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<channel><title><![CDATA[Anna Louise Tito's Online Portfolio  www.mythicalcreature.net  - Blog]]></title><link><![CDATA[http://www.mythicalcreature.net/blog.html]]></link><description><![CDATA[Blog]]></description><pubDate>Tue, 10 Apr 2012 03:04:19 -0800</pubDate><generator>Weebly</generator><item><title><![CDATA[So you want to get a job as a programmer?]]></title><link><![CDATA[http://www.mythicalcreature.net/1/post/2012/04/so-you-want-to-get-a-job-as-a-programmer.html]]></link><comments><![CDATA[http://www.mythicalcreature.net/1/post/2012/04/so-you-want-to-get-a-job-as-a-programmer.html#comments]]></comments><pubDate>Tue, 10 Apr 2012 03:00:53 -0800</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://www.mythicalcreature.net/1/post/2012/04/so-you-want-to-get-a-job-as-a-programmer.html</guid><description><![CDATA[Having recently completed my own new graduate job hunt I wanted to share some of my observations about the things you HAVE to know to get a job as a programmer inside or outside of the game industry and other things that helped smooth the process for me.&nbsp;      Context&nbsp;  I graduat [...] ]]></description><content:encoded><![CDATA[<div class="paragraph" style='text-align:left;'>Having recently completed my own new graduate job hunt I wanted to share some of my observations about the things you HAVE to know to get a job as a programmer inside or outside of the game industry and other things that helped smooth the process for me.&nbsp;<br /><br /></div>  <div>  <!--BLOG_SUMMARY_END--></div>  <h2 style='text-align:left;'><font size="4">Context&nbsp;</font><br /></h2>  <div class="paragraph" style='text-align:left;'>I graduated from a games degree at a time when the Australian game development industry appears to be in a holding pattern, unsure of how to proceed and wary of growth, particularly after the industry wide liquidation of the past few years. Those who are still developing are largely two person indie teams and small to medium companies who mostly already have a full complement of staff. When the occasional new job does come up a new graduate is competing with hundreds of very experienced (and often out of work) developers with several titles to their names. This puts new graduates in a position where they either start their own indie studio, continue their studies or go into another industry. I sadly am one of the latter, with no jobs out there for new graduate game developers and rent needing to be paid I took up a job as a .Net developer.&nbsp;&nbsp;<br /><br /></div>  <h2 style='text-align:left;'><font size="4">Know your stuff&nbsp;</font><br /></h2>  <div class="paragraph" style='text-align:left;'>This seems like a bit of a no brainer but the number of people out there applying for jobs who don&rsquo;t is staggering. As a new graduates applying for programming roles there are some key concepts you should have your head around:&nbsp;<br /><br /><strong style=""><em style="">Access modifiers</em></strong><br />Do you remember those nifty keywords public, private, protected and/or default that you use to change what methods or classes can access particular methods, functions or variables? They are your core access modifiers, if you don&rsquo;t remember the specifics of what each of the &nbsp;modifiers mean, spend time and get your head around them. Know what they mean and more specifically what they mean in the language that is required for the job you are applying for. Most of the time they will be fairly similar however some of the modifiers (like protected types) may mean something slightly different depending on the language. Know what these differences are!<br /><br /><strong style=""><em style="">Other modifiers&nbsp;</em></strong><br />Remember terms like static and constant, do you know what they mean when applied to a variable, class or method? Can they be applied to a class or method? How do these modifiers affect how a variable, method or class is treated by the program or treated in memory? If you are unsure of any of these I recommend you look them up, I generally would start with a textbook on the language I was wanting to work with but any language syntax overview should cover these and general access modifiers as well.<br /><br /><strong style=""><em style="">Interfaces, abstract classes and polymorphism<br /></em></strong>Do you know the difference between an interface and an abstract class? Do you understand the place of both these in building polymorphic behaviour? These concepts are particularly important if you are applying for a role dealing with OO (Object Oriented) languages. It is important to know them and know them well. I will also add that a healthy dose of generics can&rsquo;t go astray either.<br /><br /><strong style=""><em style="">Design patterns<br /></em></strong>Design patterns are one of my favorite rant topics, instead of going into a lot of ranty detail, I will link you through to an article by Super Coders on the topic:&nbsp;<a href="http://www.supercoders.com.au/blog/designpatternshavemostlyflopped.shtml" target="_blank" style="" title="">Design patterns have (mostly) flopped</a>.&nbsp;The key to take away from this &ldquo;is that [design patterns] are tried and&nbsp;true solutions to recurring problems in software development.&rdquo; Different languages have different design patterns that are core to their functionality. For example if you are looking at Java or C# MVC (model, view, controller) and MVVM (model, view, view model) &nbsp;are good places to start. If you&rsquo;re are looking at Objective-C check out the delegation pattern and the singleton approach. &nbsp;It is important to know what design patterns are key to your chosen field/language, their strengths and their weaknesses. This knowledge will help you understand code written by others, add functionality and code to established structures in a consistent way and help you understand the theory behind various approaches allowing you to adapt them when you find the solution does not quite fit.&nbsp;<br /><strong style=""></strong><br /><strong style=""><em style="">Data structures and collection frameworks</em></strong><br />I find that far too many programmers get stuck with only ever using prefabricated collection frameworks, while this can speed up development time dramatically, there are times when a supplied data structure won&rsquo;t cut it. Knowing how the core data structures work, how to traverse them efficiently, add and remove data from them (without losing your head or tail) will allow you to build your own structures, making you an asset rather than a hindrance in a tight spot.<br /><br /><strong style=""><em style="">Language specifics</em></strong><br />This one is a no brainer if you are going for a job in a particular language know the language. &nbsp;If you are going for a job in C development know how to manage your memory, know how pointers work, understand how to dereference a pointer, know the difference between a pointer and primitive type. If it is C# then know how properties work, what &lsquo;var&rsquo; means and some of the core methods and libraries you use. Knowing your language is vital, even if you are going for a job in a different language from your speciality do a quick read up on some of the syntactic differences or quirks of the languages you are interviewing for.&nbsp;<br /><br /></div>  <h2 style='text-align:left;'><font size="4">Know the buzz words in your industry&nbsp;</font><br /></h2>  <div class="paragraph" style='text-align:left;'>Industries often get caught up with development approaches, project management methodologies and a range of other things that while they may not be specifically relevant to your discipline you should be aware of things like; SCRUM and Agile methodologies; &nbsp;User metrics; &nbsp;Free-to-play and micro transactions; Gamification; User Stories; Cloud computing; Social media integration; Feature driven development; Test driven development etc. If they are relevant your discipline you should try and get a good grasp of them, if not it is a good idea to have your head around the basic concepts so when they are thrown around you know what people are talking about.&nbsp;&nbsp;<br /><br /></div>  <h2 style='text-align:left;'><font size="4">Preparation</font>&nbsp;<br /></h2>  <div class="paragraph" style='text-align:left;'>Preparation before a job hunt is vital. I have had an online portfolio for the past three years, it is where I include examples of my mods, games, art, writing and other development work. &nbsp;Over that time I have tried to get feedback from everyone I could, trying to make sure that the layout was clear, the examples were solid and it communicated all the right information. In 2011 I was extremely fortunate to be awarded one of the IGDA scholarships to the IGDA Leadership Forum in LA. I used that opportunity to learn, network and get even more feedback on my portfolio. As students we are always told to build up our online portfolios&rsquo; however most of the individuals you will talk to in the recruitment process will be human resources people and they want very different information than a developer looking at your work. Taking on all the feedback I received from both developers and recruiters I developed an online CV (<a href="http://www.annatito.com/" target="_blank" title="">http://www.annatito.com/</a>) focused at recruiters as well as my online portfolio (<a href="http://www.mythicalcreature.net/" target="_blank" title="">http://www.mythicalcreature.net/</a>) which is more developer focused. The online CV became the first link I sent to any recruiter it allowed them to assess my skills and background without having to trawl through my online portfolio or resume (in Australia the standard resume is three pages). This ease in accessing my information also had the added bonus of getting me put forward to more prospective employers quicker as the recruiter could send through a link to my online CV with a quick &lsquo;is this the sort of person you are looking for&rsquo;.&nbsp;&nbsp;<br /><br /></div>  <h2 style='text-align:left;'><font size="4">Game design... that&rsquo;s like multimedia right?&nbsp;</font><br /></h2>  <div class="paragraph" style='text-align:left;'>Now a few of you may have degrees in Computer Science majoring in Game Development, I was in the unusual position of graduating with a Degree in Game Design majoring in Programming. Now having a specific industry degree can put a bit of a curve ball in the mix particularly when dealing with recruiters, in cases like mine where I have a Bachelor of Arts (Games Graphics Design [now renamed Bachelor of Design(Games)]) majoring in programming it can get them extremely muddled. Degrees in game development are still in their infancy and often so diverse in content that recruiters are unsure what it actually means. Initially spent allot of time explaining the difference between my degree and a multimedia degree, pointing out my languages and my tutoring experience. In the end the only way I found out to get around this was to reskin my resume to appear less &lsquo;artistic&rsquo;, include a breakdown of my courses and their languages under my degree and include a very clear section on my skills and which detailed both my technical proficiencies (languages and IDEs) and interpersonal skills. In hindsight this seems like an obvious thing to do and I am glad I did as it seemed to really help my applications (not to mention impress the recruiters).&nbsp;<br /><br /></div>  <h2 style='text-align:left;'><font size="4">It&rsquo;s all a numbers game&nbsp;</font><br /></h2>  <div class="paragraph" style='text-align:left;'>Applying for jobs is a bit of a numbers game, you have to apply for them to get them, but there are thousands of reasons that you might not get the job some of which may have to do with your resume, others may have to do with the roles you are applying for, the individual company's requirements for the specific role or your resume may have just reached the HR person&rsquo;s desk on a bad day. It is important not to rely on getting that one job for all or any of the reasons listed above your resume may be rejected or there may be someone more experienced and more suited to the role that has applied, it is important to never rely on just that one application particularly as a new graduate. One of the best pieces of advice I was given when I was applying was &ldquo;treat applying for jobs as a full-time job&rdquo;, if you really want a job you need to spend the time and make your applications the best they can be.&nbsp;&nbsp;<br /><br /></div>  <h2 style='text-align:left;'><font size="4">What does your resume say about you?&nbsp;</font><br /></h2>  <div class="paragraph" style='text-align:left;'>The number of resumes that come into companies that aren&rsquo;t relevant to the company, are unrelated to the advertised roles, are full of typos or are just plain ugly is remarkable, here are a few key tricks to make sure you stand out from the hordes:<br /><br /><strong><em>Use a clean professional layout</em></strong><br />If you are a programmer with no design or artistic skill there are a stack of prefab templates provided in Word, use them. If you are a designer, have a think about what your resume says about you use your hard won design skills to present the right image. No matter what layout you choose make sure you are consistent throughout the whole document, inconsistencies in font size and paragraph styling just looks like you couldn&rsquo;t be bothered. It is also a good idea to have your name and the page number on each page, e.g. page 2 of 3, &nbsp;just in case a page goes missing.<br /><br /><strong><em>Proofread</em></strong><br />No matter what role you are applying for it is a good idea to get your resume and cover letter looked over by someone else (if not multiple people), a typo in your cover letter/e-mail could result in the person recruiting for the role disregarding your application straight away, make sure that doesn&rsquo;t happen.<br /><br /><strong><em>Put your best stuff up the front</em></strong><br />HR people and recruiters see hundreds of resumes a day, their first look will take in the first paragraph and the first couple of things in your resume, if that doesn&rsquo;t catch their eye then you&rsquo;ve lost out. Make sure you catch their eye by putting your best stuff upfront. In the end your resume is really a piece of marketing, you need to prove to them that you are worth the time and effort involved in reading your full application and then possibly organising interviews, skill assessments etc.&nbsp;<br /><br /><br /><br />I hope that these observations or hints have been useful to you, the post-graduation job hunt sucks but it is something that everyone has to do. Good luck with your hunt I hope you find the job you are looking for.<br /><br /></div>]]></content:encoded></item><item><title><![CDATA[Women in games & THE Panel at Free Play]]></title><link><![CDATA[http://www.mythicalcreature.net/1/post/2011/08/women-in-games-the-panel-at-free-play.html]]></link><comments><![CDATA[http://www.mythicalcreature.net/1/post/2011/08/women-in-games-the-panel-at-free-play.html#comments]]></comments><pubDate>Sun, 28 Aug 2011 06:36:32 -0800</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://www.mythicalcreature.net/1/post/2011/08/women-in-games-the-panel-at-free-play.html</guid><description><![CDATA[I am in two minds about this article, on the one hand I think it needs to be written on the other the games communications streams have been so full the gender issue lately that I am loathe to bring it up again. That being said, the issue that was raised that had me almost launching out of my chair and breaking skulls has not yet been flagged, so here it is.I want to point out here that I loved Free-Play, I left the fe [...] ]]></description><content:encoded><![CDATA[<div  class="paragraph editable-text" style=" text-align: left; ">I am in two minds about this article, on the one hand I think it needs to be written on the other the games communications streams have been so full the gender issue lately that I am loathe to bring it up again. That being said, the issue that was raised that had me almost launching out of my chair and breaking skulls has not yet been flagged, so here it is.<br /><br />I want to point out here that I loved Free-Play, I left the festival on Saturday inspired and raring to go. Interesting new technologies and techniques spinning around in my head accompanied by my wallet full of business cards and Mythical C cards scattered throughout the festival. I was inspired with a love for what I do and the passion to get on with it. Then THE Panel happened! (You can download the audio of THE Panel <a href="http://t.co/zBMAm80" title="">here</a>) THE Panel was called the 'Words we use' focused on game journalism and criticism. I was really excited to look at the cultural-social paradigms that game journalism enforce and build, then how we can go about shifting that by thinking more about the words we use and how we use them. Now I don't particularly like the gender discussion, not because I don't think it is important but because I would rather be working to do something rather than just talk about it. In the words of Gandhi, I prefer to be the change I want to see in the world.&nbsp;<br /></div>  <div >  <!--BLOG_SUMMARY_END--></div>  <div  class="paragraph editable-text" style=" text-align: left; "><strong><u><br /><strong></strong>The Context</u></strong>&nbsp;<br /><br />To put it in context I went to a college (ACT, year 11 &amp; 12) that had trimesters. I had finished all the requirements for my university entrance one trimester early and decided to have a semester where I enrolled in what I wanted to study. I chose computer science and programming, I loved it and believed I had found my calling. Out of my five classes four of my grades were in the top 10 and all of them were in the top 20 students in the computer science stream. I felt I had found my love and decided to study it at university at the ripe old age of 17. I turned up at the university open day ready to throw away all my thoughts of archaeology and law for my love of computers. Only to be blatantly told by the Computer Science representative that I wouldn't like it. People like me would be much happier over in arts. My geeky self conscious 17 year old self was devastated, I thought I had found what my dream career but maybe I had been wrong. Over the next four years I studied Archaeology, Forensic Archaeology, Comparative Religions, Drama, Cultural Studies and Creative Writing, none of these things peaked my passion the same way that programming had. I enjoyed them but the burning desire to do more was not there. So in 2008 threw it all away and came back to computers . I was still unsure if I would be accepted so I enrolled in a Game Design degree that had a strong programming arm instead of a straight programming degree, and let me tell you I have never looked back.<br /><br />I have spend the last 4 years studying programming as well as my artist and design courses. I have spent the majority of them lobbying for changes to the degree structure, so there will be a smoother learning curve for artists and designers learning programming (making it the same as the computer science degree). I have been promoting the study of programming to my games students and providing mentoring and moral support for those that take up the challenge, most of them women. &nbsp;I have worked incredibly hard to be at the top of everything I do&hellip;To be the best programmer, designer-artist possible and in doing so blaze the path clear for others to follow.&nbsp;<br /><br /></div>  <div  class="paragraph editable-text" style=" text-align: left; "><strong><u>The Issue</u></strong><br /><br />Now that you have the context.The section of THE Panel's discussion that got me seeing red is quoted below. The question was in relation to women's engagement with the critical culture in games (the quote can be found at time stamp 46:52):<br /><br /><em style=""><font size="1" color="#666666">&ldquo;I mean part of it is definitely, you've got to remember where games has come from, its come from a technological background. And so the way that we reviewed games particularly over the last, you know, five to ten years has always been from this almost technological stand point where, you know, particularly if you take a situation like a Crysis or something, where it was always about the technology, the engine, what it could do, the mechanical aspects of what was going on. And we constantly rated games on their graphics their sound, as if, you know, these tweaks to almost like an automobile, as, you know, it became hotter and hotter, and you know, &nbsp;became more and more a technical experience. And what hopefully we're seeing now is a move from talking about games in reviews from a mechanical point of view to actually an emotional and intellectual and, you know, almost psychological and spiritual point of view and that's, you know, part of hopefully what Jump Button is also pushing forward is that ability to talk about games from that level. And I think as we do that we open up the dialogue, we move away from that idea of it being a very masculine view point in terms of how to dissect a game...&rdquo;</font></em><br /><br />At this point I started to say something very inappropriate and very loud before clamping my hand over my mouth. This assumption that women don't like or shouldn't be in or can't participate in technical discourse drives me up the wall! In this case it was implied in a preferential way, women don't engage because this focus on the technological is a very masculine view point. I believe that it is in fact these statements and the cultural assumptions they represent that bring about the gender imbalance both in games criticism and development. They highlight a deeper issue within Australian society, the assumption from child hood that women don't like technology. I grew up in an odd family, I will be the first to admit it my mother was a high-level policy writer for the government and my dad ran his own business (Wild Wood Wind and Solar) while looking after us kids. I grew up on nursery rhymes that were gender neutral and my kids books had princesses saving princes (Go Paper bag princesses!). Even given all of that at the age of eight when I asked santa for electronics and Lego robotics kits to go with my dolls people looked at me very strangely.&nbsp;<br /><br />I now teach programming and in my classes none of the women studying programming are from the 'average' anglo-australian background they are all a different ethnic or cultural back grounds, some Asian and some from the Middle East. The more I look around me the more I am convinced that the huge disparity in western cultures between women and men in technical fields is more to do with some form of cultural bias than anything else. It is the little things we do within our culture that brings about this bigger issue, how many times have you decided to do a bonding activity with your daughter/niece/sister which has nothing to do with anything technical, because they won't be interested? How many times have you strayed away from talking about the technical side of something you are doing to a woman because they wont be interested/wont understand/it is too difficult to explain? If you need to work on your daughter's/niece's/sister's car does she work with you? Does your son/nephew/brother? It is these little things that end up making such a big difference, how do you know your daughter/niece/sister doesn't like that technical activity? Have you even tried to see if they would like it? I used to have a blast making Lego robotic wheeled thrones for my dolls, as well as doll trebuchets. Just because a task is technical doesn't mean women can't appropriate it to their own interests, especially when fuelled by the imagination of a child. The reverse is also true I know many men who would have liked to be nurses and teachers, but the Australian social-cultural barriers to a man taking up these 'female' careers are massive.&nbsp;<br /><br /></div>  <div  class="paragraph editable-text" style=" text-align: left; "><strong><u>The Solution</u></strong><br /><br />Ok I had to have 'The Solution' as a heading here largely because it fits so well with the others but seriously there is not just one solution. First thing is to think about all those little things you do and little assumptions you have about women and technology. Give your daughter/niece/sister opportunities to engage with technology some may like it some may not, but they will never know if they are not given the opportunity to try. &nbsp;Ask yourself, do you make assumptions about a person's preference for a technical field because of their gender? Do you use their gender as an excuse not to &nbsp;explain what you do and how you do it in layman&rsquo;s terms? Have you even bothered to ask what their area of expertise is? Most of the time people simply assume because I dress in an interesting way and am a woman that I am an artists (I will admit I take a little sick and twisted joy out of correcting them). That for me is the first step, be the change you want to see in this world.&nbsp;<br /><br />In addition I am for always for a hands on approach. Get the charismatic technical women who have a love for what they do out there talking to primary school, high school and college students. Get them out there talking about the awesome stuff, the challenges and their background. Don't hide the fact that there are guys that still assume that your technical IQ decreases relative to your cup size. Show them these men are not the majority and there are ways to handle them. Get these technical leaders into the courses like, design, multimedia, digital art and show the students the power of adding a technical aspect to what the they already love and enjoy. Most of all have teachers that can speak different social-cultural languages e.g. who can speak to artists, designers just as well as programmers.&nbsp;<br /><br />There are so many things that can be done on a real down to earth level, change the way we think and get more women involved. For me talking about it is simply that, talk, I want to do. I finish my studies in 6 weeks and graduate in December. I have spent the last 4 years promoting women, artists and designers in programming trying to burn a path for others to follow. I believe that I have left the degree a little more welcoming and prepared to deal with programmers from diverse backgrounds. I will graduate having taught almost a whole years worth of programmers and I believe that I have shown them that women can be dedicated and skilled programmers. I move on now to the next stage of my life filled with a passion for what I do and the hope that later down the track I can inspire others with my love. To show them that women have the choice to be just as competent and just as in love with technology and programming as the men.<br /></div>  ]]></content:encoded></item><item><title><![CDATA[I HAVE to make games....]]></title><link><![CDATA[http://www.mythicalcreature.net/1/post/2011/06/i-have-to-make-games.html]]></link><comments><![CDATA[http://www.mythicalcreature.net/1/post/2011/06/i-have-to-make-games.html#comments]]></comments><pubDate>Sat, 11 Jun 2011 07:38:59 -0800</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://www.mythicalcreature.net/1/post/2011/06/i-have-to-make-games.html</guid><description><![CDATA[When I first studied creative writing, I felt that I was in the wrong place. People where there because they felt the inalienable desire to write. Nothing more, nothing less. During my interview for the program they asked me why I wanted to study the course, I said I wanted to learn, they looked at me like I had said I want to dance naked in the school quad.&nbsp;In the last class I had for this course before moving on I asked peo [...] ]]></description><content:encoded><![CDATA[<div  class="paragraph editable-text" style=" text-align: left; ">When I first studied creative writing, I felt that I was in the wrong place. People where there because they felt the inalienable desire to write. Nothing more, nothing less. During my interview for the program they asked me why I wanted to study the course, I said I wanted to learn, they looked at me like I had said I want to dance naked in the school quad.&nbsp;In the last class I had for this course before moving on I asked people why they write, why were they there. 90% of the class said they HAD to write, they could do nothing else. There was only one other person besides myself that said I want to communicate. For me writing is pointless unless you are communicating with someone else. I love to write, create worlds and characters, to give people a peak into the way I see the universe in all it&rsquo;s beauty, wonder and horror. People are so caught up in their own worlds, I love the fact that through words I can show them something else, some other reality.<br /></div>  <div >  <!--BLOG_SUMMARY_END--></div>  <div  class="paragraph editable-text" style=" text-align: left; "><br />I was always told that my writing was too sensual, too action driven. I was not interested in creating philosophical diatribes within my writing and I detest overly purple prose. I have always preferred authors who create worlds, it them becomes the worlds and characters show something different not simply relying on some authoritorial overlay. I love authors like Ursula Leguin, Sergei Lukyanenko, Dante, Mary Shelly, people who write about the whole of humanity, the dark and the light. Who create worlds that show it and make it tangible. I love to write stories about people, sex, violence, passion, hatred, desire, weakness and strength, people who struggle with being human just as much as they struggle with the narrative obstacles I give them. But what do I do with this passion, I don&rsquo;t want to just write for the sake of writing I need to communicate.<br /><br /><strong style="">Then Enters Games</strong><br /><br />Over the past 4 years I have been studying hard to be a game developer (hence slow dribble of new writing rather than the usual flow). I was told when I first started that the time where games can be developed by one person is long gone, that most games now need teams, the skills of artist, programmer and designer are too specialised to have them all in one person. Not only that but we shouldn&rsquo;t try to cover all bases as it means we will go averagely in all rather than really well in a single specialisation, which is key to getting into the industry&hellip;. what can I say, when someone tells me something is impossible I just have to prove them wrong. So now I am&nbsp; the top scoring programming, designer, artist in the school. But within all of this I am still a writer, a writer who has found the perfect medium. A medium where I can create worlds with meaning that the player can interact with in their own way. I give them the frame work and presently the rails, but they can define what path they take and how they interact. At the beginning of this year I thought I could just go into programming that while I love games and spent my spare time designing them, that I could choose the path of less resistance and code UIs.But I can&rsquo;t.<br /><br />I teach the first year game development project course and as&nbsp;inevitably&nbsp;happens people discover that making games is hard work. They don&rsquo;t have the passion for it so they drop out/leave/stop working etc. Part of my role is helping the students to manage those dynamics. The other day I got talking to a couple who have people&nbsp;dropping&nbsp;off the face of the planet, but still want to produce a good product. I couldn&rsquo;t tell them it would be easier later on down the track, it isn&rsquo;t, but if you love it you don&rsquo;t care that you &nbsp;have stayed up all night and face planted on the keyboard, because you love it. That is what I told them. It is the passion that drives you, you are there to make the best game you can given all the limitations you have, but if you love it the long hours and teeth pulling agony doesn&rsquo;t seem like much after it is done.<br /><br />I never understood the writers that said that said &lsquo;I write because I HAVE to write&rsquo;, but now I do. &lsquo;I communicate because I HAVE to communicate&rsquo; and the medium I do it with is games. It appears that life has come full circle. I make games because I HAVE to make games, and the awesome thing is is having developed all my skills in game&nbsp;development&nbsp;this compulsion cannot be dimmed by a lack of programmer, artist, designer or writer. I make games because&nbsp;<em style="">I HAVE to make games</em>&nbsp;and fortunately I am blessed with the skills, passion and drive that&nbsp;<em style="">I CAN make games</em>&nbsp;<br /><br /></div>  ]]></content:encoded></item><item><title><![CDATA[Games, Stories and the Creation of Meaning]]></title><link><![CDATA[http://www.mythicalcreature.net/1/post/2010/01/games-stories-and-the-creation-of-meaning.html]]></link><comments><![CDATA[http://www.mythicalcreature.net/1/post/2010/01/games-stories-and-the-creation-of-meaning.html#comments]]></comments><pubDate>Sun, 03 Jan 2010 20:14:29 -0800</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://www.mythicalcreature.net/1/post/2010/01/games-stories-and-the-creation-of-meaning.html</guid><description><![CDATA[  Stories define, challenge and change us. They define the boundaries of what we know and how we know it. They teach us about the experience of others and how our and their worlds intertwine. They speak to us of the fantastic; they speak to us of the real. A good story speaks on many levels; it grows with us and redefines itself through our own experience. I am not simply talking here about the grandiose sagas of the ancient mythology or the qu [...] ]]></description><content:encoded><![CDATA[<div  class="paragraph" style=" text-align: left; ">  Stories define, challenge and change us. They define the boundaries of what we know and how we know it. They teach us about the experience of others and how our and their worlds intertwine. They speak to us of the fantastic; they speak to us of the real. A good story speaks on many levels; it grows with us and redefines itself through our own experience. I am not simply talking here about the grandiose sagas of the ancient mythology or the quests and adventures presented in modern novels, I am more broadly talking about the stories people tell of themselves and their lives. We each have a personal narrative, we all tell stories, it is how we make sense of our existence and ourselves. However we also must have other stories by which to compare and contract our own. It gives us a comparative framework a way in which we begin to see outside of ourselves and build an empathetic experience of others and the world. <br />     </div><div ><!--BLOG_SUMMARY_END--></div><div  class="paragraph" style=" text-align: left; "><br />  <span>Games have become a highly influential media. They present a  unique opportunity to explore the notions of story and narrative and in  their creation they also entrust us with a great responsibility. As  people consume less traditional media they turn to the new media for  their stories. These stories then become the basis for their narrative  reality. In western culture games have largely been seen as a  recreational, childlike and somewhat juvenile realm of media. This  dismissal of games as a serious medium, has disguised its power as a  creator of meaning, and has meant that their creators have been largely  unaware of the social shaping power they wielded. People will argue that  games in an of themselves are not hugely influential in shaping the way  people think, I would argue they do but not in the overt way many  people think. Games play a pivotal part in the creation of a wider  social narrative; they reinforce ideas and social norms. </span><span>&nbsp;</span><br /><br />   <span>The debate between the ethics and aesthetics of narrative has  been the cornerstone of narrative debate for centuries, from Plato who  deigned that all narrative (in his case theatrical narrative, but also  sophistry the art of public speaking and debate) must be aimed at  uplifting the spirit and increasing the purity of man, through to those  who felt the goal of literature is to entertain any ethical or moral  considerations were secondary to this. I myself come partway in between,  I am strongly in favour of the idea that a story is meant to explore  ideas, I grew up with a grandparent who stuck by the motto &lsquo;if you don&rsquo;t  have something worthwhile to say, say nothing&rsquo; and that has held fast  for me. However I also understand the power of entertainment in the  raising of issues and discussion of ideas in a less personally  confronting context. For me while entertainment is an important  framework and it is the sugar coating, if a story has no depth, doesn&rsquo;t  raise any questions it is simply a placebo. In modern times allot of the  popular fiction is aimed at purely entertaining, occasionally with  seeds of wisdom, but these are often accidentally included rather than  consciously. Don&rsquo;t get me wrong I love my fair share of bad and empty  action movies or crime thrillers and as sometimes a narrative placebo is  as necessary to life as they are in medicine. But I feel that there is a  point where the excessive use of the narrative placebo looses its  beneficial qualities. I am not talking here about moralising or imposing  some spiritual or ethical framework on a narrative piece, but I am  talking about exploring ideas and concepts, asking questions, not  necessarily finding answers.<span style="">&nbsp; </span>Games are a  narrative framework that I feel has not been treated seriously  subsequently most of the games available are largely narrative placebos.<span style="">&nbsp; </span>You have genres, which are acknowledged as genres  that are &lsquo;allowed&rsquo; to have ethical and moral discussions; these are  largely the RPG style games or the older point and click narratives.  However even those often treat it in a very black an white way, as they  use them to shape game play (and it is easier to code) so there must be  universal ethical frameworks in which the notions of good an evil in the  game are measured. </span><br /><br />  <span>However even in these  accepted mediums of exploration, while they often tell good stories,  they don&rsquo;t often look at their narrative subtext: what defines an action  to be good or bad, what question or lack thereof do they pose when they  make that judgement. As the creators of games it is vital that we ask  these questions, by asking them we not only develop fuller and more  complex games but we can add another level of challenge for the player.  If the player can enter the game and are challenged though all aspects  of engagement the likely hood that you have created a game that will  stay with them and become part of their own personal narrative is  dramatically increased. Not only that but you have also placed your  creation within their personal narrative context and become part of  their own narrative definition of reality. <br /></span></div>]]></content:encoded></item><item><title><![CDATA[The Momentous Choice]]></title><link><![CDATA[http://www.mythicalcreature.net/1/post/2009/12/the-momentous-choice-game-theory.html]]></link><comments><![CDATA[http://www.mythicalcreature.net/1/post/2009/12/the-momentous-choice-game-theory.html#comments]]></comments><pubDate>Wed, 09 Dec 2009 01:14:56 -0800</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://www.mythicalcreature.net/1/post/2009/12/the-momentous-choice-game-theory.html</guid><description><![CDATA[The idea of the momentous choice is that a single choice in a game that has real and measurable effects and consequences for game play and narrative. In many games choice is defined slowly through character specialisation and personalisation through RPG Stats the introduction of the momentous choice allows the game to develop a degree of complexity by developing the concepts of cause and effect. Though out most game play the notions of cause an [...] ]]></description><content:encoded><![CDATA[<div  class="paragraph" style=" text-align: left; ">The idea of the momentous choice is that a single choice in a game that has real and measurable effects and consequences for game play and narrative. In many games choice is defined slowly through character specialisation and personalisation through RPG Stats the introduction of the momentous choice allows the game to develop a degree of complexity by developing the concepts of cause and effect. Though out most game play the notions of cause and effect have been limited as the only real effect is often player death and then respawn or restart, in many modern games even the power of this choice has been lessened with instantaneous respawn and the notion of fainting rather than dying. The impact of this &lsquo;immortality' is that the player is less likely to consider the choices they make, they can charge through with most problems being overcome through brute force. The momentous choice reintroduces the player to the notion of considered action. <br /></div><div ><!--BLOG_SUMMARY_END--></div><div  class="paragraph" style=" text-align: left; ">For an action to truly be meaningful it has to have irreversible  consequences. If you can just go back and change the choice or if the  choice has no repercussions then it essentially becomes meaningless. The  linear nature of most games means that most choices in game play become  inconsequential as the only impact the player really has is play style  and occasionally character specialisation. The beauty of and trouble  with interactive media, especially games, is that the player does have  choice, does have the capacity to shape the way a game evolves. By  removing their ability to make consequential choices the developer  neuters the element of games and interactive media that gives it its  power. The reintroduction of the momentous choice into game play is a  pivotal step towards the re-introduction of meaningful interaction into  games, however I would argue the momentous choice does not go far  enough. Simply having one choice that effects game play means that the  rest of game play is still largely meaningless. The need for the  development of game character AI that allows for true non-linear  narrative is paramount in moving the affective and meaningful aspect of  game play into the future. </div>]]></content:encoded></item></channel></rss>

