Saturday, 31 August 2013

Games Fanbases

Last weekend I was dragged -- pretty much literally -- by my teenage daughter to attend the Insomnia gaming festival in Telford.  For those unfamiliar, it's an enormous LAN party for people who love playing stuff like Counter-Strike or Team Fortress.  I've always been rubbish at FPS games -- I much prefer old-school retro arcade stuff and casual puzzle games -- so I've never really paid the event much notice.

This year, however, they added a major Minecraft Expo, featuring guest panels from Yogscast (YouTube broadcasters) and FyreUK & Mindcrack (content creators).

The event proved to be quite an eye-opening experience for me, especially about the ways that indie developers are using online fan communities to test and promote games.

A scene from indie game Starbound
The traditional Insomnia halls were no surprise -- I'm used to colleagues & students doing the whole headset-wearing co-op warfare thing.  (On a side note, I was impressed at the infrastructure, coping with powering one thousand PCs in each large room and keeping the temperature bearable).

What really blew my socks off, though, were the panels.  2000 people crammed into the main presentation hall to see FyreUK -- a team of server operators & game moderators -- show off their latest timelapse videos of constructed worlds like Lothern.

Minecraft is an immensely popular game but, until Insomnia, I'd never realised the scale of the fan & modding community for it.  These fan broadcasters are not just some cult thing: the Yogscast YouTube channel has over 5 million subscribers.  (Their meet-and-greet queue was so long that it took TWO HOURS to clear.  Wow!)

In the midst of this, UK indie developer Chucklefish were doing something very clever.  By some mutual arrangement, they had members of the Yogscast doing a "world premiere" panel, demonstrating how to play their Starbound game.  (Full video here.)  Starbound has a lot in common with Minecraft's survival mode so the players picked it up very quickly.

The Yogscast Starbound panel.
It struck me as a very shrewd piece of marketing.  Starbound isn't out until later this year and the company has used to the event to start building a buzz amongst potential customers, who also had a chance to try it for themselves on a dedicated stand.  By getting Yogscast to endorse it, the product gets immediate credibility with its main target audience.

For an indie company, advance interest can be critical.  A game like Starbound costs a fair bit to make so they have tried to crowd-source investment by offering the chance to buy presence within the game.  For $45 you can have an NPC named after you; $1000 gets your own weapon design into the final game.

For a number of years games companies have been using online beta-testing communities to help develop games, but it's interesting to see how the fanbase can also help to promote a product effectively.  And games like Minecraft have shown that you can also get the fanbase to develop game levels and mods, effectively increasing the size and appeal of the game with minimal developer outlay.

I'd already considered a possible fan-driven level system for my own game project, but had put the idea to one side; this event has made me reconsider that.  I've also learned about the power of online fan communities to make or break a product.

All-in-all a very educational weekend.  And, best of all, my Minecraft-crazed offspring spent the weekend grinning from ear-to-ear, clutching her poster signed by the Yogscast crew.  Mission achieved.

Wednesday, 14 August 2013

Catalogue Toys

A few weeks ago I travelled down to Worcester University to visit the Kays Archive, which includes home shopping catalogues spanning a 100-year period.

This provided a unique opportunity to study both toys and household stylings of particular time periods, helping me to build up an arsenal of visual imagery to use within my experimental research.

The archive, housed within the university's Research Collections, belongs to the Kays Heritage Group; with kind permission from the Research & Development Librarian I was able to inspect and digitally photograph items from the collection.  (I'd also like to thank the Research Cataloguer for her assistance & accommodation.)

I focused on 1960 to 2004, sampling at 5-year intervals.  With catalogues published twice-a-year, I opted for the Autumn/Winter ones because of the bigger toy sections.

This blog is not the place to reproduce everything that I found, but I'd like to give a feel for some of the more interesting items.

1960s: Guns


I'm too young to remember the Johnny Seven OMA but some of my colleagues have very fond memories of this plastic weapon.

Copyright © Kays Heritage Group
Digital photo of item from the University of Worcester Research Collections,
reproduced for not-for-profit educational use.

'OMA' stands for One-Man Army and it's a pretty accurate description!  It's a twelve-bullet rifle, equipped with a grenade launcher, rat-a-tat machine gun noise, armour-piercing shells and even an anti-tank rocket.  This photo gives an idea of the stupendous size of the thing:

StuffWeLove's Phil Wingfield re-living his childhood.
It was the top-selling toy of 1964 (USA or UK? -- not sure, possibly both).  There's a big demand for originals, fetching around £200 on eBay; however, although trademarks may have expired (the manufacturer went out of business long ago), it's unlikely that anybody will ever produce a replica because of modern legal restrictions on toy weapons.
"I have talked with other veterans of the sixties street wars of the possibility of it being remanufactured.  But I think it is too much for today’s world where innocence is sometimes hard to come by and in parts of the globe, child soldiers are a grim reality.  Lets face it; it would [not] be the same with orange stoppers on the barrels and day-glo missiles so as not to be mistaken for the real thing.  Johnny Seven belongs to the sixties or to the display shelves of grown up men who won the war in 1964."  (Phil Wingfield)
The Johnny Seven OMA should be a highly-recognisable item for boys from that period and, with so many features, would probably work well in a video game.

1970s: Cars


A number of brands had a firmly established place in the toy car market, such as Corgi, Dinky & Matchbox. Even Airfix had started to wander into this market, as evidenced in the photo below.

Copyright © Kays Heritage Group
Digital photo of item from the University of Worcester Research Collections,
reproduced for not-for-profit educational use.

Merchandised toys were big sellers.  The catalogue photo shows Kojak, Batman, Star Trek and Space:1999 (I just love Eagle Transporters).  Some items were clearly not authentic (e.g. green Eagle Transporter or Bat-copter produced using the same die-cast as the Hughes 368 police helicopter pictured alongside) but, as kids, we didn't care so long.

The photo also illustrates self-owned Intellectual Property (IP), such as the Superkings Aircraft Transporter from Matchbox's 'kingsize' range.  This popular toy was unlike any real vehicle but part of a stylised range which included car carriers, mobile cranes, and even military versions of the same.

Sometimes, while carrying out research, I've experienced "woah!" moments that stop me in my tracks unexpectedly.  This photo from the 1977-78 catalogue shows why.

Copyright © Kays Heritage Group
Digital photo of item from the University of Worcester Research Collections,
reproduced for not-for-profit educational use.

I'd forgotten totally that radio control was legally complex until 1981, when the Wireless Telegraphy Act was modified to exempt toys on certain radio frequencies.

It's bad enough needing batteries.  Imagine opening a toy car at Christmas only to find out that you have to contact the Government to request a licence to use it?  Wow!

1980s: Trivia


Stepping through the years, a number of fashion trends emerge.  One such trend was the emergence of home quiz games in the following the enormous popularity of Trivial Pursuit.  These games were perfect for merchandising or branding.

Copyright © Kays Heritage Group
Digital photo of item from the University of Worcester Research Collections,
reproduced for not-for-profit educational use.
Toy companies had now learned that customers would willingly spend hard-earned cash on buying boxes stuffed with hundreds of small cards.  Guessing games like Pictionary or Dingbats were launched on a world-wide audience.

The catalogue photo shows that you could even part with £14.99 -- £35 in today's money! -- to purchase a cardboard case (decorated with the faces of Michael Parkinson, Una Stubbs & Lionel Blair) containing 2,352 clues and mime them in front of friends & family (if they haven't all left the room by that point).

1990s: Character brands


The 1990s saw an explosion of cynical marketing of existing brands aimed at children, including Teenage Mutant Ninja/Hero Turtles and WWF Wrestling.  Simultaneously, there occurred a major revival of interest in Thunderbirds (handled a lot less slickly than the American products).

Copyright © Kays Heritage Group
Digital photo of item from the University of Worcester Research Collections,
reproduced for not-for-profit educational use.
This catalogue image shows a typical slice of this, with old favourites like Batman and Spider-Man sidelined by transient newcomers like the Toxic Crusaders and Bucky O'Hare.  There's even a rip-off RoboCop figure ("Sonic Man", top left corner) -- a surprising choice for a toy, considering that the related movies were rated 18 in the UK.

2000s: Nothing to see here. Move along!


I've not included any photos from the 2004 catalogue because the toys & games section had shrunk to a pitiful size by that stage -- home slides & swings and long-running popular board games -- dwarfed by a burgeoning video games market.  The age of the toy was over, and kids had moved to a new digital age.

This made quite a sad conclusion to the exercise.  Yes, the kids of today have a wonderfully rich diary of future nostalgia to look forward to, but (save for a handful of Bakugan Battle-Brawlers) most of it is virtual.  However, I'm sure they'll find their own equivalent of the tactile wonder of things like the Johnny Seven or the weight of a die-cast Thunderbird 2 in your hands.

Monday, 12 August 2013

Tick Tock Toys (part 3)

I've been taking an in-depth look at the game Tick Tock Toys.  Part 1 detailed the people & project managementpart 2 examined some of the aesthetics.

This third part explores the mechanics & narrative of this real-time, reaction-based puzzle game.

I'm a big fan of intrinsic narrative (i.e. the story comes from gameplay) as opposed to extrinsic narrative (i.e. the story is told to you).

One way to reduce extrinsic narrative is to employ game mechanics which are either intuitive or revealed, and this is especially powerful in a game like this, when linked to the aesthetics.  For this reason, I've analysed the mechanics & narrative side-by-side.

Intuitive mechanic


The main character, Tic Toc, follows a predetermined path -- indicated by a dotted line -- at constant speed across a flat surface to reach a frisbee (the goal).  Clockwork robots tend to follow a continuous path (whether straight or curved) so this is quite consistent with the characterisation; although clockwork toys also slow down, it's quite feasible that this one doesn't walk for long enough for this to happen.

The robot walks along the path to the goal.

Along this path there will be obstacles which the player must remove.  If Tic Toc hits an obstacle then play re-starts at the beginning of the path.

Simple loose obstacles (usually building blocks) can be dragged out of the way.  Again, from a narrative perspective this is quite natural within a toybox.

Select & drag obstacle away from path.
Sliding obstacles are similar to loose ones, but are usually constrained to move in one axis only (e.g. toy train on rails).

Floating obstacles (such as the butterfly, origami crane, or parrot) will fly upwards when tapped, away from the game area, but will return after a set period of time.

Moving obstacles (such as toy cars, swimming fish, or projectiles fired at intervals) will intersect with the path at particular points in time.  To stop this, the player must impede the moving object with a block.

A moving object, such as a car, can be impeded by other obstacles dragged by the player.

So far, the obstacles have behaved like their counterparts in real life.  (We expect a toy car to be impeded by a wooden block -- that's the aesthetics & mechanics working hand-in-hand.)

Revealed mechanic


Some obstacles, however, do not behave in a real-life manner.  Their mechanic is revealed during gameplay, which means that the player is likely to fail in their goal until they have learned to recognise the mechanic.  This is a major concept in puzzle games, and something I'll look at later.

Toggle obstacles are flicked from one state to another and then back again.  The first example of this is the knight, which alternates between two angles when tapped.

"You shall not pass!"

The second example is the frog.  When tapped, the tongue toggles in or out at the same time.

All frogs toggle state simultaneously.

Knights and frogs are also examples of linked obstacles.  When one frog is tapped, all frogs toggle.  When one knight is tapped, all knights toggle.  This adds an extra layer to the mechanics, requiring the player to become aware that their action in one place will change the obstacles in other places.

These revealed mechanics are unnatural but they are revealed within the game world and are consistent, so the player learns to adapt to them.  The intrinsic narrative is maintained.

Time


Many puzzle games require two phases: the set-up (player sets sets the solution in place) and then the test (where the solution is applied to see if it works).

This game is reactive, which means it's played in real time.  The player carries out their set-up at the same time as the solution is applied.  It's also a race-against-time, caused by the motion of Tic Toc as he trundles along the path.

This is a long-established double-mechanic -- historical examples include MB Games' shape-sorting puzzle Perfection or LucasArts' problem-solving puzzle Pipe Mania.

It's notable that the design of Tick Tock Toys has a built-in time delay before Tic Toc reaches the first obstacle, allowing the player an initial glance and a little time to start moving objects before the pressure really starts.  This is, again, nicely intrinsic because it is dictated by Tic Toc starting position rather than any artificial means.

Sometimes a player will get stuck in a puzzle game.  They may just fail to see a solution, or the game may have just been badly paced.  Tick Tock Toys includes a useful "magic wand" feature whereby players can (for a small payment) nullify difficult objects.  As noted by the designers, this type of option can ruin puzzle games but it's not prominent and is also reasonably priced.

Casual gaming & Gender


Casual games usually have short rounds, to allow players to pick up and put down the game at their convenience.  With casual games having a large female market (75%) it makes sense to build in aspects that will appeal more to female players.

One example of this is forgiveness for error.  As noted by Jesse Schell, male players tend to prefer competition but female players get demoralised by it.  This is evident in the idea of having a fixed number of 'lives' in a game.  Tick Tock Toys gives the player an unlimited number of attempts to solve the puzzle.

Another example is the idea of nurture.  As mentioned in the aesthetics post, Tic Toc is modelled on a child and this game plays on the parental need to protect and guide.

Conclusion


There's a whole shedload of game design analysis that I've not even touched upon, such as the strongly-crafted flow within levels.  However, I hope that I've shown that this game design is pretty clever in achieving a great deal, technically, with something that looks very simple on the surface.

I'd like to finish with a quote from Sophia George regarding the voting at the BAFTA awards, in a room full of game designers and industry specialists:
"When Keith took a hands-up poll of everyone in the room asking who'd given the best pitch, Joust took it by a mile - they'd been up on stage, jumping up and down, using their arms as lances just like in their game.

"But when asked which of the three was the best game, a huge majority put their hands up for us. We were stunned, really surprised."
-- a fitting tribute to the elegance and subtleties of this design.

Thursday, 8 August 2013

Tick Tock Toys (part 2)

In part 1 of my in-depth look at the game Tick Tock Toys I gave an overview of the game, looked at the team behind it, and covered the project management.

In part 2 I'm going to look at the aesthetics of the game.  It's apparent that a lot of thought (and hard work) has gone into the look & sound, and I'd like to investigate this before moving onto the mechanics.

Audio


As you'd expect, the game features appropriate event sounds (e.g. the xylophone, or the clashing of swords when the knight moves).

One major audio feature is the Michael Nyman-esque piano soundtrack, which runs continuously in the background.  Cam Goold has done an impressive job technically -- InsideSocialGames describes the piano work as "high quality" and "haunting" -- but in my personal opinion I'm not totally convinced that the music suits the mood of the game.  (Mind you, if I'd been on the team I'd probably have pushed for an oom-pah band soundtrack instead, which would've probably lost them the BAFTA).

Appearance


On the initial levels the RYB primary/secondary colour scheme certainly reinforces the whole 'toys' theme.  The target audience is mainstream with "a wide age range", so I'd imagine that this colour choice also helps with making the game appeal to young children.


The cartoony graphics also reinforce the 'anthropomorphic toys' theme.  (A photorealistic appearance would have been at odds with the fantasy nature of the mechanic, and would also introduce problems with scale.)  Indeed, I wonder if the designers had possibly considered toon shading at some point (Kristian had done some lovely cel-shaded rigged 3D models in Maya when he was an undergraduate).  Mind you, the 'cost' (in processing terms) of this is probably too much for the iPad.

I know that the team fiddled with the camera angle early on, and this is something is something which I find fascinating.  I've surmised that the team started with a direct overhead view (see below) but realised that it obscured the appearance of characters & objects too much.  It's conjecture on my part, but I suspect I'm not far off the truth.

Overhead view at the end of Week 1 of development
This creates a dichotomy.  The primary game mechanics require an aerial view, to enable the player to see the floor path.  Dropping the viewing angle improves the visibility of 3D objects but also shrinks anything in the distance; larger objects will obscure smaller ones, and also hamper the view of the floor.

This viewing angle shows more of the object in 3D and also allows the top wall to house controls.
The team's solution -- a shallow drop in angle -- represents the best of a no-win situation.  Having considered a number of other perspective & isometric viewpoints, I believe that the only way around this would be to introduce a moving camera, which would add a lot of extra work and complicate the player's user interface considerably.

A similar issue plagued my own Eggles game design.  I'd be interested to see what difference it would make to Tick Tock Toys if this game had a 2D aerial view only, with graphics optimised for 2D (i.e. symbolic rather than realistic 3D shape).

Environment, characters & objects


Let's start with the first toybox.  Official screenshots (like the one below) show it as garish purple, but it's less saturated in the actual game on the iPad.  Perhaps this relates to the iPad's screen?  The purple provides a good contrast for the robot's yellow body, anyway.  I can't remember seeing many wooden boxes with vertical panelling at the sides, so I'm guessing that the stripes serve to emphasise the perspective.


The robot (Tic Toc) has the standard characteristics of a 1940s toy robot: square head & body parts, clockwork key, front chest controls, and side-to-side wobble when walking.  He also sports an antenna, a common feature of 1950s science fiction robots.

The first tin toy robot was the yellow Lilliput robot (left) made in Japan.
I'm guessing from the colour & ears that this was an (indirect?) influence on Tic Toc.
An iconic design, it's still available today as a replica for collectors.
Nostalgia in action!

The squat appearance, large forehead / low eyes (and ears) and walking posture (arms leading) give him the appearance of a child -- you can see similar characteristics in the work of legendary animator Preston Blair -- and the flexible arms give greater room for characterisation in movement.  The rounded corners add a 'soft' feel, creating an extremely endearing character who really comes alive in cut-scenes.

Notice the key in his back.  This is something that I'll talk about in the mechanics section, but it's proportioned nicely and is easily recognisable as a clockwork key.

When I first played the game, one thing that really jarred was the frogs.  I'd not come across press-to-unroll-tongue frog toys before, but it's immediately apparent that the ones in the game look far less like toys and a bit too much like real frogs.  They also have a bit of a tin lithography appearance -- possibly to fit in with the tin robot?


The other characters (rag doll, bear, rubber duck) are all lovingly created to keep the 'cute' factor going.  Objects (building blocks, ABC blocks, wooden trains) are a little more realistic in appearance.


Animation


Aside from the character rigging and controlled movement, there are some bonus animations which add significantly to the game.

My personal favourite is seen at the start of each room.  The robot's appearance is accompanied by an expanding ring of light, which half-illuminates the room; this is followed by a similar ring which fully illuminates the room.  Both serve to focus the player's eyes on the start and end points, and this trick ensures that the player can't fail to understand their goal.

The celebrations act as a nice reward for the player, and the cutest one is the end-of-room mini-celebration when Tic Toc reaches the frisbee: a dance, with confetti falling from the sky (just on Tic Toc in early rooms, but into the whole room at the end of a level).  The end-of-level celebration cut-scene gives a break from the box view and lets us see the characters in their full glory.

I could spend ages analysing the aesthetics in even more detail but I feel I've got the general feel of things covered.  Next post we're onto the game mechanics...

Tuesday, 6 August 2013

Tick Tock Toys (part 1)


Overview


I'm taking an in-depth look at the development process for Tick Tock Toys.  There are a number of questions that get raised along the way, many of which I'm intending to pose to team leader Sophia George.

"Tick Tock Toys is a 3D puzzle/maze game which takes place inside a cluttered toy box. Your aim is to alter the position of the objects inside to clear a path for the clockwork robot to reach his frisbee goal.

All of the objects are there to be played with; some will help you solve your puzzle while others will hinder you. As you play, these toys form an orchestra to aid and accompany you.

As an iPad game there is an emphasis on tactile exploration and the freedom of 'pick up and play'. The levels are short but vary in difficulty, layering the central mechanics to create a complex maze which may take longer to solve."
The final commercial game is available for iPad & iPhone, has 15 free levels and a further 105 IAP (in-app-purchase) levels, with themed toyboxes and iCloud support.

Personnel


The development team was brought together for the Dare to be Digital competition:
  • Sophia George -- designer, 3D artist, animation/rigging & textures
  • Kristian Francis  -- 3D artist & level designer
  • Rosie Ball -- lead 2D artist (concept, logos, promotional & motion graphics)
  • Calum ("Cam") Minuti-Goold -- lead audio
  • Mark Bamford -- lead programmer
Sophia, Kristian & Rosie had all attended Norwich School of Art & Design and applied as a team, finding an experienced programmer (Mark) and audio engineer (Cam) through the Dare website.

Dare team: (left -to-right) Mark, Calum, Rosie, Sophia & Kristian

After completing the Dare project, Rosie gained an internship & design position at Disney Interactive, working remotely for a while.  SophiaKristian & Cam went on to do the MProf in Games Development at Abertay University in Dundee; Mark completed his BSc in Computer Games Technology at Abertay.  Development continued, "every weekend from September to Christmas working on our game in Cam's bedroom" in preparation for the final BAFTA decision.

After graduation, with help from Abertay's game development prototype fund, Swallowtail was set up as a proper limited company in June 2012 -- with the aim of releasing the commercial game in January 2013 -- and the team gained two new members to replace Rosie: a programmer from the MProf course and an artist from Norwich.
  • John Cooper -- programmer (metrics, gameplay, UI, shaders & animation)
  • Kaliegh Branham -- artist
Production team: (left-to-right) John, Kristian, Sophia, Calum & Mark

The commercial game was finally released in February 2013 and Sophia & Kristian have continued at Swallowtail, trying to kick-start other projects.  Cam is now a developer for 8Dio Audio; Mark has moved on to a junior programmer role at Tag Games in Dundee.

Project Management


The game was built using the Unity game engine, which the Dare team found "easy to pick up" (-- precisely the same reason that I use it when teaching game design, rather than UDK --) and followed a strict process:
"Every day we'd have a morning meeting to split the work up.  We'd run weekly timetables to keep everything on schedule, but often found ourselves finishing the tasks mid-week."
It's interesting examining the Dare to be Digital diariesinterviews and videos produced by the team, which give a rare insight into the whole process.  Here's a summary of selected weeks:

WEEK 1:  KEY ASSETS & TRIAL LEVEL.  Producing 3D models and initial animations; integration of mechanics and testing object dragging & tilt control on iPad.

An early level implementation.  Note how the camera is  positioned dead overhead.

The team explain that they worked with a "scale chart" (not sure what they mean here -- presumably a map of how challenges ramp up as levels progress; must find out!) to help with level design, programming & concept music.  The work was successful, leaving time to polish mechanics and experiment with camera position.  (Note: I'm very interested to find out why they settled on the final camera position)


WEEK 2: ANIMATION, MENU & POLISHING.  Further music work along with foley sound effects recording; building the menu and polishing gameplay.  Character rigging for animation.


At this stage the team feel that everything is going well, and on schedule.


WEEK 4: AESTHETICS.  Improve appearance; integrate sound into the build; produce a mini-trailer; initial particle effects.


The team started well: spent an entire day playing with lighting & shadows, but ran into technical snags, such as effects which weren't supported properly on the iPad, and stuff that lowered the frame rate significantly.  (The frame rate issue has cropped up on the iTunes customer review page for the final commercial version, so I'm guessing that the game still runs close to the limit of what the hardware will handle.)  However, the overall progress was seen as significant.

WEEK 7: FURTHER LEVELS.  Getting further levels done.  Japanese level working but no loading screen yet; replacing placeholder characters.  Some things just take time: it took Rosie "a whole day to animate the logo" on the menu screen.

Schedules have started to slip.  The team has switched into crunch time and is working late (10pm); looking at the video, there appear to be a number of other teams in the same situation.


It's clear that the success of the project has hinged on careful scheduling and time planning.  The team have set achievable goals and appears to be meeting them.  This also included experimentation, and it'd be interesting to find out how they judged the amount of time needed for this.  I'd also certainly like to know more about the "scale charts" mentioned earlier.

It's fairly evident from the videos, though, that they're starting to tire of the game by week 7 -- something worth considering on bigger projects, where a break is not only desirable but necessary.

Well, that's the end of part 1.  Part 2 will follow, looking at the main game elements (aesthetics, mechanics, narrative & technology).

Monday, 5 August 2013

Profile: Sophia George

A few months ago, course tutor Josh Taylor brought my attention to a game called Tick Tock Toys.  It was apparent immediately that there was common ground between this game and the practical work I had done for my 'Eggles' game, so I vowed to interview the game's creators.


During the last few weeks I've made contact with Sophia George at Swallowtail Games, who has kindly offered to answer questions on aspects of the game's structure and on her philosophies as a designer.

While preparing questions I started to delve deeper into the background of the game, and Sophia's role as lead designer.  This has been a very enlightening exercise, so I've decided to post some of the stuff I've learned.  It has already had an impact on my personal development: reinforcing & challenging some of the concepts which have been outlined in this blog.

It's also grown into a bigger case study than expected.  Therefore I've split the summary into two posts: one looking specifically at Sophia's journey into the industry and the second at the practical development of Tick Tock Toys.



Sophia George -- Journey of a Games Designer


Sophia has had a quite prodigious rise over the last few years.  Her team started work on Tick Tock Toys in  2011 and, after finishing her Masters in 2012, she co-founded Swallowtail Games and released the game to great acclaim, gaining a BAFTA award in the process.  And, as if that wasn't enough, she has since been appointed as the prestigious V&A museum's Games Designer in Residence.  Not a bad start to a career!


Her interest in this field started when she was little.  In an interview on BBC Radio Scotland, she explained that she had grown up playing early Nintendo titles like Mario & Kirby as well as games on her Commodore Amiga 500.  Like many of us in this profession, in her youth she was quite geeky; she even learned a bit of Japanese at the age of 12 due to her interest in Japanese games.  Sadly this inevitably led to her being bullied, but thankfully didn't stop her following her passion.  She'd been fascinated with characters, cartoons & colours and liked to experiment with art software (presumably Amiga Deluxe Paint).

DPaint III  had some wonderful editing & animation features
that (in my opinion) even Photoshop still hasn't bettered
-- something that Neil Thompson mentioned at BAF 2012
when talking about his time at Psygnosis).

In 2008 she moved on to study for a BA in Games Art & Design at Norwich School of Art & Design, now re-named Norwich University of the Arts.  (The school has an impressive roster of alumni, including legendary comic artist Brian Bolland and Harry Potter movie designer Stuart Craig.)

Sophia graduated in 2011 with first-class honours.  Alongside her final year studies, she prepared a submission for the summer Dare to be Digital competition organised by the University of Abertay.  This competition sets teams of 5 people the task of designing a fully-functioning game prototype in just 10 weeks, to be displayed at the public Dare Protoplay indie games festival.  The entrants are judged by industry experts and the best three nominated for the BAFTA Ones to Watch award.  Sophia's team -- Swallowtail -- produced Tick Tock Toys, which won the award.


(The development of Tick Tock Toys will be explored in much more detail in the next post.)

Sophia then moved to the University of Abertay to do a Professional Masters (MProf) in Games Development.  During the course she worked on a couple of team game projects:



It'll be of little surprise that Sophia graduated from her Masters "with Distinction".  She immediately took on a role as "Chair, Artist & Designer" at Swallowtail Games, working alongside 4 other team members and a gang of freelancers, releasing the final production version of the game in February 2013.

Gender in gaming


It was during her BA that Sophia started to carry out research into gender in gaming.  Of the 8 girls in her class, 4 had dropped out before the end of the first year.  In an interview on the WomanTalking website, she explained: "I never had any issues with the other male students but outside the classroom there were very few girls I knew who enjoyed playing computer games. But for an industry that’s been around for over 30 years, there’s a substantial amount of history building up that begins to give it a lot more credibility."

This was nowhere more evident than on a visit to Eurogamer Expo.  While waiting outside, security guards presumed that she was in the wrong queue and tried to redirect her to the Earl's Court Wedding Show.

Her report "How should the games industry present gender imbalance?" explored the presentation of women within games and the lack of games targeted at women's tastes and interests, highlighting the (prevailing) surge in casual gaming.

After starting her Masters, her second report, "Engaging Women in Games Using Emotional Stimuli", took a deep look at ways of opening the AAA game market to female players, who represented a large (and growing) proportion of the general gaming market.  She quotes Sheri Graner Ray (see my own blog for more info) and Chris Crawford, concluding that emotional stimuli are an important key to this.

In her final report, "Is There a Need for Games with Gendered Narrative?", Sophia looked at feminist theory -- especially the concept of the "male gaze" -- to explore the potential for "gendered narrative".  Her findings are mixed, but it is evident that she is developing an interest in whether the best people to make games aimed at women are other women.

Sophia's example of male gaze from Mass Effect 2.
This is something that Sophia has mentioned in other interviews: "If we get more women into the development side of games, I'm sure we'll see some even more amazing and innovative games being created.”

V&A Designer in Residence


The Victoria & Albert Museum appointed Sophia as their first Games Designer in Residence, running from October until March 2014.

Being interviewed for BBC News.
"I will use the history of British design shown in the Britain 1500-1900 galleries as the starting point for my research.  One third of the residency time will be dedicated to public engagement, inviting a variety of audiences to experience and participate in the creative process of game design though an innovative programme of events and activities at the V&A [...] I plan to run a project with a group of students from a girls' school [...]"
The residency will produce a finished game in the summer of 2014, linked to interpretation of V&A collections (including the 1500-1900 galleries mentioned above).  "I like the fact that they are treating games as art because just like movies and music, they are very much a reflection of what we have enjoyed doing in our leisure time over the last 3 decades. They offer a snapshot of society in ways that might not be immediately obvious."



Building up this profile has been very interesting, providing insight into the mind and motivations of a fellow designer.  I've enjoyed it so much I'm looking to create profiles for other designers, as time allows.