James' Visual Studies Blog

December 9, 2019

final reflection

Filed under: Uncategorized —Tagged — j.e. nix @ 2:28 pm

1 What is an excessive amount of practice? As long as the work is being conducted in a practical way, I don’t really think such a thing is possible, unless it’s detrimental to a healthy work-life balance (which I think varies from person to person). Speaking for myself, it generally takes about six hours of work for a piece to start to look presentable, or like a finished draft. I try to reach this mark and then go beyond it, but I don’t always get there. I think it’s pretty evident in my work when I haven’t been able to put this time in. 

 

2 I’m not sure how my personal geography map would change if taken to the ‘next level’. It feels nearly complete to me as it is, apart from the decorative pixel art elements I never got to add. But in stark contrast to my personal geography map, my infographic feels far from complete, so it’s easy to imagine how it would evolve continuing forward. Namely, the complexity would increase as I added new dimensions and more information. Perhaps the work I’ve done so far would become only a piece of the design instead of making up the whole of it. 

 

3 I felt like feedback about how understandable my designs were was the most valuable to me. Suggestions like adding descriptive subtitles, how to arrange the information differently, etc. are things I feel are very difficult for me to see myself, so it’s what I most hope to hear about in a critique. 

 

4 The personal geography map went great for me. I think because it was something so familiar to me, I was able to generate a lot of ideas and actually follow through on them. It wasn’t an easy assignment for me by any means, but it was very nice to be able to produce what I pictured in my head, for once. I was much, much more challenged by the infographic. Although I really enjoyed sifting through the data and organizing it, I still found myself totally mentally blocked when it came to how to actually visually represent that data and make it into a cohesive profile. I overcame this over time, but it took awhile. It smarts knowing that I could have achieved even more if I had managed to dedicate the time to it. 

 

5 I’ve begun working with a team of eight other St. Ed’s students to make a 3d stealth and exploration video game for a classmate’s honors thesis. We’re in the pre-production phase of development right now. My official role on the team is gameplay designer, but so far I’ve mainly worked on narrative design and environmental design. I’m hoping to begin designing and prototyping the gameplay over the winter break. Our goal is to complete the game by the end of the spring semester. 

 

6 One of the biggest obstacles I encounter when trying to complete my graphic design classwork is that I a) live off campus and b) don’t own any Adobe products. This means that sometimes I’m barred from doing my classwork simply because I’m not able to go work on campus at that time. It’s even the reason this post has no pictures; although I wanted to go back and screenshot earlier versions of my work, I simply haven’t had a way to open the files for the past few days. I was also sick for a full week in November, which made a lot of things much more difficult. 

 

7 My favorite classes tend to invoke the following words: comfort, community, dialogue. A dialectic class style does a great job of encouraging this. I try to be empathetic and non-judgemental towards my peers while still doing my best to give thoughtful critiques of their work. It’s fulfilling to me to be able to complete my work in a space where I feel surrounded by peers who also care about the work they are doing, and to be able to casually pull someone aside and ask them a design question or for a critique. 

October 14, 2019

midterm musings

Filed under: Uncategorized —Tagged — j.e. nix @ 6:03 am

Hello!

I will now discuss each dimension of the GDES Studio I midterm rubric.

expert hours

This is one of those classes where the more you put in, the more you get out of it. Unfortunately, my one big struggle has been not being able to spend as much time on the assignments as I’d like to. You’ve likely noticed I only created seven symbols, not nine. I’m not really proud of this, but it’s what I felt I had to do to stay on-track in the course. 

Still, despite this, I think I’ve been fairly diligent about putting in regular work towards this class’ assignments, even if I’m not able to achieve as much as I wish to. And I believe diligence is what determines each level of this section of the rubric. I think top-tier is putting in work both during each class and between each class. Mid-tier is putting the work in eventually, but misusing opportunities like in-class work time. And bottom-tier would just be putting in little to no time and effort. Since I’ve done my best to do what work I can between each class, and I always take full advantage of in-class work time, I would place myself on the top tier. 

sophistication of my work

IMHO, top-tier would be someone who has well-thought out, cohesive, and complex ideas, and demonstrates this in their work. Mid-tier would be someone who may have some big ideas, but doesn’t really follow through. Bottom-tier would be someone who doesn’t really think critically about their work and their process, and it shows. I think I fall into the middle tier. Although I had big ideas, my designs tended to be very simple, and I was continuously frustrated with my inability to properly express my ideas and thus develop them further. 

I’m neither a skilled artist or an experienced graphic designer. This is my first semester in the GDES minor. A lot of what I’m doing in this class is more along the lines of ‘grasping the basics’ than ‘sophisticated’. But although it’s frustrating, I also don’t think I should be expecting to do more than I can. I need to acknowledge the progress I have made, and that already, things would be easier if I could go back and redo the assignment with the experience I have now. 

 

feedback

The top-tier for this criterion would be someone who listens to feedback and can use it to improve their work, but also knows when not to. They don’t listen blindly to everything other people tell them. They can still make decisions for themselves about their work and if the feedback is applicable. I would consider mid-tier to be someone who listens to feedback either too little or a little bit too much, and doesn’t consider that feedback with critical thought. Bottom-tier would be someone who refuses to or cannot accept criticism. 

I would definitely consider myself top-tier in this category. Feedback has been one of the most valuable parts of this class to me. I value the opinion and skills of the people around me, so I listen hard to what they have to say about my work and try to use it to improve my work, when applicable.

This was my symbol for the word ‘connection’. It started out way too simple (left), but after receiving feedback on it, I was able to make it a bit more visually interesting (right).

challenge

The lowest tier of challenge would be someone who doesn’t even bother completing the assignments properly. Mid-tier would be someone who follows the instructions and requirements for the assignments, but doesn’t do much more. Top tier is someone who does the assignments, and then some. They push themselves to make it into an extra challenge for themselves. I witnessed classmates who would come in having made many different symbols for a single word, trying to decide on just one – I would absolutely consider this to be ‘challenging yourself’. 

Regarding myself, I would put myself at mid-tier. I’m doing what I need to be doing to be learning and growing, but I’m certainly not going above and beyond. Though I wanted to push myself, my low skill level and lack of time made this difficult, and several times I found myself stepping back and saying “this is the best I can do for now.” oh, the woes of trying to live a balanced life!

 

other expert experiences

My first reaction to this criteria was to include other design work I’ve done. However, I get the feeling that this is supposed to mean only graphic design work, so that’s all I’ll consider for this assessment. I’d consider the top tier of this area to be applying my graphic design skills both in class and to things completely unrelated to the class. Unfortunately, I can’t really say I’ve done that. The opportunity hasn’t fallen into my lap, and I haven’t gone and sought it out. I have been completing and engaging with the classwork, though, which I would consider to be mid-level. The bottom tier would be not doing much of anything involving graphic design.

 

social emotional development 

The bottom-tier of this category might be someone who displays some or all of the following traits: disruptive, apathetic, rude, malicious, unconstructive, despondent. Mid-tier might be someone who displays one or a few of those traits, yet still makes a genuine effort to participate positively in the class. Top-tier would be someone who, if they do display any of these traits, is able to examine their own behavior and seek to amend it. 

It feels a little arrogant to say I’m mature (top-tier), but I do feel I am, if only because I’m a senior. I’ve learned by now the consequences of not taking a class seriously. I don’t blame my academic shortcomings on anyone but myself. For the most part, I’m able to keep calm and keep going when things don’t turn out how I want them to, or when I don’t get as much done as I want to. And I don’t freak out when my work gets critiqued! I think those who are ‘immature’ would do otherwise.

 

contribution to the classroom climate

Personally, I enjoy the classroom climate! I consider the mark of a good classroom climate to be one where people feel comfortable speaking up and/or asking others for help, and I at least definitely feel that way. I’d hope that my classmates do, as well. Anyways… in terms of the different tiers, I’m approaching it from the perspective of one student’s feelings towards another. I think that a top-tier contributor to the climate is someone friendly, open, and knowledgeable enough that others feel comfortable coming to them for help and advice. Mid-tier is to me someone who you might admire in some way, but are a little scared to talk to (maybe they seem intimidating, judgmental, they almost never speak, etc.). It could also be someone who you like talking to, but who isn’t very helpful when it comes to classwork. Bottom-tier is someone who you either don’t like, doesn’t like you, or who isn’t even on your radar. 

When I’m impressed by a peer’s work, I try to let them know instead of keeping it to myself. My hope is also that, being from a different major, I bring a new perspective to the class in a relatively friendly-seeming way. I dunno how well that comes across, though. I’ve had terrible social anxiety my whole life (could you tell?), and I absolutely do keep to myself sometimes. It’s really difficult to judge oneself on this criterion. I’d like to be top-tier, but I get the feeling I’m more mid-tier instead. If only I could view myself from the outside… 

 

conclusion

I think that’s everything I have to say. I also made a big ol’ illustrator file with most of the work from this project that I’ve saved in it, if you’d like to take a look.

August 30, 2019

Current and Projected Expert Hours

Filed under: Uncategorized —Tagged — j.e. nix @ 6:50 pm

It’s tricky to come up with an estimate for my accumulated expert hours because game design can be so multidisciplinary (I’m approaching this from the lens of game design). If I were to speak strictly in terms of designing and developing games, aside from about five hours in high school, I didn’t start to gather any expert hours ’til college. But what about the time I spent as a child playing with toys, creating and acting out worlds, characters, stories, etc.? What about the time I spent doing my own creative writing after school? Or that robotics summer camp I did one year? These activities are all an important part of the game-making process for a designer, but at the time, I was never looking at it from the perspective of ‘making a game.’ So does it count?

Given how unskilled I feel compared to designers already in the field, I would say not. It’s obvious to me that I have many, many years to go before I’ll even be close to as skilled as I want to be.

so, current accumulated hours: 2,505 (tallying up various classes + crappy high school game-making + my recent summer job with Girls Make Games).

But envisioned hours… envision what, exactly? For this class, all I can really hope is I’ll become a better designer and rack up another couple hundred expert hours. I’m confident that whatever I learn here will be transferable to other avenues of design and help me grow as a designer overall. That was my goal with starting a GDES minor, after all. But for the rest of my life?

I don’t feel like 10,000 is enough to call myself an expert. Maybe because the discipline of game design is so vast. That’s why I love it, though. I’ve always loved creating, yet the older I got, the less I felt like there was a specific creative discipline I fit into or wanted to specialize in… ’til I discovered game design. Being able, no, having to draw from so many different disciplines to make a great player experience is exhilarating to me, even if it also means I feel like I have a very long way go until I’m skilled. I’ll spend as many hours as it takes because it’s the most fulfilling creative endeavor I’ve ever participated in. I could probably talk about that for a long time, but I won’t.

so I would say, projected hours: 15,000 or 20,000 feels like a safer number if I’m to call myself an expert one day.

 

December 13, 2016

Developer Visit: Team Dogpit

Filed under: Uncategorized —Tagged — j.e. nix @ 8:59 pm

Last month, indie game developer Manuela Malasaña of company Team Dogpit visited campus. She answered student questions about being a game developer and showed off a demo of her company’s current project, a turn-based strategy card game called Lotería del Adiós. Below are my impressions and takeaways.

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Lotería del Adiós is a game built out of another game, the traditional Mexican game of chance lotería. Team Dogpit is a very small team itself, comprised of about 4-5 people. Manuela revealed that she often outsources smaller jobs to people outside of the company, including the voice acting. When I asked if the voice acting was expensive, I was surprised to learn that it’s not as expensive as one would think, as actors usually charge per line.

Manuela also shared some very wise words: “I don’t make games unless I’m passionate about the idea.” However, she also pointed out that it’s better to make many small games than spend years on your magnum opus. This was important for me to hear, because although I’ve spent some time now developing ideas for my ‘ideal game’ that I’d like to create, it would be such a huge and complex undertaking that I haven’t actually made any concrete progress on it.

Before closing, she stressed the importance of going to game jams and gave us information on several upcoming local ones. She pointed out that we didn’t have to participate in the game jam itself – we could also go just to network and play the games. This was something I hadn’t considered before, and I absolutely see the value in it as a game design student.

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I was very glad I got the chance to attend this presentation, as I think I really learned a lot from it. I’m grateful to Manuela for taking the time to visit.

December 5, 2016

Faculty Presentations: Part Two

Filed under: Uncategorized —Tagged — j.e. nix @ 7:33 pm

This past Monday, four more visual studies faculty presented to the class. Below are my impressions of each:

Tuan Phan: I always enjoy seeing Professor Phan’s work, and this was no exception. The concept of keeping an inventory that can be referred back to later is something we’ve explored in my Foundations of Art & Design class this semester and has really resonated with me, so getting to see it in action was really neat.

Jimmy Luu: I enjoyed seeing art that was more political in nature. I was really fascinated with the pieces that were passed around the class, and impressed with what a risograph printer can do.

Robert Bryant: Although I was already familiar with most of what Professor Bryant went over in his presentation, I was fascinated with his description of his work on ‘My Interactive Pooh’. His advice to always keep a notebook or journal of some kind is something I’ve started doing this semester, and it’s been a really enjoyable and useful activity.

Kim Garza: I thought Professor Garza’s work with the Safe Sleep training program and the Case for Christians in the Visual Arts booklet was very well-done and admirable. What stuck out to me the most from her presentation was the phrase, ‘it must first exist.’ As someone with procrastination issues, I feel this is something I should really take to heart to help overcome that.

I’ve enjoyed being in this class, and I feel I’ve absolutely learned some valuable information over the course of the semester.

 

November 28, 2016

A Reflection

Filed under: Uncategorized —— j.e. nix @ 4:37 pm

As the end of the semester approaches, I have some final reflections on VISU-1100:

I enjoyed the friendly and laid back atmosphere of the class. It was nice having a class that was so easy going. However, I really feel that the IGST major doesn’t really fit in much with the other majors also in the class. I often had difficulty understanding how the things being covered in class were relevant to my major. The only time during the semester that I felt that something had been done specifically with my major in mind was the Spacetime Studios developer visit. This was a really, really valuable experience to me that I learned a lot from. It would have been fantastic if more developers or game industry related people came and spoke to us, or if at least more of the class content was geared towards IGST majors. Usually I had to struggle to find ways to make what information I was being given relevant.

It also seemed like it became difficult to find things to talk about. The presentations were great and I really did learn a lot from them, but having only presentations every class got old fast. Finding more content to show or different things to do in class would be a big improvement.

Beyond these points, I had no problems with the class, and I enjoyed getting to meet many of the VISU faculty. Overall, I think this was a valuable class for me to take as a first-year.

November 21, 2016

Faculty Presentations: Part One / Five Year Plan

Filed under: Uncategorized —Tagged — j.e. nix @ 8:19 am

Faculty Presentations: Part One

This past Monday I was able to attend PechaKucha presentations given by several of the visual studies faculty members here at St. Edward’s. Here are some of my thoughts on each one:

Bill Kennedy: Bill’s process of taking a photograph and turning it into something so abstract it became unrecognizable was really interesting to me, especially the fact that Bill himself didn’t remember what the original images were. The proccess of creating these images seemed really interesting, and I’d like to learn more about it.

Hollis Hammonds: The combination of many themes common throughout all of Hollis’ work (storms, fires, trash, and apocalyptic imagery) lead to very complex pieces that evoked feelings of destruction and desolation. My favorite piece shown was the video of House On Fire, an illustration of a burning house with colored lights projected onto it to animate the piece.

Alexandra Robinson: I was really drawn to the minimalist look of Alexandra’s illustrations. Her work was inspiring enough to me that I found myself doodling things similar to the pieces shown during her presentation. I really liked her quote, “it’s in the nothingness that you find something.”

Tammie Rubin: I was fascinated by the color and texture of Tammie’s sculptures and the amalgamated look of them. She used the word ‘chimera’ to describe them, which I think is very fitting. She commented on how she’s gotten all kinda of comments on the sensory experiences people associate with her work, and I completely understand. The piece that stood out to me most was the series of cones that I found to be eerily reminiscent of Klu Klux Klan hoods. It gave me a very unsettling feeling that really stuck with me.

Joe Vitone: The work Joe showed was an intimate look into the lives of Texas ranchers that felt extremely real and personal. I loved the amount of information on the day-to-day life and activities of the subjects that was conveyed through these shots. And there was one word from the presentation that I was still thinking about hours afterwards: ‘cowpocalypse.’

 

Five Year Plan

My main goal for my future is to simply break into the game industry, which for many is no easy feat. Afterwards, while there are certain companies I’d like to work at and roles I’d like to fill, I can’t really predict at all where I’ll end up, and I’m totally fine with this. I see flexibility as an essential component of working in the industry. While I obviously plan on graduating in four years with a game design degree, degrees alone mean absolutely nothing to employers in the industry – they only serve to help me obtain skills and connections, which are the factors that actually determine how appealing I am to potential employers. This is why I’ll be doing my best to rack up as much experience as I can and do as much networking as I can before graduation, to make my transition into the industry as smooth and painless as I can.

I already have several connections at several different companies here in Austin, both large and small, and I’m doing my best to search for any and all kinds of internships or positions of any kind at local studios. While it’s unlikely I’ll be able to land anything as a first-year, it never hurts to put myself out there and make myself known. I’ll also be doing my best to rack up personal experience in game-making, through projects both solo and collaborative. I’ll be taking game creation classes and labs my junior year, so I’m guaranteed to produce some results during this time,but I’ll also be attempting to work on games before then.

My hope is that five years from now, I’ll have successfully landed a job somewhere, whether it be in QA or design. From there, I can begin working my way through the ranks to whatever future awaits me in the industry.

November 14, 2016

Developer Visit: Spacetime Studios

Filed under: Uncategorized —Tagged — j.e. nix @ 8:51 am

This past Monday I attended a presentation by three game developers from Spacetime Studios: Gary Gattis (CEO), Eva Tran (Art/UI Lead), and Bryant Wood (Game Designer). I was extremely happy to be able to see this presentation, as it was a great opportunity to learn more about the industry and career I want to pursue. Gary spoke about the production, marketing, and overall development of a game, Eva spoke about the process of making art for a game, and Bryant talked about the different categories of design and the roles each type of designer fills. I was eager to take away as much new knowledge as I could, so I took a landslide of notes, and as a wannabe level designer I focused especially hard on the design portion of the presentation. While there were some things I already knew going in, I also learned an incredible amount.

Tons of great advice was given on how to become a good game designer – advice on things like analyzing games, evaluating your own design, and how to get started with everything. I learned about the difference between a system designer and a content designer. I was given a great list of programs and toolsets to start designing my own levels and games in. I was exposed to a wonderful quote from Bryant: “A game designer’s best friend is randomness.” Perhaps most importantly, I learned some very valuable advice for entering the industry for the first time. I’ll now be able to enter my search for internships and jobs armed with the powerful tool of extreme persistence, used for both scanning local companies for positions and for messaging said companies many different times. I also heard the reassuring news that if I can’t manage to find an entry-level position in design, I’ll surely be able to enter into Quality Assurance, and from there a job in design isn’t too far off.

I’m truly glad to have been able to experience this talk. I walked away from it knowing that I must be persistent, always receptive to new knowledge and the ideas of others, and most of all: that I must create, create, create, and have fun doing it.

 

 

Question for this week’s faculty presenters: How big of a role did internships play in starting your career?

October 31, 2016

The Future

Filed under: Uncategorized —Tagged — j.e. nix @ 6:42 pm

This past Monday, I attended presentations by academic counselor Roel Martinez, study abroad coordinator Meghan Ryan, and several representatives from student groups Cabra, Command G, and the Student Art Group. All of these presentations showcased what students could do to customize their academic experience to fit them specifically, and they led me to do a lot of thinking about my own future.

Roel happens to be my own academic advisor, and he’s been a great help in creating my degree plan and figuring out what classes I need to be taking when. My major is currently undergoing a lot of changes, so it can be hard to know what requirements are being changed to what, and when. However, with guidance from both my IGST professor and Roel I have a mostly clear idea of what I’ll be doing, and so far, I feel content with everything.

In terms of studying abroad, I feel pretty neutral on the subject. Academic ventures that aren’t related to my major don’t usually interest me. The study abroad office emphasizes that they can find opportunities for students regardless of their major, but it’s not something I can see myself doing unless something arose that was directly connected to my major.

It was the presentations on student groups that really got me thinking. The Art Student Group representative, Brittany Fucik, mentioned how there was no IGST club when she talked about her process of creating an ARTS club. I began thinking about all the opportunities and benefits that could come from such a group. After class, I met with a few of my peers and we did some brainstorming on the possibilities of such an organization, as well as the logistics of implementing everything. I’ve also already gone with some of my peers and talked to faculty members about creating something similar to an IGST LLC. Even if neither of these ideas come to fruition, I know I want to become more involved in enhancing my major and building a community within it.

October 17, 2016

Skills Inventory

Filed under: Uncategorized —Tagged — j.e. nix @ 6:14 pm

Below I have created an inventory of some of my strengths, weaknesses, and skills in various aspects of my academic life.

Classes

  1. My greatest strengths in Foundations of Art & Design include: completing my work on time, correctly meeting the criteria for assignments, paying attention and contributing in class
  2. For greater success in this course, I need to: manage my time better to reduce stress

 

  1. My greatest strengths in Video Game History include: paying attention and contributing in class, absorbing the information given well, clearly communicating my ideas
  2. For greater success in this course, I need to: complete assigned readings on time

 

  1. My greatest strengths in Social Justice Seminar include: paying attention and contributing in class
  2. For greater success in this course, I need to: complete community service hours and attend more school events

 

  1. My greatest strengths in Disabled Bodies at the Edge of Justice include: paying attention and contributing in class, giving good presentations
  2. For greater success in this course, I need to: complete assigned readings on time

 

  1. My greatest strengths in Rhetoric & Composition I include: understanding difficult concepts, clearly communicating my ideas, paying attention and contributing in class
  2. For greater success in this course, I need to: make sure I fulfill all the requirements for assignments, complete assigned readings on time

 

Computer skills

  1. My computer skills include: Photoshop, video editing, troubleshooting, modding video games, HTML and CSS+
  2. I still need to learn: various game making tools such as Game Maker Studio and Unreal Engine 4

 

Research & writing skills

  1. My greatest strengths as a researcher/writer include: finding useful sources, formatting correctly, going beyond simply summarizing my sources
  2. I need to work on these aspects of research and writing: inserting enough quotes and evidence to support my points, eliminating run-on sentences
  3. I learn best & accomplish most when: I have a clear enough knowledge of key concepts to formulate and communicate my own ideas

 

ACTION PLAN: Disabled Bodies at the Edge of Justice

My biggest struggle in this class is performing well on tests and quizzes. I have difficulty predicting what will be on the tests and often find I’ve studied the wrong things, or I’m just plain unprepared. I can work towards solving this problem by:

1. Doing the assigned readings when they are assigned, not later on

2. Taking notes while I read

3. Going over and reorganizing my notes multiple times throughout the semester

4. Reading chapters more than once throughout the semester

5. Focusing more on key concepts and ideas than historical facts

6. Talking to the professor after class or during office hours about the tests

7. Talking to classmates about the readings and key concepts

8. Forming a study group

9. Reviewing the posted study guides

10. Creating my own study guide

If I want to perform better than I am right now, I must put in more work than I am right now.

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