dimanche 12 février 2012
Level Designers: Layouts/ideas on paper and more
samedi 12 novembre 2011
Level Designers: How to get a job in the industry?
- There weren't a lot of programs in school to learn the craft of level design.
- Most programs were really expensive, if you would find them, and most were targeted towards artists learning to model or sketch...
- there was a limited number of companies in Montreal
- There was a limited number of software packages to create content as there are today( UDK for example)
The only way I could see to get in the industry was to become an AI programmer through different programs in school and work as a programmer until I could do the switch to design which was my ultimate dream. Adding Philosophy studies to my studies as well to have a different set of tools for a future employer to consider me.
Yes this combination of majors might sound weird and unusual, but philosophy is about reasoning about things in life and programming is about logic and structure kinds makes sense in some ways. Most importantly though, all designers Ive met in my career have really different backgrounds. I havent met a lot of designers who came from the same path to reach their goal.
Having different skills is actually a bonus for companies to hire someone different that will bring a new perspective on the game they are working on. Architecture,English Litt, Psychology, Computer Science, Maths, Arts are some of those skills that designers have.
In the last 2 years, we have seen a lot of game design programs be added to different universities and professional schools teaching the basics of what you need to learn. Even some high schools and primary schools are getting interested in those programs since children are excited about those and learn more easily while they are having fun and using technologies to learn. This is good news for the future of game development.
So yes, those programs are good ways to get in the industry, but you must also do more! Since more and more people will get the education, the market will get smaller to get in as companies need some talent they also need people with experience, who have done some games... Couple of things to do to differentiate yourselves from the rest:
- An easy one: have a passion for games, play them all the time, play all sorts of games and get to know ingredients and mechanics that those games are using for future references and learn the language if possible.
- Learn to work with some of those game packages out there that lets you create levels free and usually come with tutorials. Unreal kit, farCry2 kit, Unity, XNA, etc... Make levels using those and even games since those packages are easy enough to create new things without having programming skills or art skills since they offer material to start with.
- Learn and use 3D programs such as Maya and 3D Studio Max to create levels, objects...you will need to use them to create basic levels and gameplay when you get hired anyways
- Learn to use Illustrator and Photoshop which will be needed to create visual documents for your future maps
- If you create a level, also write up a level design document which includes moment to moment gameplay explanation that will show your reasoning and you thoughts behind each area. Dont create useless areas because it doesnt show the focus of your design and seems loose.
- (again)Play games relevant to the company you apply at. (mostly for interview moments)
Another way to get in a Design role is to get a job as a Tester/QA in a game company. As you work in this job, apply yourself in doing your job as best you can, work hard, learn from others(since you have access to all the different roles), use the tools the designers work with during your time off (if you have any), ask questions, talk to designers about their job, ask the company if you can do more and help the designers (some basic tasks designers dont have time to do such as placing collectable items for example, will put you in a good spot to learn tools and get seen by other designers and most importantly the leads). Well written documents and working efficiently in your tasks will show your professionalism and your willingness to achieve what you want.
A lot of great designers come from a Tester position before becoming a full fledged designer.
Learn, Apply yourself, Play games, Play games, Show your knowledge and make maps to show your potential!
Everybody wants to be a designer or thinks he is a designer(by the thinking that everybody has ideas) so it is hard to get in or even being recognised as a designer, but it is feasible to get in if you work hard.
(Be prepared for your interview as well...maybe a next post)
Good Luck.
dimanche 30 octobre 2011
Choices in Games
dimanche 25 septembre 2011
News and updates
So ive been to Hawaii and to Chicago this summer for two different reasons.
Hawaii to relax after a long crunch period on Space Marine and to lie down on beaches and discover the amazing scenary of Maui. It was a great time and everything there is amazing and relaxing so it was just perfect :)
I went to Chicago mainly to go to Lollapalooza which was celebrating its 20th anniversary of existence. This festival is just the best festival ive ever been to.
Its so well organized with fast water filling stations, stages facing each other to make sure that people at the main stages will never have to wait, the variety of food options was just really impressive from organic farmer market options, to vegetarian products to normal fast food but with many options too!
Also the little shops, merch tents and shade areas were everywhere.
It was soooooo hot in Chicago and it was hard to go through the 3 days with that temperature, but I made it and it was painful at some point, but the festival ended in a muddy field thanks to the torrential rain that pourred during the last hours of the festival and during the Foo Fighters' show.
Obviously, the groups were there as well ;) There was so many bands, so many were really good and it was hard to see all the ones I wanted to see so I had to walk around a lot and I missed part of shows to see some bits of others. I discovered a lot of new bands and im adding them to my discography :)
Moreover, I left the great company I worked for the last year, Relic Entertainment, and decided to join Slant Six Games to work on Resident Evil. That should be an interesting time ... such a great IP to play and work on...just amazing :)
so i will write again in the coming month to continue my Level Design series.
Nevermind - 20 years already!!
lundi 4 juillet 2011
Level Designers: What do they do?
Level Designers: What do they do?
In missions/objectives oriented games, the level designers are the developpers with the best opportunity to create a bond with the players by offering them an experience they will remember for a long time and possibly create emotions that are stronger than anything else they will experience in any other form of entertainment. If level designers succeed, players will come back to the games they enjoyed and play their sequels or other games from the same studio. One of the main attraction to work as a level designer is that your work will be directly experienced by players because this is really what they see,play, enjoy or hate.
Level designers are ultimately responsible to create the gameplay, make sure the game is fun, create a unique experience, make sure the players feel involved and find ways to deliver the story that was created; through different means that we will explore here.
How?
To be able to bring all those qualities to a game or a level/map, level designers have to be creative to find what to do in the context of the story, but they also have to work with pretty much every other department to be able to combine the script, art, sound, lighting,game mechanics and AI to really create something memorable.
Creating the gameplay, the technical steps
When level designers(LDs) start to think about the next level to be created, they will have to read the script of the area to be designed, take out the most interesting details and organize a general thought of what can be done. As a level designer I usually do some research on the web to find ideas of interesting structures(Castle,Fortress,Army bases, etc...), natural formation and outdoor environments that will give me different ideas to create something that is architecturally sound, could be made and could represent something fun to play. Obviously, I will adapt the areas to create gameplay that makes sense for the game.
LDs usually create the space in 2D on paper (thats what i do first) or in professional drawing programs such as Photoshop, Illustrator or some go directly in 3D using SketchUp to draw and organize a space fast to form a general idea of the gameplay and show other people on the team. Documentation should be kept at a minimum(1-2 pages), precise and to the point, with indications of whats going on and combined with a list of required mechanics or elements that will be used.
Creating the space in 3D once the sketch was approved or once you feel it will be working using all the mechanics that you will need will be your next step. You dont have to create something beautiful but mostly functional. What does this mean? You want to create a feel for the space, appropriate widths and heights for the rooms, then block out the rest of the game space using even cube if its works. You should have dimensions set for cover objects, corridors, space dimensions for combat or walking around so that you wont have to redo or measure every cube every time. Then Play! Just walk around see how it feels. It needs to look like everything would fit in your universe and not out of proportions.
If the space feels right and you actually have interactive objects or enemies working, place them in the space you just created it will help you to flesh things out better. You should be able to feel the space. Play, fix, play and fix again until all is perfect. It might be a long process, but you'll get it or ask people to test your level...it's good to use others opinion.
Creating the gameplay, the fun and unique experience
[Note: I dont pretend to be the best or know it all, since I learn every day new things, techniques, new ways to make everything i do better by working in collaboration with the best game developpers in the world. Everyone on a team can bring something new to the table because everyone has a different background in this industry...there are no 2 people with the same background in the game business]
As you create the spaces for your level, you will obviously be thinking about the gameplay and what will make the level fun and unique and we will explore some elements that will make it so. The process of finding what will make this special is thinking about the universe your game is set in, thinking about the different mechanics available to you and thinking about combining some to create something new, fresh and shows a progression from other levels set before, prototyping scenarios or gameplay features that could be implementing/reused by others, but also talking to other members of the team from different departments to see what they can deliver to you to make your awesome level even remotely possible. If you're thinking about making a scary level with shadows all over the place to scare the player or let him believe that bigger things are coming ahead, but the team doesnt have the technology or doesnt plan to develop anything for it, then you would need to change some of the details you wanted or be creative with your tools to have something that will have the same effect. So the goal here is to create a wishlist of things you would need and talk to the appropriate people on your team to make it happen.
To create the gameplay to be fun and unique will depend on the type of games that you are making and what the narrative wants to convey, but there are "recipes" or little touches that can make your game better and less linear for players to experience.
- Through the progression of your game, you will be using different mechanics for the players to use and progress. There is always a limited set of those mechanics so it is useful that as the game progress you combine the different mechanics as the player gets better at the game to try and make the gameplay different even if you are using two mechanics that were used before, but seperately. Now you can use a combination of both to increase the challenge or make it a new experience. (an example from Prince Of Persia would be to use the freeze mechanics to freeze waterfalls so you can go up to a new area then have the player unfreeze the water to pass the next obstacle and refreeze to grab ledge made of water.)
- To let players choose how to act in a given fighting space, you will need to have the space constructed in a way that they can see the enemies before they see them, they can see what the enemies are doing, they can see the main objective of the space clearly and they can see the different ways into the space. As an example in Deus Ex, you can use a ladder to go on a higher level than the enemies then get the drop on them or you can access a shaft which will let you sneak behind the enemies and kill them that way or you can blast through forward and use different cover objects to protect yourself and kill them. The important thing is to be able as a player to see the options available to make a good decision for yourself and later try something new if it didnt work the way you wanted to play the level. If you want the player to feel insecure, scared or you want to surprise them so they have a fast reaction to something going on, then you wouldnt want to show what is ahead and make it more small corridors or dark until you decide to throw something at them. It all depends how you want the players to feel in a given area or moment of the game.
- When creating multiple fighting areas, you can use the following "tricks" to make a space feel different to a player even though you are using the same shapes as before, but having the player coming from a different way into the space will offer a new perspective: a) Have the player come from the first floor of a two story space into a space where the enemies are on the same level as them. b) Have the player come the first floor of a two story building, but this time with the enemies on the second floor shooting down at the player. This time the player will feel scared, will have to move around fast to get into cover, will also feel more stressed by this situation since he doesnt have a good vantage point on those enemies and the player wont be certain about the number of enemies around, what they are planning, what kind of weapons they have or where they are located. c) Having the player enter the same space from the second level where the enemies are located below him and doing their own patrols or interacting with the environment will have a different impact on how the player will proceed. The player will feel a lot more powerful since he can see the units, their patrols and he will be the one deciding how to prepare and when to start the attack on them. d) another decision to take into consideration when create a fight scene is to decide if the enemies know about the player coming so they are already alerted and prepared( behind covers, their ai in shoot on sight mode,...) or having the enemies relaxed and doing patrols or random interactions will have a huge impact on the players take on this space. e) Having the enemies set in different space planes will also create something new for players even if its the same space built. By that I mean have the enemies attack on an horizontal plane so on the same level where the player can shoot left and right to kill everyone versus having the enemies attacking on a vertical plane where the player will have to shoot up and down will be a different experience.
- Setting up your encounters differently in each encounter, having a good progression(not sending all your units in a melting pot), having a distinct feel to each wave and using the environment to its maximal potential are good ways to make the game more enjoyable in all its small arenas. Consequently, when players are fighting your encounters they must be able to come up with a strategy of their own to defeat the waves you throw at them. They can do so if they see the options easily in the environment which give them the advantage, but most importantly here they must be able to make out which units are coming their way. They must be able to distinguish them and analyse which weapon or mechanic to use to pass the challenge coming their way. Hence, you should not really send on the small plane of play melee units which run towards them and units shooting at them since they will panic and wont be able to attack the more dangerous units shooting from distance. Unless the space is made such that the range units would be elevated or separate themselves from the group easily or if the units have a really different color type,doing so would not be advisable in early levels anyways. Moreover, organising the encounter using units that go together or complement each other is a good way to show off the variety of enemies and also shows their relationship to each other in your universe. Combining units that make sense together is a good progression idea after you have shown these units using their unique ability individually to the players.
- How to end your encounters? There are some elements you always want to have that will tell the player that it is same to go on since the encounter is over such as always having a big finale using your biggest unit thrown in at the end (like fireworks), having a door open up in a closed area with no one coming or setting the last couple of guys coming in reinforcement through a door that was closed before, activating an interactible object to "green" at the end of the fight so players know they have to interact with it to go on, having an special event occur that kills the last enemy or destroys an element that was preventing the player to go forward, having another character call in on the radio letting you know the space is safe or having a light come on to show the player the way out.
- Dividing the fighting spaces is important. As I said before it is good to show players what is coming ahead, but dividing the spaces into distinct areas with different functions will make your players understand the space better and how to overcome the challenge will make the experience less frustrating than have a big clustered area that will be confusing to advance forward. Usually, I am dividing the space in 3 areas. The first is located at the entrance(for the player) of the area where there will be some cover objects or a way for the player to move forward from the door to let the player BE in the space and begin the fight when he is ready. Let the player in. In the first area, he will have the options to rest, move around, acknowledge the enemy movements and decide to engage the way he desires. The second area is usually the no man's land where the fight will mostly happen and where it is more dangerous to advance to since the enemy will see the player and attack, but faster to progress to the objective or exit of the area. The third area will represent the main objective, the exit or where the enemies are located or entering the space. Accessing this area as fast as possible will let players advance and avoid more fighting which will be rewarding, but is more dangerous. This doesnt necessarily make it more fun, but will make the space less frustrating to players since he will be able to understand what is going on.
- A good way to find new ideas to make the levels feel unique and fresh is to do research with other games, getting inspired by other mediums such as music, movies, books and boardgames where you will find good ways to combine with your existing ideas and there is nothing wrong with getting inspired by other things you do in life. ;)
Creating the gameplay, delivering the narrative and making the player feel involved in the story
Usually games have a story to tell which is divided throughout the levels. Elements of the story can represent dialogs between characters or with the player, movies showing a scene that players have to see to understand the story which will fill the gap of the dialogs in game which takes place somewhere else or at another time, a way to introduce some new units doing something in the world, music which gives an insight into an event or a character, sounds representing the landscape or the emotion of a character or a city after an event or even showing an event happening where the player is right now; the main goal is usually to push the player to some emotional responses that will make him engaged in the story and the universe.
There are many ways that games use to deliver the narrative and most of designers are still pushing to find more interactive ways to make the players involved so its in constant evolution and researched constantly in hope of finding the ultimate ways to reach players, but here is a small group of those options that are used:
- Cinematics are used to present the story in a non-interactive way to the player who will be able to watch the story unfold so he will understand the events going on around him or that happened as a prequel to the current events. Using a cinematic to tell a story is useful because you can show exactly what you want to the player using your camera with the perfect angle to show the events and using all the processes the movie industry is using to create their masterpiece. Doing so you ensure(to a point) that the player is watching what you want him to watch and listen to what you want him to listen. Unfortunately, using cinematics in games also means you are removing the controls from the player and that breaks the immersion aspects of the game. Moreover, in most games in the last couple of years, there is an option for players to skip the cinematics entirely so they can continue playing the game without pauses which renders your efforts almost useless in the end. So use them, but its better to find another way more connected to the game.
- Scripted sequences with camera cut are used to present an element of your story using a camera cut that his happening as the player enters a space or after an action the player has performed. This process is useful because it will show the players something they will find interesting and it will give them the right angle to look at the event, but once again we remove the controls from the players hands to show something. This is less problematic than using a cinematic because it breaks the immersion on a smaller scale since it is only for a couple of seconds and the player's character stays in the same space. I find it useful to show off new units(the first time they appear) and skills to players so they know who appeared and what they can do so players can find a new strategy to beat the unit. Also, it is great to use to show a special moment such as a destruction of a structure opening a space or showing the way to move forward.
- Scripted sequences without camera cut are used to create movements in the space, as a destruction in the space, a special event that only happens once in a while or to create a moment of tension. Basically, it is anything that is animated and we want to show the players movement in the space without stopping the player from playing the game. As an example, an helicopter flies-by shoots at some structure which explodes and falls in front of the player to block his path. Using this technique you dont break the immersion in fact you help put an emphasis that the world is alive around the player, but you cant make sure that the player is looking at the event directly so he might only can the last glimpse of the action which is sad if you wanted to create a wow moment. Some players will see them and the others will never understand what happened behind them ... why is there a platform blocking the way now?
- Music is used as a way to create emotions in players while they are playing. It can create tension as in Dead Space, it helps to relax as in Flower, it tells that there are enemies around in the fight as in Space Marine, it helps to create a momentum in games and etc... Using music is an essential part of the games and creates a lot of immersion and emotion in players. Music is an excellent way to keep the tension in a space where nothing is happening and without any enemies which creates a bigger impact on the player in the end.
- Sound FX are used throughout games to help direct the players to the next area, the next objectives, to move the player towards an event happening close to him, to attract players basically where you want them to move and to distract them. Used marvelously in Dead Space. Sound FX can be used to keep the tension high even if nothing is really happening in the space which is a great way to surprise to player in the end as done in Dead Space.
- Lighting can be used to light up an area obviously, but can be used to attract the players where we want them to go or look at so we can pretend they will look at it and we can send enemies there or use a scripted event in that direction or hope they find the path to the next objective/area following the light. Dynamic lighting can be used in stealth games to show players enemies coming towards them or useing shadows to hide themselves from enemies or show them an event using the light and without showing the real action as in Splinter Cell 3 which is a lot cooler than showing something that might not look as good technically if shown in front of the player.
- Speech between allies in the space or using radio communications is another interesting way to tell the story without breaking the immersion and helps to create a sense that the world is living around your player's character and current location. If the player is playing with the volume on, he will hear what we are trying to communicate to him so there is no problem with the camera not looking in the same direction or anything like that. So speech can be used to tell elements of the story, which way to go next by giving directions using elements in the map or pointing out enemies coming towards the player or attacking the allies around him. Some people think that giving a voice to your character might break the illusion that the player is playing himself in a space, but i believe its way better since it gives some personality to your character and can create so much more to the universe and the player's experience.
- a Living world is an important aspect of more and more games lately because it creates some activity in the world and it helps to create a believable world to the game. It consists of having non-playable characters interacting with each other, NPCs interacting with their environment, NPCs interacting with the player when he passes by, having objects react to natural elements (such as water,wind) or using ads in a space shows that there is normal life around. Deus Ex is a good example of this. This will help for immersion in the world, but also tells a story about what kind of world the player is in.
- Maps and markers can be important to help player's move in the space so they should not be stuck and get frustrated by not finding the way to the next objectives. Moreover, if we use names of places on the map it also adds to the believability of the world. Markers can be used as a point in the space or part of the HUD to show the way or some used markers as bread crums to show every step that the player has to take to get to the next space. I think the markers should be integrated in the story or the technology used as part of the game.
- Point of interests should be used as much as possible in every map or part of a bigger space to show player's the way to go. They represent a big structure seen from a huge distance, look interesting and high poly enough to attract the player towards them. They should be placed centrally in the space so the player sees them as soon as they enter the space. It should serve as a main plot of the story as well.
So all these elements are helpful to create a great story, to show players a universe full of life and real enough so
they are immersed in the game and will remember the game for a long moment. To get all these elements in your
map or game you will have to talk to a lot of people on the team and make sure to follow your request otherwise
you might end up not having them which will change the way your map ends up. Good communication is key.
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Everything i talked about in this post are things you should think about as a level designer. There are many other things that level designers will have to do, but these are the things that you need to make sure you have planned to create a memorable map or game. Good communication, good planning skills and research are essential skills that you need to be relatively good at your job as a Level Designer.
Hope it helps. I will have more posts in the coming weeks with pictures, drawings and more examples of things I have done in the past to illustrate all these things above in case it was not clear enough.
vendredi 29 avril 2011
Whats next ? Level Designer, what ?
- What is a level designer?
- What do you need to become one?
- What do you do on a daily basis?
- What are you doing throughout game development as an LD? (in detail)
- other questions i think of
i will try to build examples, a light program maybe, sketches, ... to show what i do during a project. if it helps anybody thats great but mostly doing it for me.
ive never really done that before so it might be shit at first, but ill try to take some time to do that in the mist of all the things im actually doing for my own leisure. Hope it will get better as i write it as well.
I will post everything here as they are done.
Obviously i cant really show all the things ive done during those past projects ive worked on since some i couldnt get anything approved to use.
we'll see ;)
Catherine, Portal 2, Little Big Planet 2
Catherine (japanese version, ps3):
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yeah i dont understand the Japanese language but i really wanted to try this game out so I ordered it from Japan.
The game is divided in 3 really distinct units that could potentially taken apart and made for different art platform.
- The main story is told through an japanese anime, with a lot of expressions, great colors, interesting developments and is telling the story of the main character through his love interests Katherine (his girlfriend), Catherine (girl he meets in a bar and sleeps with) and interaction with his colleague friends at work talking about love and what to do in certain circumstances. incredibly well done, I could understand most of it with that language barrier.
- The interaction in the bar where you move around, talk to your friends and answer back(not sure what i was answering), talk to people in the bar, drink some alcool, play a rapunzel arcade game, receive and send messages to the 2 C/Katherine, watch pictures they send and listen to television news. Wasnt as interesting since i could understand anything
- The nightmare puzzles during your characters sleep which is really where the game takes place. The goal of each puzzle is to get your character on top of an environment made of small boxes. You can move left and right, push/pull boxes which will create a path to go up like a staircase. By pulling/pushing boxes you create a path but you also change the environment that collapses around you and time also destroys the boxes below you. Many different box types (exploding, spikes, slipery, desintegrating,...) help you on your journey to the top and resolve your nightmares. It might seem boring or repetitive if you havent played but adding element of time, surprises, boss fights, etc... make this game one of the best ive ever played. Its never the same, always fun, and can be played in chunks of 15mins if wanted or hours.
ive never been good at puzzle solving or puzzle games which i always find too hard or the answers ridiculous sometimes but this games makes you feel great when you finish a puzzle you been failing a couple of times. it feels you did a mistake when you fail and not that the game tricked you or cheated which makes it so much more edifying when done. Its great and I felt intelligent playing it and finishing it.
Its a long game, funny, new and interesting to watch. Play it when it comes out this summer in north america.
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Portal 2 (PC)
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(might have some spoilers)
following on the steps of the first one it follows the story of the same character(player) and introduce a friendly english robot who will help you out exit the testing facilities...
I enjoyed the first game for its mechanics, puzzles, the dialogue with sarcasm and jokes and the way it was playing the players mind.
The second iteration has more of everything. The dialogue and voice acting is just excellent and so professional. Always making me laugh while I was playing even when the main enemy was toying with me, my mind and the environment/puzzle to try and keep me prisoner and testing its new tricks. Only few games or movies made me laugh out loud as much as Portal 2 did throughout the couple of hours that it lasts. Sarcasm, congratulations (sometimes just to take it back a couple of minutes/seconds later), references from the previous games where you created a lot of damage to the facility and your nemesis and so much more.
Portal knows its a game and toys with the idea quite a lot. For example, you are asked to talk and respond to questions at the very beginning by pressing the 'Space' key which makes you jump and the response is "at least you can jump, it might be helpful". So the game teaches you different mechanics at the beginning but it doesnt feel like a boring training at all since the interaction makes sense and is part of the game.
Throughout the game you will learn and use new mechanics or gameplay elements that you will use to solve the many different puzzle each really unique from each other. The new gameplay elements are a welcomed addition to a game that could potentially feel repetitive if it wasnt for those.
Bits where the main characters were not interacting with me felt a bit boring to me where the only funny things lie on the walls as posters explaining security procedures which are a funny bunch as well.
Great game, now playing coop which is also a blast.
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Little Big Planet 2
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LBP2 wins for best presentation in a game Ive ever seen. From the details of its cinematics that must have taken a long time to do because they had to create all these creatures and effects and move everything slowly and film it with their engine; the story is funny, has a lot of characters, dialog is simple but entertaining, the sets are just amazingly detailed; the mechanics are plentiful where each world/level has a different mechanic that is never used after, is fun but feels that they should have use more of each mechanics instead of switching to a new one directly; make for a diverse and amazing looking game.
The art style that the game uses is his own. It looks great, its fresh, its new, its detailed and impressive, it shows emotions and objectives through cinematics and dialogs. Obviously its not pushing for realism and thats one other thing that is good with this game
Offers the capacity to create so many different types of games. The editor is done to let people create games on their own with more facility than the first one with easy ways to create any type of games that exists out there.
i enjoyed but did not finish it due to some playstation red ring occuring at the time i was playing it.
Wow its been so long ... Now : Kinect
i guess a lot of time spent at work, shows, trips, playing some games slows me down on my writing time.
anyways lets talk about Kinect a little bit.
So I got a Kinect System for Christmas ... yeah i really wanted one to play games that would come out and it would be so fun to play with this new controller which ive been using my whole life but not in that way anyways. So yes I mean this body of mine.
I had tested this new technology for a couple of months already before wanting it for Christmas and putting it on my list to have. So i knew what could be done with it, its contraints which ive been experimenting for a while at that point and I knew that awesome things could be potentially done with it.
Obviously I got Adventure and Dance Central, the first came with the system and the other one was the best game offered at the time... well it still is ... which is the sad thing about it all.
So Adventure was a day of playing and then shelf time :(
its repetitive, you have to jump (which i believe is not appropriate for everybody for reasons like bad knees for many people, living in an appartment, cant play at night or morning due to noises it makes to land after a jump), its just not really fun unless you are drunk with a lot of people i guess which i havent done yet.
Dance Central is great. Still playing it every other weekend with friends.
Why is it good ? the interface is easy to understand, learning moves for a guy who likes to dance but not so good at it is great fun and testing it in a club setting after gives opportunities for a good laugh, options to slow the motion down and practice with commentary to help out the less fortunate movement wise, good songs, good diversity of moves, learning curve is slow and easy to progress and get a feel for the moves, difficulty modes for each songs provides different moves instead of getting more picky for scores.
of course a couple of things can be better such as the feedback for something you are doing bad colored red but ... and hard to do move and look at whats the next move.
anyways this must be the best game on the Kinect so far.
I was hoping for more games to be released or use the system in diverse ways but so far only mediocre games have come out if any after the original slate of games and those that come out are dancing games which is a shame when companies try to take advantage of whats doing well and trying to make a buck without really going for quality and originality.
I have some hope that some companies will put out proper games and mostly original ones using this tech...waiting to see whats next and also trying the new game from Rez creator Children of Eden.
hope companies put the money out and let the creative people find ways to use the tech to entertain players in new ways.
lundi 11 octobre 2010
Best Breakfast place ever
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Lola is the best place Ive ever had a breakfast at.
It is located in downtown Seattle on 4th street in the hotel complex of a great looking and surely expensive hotel. The whole lobby of the hotel is amazing, moderne with great chairs and sofas to wait for a table.
Anyways the food is the most important thing here.
Every element in the plate is fresh, made for you, is chosen based on its quality and not just to sell and make money from (it feels that way) and is just soooo delicious.
So Ive had the Lola breakfast which included baked potatoes like you have never seen them, 2 eggs from free range chicken perfectly done to your taste, choice of bacon and sausages... i was offered half of both which is what i got!!!
So lets talk about the bacon first... it is the most succulent thing that you will ever eat that is called bacon or has it in its name! 3 really thick slices of the best bacon ive ever had were placed in my plate for me to love. It was juicy, well baked,crispy, none of this fat bacon that is still uncooked.
The sausages (2) were perfectly cooked. They tasted so good, they were big sausages, delicious and they made you want more even though there was no way you could eat anymore.
It was a perfect breakfast which I dream about sometimes :)
i also got an orange juice which for once was a real fresh pressed juice ... unlike other restaurant pretend to have ... just like home! :)
hmmmm enjoy!
vendredi 1 octobre 2010
Pecha Kucha!
These events are extremely interesting and everytime I hear those people talk I am impressed with how people are soooo creative and pursue their dreams until they get it done!
So the Pecha Kucha events are organized everywhere in the world once a month and it seems that Vancouver is the most popular or fast growing one. Pecha Kucha was invented in Japan and it consists in some people giving 4-5 minutes presentations of their accomplishments or talking about their companies and what they do to realize their dreams. They are talking over slides that are shown on the screen for 20 seconds each.
It is really impressive to listen to these people talk from their respective fields, so people come from different background and do different things, the only common factor between those presentations is that they have accomplished something for themselves or others.
Helping others or the planet are main themes in a lot of presentations.
So yesterday, I took some notes about some of the cool stuff going on...
- check out Miss604 blog which is talking about a lot of different events in town and some ways to help different organisations.
- Here is now : this guy organises different art galleries in town and next in Portland for one day only. So he goes to an abandonned building and put arts from local artists and shows them to the world.
- In the house festival : this is really great and strange but every months or more often that women organises different events in people's houses who have donated their house for a day where people will present their own shows such as dance, painting, food, music, ... seems awesome anyways
- Ethicaldeal.com : check it out
- Bloodied but unbowed: check out this movie about the Punk scene in Vancouver and how it all started here. that presenter was really interesting and she really follows the music scene around here.
So many interesting people creating different designs to live better for them and others. Some students are building crazy good looking houses for people in need and come up with awesome architecture designs.
Im impressed by all those people who pursue their dreams!
Next Pecha Kucha is Nove 14 in Vancouver i believe
Restaurant
Stepho's Greek Taverna (1124 Davie st)
dimanche 2 mai 2010
Restaurants (continued)
Yesterday I wanted to go to Lucy May Brown but ... its dead now so I walked to La Gavroche which is a french restaurant (again) where you will need to reserve if you want a table and not be seated at the bar between books and wine bottles.
La Gavroche (1616 Alberni street)
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Setting: This is a really small restaurant which feels friendly and familiar. Unless you are at the bar like me and sitting next to a computer and an employee purse Lollll
Service: Lucky for me the service was perfect. Every employee working there came to talk to me during my dinner so it seemed like i wasnt assigned a waiter but everyone pitched in to deliver a good experience for me. And that was great :)
Menu: The menu has a lot of options and I was at a lost for a couple of minutes since I didnt know where to start and so many options to choose from. You have special prices for 4 services or 5 services with or without wine pairing. Choose from anything in the menu for that. Or you have many already selected and arranged dinner options that fit each other with or without wine pairing and all wines are listed with their items so easy to select a wine that fits your meal.
I decided to get the 4 services (which was a 5 services in the end since you get a trou normand sorbet)
Before the meal : With bread comes the butter (obviously) and some pate :)
I chose a red Ch La Targue (or something like that ...it was a Bordeaux anyways) wine which i finally had two glasses of in the end. it was a good wine.
First I chose the Steak Tartare with fries and pickels and crackers. It was my first time eating a steak tartare so i wasnt too sure what to expect. The good thing about this meal is that the owner comes at your table and prepares it in front of you and the way you want it !! Spicy?, he asked ? I dont know never done that before, I said. He said yeah it should be ;)
It was a good experience to eat it and it was big enough that i ran out of crackers and i was getting full so i didnt eat it all.
After that I got the cesar salad, which is also made at your table in front of you with ingredients of your choice (well you have some options anyways) This was also a really big portion which i couldnt eat all of it. It was only the second service and was really getting full at this point.
Then I had a surprised sorbet (trou normand) for appetite to come back ;)
It took a bit for the 5 Spices duck magret to arrive which was good since i needed a breather.
The duck came with some vegetable i couldnt really name, a tomato and a carrot. Also, it had duck breast obviously and the carcasse with some meat in it plus it had big pieces of stuffing (which i didnt like). This meal was good but not the best sauce ever. I would get it again though if I wanted duck next time. I recommend it.
After all of this I was full...really full, but dessert was going to arrive at some point.
I got the Creme Brulee which was really good (not as good as the Faux Bourgeois though). The top was definitly well done which a really tick sugary element lol. It also came with a really good kind of cookie or sugary cracker.
It took me 2 hours to eat there and thats incredibly long for me since i usually eat really fast.
The music was great there which made the atmosphere really relaxed and made me enjoy it a lot even though I didnt have a great spot to sit at.
I recommend to go if you like french food and good service.
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samedi 1 mai 2010
Restaurants
Here's a list of restaurants i went to so far and how much I liked them ...
(will be updated as i try new ones)
Les Faux Bourgeois Bistro (663 15th avenue east)
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I was told this French restaurant had the best creme brulee ever so I had to go there and taste it and I love this kind of food anyways so...
The restaurant is located in an easy to access and park your car area.
The staff was french, but I still got a good service from them ;)
Ordered a really good red wine glass of Chateau Rouselle Bordeaux 05 which was the best wine I got so far in Vancouver where good one is rare i find.
I started with the French Onion Soup which was really good with plenty of cheese and good bread. Salty just the right way too.
Then I went on with some Escargots (snails) which was served with garlic oil and some hard baked bread. it was good but would not really get them next time.
I tried the Canard Confit (Duck) has my main meal which was served with potatoes and green beans but the sauce didnt do anything for me. I wouldnt get that one next time.
Dessert was next : I obviously tasted the Creme Brulee and it was soooooo delicious. I dont know exactly what made it so tasty and smooth and vanilla flavored but hmmmmm i would go back just for that.
Enjoyed the overall experience.
Reservations needed if you want a table and not sit at the bar like i did.
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Glowbal grill & satay bar (1079 Mainland st)
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This restaurant has a good selection of satays and some options to select them by the piece or selection of the chef ...
I enjoyed 2 pieces of satay : - Salmon
- Something else that i didnt really order tasted like pork
these were delicious and i would have gotten more if I only new before.
The ribs satay looked delicious too hmmm
I also got the Onion Soup which was a great selection too. Lots of cheese, good bread. (not as good as the one at FauxBourgeois)
Good wine by the glass.
As my main meal I had a big piece of steak. When I got it, I thought it was an amazingly big piece of steak which was great. It was served on a wooden cutting board which I found strange and was sitting over a couple of green beans. The steak was tender, but it wasnt as good as a plate at a Hard Rock Cafe for example.
Didnt get any dessert since the bartender didnt really offer me anything or the card ... oh well!
like the satays would go back for that but not so much for the steaks.
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Cactus Club Cafe ( 357 Davie Street)
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There are a couple of locations in Vancouver but I went at the Davie location.
Atmosphere: I enjoyed the atmosphere here, half lounge/bar, half restaurant. It had a darker lighting, romantic, really like the photos on the walls and the structure of the restaurant also.
Service: Best service Ive had in Vancouver so far. The waitress was awesome, super friendly, always there to offer something, fast with refill from the other employees. Im really critical for service and it was a perfect one.
Menu: the menu as a great selection of every kind of meal and it is the restaurant chain of Chef Rob Feenie, so I had to take one of his creations of course :)
Started with a good red wine glass (cant remember which one)
Starter was a really generous portion of cesar salad which was delicious
Main menu: I took the Rob Feenie's Hunter Chicken which was served in a mushroom sauce. This was the most delicious and original chicken recipe Ive ever tasted. hmmmmm great :)
My dessert was a lava chocolate cake served with vanilla ice cream. I can say that it didnt ruin my dinner ... great chocolate :)
favorite service, great food.
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Subeez Cafe (891 Homer street)
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i was disapointed overall for this place which i was told was good.
Maybe the sandwiches are good I might have to try them at some point, but ...
The red wine I got was okay.
I started with the Mushroom soup which was good.
Then I chose the Maple soy Salmon which was not great but was alright
I was sitting at the bar and the service was not so great.
not a lot to say when i dont quite enjoy ;)
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Templeton (1087 Granville)
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Great brunch restaurant :)
This restaurant looks like an authentic 1950's style dinner. It is a really small place so you will have to either eat at the bar or wait a little bit in line for people to leave. There is a line up usually on Sundays so arrive early or be patient cuz it is good and youll want to wait.
They might have the best milkshake ever which is a generous portion of fabulous drink. There are a couple of different flavors but i always get strawberry ( or cherry lol i cant remember) but you can get root beer flavored milkshake. It is so big that it could potentially be a meal for some.
The breakfast are delicious and gigantic ... 3 eggs, sausages, really good bacon, good bread and potatoes! hmmmmm
The staff is also super friendly and i enjoyed them a lot.
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Brix restaurant and wine bar (1138 Homer street)
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This is the first restaurant I tried since it was right by my place.
Also I decided to go there because it offered some duck from Quebec ;)
You enter the place through an alley which gets you in the garden area of the restaurant where you might be lost like i was bc you have to go through it then enter the restaurant to be seated.
I got a seat outside in the garden under a roof . This place was a great place for a romantic dinner because the atmosphere was really appropriate for such meals. The place is heated if its cold outside so no problem there, being in an alley is kinda strange but you get accustomed to it also.
The service was great. The guy who would fill my water glass was so fast and im sure he was spying on ever sip i had since he was always around. lol
I got a really good red Syrah wine glass.
I ordered a soup as the starter but it was a bean soup which wasnt liquid enough ... was rough in my throat and did not like it at all.
Fortunately the Duck breast from Lake Brome which was served in a blueberry sauce with tomato ragout, wild mushroom and spinash was a great meal.
For dessert, I didnt get anything because i was full even though now I regret not having this good looking Chocolate Pot de Creme (chocolate mousse) hmmmm oh well
i had a great time at this restaurant
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Earls Restaurants (they are everywhere)
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Everytime I go there I like it. Ive been there 3 times until now and always get a good meal.
The combo soup,salad or sandwich is the best deal and most people take that.
The earls own wine is not good i hopefully will never get that one again.
I tried the clam chowder soup and different home soups and they are always tasty and good.
For meals:
I tried the chicken caesar salad which is really big and good.
The Cajun Chicken Cheddar sandwich is good.
The salmon was alright i found with a high price i wouldnt consider it for future choices.
Never tried the dessert since i usually go at lunch
good eat at low price
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The list is long for japanese restaurants where i eat but cant remember the names, but the sushi is always good and really not expensive here in vancouver.
For a good poutine (30 flavors): La Belle Patate (1215 Davie)
Oh man I shouldnt have written this before i eat ... im so hungry now !!!
dimanche 18 avril 2010
Music Shows
***Update***
Japandroids with No Gold @ Lifetime Collective
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Lifetime Collective is the smallest venue Ive ever been to. It looks like a small warehouse or really small lounge.
I didnt know much about Japandroids(heard a couple of samples of some songs before) and nothing about No Gold.
Show started an hour after it was supposed to so it was really a long wait and I was getting sleepy. Then No Gold started and i found out a really interesting band: funny, changing rythmn, easy listening, good beats and really friendly musicians.
Then came on Japandroids... first time since im in vancouver that i actually see Vancouver people actually move during a show and when they move they move! it was a non-stop trash and mosh pit pretty much everywhere in that small venue. Incredible i would say ;)
It was a lot heavier than I expected. I danced around to the music with people I just met and I had a blast. They played a pretty long show playing all songs on their new album + old ones.
Anyways i enjoyed the evening once it started and now have another band to follow around.
Plus i met a bunch of really fun people who I talked to during the evening :)
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Stars with Hey Rosetta! @ Orpheum
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The Orpheum is the most beautiful music theater ive ever been to. Covered in gold, paintings on ceilings, greek columns, marbre all over the place... its like a palace for music kings.
Usually the place is used by orchestra, but that day was Stars and Hey Rosetta! playing.
Unfortunately I was sitting down on the balcony level and it seems that those who build the theater made it beautiful and all but not so practical since the inclination of the balcony levels is not high enough for everyone to see correctly so you had to stand up to actually see the scene down there because when there was someone sitting in front you could see much.
Hey Rosetta! was a really impressive band they only played approx 20min but that time was worth it to me and people next to me also. They were entertaining and the sound was good thanks to the acoustic of the place.
I didnt know much about Stars, but they revealed to be a good listening even though I wouldnt bother to buy an album. It's calm and relaxing to listen to.
Korn @ Queen Elizabeth Theater
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Old Songs, Old Singles! :)
I wasnt expecting much from Korn since I hadnt listened to them in 10 years and last saw them during their Family Tour back in Montreal a while ago.
They ended up pleasing everyone including me by playing all the best singles and songs from earlier albums. Changing the background to the album covers of their next songs made people happy about what was going to happen next. People were dancing to the songs, standing up and having a good time to those old songs and bringing back great memories of the past.
Interesting fact about the singer: Jonathan would inhale Oxygen through a mask after each song and a sip of energy drink
great show!
Metric with Nico Vega@ Showbox Sodo (Seattle)
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Nico Vega: Big Surprise and so much energy from the singer. she was jumping all over. Also, they have great songs live!
Metric: Energetic! Crazy! Fun!
what can i say about metric really ... Emily is just a fantastic front(wo)man with a great voice, a superb aptitude to captivate the crowd and bring it to her world. She is playing keyboard, singing, jumping, dancing and talking to the fans. All the songs they played were good and dancing prone and the fans were dancing to the beats and having a great time.
I saw metric in montreal at the beginning of their tour and it was not has energetic as the Seattle show... maybe the enthousiastic fans made a difference, maybe Emily felt more in shape,... i dont know what happened but it was definitely worth the travel to Seattle. Go Metric Go! Hope they continue improving and creating music that more people can enjoy.
Crystal Castle @ Gossip Nightclub
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Noise, Crazy people, Crazy singer
I love Crystal Castles albums. I cant say I like all their songs since the songs are so different and some are more noises than beats, but during a show it becomes all noises ... maybe the acoustics of the club wasnt great or soundcheck was not done properly but ...
I enjoyed it but couldnt say it was one of the best experience at a concert ;)
You Say Party We Say Die @ Rickshaw Theater
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Great Band, Dancing, shortened, ironic ...
After 3 opening bands, YSPWSD came on stage and the party started!
The Rickshaw located in the dodgy area of Vancouver is a small venue with some character.
There wasnt a lot of people at the show, but this doesnt mean its not a good band ... people should listen to this great band. So they started playing and it was fun. I was really into it, until the ironic event happened during the 5th song of the show ... so while we were partying, the drummer collapsed on the ground without anybody noticing it even the band continued playing until the sound guy ran to the stage to rescue the poor drummer who was knocked out.
The show stopped, the drummer wasnt moving for 15 minutes until the ambulance arrived.
They announced that people should leave and so I did. Its sad that it happened ... just read that the drummer had a brain hemorrhage and is now on life support with poor prognostic ... :(
got the news that he died after a surgery that did not help after all.
Jonsi @ Vogue
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Genius, Relaxing, Moving, Energy, Incredible Visuals, Outstanding Performance
This could be words used to describe this fabulous singer, musician and his music.
It could be described as Sigur Ros++ since Jonsi (singer from Sigur Ros) created here the same quality we would wish for from a Sigur Ros album, but he adds energy and beats uncommon to his other band. Also, the presentation of the concert added so much to the musical performance with animated videos projected on many different screens and each screen showed a piece of the puzzle to this great story he was telling us. Burned stage, animal life, rainy night, art pieces created in front of the audience.
The band playing with so many unusual instruments such as a suitcase used as a bass drum, playing guitar with violin bow, etc...
The songs really take a different twist live and they are all playing diffently than on the album and it propagates emotions to the crowd.
One of the best shows Ive ever been to ... I even wanted to go back the day after, but word of mouth had to happen and the next show became sold out really fast!
To be enjoyed absolutely!
Charlotte Gainsbourg @ Vogue
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Good songs from her albums, great songs from her father, most boring performance ever
I didnt know what to expect going to a Charlotte Gainsbourg show... she's an actress I figured she could act and create a great performance, but that did not happened. Charlotte seemed like someone who was really shy, unsure of herself and unable to move an inch through her performace except during a song taken from her dad's catalog and in the encore.
Holding the microphone in one hand, other hand in her pocket, looking at the floor in front of her and not the crowd... this was a receipe for disaster and it was! More insulting was the fact that at some point she got a chair and actually sat down ... really and did this is at a moment when I thought it couldnt be more dull :(
Fortunately, her main guitarist Nicole was moving, seemed to have some fun and tried to entertain the crowd a little bit. Great band though behind her and great songs from Air and Beck who wrote her albums.
Just an unfortunate spending.
Soon:
LCD Soundsystem @ Malkin Bowl
Melvins @ Rickshaw
Our Lady Peace (Clumsy Set) @ Vogue


















