When someone hears the phrase "Backstory", they may think of superheroes, which are a great example of backstorys. Most superheroes have a back story which explains their actions as a superhero. For example, if a character was always afraid of bats and the dark as a child, they may face their fear and use their past fear to show their strength.
When writing a backstory, there are many things to consider, such as how to incorporate it into the story, how it would affect the character's actions, and how it will affect the reader's opinion of the character. Incorporating the Backstory can be difficult, as you do not want to overwhelm the reader, but you still want to get the key points across.
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This week in Advanced Game Art and Design, we spent a lot of time working on designing original characters for a comic strip of our own design. I saw a lot of people jump right in and start designing original characters. Most of them were very creative, and had personified an everyday object, such as an alarm clock, a stop sign, ect. I believe that having human characters has certain elements that no other character can have, such as being relate-able. Drawing a cartoon character was very difficult for some of the more skilled artists in the class, as it requires that you infer a large amount of emotion in a small amount of detail. I have found this task difficult, as it also requires a certain amount of consistency, which I can not achieve in my pencil and paper drawings. As a result, most of my characters have different proportions in each picture, or have been drawn with a ruler to make very geometric shapes (or in some cases, both).
In the end, cartoon characters require a few things:
This past week in Gad, We have been working on making a board game. Me and C. Taylor have been working together, and so far it is going well. we have agreed on everything, and been very productive. I designed the dice, and started on the life counters. progress is fine so far, and it looks as if we will finnish on time.
In the 2015-2016 school year, my Sci-Vis class was working through a marathon of 3ds max assignments, from Mr B. I did not effectively plan my time, and as a result, I ended up behind schedule, and did not Finnish. had I planned my time, I would have known that I would need all of my time to work.
After reading the two articles, I found that what particularly stuck with me was "work with the team". I have noticed that in the past, everyone in the group wanted to be the leader, and nobody got anything done. After playing Deus Ex: Human Revolution I have decided that it is both an experience and truth based game. First it has elements of a truth based game because there are certain events that only occur if you talk your way through a situation, commonly with guards. Second it is an experience based game because it often plays like a first person shooter, with boss battles required to continue the story, that can only be passed with combat.
The game designer used the elemental tetrad to his advantage when they built the game. The use of in game mechanics such as augmentations, was well tied to the story, as you got more augmentations as you played. In one chapter of the game, you lose all of your augmentations, this is especially well made, as I feel it helped set the atmosphere of the game. The aesthetics were well used to portray the gritty mildly dystopian cyber-punk world, with the clean, modern medical companies, side-by-side with the dirt poor people living on the streets, struggling to survive. Ultimately they tied to the story by putting weight on the final decision of the game, when you had to choose between the haves, and the have-nots. |