarism of ideas and aesthetics in the use of contemporary works. The widespread adoption of "bullet-time" in movies after The Matrix would be an example. One interesting work I have come across that exemplifies this is a narrative called Sailor Nothing, by Stefan Gagne.

The story itself is a somewhat dark and paranormal work, but it is one that can not be fully appreciated without an understanding of where the story draws influence from. Sailor Nothing borrows narrative elements and premise from Sailor Moon, a popular anime from the early Nineties. The author acknowledges the existence of Sailor Moon on his website, but largely to clarify that he is not making a piece of fanfiction for the original series. Whereas the premise of Sailor Moon is used for the background of his work, he uses his own characters and setting to create a more serious and dark story.
The borrowing of the premise is very much in line with the idea of pastiche, and the influence is not directly credited in the work.
The story itself is a somewhat dark and paranormal work, but it is one that can not be fully appreciated without an understanding of where the story draws influence from. Sailor Nothing borrows narrative elements and premise from Sailor Moon, a popular anime from the early Nineties. The author acknowledges the existence of Sailor Moon on his website, but largely to clarify that he is not making a piece of fanfiction for the original series. Whereas the premise of Sailor Moon is used for the background of his work, he uses his own characters and setting to create a more serious and dark story.
The borrowing of the premise is very much in line with the idea of pastiche, and the influence is not directly credited in the work.
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