Friday, March 1, 2024

What is Game feel?

 What is Game Feel? 

By Zaid Al-Shaheed


Today I was reminded of Pacman Arcade, I remember how this game was one of the 2 addictive games my dad used to be obsessed with, the other one was tatris. 

I remember how many hours unphased he could sit infront of the TV play the NES version of Pacman and then got hooked on Pacman 3D but always went back to play the original, and after so many years, playing so many games and learning about them while making them, and now looking at Pacman and realized how addictive this game is...




Pacman seemingly simple game to the regular casual player, it is the yellow ball, eating dots being chased by ghosts while running inside a maze, but when he eats the power dot (big dot) he can eat the ghosts.

you eat more dots and ghosts to collect more score, and there is the occasional fruit that you eat for a bigger score.

you finish the level, it loops but now the ghosts are faster.

Simple game loop simple description and nothing too big expansive, but why is it interesting till today, 


we start with the player, the Yellow Dot, Pacman him self, the way he closes and opens his mouth, 

the sound he makes when he eats the dots, when he is not eating the dots there is a sound like a police siren while he is running away from the ghosts like an outlaw.

and how the sound changes when he eats the power Dot, making the moment more significate, separating the power mode from the regular mode,

  how the ghosts turn blue and run away from him,

 when he eats the ghosts, he actually has a hit stop to give significances to the moment that he dominated the Ghosts accompanied but a chomp sound to emphasize that moment event further

then the eyes of the ghosts runs away to their lair.

and how the ghosts speed goes faster the less dots on the screen giving that sense of urgency to run! get the last dots before you are caught!

and when you do collect all the dots, the game just stops for a moment, fades and resets but now faster.

the timing, of all of those events, how the sound plays moment to moment gameplay, such a simple game RICH! with game feel.

imagine Pac man has no chomping sound when he eats the dots, no hit stop when he eats the ghosts, that alone will make the game feel much less. 

simple things gave such significance to the game feel. 

apart from how the game controls, and how the character move, game feel is a combination of elements to give that good feel moment, that ephoria when you are being chased by the ghosts and they are so close and you reach a power dot, and suddenly! the tables have turned! and you go back at them and chomp them one by one with that moment to moment hit stop and them running away to their lair in shame and afraid. 

that combination made what pacman is, ticks every box in game feel, I might add a bit of screen shake to the ghost combo that you get a shake if you eat one ghost and then the shake gets more violent if you eat another and it goes on, that might have made the game event better.

Going back to my dad, He might have had a gambling addiction, but I think these elements looking at a lot of gambling machines, that carries all the the sounds and lights and building up to the great moment, all the loot boxes.

it was all implemented right into the game play which made the gameplay even more exciting, it created a very affected game feel.

Watching the arcade game play today made me realize that event the good old games has solid game feel that many games now days lacking. 

maybe Pacman can be a tool to teach students more about game feel if it was not included in their study. 

I personally believe Pacman is the best tool to introduce young game developers to game feel.


I hope this was insightful. 


see ya on the next post.

 

Thursday, September 28, 2023

Lowpoly 3D is the digital impressionism?

 Lowpoly 3D art, is it the digital era of impressionism?

By Zaid Al-Shaheed

3D Art Generalist / Technical Director


Synty SciFi Cyberpunk


For years I myself admired lowpoly 3D art, characters, objects, environment in games. Not sure if it is nostalgia,  the aesthetics, its efficiency in rendering, time consumption in making or it triggering the imagination and interpretation of what the object is. 


So many things all in the same time, we can admire all the high poly sculpts, the hyper realism 3D models in games that we have been seeing recently, but something about the lowpoly still stands, with indie developers and 3D art creators. Yes it is cheap and fast to make but some of those same people who do lowpoly are highly skilled 3D artists who can produce impressively detailed objects and characters , artists such as Kennth Scott, John Kearney, Karol Miklas, Zoltan "Z" Hegedus and MANY MANY more. They still somehow go back to doing lowpoly models here and there or does a project that involves it.  


As a 3D artform, lowpoly is an entry level but the pros are pushing the boundaries and the mindset of what lowpoly is and can be. A good example is the 256fes hashtag on X formerly known as Twitter, using nothing but 256 triangles creating amazing looking cars, mechs, characters, environments and much much more.

By :VampireDev8 on X aka Twitter



By :LezTusi on X aka Twitter



The thought process that goes behind it, lowpoly is not just form of art but also ascended to being a philosophy.


how is that even possible!? 


Few years ago when I was studying and going through GDC talks on game design and game art, I came across a wonderful talk by an exceptionally fascinating individual, Ethan Redd, an indie game developer artist and designer. He talked about something very interesting, he put into words my thoughts I failed to communicate to myself and others. 


The atomic size of an object as when it is a certain size it needs to have certain number of polygons to represent the shape of the object and how much we can get away with. 

really discussing lowpoly art in somewhat philosophical way sorta speak.

you can watch the whole talk here : 


His talk made me think, why do we stick to lowpoly, why do I and others still do it, and one day I was discussing game art with my wife and it hit me, impressionism!!!


Impressionism describes a style of painting developed in France during the mid-to-late 19th century; characterizations of the style include small, visible brushstrokes that offer the bare impression of form, unblended color and an emphasis on the accurate depiction of natural light.


Lowpoly  is very similar to that small number of polycounts that are visible and offers the bare impression of a form, and still focuses on how the light reads the form "emphasis on the accurate depiction of natural light".


Claude Monet, French, 1840 - 1926, Woman with a Parasol - Madame Monet and Her Son, 1875, oil on canvas, Collection of Mr. and Mrs. Paul Mellon


Synty pack Polygon Western Frontier

Under our nose we had a rise of an artform that is discussed and the word thrown around even misunderstood and misrepresented, and yet we never noticed that we are living in an era where an artform is born and still living and will still live for many years to come. 


in games and other media, even after 25 years since we migrated to stronger hardware, with more rendering capabilities, bigger memory and advance methods of rendering, still to this day, Lowpoly art is here and here to stay with indie creators making games, with asset packs out there in the wild such as the Synty packs, and even in 3D printing. 


just a thought that I had and wanted to communicate and get it out of my head. 


I hope these words I wrote triggers something in your mind, a thought, a spark of inspiration, or a shrug, thank you for taking the time to read this.



Kenneth Scott : https://www.artstation.com/superactionfunboy

John Kearney : https://www.artstation.com/johnkearney

Karol Miklas : https://www.artstation.com/kmiklas

Zoltan "Z" Hegedus : https://www.artstation.com/zoltanh

256Fes : https://twitter.com/256fes


Monday, September 6, 2021

Good Knight Bullet Hell Steam Early access!!!

What is up you beautiful people!!! Finally the project we have been working on for the past 3 years now is finally seeing the Light of day!!! Good Knight bullet hell! is a One button bullet hell game.
where you use your agility and quickness to dodge bullets. Battle in different mysterious levels of Filipino hells against giant bosses. Featuring stunning visual impact, and original metal soundtracks composed by the amazing young talent leaf xceed music division.
here is the steam link for the game! if you are interested!
https://store.steampowered.com/app/1281400/Good_Knight/
it was an exciting event getting the dev key for the game on steam
it was really fun playing it during Good Knight page's stream last night on facebook!, especially for the newly unlocked levels, fresh bullet patterns, new visuals and rad tunes, it was a real trip!
we have to thank DoubleThink games for making this possible! they helping us with the publishing and backing us up when we needed!, the experience is overwhelming in a good way!
anyway if you are looking for more information about Good Knight you can check out the following links :
FB http://bit.ly/2RQB9RF
Discord http://bit.ly/2Pj9VBR
and you can check out Leaf's spotify as well, he released his latest Album this year!

really looking forward to see what people think of Good Knight Bullet Hell


Thursday, June 10, 2021

Old Project Dump (Ali Baba)

The game was a pixel art dungeon crawler legend of zelda like, sadly the assets were never finished nor the game going anywhere, we spent a lot of time developing this project but I guess beginners learn from their mistakes. The work copyrights belongs to Ali Al-Khiro

Tuesday, May 4, 2021

getting into PBR and procedural stuff

so recently I just had to start learning all the new big boy toys, PBR and Procedural texturing and after 2 months of RnD as well as actual work for a client I managed to learn a lot. here is some progress
Basically it was texture set up for the actual object texture map masked by a procedural damage map and that mask influences the transition between those two textures in color and bump information, it was an interesting learning process, if you want the node set up drop me an email or comment. after I learned that I thought I had enough learning on the PBR texturing and time to move to substance painter and it was a very interesting learning experience. this video tutorial was a massive help helped me understand the complete process through a proper example instead the usual information over load that comes with any tutorial now days, after a little of trial and error I got to those results ( the client's work )
after learning a lot through these 3 Characters I challenged my self in creating one of my own character monster within a single day because...why not! XD
it was a really interesting experience and am really looking forward to producing my own designs usuing this pipeline. this whole process started at March 14 where it begin with playing with blender nodes procedural texturing and masking as an RnD for a coming project and ended May 3rd including the 3 characters ( each took 1 week plus ) cause each had a damaged version and I had to work around the technical issues that came with that. those technical issues I face where when I tried to seperate body parts from the model to replace them with damaged parts, rigging, deformation, normals breaking, A LOT of issues. I resolved the rigging and deformation issues by seperating parts AFTER rigging and paintweight was done and making sure not to play around with the areas that had seams, duplicating those limbs maintaining their rigs and modifying the model with the texture map to create damaged versions. second issue was the normals and that was a bit of a headache and I think we still need better tools for that, when I seperate a mesh from the model the software (Blender) adjusts the normals of that seam which breaks the normals direction. so I solved that issue by pain stackingly duplicating the regular model as a reference point, copy the normal of the vertex ONE BY ONE! and pasting them to the verticies of the body parts, there is no batching process for this as far as I know, if there are any tools that can do this better, please do inform me. anyway, that is the latest update here, Good Knight is still going and soon will be at G-Core show offline gaming evening in Beijing with the help of our lovely publishers at DoubleThink Games. massive updates to GoodKnight coming soon. if you got any questions feel free to comment below or email me. wishing you a fantastic day ahead. ps : you can check these works on artstation as well