Thursday, July 01, 2004

Seminar: Art of Creating Good Plot for Computer Game

During the last few weeks I've been working on arranging 2 seminars in Assumption University where I work on various topics on game development. The first seminar which I post here is the smaller of the two. In the Art of Creating Good Plot of Computer Game I've decided to invite a friend, Lertsiri Boonmee, who is a movie director with extensive experience to come talk about developing good plot for movie and various techniques that could be used. In the second part, I'll be there to talk about the various issues and details we have to be careful before we can convert the plot directly into a computer game - as there are numerous issues that are involved.

This seminar is arranged for students of my SC4383 - Game Design and Architecture class but this seminar is open for all students, personnel, and the general public - and this is a free seminar :)

The details of this seminar is at http://blackboard.s-t.au.ac.th/pub/plot, if you are interested you can join :)

2 comments:

jeremy said...

would be interesting to discuss the differences between movies and games in terms of how the plots should be handled differently. by this i'm thinking of the lack of success most games-made-from-movies have had. i think it's partly because movies are meant to be crammed into 90-180 minutes but games are meant to be enjoyed more like a book- for 20-40 hours or so.

Pisal said...

As mentioned, that is part of the problem that is evident in the conversation between movie and games. Another major problem has to do with the nature of games (which is can have many versions of introdution/plot/ending which) which is different to the underlining idea of unilateralism of developing plots. However the major point is to show that there are various reasons why game designers/developers should study the movie industry on how to improve the system of development, as we are borrowing alot of ideas from the movie industry - some examples include plot development/camera angles (for added suspense and effect) and other value added factors.