Nicolas Collings was the creator of some of the most iconic characters within the Assassin’s Creed franchise for instance Ezio the main character, the different kinds of guards and generic body types for typical characters. When working on the Assassin’s Creed games he was the senior character modeler. He also worked on a game which compared to Assassin’s Creed has a completely different concept, which was Lost Planet 3.
I find it interesting the way he has had to change the styles of his work to be able to meet the requirements for the games story line and time period. For example Assassin’s Creed Brotherhood is set in Rome in the past, whereas Lost Planet 3 is set in the future on a distant planet. Therefore he had to change the way he created the concepts for these games. For instance some of the ideas for Lost Planet could not be used for Assassin’s Creed for example the glowing effect on the thermal suit could not be used in Assassin’s Creed because in that time period they did not have that kind of technology, the same goes for the times of weapons used by the characters.
Overall he inspires me in many ways because he was able to change his style to help create a game for the scenario given to him by the companies. He also inspires me by putting so much detail into his characters, from the fur lining in the hood of the thermal suit in Lost Planet 3 to the hidden blade in Assassin’s Creed Brotherhood.
Collings used a range of different softwares such as Adobe PhotoShop and 3DSMax. But before he seems to start the design and completing work on the computer he seems to have looked at live models and done a lot of life drawings, which seems to help him create life like models within this games. From this I myself will go and do some life drawings to help understand how the human body is shaped, this will help me to create realistic characters.
Paul Wright helped to create the Fable series of games from Fable 2 to the new Fable: The Journey in Novermber 2014. Paul and his team won a Bafta award for the game Fable 2 and they won this award for action and adventure game of the year. This was a big achievement for him and he has got a lot of comments from other designers on his work, From Co-founders such as Jeremie Texier who said, ” I found him to be an excellent team player and great to be around. He’s very detailed, dedicated and driven and has no problems taking feedback on board which isn’t given to anyone!”
Paul has interested me because he went on to create Fable: The Journey which consisted of a different game play, since all the other Fable games where made for consoles where you needed the controller to play it where is in as interview with Nickie Williams about the new game he says ” The gestures that are used in the game are the same that are used in real life. So when the player is throwing a spear, it actually feels like they’re throwing something.” he says this because the new game is for the Xbox Kinect and the game play has been adapted so that the player can play the game sat down because of the amount of game play that is needed to complete the game. This is why I find him interesting because he has gone out of his comfort zone to create a game for a platform that he usually doesn’t work on.
He also inspires me because when creating the new Fable game he made it so that everyone could play on it, so that it’s not exclusive to a certain target market, he has created it for old and new players and even though it was made for the Kinect, he has adapted it so disabled people can play it as well, as long as they have use of both hands and can move from left to right.
Within the Alien Isolation game I have found many new and interesting facts about how they made the game, the main reason what brought my attention to this game is the way the characters have been created and how they look life like. Garry Napper was the main artist and designer on the project but he didn’t design the characters on paper and then develop them, the company casted people for the part and using 3D scanning to then create the characters on screen. It was done by a company in Sheffield, they took photos of the cast at different angels of the faces to make a life like model on the computer screen and then from this they used motion-capture animation to make them move.
This inspired me because this creates a game where you can actually believe you are part of it. For example when in the game, you are constantly scared of the fact the the alien could be right around the corner, it also makes you think differently for instance during the game you need to find weapons to survive and craft items. But when taking the gun you start to think about other things like Al Hope says ” If I fire it? Will the alien hear it?” you start to worry about what the alien will do to you since it can’t be killed, this gives you the feeling that your never safe. Also the way the alien moves around this leaves you scared and on edge because the alien isn’t programmed to move in a certain pattern, instead the alien moves using programmed senses to listen for sounds made by the player, which gives you fell the been hunted.