This is me

I am a twenty year old young woman currently in her first year of University studying Games Design. I have many interests including reading, writing fiction and poetry and photography. I would classify myself as an Eclectic Wiccan and enjoy studying about that.

Some of my favourite books include:
-Divine By Mistake by P.C Cast
-Path Of A Christian Witch by Adelina St. Clair
-Harry Potter by J.K Rowling
-Alice In Wonderland-Lewis Carroll
-Girl on Line-Zoella

I also enjoy many types of music and some games that I love are:
-Animal Crossing
-Harvest Moon
-Fantasy Life
-Alice Madness Returns
-Assassins Creed (Just got into these)
-Super Mario

This blog is going to be a space that allows me to post about interesting pieces of information as well as any notes or work that I do in my classes.

Pre-Production (Sketchp And Grey Blocking

I wanted to start getting a grey blocking done for my prototype of my game, after creating a simple visual of the outside in SketchUp.


This was my basic design of the building, where I had created a simple roof on the outside, allowing a small gap for the pillars to be placed there. I also started to create the pillars fot the doorway.


This was when I had got the pillar wrong. I had miscalculated where the pillar needed to be on the other side of the door, however I did manage to pull the entire door and pillars forwards and just pushed the second half of the wall back to meet the other half.


I found out how to put text so that I would have some kind of notes.


From these basic designs I was able to determine that it would definitely need to be more of a long oblong shape which corresponded nicely with my drawing.

I decided after this that I would take it into unreal engine and try to focus more on the inside as that is where the game level will take place. On the outside there will be pillars placed on the outside, however I felt that it was more important to start getting the interior done due to time limitations, as I could come back and create an exterior if I wished to do so. However since the interior is where the hidden objects will be placed it seemed logical that I would have to prioritise this first.


This was my first attempt at greyblocking the area. I needed to rectify the lighting as when I started to move objects around there was lighting left over. I then went back to looking at the pillars I had created and wanted them to be more equal than they were. So I decided that I would create smaller pillars to go in between the larger ones and once I had finished placing all the pillars in I would then be able to delete them.



This is the first side finished. I used the alt button to copy a pillar, simply just repeating the process. I then started on the other side, and forgot that I would need to re-place the first pillar as by copying one small pillar and one large pillar to the other side they weren’t flat against the wall. So I deleted them and started again ending up with the other side done.


I then realised that I had not gone all the way to the end with the pillars and had to take it to the end. (I had only gone up to the big grey block which you can see the shadow of on the right side.)


This is the Altar that I’m starting to create. I need a few steps to lead up to the Altar, which I used simple square blocks to create and I need to place a statue of the Goddess into the Temple. grey-block-6

This is a screen shot of the entire interior of the building. I created a large oblong cube for the door and created two larger pillars to sit either side of the door. This is the Aphrodite statue that I wish to make (or similar). It’s similar to one I bought a few months ago, and I wish to use it as it provides me with a wonderful reference.



I wish to place it on the back of the Altar, similar to a church as many Altars seem to have a place on the back of the Altar as it gives the followers a central figure to look at and dedicate their offerings to.











This is the Parthenon in America, dedicated to Athena. Looking at images of the Temples they often held a mixture of large and small statues. There where many columns, and they were often intricately detailed.


This is the adjusted Altar. I felt the need to adjust it and make it larger due to the fact that I would need to place a large statue of a Deity on it.


This is the basic Deity statue. I accidently placed in an empty actor instead of a sphere to begin with, and I only figured it out when I tried to scale it and couldn’t. I added two arms so that it didn’t just look like a pillar with a sphere on the top. I will need to place a small box underneath the real statue however, but this is just so I know where it will go.


This is the next step I took. Since I went back to my drawings and re-designed the inside, bettering the environment, I knew that I needed to add more statues. So there will be a statue of the Goddess on each and every pillar.


I was trying to get my bearings on how to put the market stall blaocks I had created on an angle. With the drawings that I did I felt that having them in a almost circular design would help create a more aesthetically pleasing temple, and since it is supposed to be dedicated to the Goddess Aphrodite, aesthetic is incredibly important.


I went into play mode and found that I had made my market stalls a little too large. When the player is stood against them they have to look up, and they still can’t see the flat counter piece.


This is my first revised edition of the market stalls. I had another person in my class look at the stall and they recommended that I made the stalls smaller in general as in play made they look very long.


Since I am making this game for others I took what they said on board and agreed that the stalls could definitely do with shortening in length. It took a few attempts and I also found that they were floating just slightly off the floor so I pushed them down and kept re-scaling them down, checking each time I did something in play mode. I then took the stall designs back to them and they said that they liked the size of the stalls much more this time around, and felt that they were in keeping with the rest of the temple.


I went back into play mode and we both agreed that some of the blocks needed moving as they were not in line with the others. My classmate felt that since this was Aphrodite’s Temple small details like that would be noticed and put straight in a ‘real life’ situation. I thought about this piece of advice and knew he was right so I decided to fix this mistake.


I tried to place a sphere trigger into my game, however I could not remember how they worked. So I started to click around trying to figure out what to do when I found this menu. I did not know that you could bring this up, but I felt it important for any future designs that I wish to do. I also realised that I had not deleted all of the little pillars that I used to measure out the spaces between the large pillars roughly. I felt like this was an important step aesthetically, even in just the grey blocking stage, and decided to delete the pillars first before doing anything else.




To be continued…



Hyperreality is where the lines between fiction and reality become blurred. This means that a person ‘living’ within hyperreality is likely to find it increasingly difficult to tell fact from fiction. The fact that media has radically changed the way that we think has likely been impactful due to the fact that we as humans take inspiration from the things we find around us. This in turn can impact “what our mind defines as ‘real’ in this world can be ‘hyperreal’ due to the various types of multimedia that can radically alter or fabricate an original event or experience.” ( 06/02/2017) And we can take from this that it is possible that what we perceive our reality to be may actually be an inaccurate concept due to the overlaying of pop culture. A theorist called Jean Baudrillard “researched hyperreality to note how humans were starting to accept simulated versions of reality. As the line between what is real and what is an altered representation became blurred, he questioned if anything was truly real in the age of mass media.” ( 06/02/2017) This would mean that we as modern humans have a skewered perception of what reality is and may be blinded due to our love of integrating technology and pop culture into our daily lives.

A blogger going by the username of ‘smartrics’ (  points out that the online world appears realistic, and yet is dominated by appearance. The people that you speak to online can utilise images from all over the web, and can act in a manner which they usually do not. Although online games such as IMVU allows players to create avatars to speak to others and roleplay, the fact is that there is the potential for players to pose as something they are not creates a hyperreality in which many people wish to spend a good portion of their lives in.

Another blogger called Helen ( likens hyperreality to Alice In Wonderland. The fact that although we spend a portion of our lives online and in games we eventually have to come back out of this state. However there is also the fact that it is now easier than ever for hyperreality to cross over into the bounderies of reality, as users have the ability to take pictures of their food and share it online as well as tweeting about what they are up to in less than 140 characters, which allows them to share the best parts of themselves and their day and creating a virtual reality where their lives look instantly more interesting. This, like she states, can be dangerous as well as incredibly misleading as users are looking for ways to make their own lives similar to those shared by others. This means that these users can often feel that their own lives-both real and virtual- are lacking and lead to possible dissatisfaction. Another reason that this can be problematic is due to people becoming enraptured with film’s and T.V. show’s versions of relationships, expecting their own relationships-romantic or otherwise- to be like they are onscreen, once again leading viewers with a skewered perception of what a realistic relationship should be like.

Baudrillard was who created the term hyperreality, and theorises that we do not live in reality in the modern era. Instead our self worth and pleasure is sought from a fake virtual world, which creates a world which is neither representative of the original world nor an actual world, which means that we exist in an unrealistic virtual world.

Over all there are definite positives to having a virtual reality, like Helen states as it allows a person to escape the confines of reality for a time. However it can become potentially problematic when people cannot distinguish between what reality is and how it differs from hyperreality. Baudrillard makes an interesting point, and makes me consider the fact that the way we view reality may already be skewered due to the digestion of modern culture and how we react with it. This may produce some positives such as creating a space for people to place their thoughts out and to share them with others. However it could be problematic if people have a rigid guideline of how relationships work based on modern media as it could potentially cause people to place unrealistic expectations on others, possibly leading to strained or failed relationships.



Technology And Cyberculture

-1 essay (list of titles to choose from)

-How to dissect a topic

-Next week given titles

-Two reports

-One to do during reading week (will be goven just before reading week)

– A screening next week

-A statement of intent

-Needs to be related to studio practice but needs to be something we are interested in

-7000 word disitation

-Came from the military

-Has been used by police to contact each other- similar to email

-Links with different platforms of media

-Were afraid of technology at one point. 

– Science reflection reflects this. I.E. terminator 

-I robot is another example

-Look at neuromancer its where the term cyberspace came from

-Reflects society at that given time (books and film)

– Hallucination (referred to as)

-Not as consensual to use it any more

-Cyberspace is diverse and has ethics. (Or does it)

-Is a controlled version of free speech

-Walled garden( build a contained system)

-Searches are channeled due to filter bubble

-In america 1990s rhinegold and was the first stages of social media (social networks)

-Mass produced

-Hierarchy have the money to produce and those under.

-Everything is created by natural sources therefore natural

-Natural progression of tools

-Needs to be based on theory. Research means marks

-Technological determinist argues its a natural progression and always evolves

-Culture argues that we need something so we create it.

– Silent film was all about the visual and sound would take away from the experience 

– Claude le vie strause theory of opposites 

– Binary opposites good and bad right and wrong

– Is law natural and unnatural 

– Bladerunner

– Technology is the human additions and is a natural extention (prosthetic limbs)

– Next stage of evolution?

– Cyborgs are neither male or female, they are gender less and the mind and body are seperate. 

-Often female cyborgs try to destroy. (Females could be deceptive).


VR Research

I decided to have a look round at the new VR products and theories that are currently being discussed and do a short write up of each.


There is a new piece of technology that has been brought out called the ‘Hypersuit’. This piece of equipment utilises many sensors so that when the player has laid down into the device they can use their whole body in the game so that it feels as though they are flying or swimming. It hasn’t been fully created yet and is still currently in development, however I could imagine how useful this idea could be. There is a possibility that it could help immerse players more fully in a game environment so that they could feel as though they were flying in the air to complete missions. There is also potential there to be able to teach children about the ocean for example and the amount of effort that goes into ocean conservation and why it is so important. Even though the product is still not currently completed the inventors are hoping that they will be able to start shipping the game in June of this year.


Creating More Empathy With VR

There is also a growing movement that suggest that virtual reality can help to create more empathy and understanding within the world, and not simply be purely used for creating computer games. This line of thought suggests that if you place someone in a situation which is undesirable but which unfortunately happens then they are likely to react more emotionally. Although there are arguments against this theory, there has been research conducted which reveals that incorporating effects such as being able to see their own body in a digital space helps create an emotional link, and all of this adds up to when these scenarios are consistently played out, it has the potential to create a more permanent emotional change that helps the ‘player’ view those who have been placed in negative situations with more empathy. This means by taking gaming technology we can create awareness of negative scenarios in hopes of creating more understanding of what living in this scenario is like and raising awareness.


Two Eyes VR 360 Camera

This new camera allows you to capture videos in in 360 degrees, which you can use with devices such as VR headsets which are starting to become more and more popular. This is the first camera of its kind that allows the user to record videos 360 degrees around the lenses, in 3D. If the user wishes to capture only 360 degree video, they must hold the device vertically which activates the camera’s ‘one eye mode’ which uses only two of the devices four cameras. However, if the user wishes to use the capture both 360 degree and 3D footage then they must hold the camera horizontally activating it’s ‘two eye mode’, which uses all four of the devices cameras.

Gamification Essay

Gamification is used in real life in many different scenarios such as loyalty cards. One example of this would be the loyalty card at Superdrug. Superdrug’s loyalty card allows you to collect points for what you spend and save them up until you want to spend them to get money off on items that you want. This in turn draws people into the store due to them feeling like they are getting something back. Another game mechanic that the shop draws upon is the use of appointment dynamic, which allows you to spend money and for a certain period of time double or triple your points for what you would have spent. This is a very common game mechanic as it draws people to go back to a game at certain times, or in this case go spend more money in store at certain times. Bonuses are also used, in the fact that sometimes a customer will receive a receipt stating that they when they go back into store if they spend so much they will earn extra points. They also draw upon behavioural momentum as the more points that you collect the bigger, more expensive things you can buy as the points translate into monetary value. As well as this though they also use the game mechanic Free Lunch as they allow the customer to obtain a product or products for no more effort, because they would likely have spent their money in store anyway and so receive gifts for no more added effort.




Gamification is where a business for example, will incorporate game mechanics to enhance their service. It also incorporates other instances where games and their nuances can be incorporated into real life to make it more rewarding and interesting.


I have an account with Rooster Teeth and on it, it allows you to have different types of accounts where you get better stuff as you pay more. The status of the person is shown on the account by the number of stars next to their user name. Free accounts have no stars, ‘First’ accounts have one star, and ‘Double Gold’ accounts have two stars. The more expensive plans also have access to exclusive offers and features, such as Q&A sessions and free merchandise. These accounts allow you to publicly show how much of a fan of Rooster Teeth you are, and display this on your profile, which increases your status in the Rooster Teeth community, encouraging people to fork out for the more expensive accounts.

One example of gamification is a ‘game’ called Foldit. This game was created by a union between Washington’s Center For Game Science and the Biochemistry department to create the game so that it would allow thousands of people to be able to play it so that there was a chance to understand more about protein folding to help create progress towards the treatment of AIDS. In only ten days the players had allowed enough data to be collected to cause a major scientific breakthrough and better our understanding of the subject. They utilise a table upon where the players can compete against each other for higher scores, which is a clear example of the points game mechanic. This encourages people to come back to the game and continue playing it to beat the latest high score.


Another example of gamifcation being used is RecycleBank. This game encourages it’s players to recycle more instead of filling up landspace to decompose by rewarding it’s users with points for activities such as recycling and saving energy. These points can then be turned into goods which you can buy at your local supermarket.


Link For Image:

Creative Futures

Part 1

Research on visits to museums and the deep.

Part 2

Non Disclosure Agreement

This is used when you wish to share information and creative ideas in a safe manner which protects them from other people wanting to steal or use your ideas without permission. Ideally you should sign one if your are entering into a professional working practice. They are also known in business as confidentiality agreements and people in the game industry may sign them if they are working on a game that has not been released yet, for example. However if you are working in a company you have to create a disclosure agreement that will allow other people such as 3D designers or concept artists the information they need to fulfil their jobs.




Actor Release Form

An actor release form is signed before production begins on a film or game. The actor release form signs over the rights to the actors performance from the actor, to the people producing the media. Actor release forms can cover a variety of areas to be signed over to the producers, however, most commonly they are made up of three parts. These three parts are: image, voice, and performance. Image covers the actors appearance and anything that looks similar to the actor; voice covers any sound the actor makes including voiced dialogue; and performance covers the way the actor portrays their character(s). Without all the actors signing actor release forms, the game or film cannot legally be released, as not all of the assets are owned by the publishers. However, an actor release form does not have to contain all three of these sections, and can include more if necessary. For example, if the form is used to sign over a piece of music, it may not be necessary to include the “image” section as the music is purely auditory. Or, if the person performing the music is also acting in the media, it is possible to include all three of the basic sections and an extra section that specifically covers their music performance. An artist release form is similar to a actor release form in the way it works, the difference being that it is targeted to protecting art work created for a game as an a example.




Task 2-Codes Of Practice And Ethics Regarding Live Project Working.

The PMI states that “honesty, responsibility, respect and fairness” are good objects to try and live by whilst working in a professional working environment. They help make a better creative environment and allow those that work together to co-produce work in a more harmonious manner. The International Game Developers Association (IGDA) has a code of ethics that it asks it’s members to adhere to. This code is designed to protect both creators and clients from unnecessary hassle or arguments during the production of media products. However, most of the IGDA’s ethical guidelines are not punishable by law, they are simply there to make the creative process easier on both the clients and creative people.

Task 2-Copyright

Intellectual property is anything that you create that you record in a physical or digital format. Ideas do not count as intellectual property unless you record them in some way. Copyright laws are the pieces of legislation that protect any idea or piece of art that you record in physical form. Copyright protection prevents your work from being copied, distributed, rented, adapted and displayed in a public space without your permission. To qualify for copyright protection, anything that you create has to be entirely your own. This means that the piece of media that you create should not just simply replicate another persons work. You do not need to go to the government or any other official place to obtain copyright protection to protect your work, instead it is automatically copyrighted when you place down your thoughts or ideas in a tangible format. Depending on the country, your piece of art may not be protected in the same way as it is in the UK, however many countries will still protect a persons piece of art from another country in the same way as they would protect their own. When abroad many copyrights last for the very least until fifty years after the creators life has ended, however this can vary by the type of media created and the country. Plagiarism is a fraudulent act where one party is passing off the property of another party as their own. In essence it is the act of stealing someone else’s work, and then lying about it’s original author.