Wednesday, 20 October 2010
My Multimedia
Friday, 15 October 2010
After the last lesson , to be honest I thought I was going to struggle when it comes to HMTL coding , I wasn’t too sure what to do and the whole thing seemed complicated , and when were tolded that we shouldn’t really be using Adobe Dreamweaver I was further confused – surely that was more to HTML then notepad – then came along Simon and like a breath of fresh air (and the use of Dreamweaver which is only but helpful) I was able to proceed with my design , the way I wanted to. As i said before i wanted to explore with narratives and with choice , and that is reflected in my design.
Above are two images , the first one is a rough plan draw up on a sunny afternoon , just for me to plan my next course of action , as you can see i wanted the viewer to have various choices when faced with a predicament , for example one of my images after opening the cupboard , the viewer is faced with the option of choosing of the clothes hanged in the cupboard , grabbing the dirty clothes or taking a look at the dirty shoes – each image (which will be fully clickable) will tell a narrative of either how they got there or the next course of action.
The second image is a sample of some of the images I have taken , the actual subject matter is rather mundane but what am i trying to do here is experiment with light and colour. I was kind of inspired by German Expressions and the way they use light and obscure angles.
Monday, 11 October 2010
Society of structure

Video games would also come into this argument , during the 1990 and early 2000’s i was used to the linear form of gameplay in terms of , you have a player you can control and the objective was more or less to play though the level until you reach the end boss , defeat him/her/it. Then move on towards the next level , but all that changed when a friend who lived next door said to me “hey Emile , you want to borrow Broken Sword instead?” (at the time i wanted to borrow a fighting game , but he still wanted to keep on playing it) so i took it and i was amazed , since i was about 12 or 13 at the time , game companies have been trying to advance their graphics to their chosen platforms threshold (in this case , it would be the Playstation) so it come across a traditional point-and-click adventure, where the player has to logically come up with answers and solutions to riddles and problems was mind blowing to me , because there was no absolute linear path you could take and it forced you to take decisions you would take in real life , but although this game had a network of choices it still ultimately had a hierarchy ( which is that it has the same ending) but for a game brought out in 1996 , it still had a profound effect on me amongst the countless FPS’s and Clichéd fighting games coming out at the time.
After playing this game , for years i wanted to play another game similar to Broken Sword but I couldn’t find a like for like until the 2005 game Fahrenheit came out. The game still contains elements of Broken Sword, but this time there was no liner ending but rather a network of endings based upon the player’s desions that he/she made throughout the game. Another thing which made this game stand from the rest were the controls - Console versions of the game eschew most of the traditional methods of control, making minimal use of the face buttons on the controller, instead using twin analog sticks for all player actions. The left stick controls movement of the character, and the right is used for context-sensitive actions. For instance, when Lucas (The main protagonist which you control ) approaches his table at the diner in the opening scene, one direction may cause him to take a seat, while another makes him examine his bill, and a third lets him pick up his drink and take a sip.
Basically what I am trying to do here is explain that in design you have to take risks, and personally that is what am here to do