film taken
plot damsel in distress girl gets kidnapped and man Liam Neeson rescues her. the girl is completely helpless, the guy is a special ops or army but which can do martial arts something a normal guy couldn't do. if you try to go after your daughter and try to fight the men you would get killed straight away.
sex in the city
this film shows middle aged women owning everything people could only dream of having designer clothes, kids, nice husbands insanely big apartments and houses and great jobs. but are still not satisfied. they cry weep on how difficult their lives are i cant understand it most women who be so lucky how for having all of that the girls in the film don't even thing about it they don't even appreciate it one bit.
god of war 3
i played this game and every one are when and when you get to a female character she is a ghost like character who only shows up for a breath moment then Pandora shows up she is so weak crying lost and asking and as a ghost spirit and shrunk down to a football after pandora the next female character, the only thing you do is have sex with her and you can do this endlessly this game was met for men oh and the enemy girl character she attack by screaming.
zeld
in every game of Zeld she gets kidnapped and you as link always has to find and save her. and in one of the games you start out as a kid then turn into a strong power full guy
street fighter
yes the girls have mussels and that they are power full but what i find in the game is that all the girls are pretty and all are wearing skimpy clothes which is only for the male gaze
Wednesday, 27 February 2013
Thursday, 14 February 2013
Set Pieces and Objectives
just become night cold deserted area, which no one goes because it dark and scary where you would think ghost live, tall grass creepy trees broken things such as stairs bricks chars thing to show people lived in the area. lanterns to show creepy nus. old sheds/houses
I'm look to make the level in the udk to end up like a little village that something bad happen
objectives:
head to the to the other side of level and find evidence of about Isabella parents.
other objectives: get throw the dark woods to get to the next side of the level, kill off the number of enemies.
I'm look to make the level in the udk to end up like a little village that something bad happen
objectives:
head to the to the other side of level and find evidence of about Isabella parents.
other objectives: get throw the dark woods to get to the next side of the level, kill off the number of enemies.
Thursday, 7 February 2013
story ghost
added on to my idea of the ghost idea but turning it in to something more complex.
you play as a
young girl 10 to 11 years old and you live in a little village
she finds a ghost which is real like every one can see him
thats the concept of the idea.
girl name: Isabella out going cheeky fun
the ghost
ghost name: Theo stone cold only gets along with Isabella
description grown up guy bad ass knows kung fu can shoot guns and all the things that action people can do
the girl is really sweet she has been raised by her nine because her parents went missing so her nine looks after her but sadly her nine dies.
nines name: Jane
but instead of going to foster care the ghost takes her.
when she is growing up the ghost Theo is training her, when she grows up she is a bad ass too and the ghost is her side kick this is were I'm thinking of gender how the side kick is the man and the girl has the first say because she is the live she isn't a ghost she sha has control over him.
then they join the police forces, become MI 1 special agent knock off to the MI 6
the story begins that she finds a case about her parents. which is really dark
evil with ghost, monsters, angels
bad cops. lots of this supper natal
so that's the base of the game
story set in Scotland in a little town nothing much there Isabella the main character you play as is playing out side its getting quite late, next thing there's a massive flash of light coming from all around her, she doesn't get scared because she is a strong mined. Next thing there is a massive smash or bang then nothing just a figgure of a man which is Theo the ghost not know how he got there or where he came from.
Isabella has no parents they disrepair at a young age. So her nine looks after her and she hasto look after the ghost theo the nine is't well so she is't straight in the head. how they get away him staying around theo is stuck he cant go back where he came from so he living there people thinks he is a family member which he becomes after a couple of year, and next her nine dies so Theo being a fill gorwn man adult. Looks after her takes her under his wing and trains her what he knows in fighting.
they join the police become secret agents for MI 1 to protect the country. one of there missions is about her parents they are working on how Theo got in to the world of the living.
Photo Reference and research
the buildings and houses are is dirty messy old there are tones of trees , the trees with no leafs are spooky
colours are browns greens grays blacks
(Flow)
Flow Theory
From Wikipedia
With Flow the psychologist Mihaly Csikszentmihalyi names the feeling of complete and energized focus in an activity, with a high level of enjoyment and fulfillment.As Csikszentmihalyi sees it, the components of a Flow producing activity are:
- We are up to the activity.
- We are able to concentrate on the activity.
- The activity has clear goals.
- The activity has direct feedback.
- We feel that we control the activity.
- Our worries and concerns disappear.
- Our subjective experience of time is altered.
Not all of these components need to be present together for Flow to be experienced.
From Deepfun.com
There are many characteristic experiences that are associated with fun: the sense of timelessness, of being at one (with mind and mountain), of exhilaration, focus, immediacy. And all of these are characteristic of what we, regardless of activity, call "fun."
According to Dr. Mihaly Csikszentmihalyi's well-documented observations and research, and his wide-scale gathering of personal observations, there is pretty much universal agreement that when there isn't a high correlation between the challenge (the height of the mountain, depth of the dive) and the ability to meet that challenge, fun is something we're definitely not having. The main dialog (dynamic), according to Mihaly "just call me Mike" Csikszentmihalyi, is between Challenge and Ability. When the challenge is greater than our abilities, we become anxious and potentially dead. When the challenge is significantly less than that of which we are worthy, we become bored, and potentially dead.
Maintaining the dynamic balance between abilities and challenge is key to the fun experience in work. That is, keeping it dynamic. Making it possible for anyone to find exactly the right amount of challenge needed to engage exactly those abilities needed to access Flow.Which means that when work is fun we have created complex, but negotiable challenges, challenges that allow the individual to engage or disengage, to work harder or work safer.
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