Alexis Bauchu - On est pas des machines

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vendredi, novembre 20 2009

Concours d'entrée de l'ENJMIN

Il est fréquent que les gens qui ont pu rentrer à l'ENJMIN se voient demander de mettre à disposition le dossier qui leur a permis de passer la première des trois étapes du concours d'entrée. Voici le mien: Travels in scriptoria et son extension technique: Architecture.

Quelques précisions: ce document est la réponse à la première épreuve du concours d'entrée de l'ENJMIN (Ecole Nationale des Jeux et des Media Interactifs Numériques) à Angoulême, France. La consigne était de proposer un concept de jeu en se basant sur l'ouvrage "Travels in the scriptorium" de Paul Auster.

A la relecture de ce dossier, je rigole pas mal et je me rends compte de ce que j'ai appris ces deux dernières années.

vendredi, février 20 2009

Les Ateliers du Jeu Vidéo / The Video Games Workshop, The end

Hi there, it's been a while. I got many things cooking lately and it made me procastinate a lot writing on that blog. I had started a series of articles about the video games workshop happening here at Enjmin, Angoulême, and I have a few notes about it, but I'm gonna sum it up.

Casual gaming was the major concern this year. It's important to note that there's no definitive separation between "casual" and "hardcode", it's more a state of mind regarding a certain game. Some people can spend hundred of hours playing Bejewled and then wander in Liberty City for half an hour. So maybe instead of calling them "casual games", it would be more appropriate to call them "mass games" because they're aimed to a wide audience and to people of any age. So these days, it seems that mass games are the only games selling, which isn't exactly true. On the contrary, what is true is that you do WAY more money with mass games than traditional games. They are easy and cheap to produce, they fit a load of business models, and their players are easy.

What bothered me is that it felt like quite some mass-games developers don't respect their customers, in the sense that they think of them as sheep. They are so easily satisfied than you can make them buy anything at any price. It's sad to realize that they get hooked to a game with very poor content or interactivity thanks to massive subterfuges (have you ever played a game on Facebook?). Digital Chocolate released 24 games in 2008! And many won awards and made excellent sales. My hope is: someday, people will realize that they are treated like idiots and that they're just wasting their time. They'll get tired of these empty games and ask for more.

'Johnny Crash Does Texas' from Digital Chocolate

Don't worry, this wasn't all bad. Other talks focused more on understanding why games like Wii Sports, Wii Fit or Mario Kart Wii worked so well. "Games are physical and social". Kids make up games by just imagining they are cops and thieves and cops and run after each other. Sports are based on really simple rules but get you exhausted and provide really important interactions with your team-mates or opponents. People also like to mimic gestures: the wiimote allow the player to hit, swing, steer, a plastic guitar can make the player feel like a rocker, etc. That was very interesting and we even experienced a nice game of Massively Multiplayer Rock Paper and Scissors! The next step is ubiquitous gaming, with interactions in the game and in real life. I'm curious to see that.

'People playing Wii Sports

lundi, janvier 5 2009

Les Ateliers du Jeu Vidéo / The Video Games Workshop, day 1

Today at ENJMIN started a week of talks called les Ateliers du jeu Video, ie the Video Games Workshop. Game industry professionals come over in Angoulême, France, to talk about the game industry concerns and evolutions, and about their experience. Usually, the talk of the morning is given by a french speaker, and the one in the afternoon by a foreign speaker (over video chat), You can check the program here (it's it french, but the subjects are mostly in english). Notice that great names are gonna speak (like Peter Molyneux, to mention only one).

I couldn't attend the talk this morning about mental motors of the video games, so I'm not gonna talk about it. In the afternoon, Eric Zimmerman spoke over video chat from NY. His lecture was called The Ludic Century: in the future, everyone will be a game designer. It was rather theoretical, but interesting. To sum up, he expects that more and more people are gonna play video games in the future, and that tools are gonna be more and more accessible, therefore people are gonna be able to build new game experiences on their own and create "game literacy", which means they'll create meaning from games (if I understood well). Good talk. I'm looking forward to attending the rest of the talks!

mardi, décembre 16 2008

Second year project, first major milestone

At Enjmin, the second year is all about the project: we gather in teams of nine, with at least one person of each class, 2 game designers, 2 coders, 2 visual artists, 1 sound designer, 1 usability expert, and 1 project manager. We have 5 months (from October to March) to produce a playable prototype and a game design document. We're free to choose any technology we want. Even if the project may not be developed much further, the ambition must be the same as for a commercial game. There are three major milestones where the concept of the game and the prototype are introduced to professionals through a speech covering the gameplay, the visuals, the sound and the marketing.

The game we're working on is a PC multiplayer strategy game, which privileges planning and macro management over reflexes and micro management. Planning, constructing and training will be done during the night time (opponents can't fight), whereas fighting, exploring and gathering of resources will be done during the day time. Each player will be given the same opportunities of customization of their units, a bit like in a role playing game.

Tuesday was the first milestone, and we showed an early version of our project to a bunch of pros: Jordan Mechner (Prince of Persia), Frédéric Raynal (Alone in the dark), Serge Hascoët (Chief Creative Officer at Ubisoft) and other French game developers. We haven't done as good as we wanted to. Next time we're gonna concentrate even more on the quality of the speech itself, as it's the most efficient way to make professionals want to know you better.

jeudi, décembre 4 2008

FITA 2008, 1st day

This year again, I attended the FITA 08. FITA stands for Forum International des Technologies de l'Animation, International Forum of Animation Technologies in english. It's one of the rare events of the small town of Angoulême, really. That's how they do it, nothing happens the rest of the year (the streets are dead at 12 on the week end...), and suddenly we have those big international events. You may not know it but it quite important though: people come from all over the world (USA, Japan, Europe), talks are given by famous people of the industry (Paul Debevec, Jordan Mechner, Bill Plympton, Richard Williams, etc).There are so many things to see and so many people to talk to, that these three days go way too fast. Plus we always have a lot of work to do at the same time on our projects.

I couldn't attend today's talks because of the work, but here are my big moments of yesterday:

  • Jordan Mechner talked about the convergence of medias (internet, video games, books, films) through the example of the Prince of Persia franchise adaptations
  • Emmanuel Laurent from Allegorithmic, a french company of experts in procedural texture showed us their technology. I already new that it would be very impressive, but it was really amazing. Their tool MapZone allows to draw textures that you would swear need SVG or bitmap parts to be achieved, but they do it fully procedural. Just go visit their website and watch their demos (Allegorithmic Demos) and checkout what kind of level of UT3 they can build with only 270Ko of data...
  • David Barton and Emily O'Brien from Image Metrics: do you know the Emily project? Watch the video at Emily Project if you don't. It was a more detailed making of the project that what you can see on the net.
  • Allegorithmic again, master class: "How to create a non-linear work pipeline". That gave us lots of clues about how to manage our project, how to organize team work, and we saw how tools like Zbrush or MapZone allow to build non-linear pipelines (for example: people can start working on what you've done even if it's not finished). Very inspiring.

I wish I could have gone to every talk...