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Featured Video: Inside Gaming

Games are our best friends. They help us while the day away, bathe us in an alternative universe, and some even teach us!

Find out what’s new in Gaming here. And read our interview with Ian Pang of LucasArts! After all, what better way to understand games but from the horse’s mouth?

After spending a week in Las Vegas, The Dead Pixel returns to tell you all about the crazy things he got to play with while there. From Dark Void to Lost Planet 2, here is a recap of what you might of missed.

 

Take the Create2011 engineering challenge and tell us your vision of Future Mobility to win the grand prize of: A Nokia Experiential Journey in Beijing and Singapore! Check out our Facebook fanpage for exciting contests & giveaways!

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Just who is: Ian Pang of LucasArts

Ian Pang Ever dreamt of being a Jedi and fighting against the Dark Forces?

Here’s something even better: making this dream come true for millions of fans and gamers around the world.

Ian Pang, Associate Producer at LucasArts in California, does it on a daily basis. To him,

“Games are about fulfilling dreams and fantasies. If you want to feel like a Paladin, a Fighter Pilot or a Jedi, playing video games can bring that experience to you. Not many careers allow you to touch lives all over the world the way game developers are able to.”


His next big ambition is to work with Shigeru Miyamoto, a man who has made some of Ian’s favourite games and never fails to amaze him with his designs. Give him a shout-out if you can make his dream come true!

In the meantime, Ian tells us more about what goes on behind the games…

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Featured Video: Gaming In 3D

It’s natural that games will be made in 3D. After all, they’re easier to “3D-ify” than movies and it will immerse players into another world – isn’t that just what all games are about?

Sony displays the art of 3D gaming at CES 2009.

Take the Create2011 engineering challenge and tell us your vision of Future Mobility to win the grand prize of: A Nokia Experiential Journey in Beijing and Singapore! Check out our Facebook fanpage for exciting contests & giveaways!

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Young Developers: Lim Ding Wen (Doodle kids)

Lim Ding Wen is the iPhone’s youngest app developer. He wrote his first iPhone app, Doodle Kids, when he was 9 years old. At that age, most of us were still swinging from our playground’s Monkey Bars!

Lim Ding Wen

What’s even more impressive, his app has clocked over 700,000 downloads since its release in Feb 2009! And he isn’t resting on his heels, the boy had just released Doodle Kids on the iPad. We catch up with the now 11-year old (he’s a veritable granddad in Internet time) to find out more about what he did and what’s next for the iPhone whiz kid.

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Featured Video: AR Tower Defence (Nokia N95)

Tower defence games (like Plants vs Zombies) are fun and therapeutic! What else could be simpler than holing up, setting up, and blasting invaders?

But this tower defence game takes the cake. Just look at it!…

Full screen version of Augmented Reality Tower Defense for Nokia N95

 

Take the Create2011 engineering challenge and tell us your vision of Future Mobility to win the grand prize of: A Nokia Experiential Journey in Beijing and Singapore! Check out our Facebook fanpage for exciting contests & giveaways!

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Getting Emotional…in Games

“Can a game make you cry?”

Trip Hawkins, founder of Electronic Arts, asked that question in 1982. We’ve never found an answer to it. But for the broader question: “Can games invoke emotions in us?”

Short answer: Yes.

Heavy Rain

Long answer: Yes…if all you want to experience is frustration, anger and elation. Otherwise…not for complex emotions – longing, despair, empathy, ambivalence, joy, sorrow, care –, and the pickings are as slim as a bone-dry desert.

This is happening despite technological advances, such as 3D and Augmented Reality. Game designers are simply changing the game environment without much thought on how it could create meaningful gameplay.

Take for example, AR Zombies. This shoot-them-up game uses a special viewing device to create the environment, zombies and the gameplay. The novelty fades after a while as we got bored at shooting at Zombies.

So games can’t make us cry?

That’s not right either. Look at the Tamagotchi.

TamagotchiIt’s a handheld digital pet where you can feed, play games, clean, and even marry your digital pet to other Tamagotchis. It was a hit when it first appeared in 1996, and it’s still a hit even now (it sold 70,000,000 pieces as of 2008).

Everyone who had a Tamagotchi identified with it! Players would lavish attention, checked on its well-being, and wailed over its demise.

The Tamagotchi was addictive, fun, mobile, and it made game designers realise that games could go beyond “Whoo Hooo!!! and c***!” to invoke the deeper emotions of longing, despair, joy and sorrow.

Moral of this history lesson?

Game designers and storytellers might say that a compelling story within the game invokes deeper emotions.

They’re right. The video below by Lionhead studios talks about how they invoke the emotion of love in players for Fable 2.

The first episode of the Lionhead video diaries. Emotions in Action Games

 

But at the same time, we – as players – can also invoke emotion within games by using innovative game controllers. The Emotiv EPOC is one such controller. It fits onto your head and runs game actions based on the user’s current emotional state.

It’s just a matter of time before technologies that mesh real-life with virtual life (Augmented Reality) or those that make virtual life more real (3D) catch up to the notion of making us feel within a game. 

Perhaps in the (very near) future, we might play games where virtual pleading druglords or bouncy cartoon munsters are superimposed over real-life scenes seen on our cameraphones; or wander through holographic landscapes so alien and barren that we shiver in fear or immerse us weeping into a desolate goodbye at the game’s climax.

By then, Trip Hawkins will have his answer.

What say you on the future of creating emotions in games?

Readings: Emotions in Games | Top 5 Emotional Games | Freeman | Bringing Emotions to Video Games

Take the Create2011 engineering challenge and tell us your vision of Future Mobility to win the grand prize of: A Nokia Experiential Journey in Beijing and Singapore! Check out our Facebook fanpage for exciting contests & giveaways!

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Featured Video: Augmented Reality by Hitlab

Check out the iMagicbook (0:51 mark) where they show a brand new way of storytelling. What’s even more amazing – Augmented Reality’s been around since 2007!

FYI, we’ve got Augmented Reality at Create2011.com! Just printout the “e” AR patch and flash your webcam with it to see what happens…it’ll knock your socks off!

Augmented reality (AR) is a field of computer research which deals with the combination of real world and computer generated data.

 

Take the Create2011 engineering challenge and tell us your vision of Future Mobility to win the grand prize of: A Nokia Experiential Journey in Beijing and Singapore! Check out our Facebook fanpage for exciting contests & giveaways!

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Featured Video: Exhibition Pixel Park

Oh my…interactive art, sound and light sculptures, electronic foosball… technology used in art at the SuperUber World in Aug 2009.

Sound and light sculpture, musical sand, super pong, multitouch screen, blow, electronic grafitti and interactive mirrors. These and other interactive installations that are part of SuperUber's world, were shown at the exhibition Pixel Park: SuperUber Art and Technology in São Paulo, in august 2009.

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3D films: Entertainment tech

Jake Sully from Avatar So James Cameron’s Avatar bagged the best director and best movie at the Golden Globe Awards. It’ll probably go on to win a few more Oscars, but what it showed us was that films and entertainment are about to get truly interactive.

Remember The Matrix bullet time dodge scene (aka “Trinity, Help!”)? Known as the bullet time effect, it allowed “the viewer to explore a moment progressing in slow-motion as the camera appears to orbit around the scene at normal speed” (from Wikipedia). To get that effect, The Wachowski Brothers used an array of cameras to capture a scene from different angles, stitched them up, and ran them through a computer that generated Neo’s viewpoints.

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Go Joe!: A UCC Roundup

A wuzzup!!! from UCreateChange.com(08/06/2009)

Hey all,

One upon a time, GI Joe and Transformers struck a pose like Madonna in Vogue. Snake Eyes would strut about like a cowboy, and Bumblebee did push-ups before Megatron who sat cross-legged.

It was all very complicated.

But there are only so many ways to contort, twist, turn and bang on these garish bits of plastic. That's why I'm so taken with the Wii, Guitar Hero and MMOGs (Massively Multi-player Online Games for you N00bs :P).

These games (or toys) let us live out our imagination and share what's in our head with others. Just last week, the line between reality and imagination was blurred with avant-garde motion controllers (see Who needs controllers?), and world-creating games such as Little Big Planet.

Who knows what's next for games? Leave your thoughts in the post!

See you soon at UCreateChange.com!
Your Friendly Change Champ,
E.

Ps: Transformers: Revenge of the Fallen opens on 24 June! Don't miss it!
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Change Champion e: editor of UCreateChange.comI'm the editor of UCreateChange. And I started this blog with the intention of putting up my past weekly roundups 'cause it's a shame they're simply disappearing into people's inboxes. Anyways, if you've a question on engineering, drop me a line at creators.of.tomorrow@gmail.com!