Monday, 16 November 2009

Creative Industries: Outlining Company Types

In creative industries, as a sort of follow on from the previous task I will be outlining the type of company culture the department is a part of, the company structure and the level of responisbility in regards to the level of management. As stated previously I was looking at the art department within the film company Lucasfilm, first of all I know that The art department is a part of the company with it's own managers and levels within such as Lead artists, plain artists and different type of artists, you have to remember thought hat this is just one department that is part of a larger company. All this means is that the department is a part a company structure know as "Role Culture", this means there will be people incharge of the whole company with people who are incharge of different sectors under their authority, much like the diagram below. This allows for the people at the top to know whats going on within their company without having to keep a constant watchful eye over all of it's employees.

(The top people are the triangle whilst the seperate departments are the pillars)

The company that the Art department belong to is a Privately owned Limited company, this means that there will be little amount of shares which are issued to a limited amount of holders within the company and they are not traded at all on the stock market. Lucasarts' structure in terms of management I feel it follows a more "Operational Management" structre as the department alone let along the whole company is full of "problem solvers" "Frontliners" and a host of other qualities that make it come under that catagorey.

I feel that I have a slightly better understanding of the way some companies work and why it works well for certain situations.

Animation Lesson Seven: Deformers

In this lesson of animation the subject we focused on was the Deformer tools for use within animation as mention previously I had a brief play around with derfomers by appling them to my characters. I then thought about how my characters will move and started to set up a rig to allow my chess piece to move more freely, to do this I added the twist and squash deformers to the chess piece by first creating them and placing them inside the item then by parenting them to the chess piece in the output window this will then make it so that when I move the derfomers it will manipulate the chess piece (like in the image below). Now my chess piece is just missing it's colour but it is almost done.

But just knowing how to make something move by manipulating it is the end all of animating in Maya. As sometimes animation won't be as smooth or maybe missing weight to the animations, you don't want a rock to look like it's floating. So below I'll be taking a look at how to animate something more smoothly in Maya using the proper tools including the crucial Graph Editor!

(Click to enlarge)

For the first example I played around using a simple cuboid shape, before I start to animate it I first used the edge ring tool to create segments in the cuboid I then created various deformers and placed them inside the shape and parented them, you can see the effects above. The reason for putting these segments is to give a kind of joint system to the shape, the more joints the more flexible the shape will be but, the longer it'll take to render and it'll also create a larger file size in the end. As you can see there a various types of derfomers ranging from benders, to twisters, to squashes (and stretches) I just had a play around to see what I could do.

(Click to enlarge)

Next I was given the task of taking an existing animation of a pendulum swinging and giving it a little more realisism by adding ease in and ease out via the Graph Editor. The editor works in a way that it shows the movement of the selected object along the timeline and by moving the line on the graph you modify the way the object moves. I found this particularly hard to understand and get a grasp of as when I moved the line on the graph to what I thought was the correct postion it just messed up the animation so I think I need to practise using the Graph Editor a little more. Overall I found this exercise very enlighting.

Visual Language Research: Character Design Development

I've started to design and develop my character as stated previously the setting that this character lives in is a futuristic time. Below are notes that I made after creating the rough portrait to indicate roughly what my character would look like. I decided long ago that I wanted to create a female character as strong and memorable female characters are fewer in numbers compared to the male. I also decided to make her Korean just for kicks really... and fairly young but not too young to allow for her to be relatable amoungst a wider group of people.

(Click to enlarge)

I also decided here personality would be that of a strong character but not a rip-off of Lara Croft, one of the more famous strong female protaganists to do this I tried to take attributes from other characters from film and add them too my own such as Deckard from Bladerunner, Ripley from Alien and even Obi-Wan from Star Wars. A main source of Influence for this character and The world she inhabits admitable comes from a mix of the enviroments seen within 1982's Bladerunner but also from a representation of the future found in Japanese sci-fi, most notable that found in animations.

(Click to Enlarge)

With the original Sketch of the character's head I wasn't one hundered percent satisfied with the hair style she had, I felt it was too remaniscent of the world I was influenced with when creating her (Bladerunner). I took a head shot I drew of her and scanned it into my computer then importing it into photoshop I started to mess around coming up with various hairstyles, above are the top four that I was fond of.

I'm still developing the character so where she'll go from here I'm not too sure but I'm really interested in seeing how she'll turn out.

Contextual Studies: The Uncanny

After my first lesson of contextual studies I was given to task to analyse and outline the key points of an excerpt on the topic of "The Uncanny" written by Sigmund Freud. This short essay should be at least 300 words in length and outline the notable points within the in short passage.
When defining what exactly "The Uncanny" is, at times it can be quite difficult as one is trying to explain the definition of something extraordinary, something that is in relation to our world and reality but at the same time either bends or breaks the rules of which outline our existence in the universe. This can be anything from defying gravity to merely having a unique quality that is not found in other objects or beings, the uncanny is often found in works of fiction where reality can be bent at the author's whim. Great examples of the uncanny in fiction are any kind of superhero comic or the works of H.P. Lovecraft. To further define what exactly can be classed as the uncanny I have turned to a certain passage by psychiatrist Sigmund Freud.
The first thing that Freud talks about is that the uncanny is generally perceived as an observation and opinion based upon that observation, these opinions are then compared to other opinions of sights seen for matching qualities, if a quality does not match with other familiar traits this can create the concept of the uncanny. To help strengthen this theory Freud brings up a quote from Jentsch which can further outline what can be defined as uncanny, "Doubts whether an apparently animate being is really alive; or conversely, whether a lifeless object might not be in fact animate". This short quote can clearly be used to in the age old question found in many science fiction narratives, whether a robot (or a doll) can be classified as being "alive". This is due to the fact that they share similar traits with humans yet they are not human, creating a likeness but not a replica of a living, animate being. Freud then goes on to say that using the human form as a basis is a one of if not the most successful method of creating a sense of the uncanny.
Freud carrys on to define psychological side of the uncanny, what makes it appear that way in our minds, using the narrative Nachtstrucken as a point of reference to translate his theory. Nachtstrucken features the story of 'The Sand-Man' an entity that claims the eyes of children who will not sleep. The story features a young boy by the name of Nathaniel whom seeks out to either prove or disprove the Sand-Man's existence in his own mind this is due to the fact the entity is never actually revealed to be fictional or no within the narrative leaving room for ambiguity. What it is important to know that is the narrative seems to be based within a reality very similar to our own in that when reading this we expect this narrative to follow the rules of our universe, with the shared traits in realities. The boy was determined to find out the Sand-Man's appearance and whilst in hiding he observes a character of which he has a distaste for, Nathaniel then projects his preconceptions of the dreaded Sand-Man on to this character for their exclamation of "Eyes here!" this event would be one to stay with the young child for his life.
This event ultimately became the demise of poor Nathaniel as it drove him to madness due to the fear he felt for the Sand-Man, through out the story it's never made clear if the Sand-Man exists or not and that's what makes it uncanny. Freud continues his analisation noting that the concept of pyhsically being robbed of not just one's eyesight but of one's actual eyes is something quite extraordinary and something that would not happen in this reality. Freud also notes on the ambiguity or the narrations rules and boundaries in relation to the existence of the Sand-Man character comparing it to narratives of Shakespeare wherein these rules are layed out giving a chance to suspend belief to allow for the existence of uncanny beings. Freud then goes on to suggest that some events within the story can appear meaningless until the character of the Sand-Man is replaced with that of the Nathaniel's father and begins to interchange the concept of fears of losing the eye to that of castration and punishment.
It is here when Freud stops focusing on the uncanny and focuses more on the possible hidden messages within the narrative, nevertheless from the excerpt Freud has presented I have gained a slightly better understanding of what the Uncanny is and through knowing this it will allow me to develop my own narratives which can be believable with fantastic elements.

Visual Language Research: Poster Analysis

Unfortunately due to my computer crashing I could not finish my my poster to the level of quality that I wanted, but below is a pretty good representation of the look I was trying to achieve, I tried to include things of my interest and my life such as the place I've been getting education from the last 2 years (and still am), my enjoyment of video games. As mentioned I had been trying to re-create the effects that artist Drew Struzan achieves in his works, I also wanted to try show my life as a kind of epic adventure bigging myself up just for laughs. I chose to complete the image in a painted style as digital painting is something I really want to learn. Once the deadline was upon me, the rest of the class and I were to reiew eachother's work.

(I was aiming for a kind cinematic look)

The most common comment was that it was a very comic looking image and that I don't take myself too seriously. I feel this is quite an accurate obvservation but I was tring to avoid a comic look in this poster, I was slightly disappointed that not many picked up on the Struzan influence at all, but perhaps it would have been clearer if the image was finished and had a more polished look. In any case I'm glad it got to this level before my computer crashed and now that it's up and running I may go back and complete this image.

Animation Lesson Six: Modelling and Rendering

For the sixth lesson of animation I spent the whole day trying to create my Characters for my animation, there is a sense of contrast in that one was challeneging to make whilst the other was very simple. To create the dice I simple created a cube, the Chess piece on the other hand was a whole new challenege for me, being made up of many different shapes the Piece really did test my knowledge on the use of the modeling tools found in Maya.

(I used referance to make the Chess Piece)

A new technique I used whilst creating the model was using Photo-Referance to make sure that the outcome would be similar to it's real world counter part. The experience of making the chess piece was really beneficial as it also strengethened my skills with all the tools but most specifically the deformer tools for modeling (rather than animation). Overall the chess piece is made up of twelve shapes mainly consisting of round/clyander like ones with two cuboids at the top making the cross. I also became more familiar with the method in which the bevel works as to help futher the imitation of a real chess piece I added a smooth look the the edges.

(The complete renders)

To further my experiences within Maya I started to experiment with colouring my objects. Over all I was happy with the day's work and feel I've took a step closer to completing my animation as I now have my script, storyboard and actors. I just need my set and cameras and I'm ready to start animating!

Visual Language Research: Charater Design influences & Inspirations

Before I start to design my character I should outline the kind of elements I want to include in my character. I know I want my character to be female, quite commanding with an element of sex appeal, I also want the setting to be a futuristic one and since I'm a fan of the sci-fi genre it shouldn't be too hard to develop something. To get creative juices flowing I'm going to take a look at various artists' designs that I want to try incorperate into my own.

(Designs for characters of the animated series Burst Angels)

First I took at some character designs by Japanese artist Hakua Ugetsu, more specifically the ones he developed for the tv-series Burst Angel. Looking at these designs gave me a great understanding of how to develop a character and a character sheet, whilst Ugetsu's style isn't one I want to replicate it is one that I find very interesting especially the line quality and colour jobs. His ability to combine unqiue character designs with sex appeal is something I do want to try incorperate into my character to try make it appear as interesting and as appealing as possible.

(Artwork by Hakua Ugetsu)

What I looked at specifically with Ugetsu's designs were the clothing and hair styles as it seems to be something that makes his characters seem truly interesting, I will have to think about how I would translate Ugetsu's style into something more suiting for myself. This is because the type of style I have in-mind is something a little more reflective of realisitic illustrations. One thing should be noted here about the way Ugetsu's work has been laid out is that it can tell you alot about the character before the character has even been animated or even coloured, such as a character's personality. In the above picture there is a design of a female in a track suit and from the design I can tell that the character is surly and anti-social when compared to other characters.

(Art by Yoshiyuki Sadamoto)

I want to include a type of close fitting type of space suit in my character design to show that space travel has reached to a certain point but it's quite like hoping into a car to go to the supermarket. I was reminded by the character designs for the animated series Neon Genesis Evangelion and how it contain something very similar to what I want to try include. Sadamoto's design work on the "Plug-Suit"s were something that really stood out amougst all the other different types of space suits so I took a closer look at the designs to see how he designed them. When it comes to my character I want to try add a more practical look which suggests that it's more based in reality.

(I actually own this book, it's reet good)

For extra inspiration I also looked at the art of Star Wars to just get a further understanding of how to design a character, I found using this book was helpful when I got stuck with ideas aswell as just general brainstorming with what to include or what kind of things to include. I found that looking at other people's work really helped with coming up with ideas for my own character design and because of it I feel I have a good bearing on my character and will start to sketch down my concepts and develop them from there.

Check This Out: The Future of Live Perfomances?

This week I went to a concert to see Billy Talent, one of my favourite rock groups perform after a cancelation a month ago. Over all the performance was outstanding and I found it very enjoyable but that's not what I'm writing about. No, what I am writing about is what could be considered as the future of music performances and merchandise. As I walked into the venue at which the band was performing I passed the merchandise booth which had the usual t-shirts posters and various other generic items but one caught my eye, a big banner posted above a table of it's own advertising USB Drives with the whole night's perfomance on it. After the show I rushed to the merch booth to purchase one of these new and wonderful formats of memorabilla, the asking price was £20 and when compared with a t-shirt which would come to the same price it's clear what the better product is.

(The future of live shows?)

Once purchasing it the woman at the counter said that the USB Drive was missing the last six tracks, but not to worry as within the lovely presentation case was a one time only code to download the missing tracks from the Concert Online website. After doing this I finally had it a perfect recollection of the previous nights show, the sound quality is really good considering that it was a recording of a live show done within the show's timescale. I feel that this is the kind of merchandising that will make future perfomances of any musician extra special for the fans, just imagine what it'd be like to have a full recording of The Beatles concert in Tokyo in 1966 after being there, you'd not only be able to describe how amazing it was but also show you're friends. This USB Drive is extra special for me as there is a section in one of the later tracks in which you can very faintly here my voice and that I also got it signed by the whole band after the show, but not to deviant from the original point, just imagine owning a copy of the only show of your favourite band's perfomace you've been to and ever will go to. I feel it makes the whole experience just that little more special, there are plently of artists who have already started doing this amoung them is rock and roll legend Kiss, Alice Cooper and Brit-ska band Madness, in a few years I can see this becoming the norm for Concerts and I already wish it had happened with previous Bands that I have seen perform live.

(Me with Benjamin Kowalski of Billy Talent.)

Check This Out: Eurogamer Expo 09

[ Under Construction ]

Check This Out: Capcom Character Designs

Recently the video games industry has been growing more rapidly than it has done previously and is beginning to build up to a level that is starting to rival the film indusrty in terms of story and visuals. Ofcourse one of the things that makes a videogame memorable is it's characters (this obviously goes for film aswell), and an important part of that is the look of the character. Below I'm going to analyse character's that have been designed for games published by the successful videogames company Capcom to understand the ins and outs of good character designs.

(Click to Enlarge)

Here is the character Wayne from Lost Planet. Within the game's world it's sub zero temperatures so characracters all need warm and protective clothing, this includes a suit which pumps thermal energy keeping the character warm, this is represented by the orange lines seen on his clothing. There are also lots of pouches and holsters to hold items and weapons are the character does a lot of exploring this is complimented by the earthy colours used that also allow players to differentiate the character from the white, arctic surrounds. It's clear a lot of research into how people dress to survive within cold climates and have modified it accordingly to give it a certain appeal. An interesting point is that Wayne originally was going to have blonde hair but some where along development of the character is was decided that it would use the face of Korean actor Byung Hun Lee. This gives the character a much real look.

(Click to enlarge)

Each of the characters in Lost Planet have very similar attires but with slight variations, one common feature is the use of fur around the edge of the collar of character's coats. One notable variation in design is that of the character Luka, who still wears outer clothing under her thermal suit but it's much less concealing giving the illusion of sexiness whilst also outlining that the character is female by showing these attributes. It's interesting to see how much the characters change from their designs on paper when entering three-dimensions but nonetheless it's very impressive.

(Click to enlarge)

Here we have several characters from the videogame Devil May Cry 4, all these characters share the theme of dressing in white which translates into them having an alliance with each other, a notable design is that of Gloria which is very revealing for that sake adding in the theme of sexiness to the group. There is also an absence of any short/bald hair within this group which helps tie these characters together.

(Click to enlarge)

Here are sketches of the development of the main charcater Dante. Previously this character stood out for his large leather coat, white hair and large claymore sword. Here the artist has experimented with several new looks for the character's face whilst keeping the same general motif. There is also an image of Dante's "Devil Trigger" form, which also takes on from the main motif but warps it into a new character. It's truly interesting to see what can be done when you use the same design motif and give it new variations or spins.

All artwork is copyright of Capcom.

Finally here are designs of the newest character Nero. His design is very much based of Dante's but with the use of Blue as the main colour instead of Red, he's also younger and more slender to give a kind of contrast to the other protagonist. Clothing choices here seem that originally is was intended that Nero would dress in clothing of early 1900s style but the design developed to give a more upto date look. Whats interesting to note is whilst Nero and Dante have similar design traits you can still tell the difference between them, such as age differences, body builds, face and colour pallete.

What I can take away from this look into character designs from Capcom is: Research clothing based on enviroment, Similar Colour Palletes can designate groups or alliances, Alot can be done with one design motif, Character build and facial structure can make all the difference, show the audience when a character is female (unless there is some reason not to), Hair styles play a key part in a good character image and don't be afraid to modify designs you may have already finalised previous.

I think I'll use these tips for the next time I'm designing a character.

Learning to use Illustator

When is comes to creating artwork digitally my skills have always not been equal to that with traditonal tools, when the oppertunity to learn how to use Illustrator more successfully arouse I was very excited to start. First I was given a few exercises in learning how to use the pen tool learning the ins and outs, once I had completed that exercise I was told to use the pen tool to illustrate a drawing, below is the original sketch of the character.

By using the pen tool I created the outline and then on a new layer I started using the pen fill tool to add colour. Most of the day was taken up with completing the final piece but it was a great exercise in trial and error, the end result was a very smooth piece of graphic design with crisp lines and bright colours, I'm proud of how the image came out and feel that it looks like it could come off as semi-professional. I now feel more comfortable using illustrator and I have taken alot from the lesson, with this new knowledge and confidence I think I will use illustrator more both as an illustration tool and as a design/type tool.

(The final result of my character.)

Creative Industries: what are the roles within a company?

The homework task for Creative Industries was to look at the roles and outline what they are and what the do within a company or department of the company. I will be looking at the roles and responsibilities within The Concept Art Department of Lucasfilm, the company is most famously known to be responsible for the Starwars and Indiana Jones series of films. When it comes to creating the worlds we see on the screen it's not just one person creating it all but a group of highly trained and imaginative people each with their own special skills but it all goes back to the source of imagery, the script. In this case the script writer is George Lucas, (but thats just for this example. When it comes the concept art for any film it all follows this process) after this to put it very basically artists will then go through the script and draw up concepts of the world and it's denizens, but things are rarely that simple.

(there are many different types of concept artists)

With any production (film) there will be many types of concept designs all just as important as the other. The first one that'll most likely come to mind is the Character Designer, the job of this this group or person (depending on the size of the department) is to visualise how characters will look such as what clothes they'll wear, how their hair is cut and even how they'll move. If the character is un-human it's also the designers job to design how the look physically. Next there will be Creature Designers (if there is a call for a range of creatures in the feature) their job is the same as the Character Designers, only they focus on the creatures of the feature, then there is Background Designers who create the worlds for these creatures and characters to live in. After this we have veichle and prop designers who, you guessed it! Design the machines and items of the worlds they're creating. Now whilst they're seperated into groups they still work together to make sure their designs fit together well. All the designs will be professionally trained illustrators each with specialities in certain fields, for example Character Designers may have an understanding or experience in fashion where as Background Designers will likely have experience with archetecture and Prop Designers will have worked in product design. There will then be points where the script writer or produce will visit the department and give advice on what he likes and dislikes from there the team will go back and work on their ideas until the writer/produce is completely happy with the body of work. The concept art is then passed onto next group of people who'll bring the film closer to realisation.

I got most of this information from watching the special features on the bonus disc of Starwars: Episode III: Revenge of The Sith. I found that it was really helpful to learn that there were many different types of concept artists that all come from different backgrounds, but the the one thing they had in common was that they were all very skilled and thats possibley the most impressive thing about these people, it that they have the skill to illustrate their amazing imaginations.

Sunday, 15 November 2009

With Apologies ( a HDD Requiem)

For those who haven't been informed over the last two weeks I've suffered from a complete hard drive failure, resulting in me having to get a new one. I have luckily managed to secure most of the files needed to work and I'm glad to say that everything is finally up and running and over this week I will be furiously blogging to finally catch up and be up to speed with all the work, this may result in a lot of [Under Consruction ] signs but by Friday I hope to have everything finished and back up to standard. I apologise for this slip and I'm working towards ammending it, but because of this please understand there will be a lack of non-course work related posts since they take least priority, but they will be posted nonetheless.

I now keep my old HDD on my desk as a constant reminder to always back up...

Animation Concept Re-Design

After spending some time with the computer program Maya, and learning how to use it to create basic shapes I came to the conclusion that computer rendering is not my strong point. Through realisation of this I decided to develop a new concept for the animation that I will create using Maya. This new concept had to be musch simpler than my previous one so I had to step back and try be less ambitious as I now knew the limitations of my abilities with Maya.

(A slightly complex item with a simple one creates good contrast.)

My new idea will involve interation between two items used within board games, a chess piece and a dice. I chose these two as they as two of the most iconic items when it comes to entertainment, I also chose them as they are fairly simple to render and can be disected into just a matter of shapes more easily than my previous concept. The basic idea that came with these designs is that the dice would bother the Chess piece and it would lead to an outburst, during the storyboard process I developed this to have more comical elements and a little refrance to a work by Hitchcock. Below is the storyboard.

(click to enlarge.)

Friday, 6 November 2009

Check This Out: Thought Bubble

Once again for it's third year in a row it's almost time for the sequential art (comics to you and me) festival that is known as THOUGHT BUBBLE, starting back in 2007 it has slowly grown into a huge success in it's second year with many guests from the comic world with talks and panels. The convention will be held in Leeds at Saviles Hall on Saturday 21st November, tickets cost £8 and a nice little bonus is that the first 500 tickets will get a V.I.P. Pass to the after show party. The convention is a great place to meet creators within the comic industry, pick up some cool merchandise that you may not be able to get without going online and as with last year plenty of thing to do to. Since it's started it's built momentium and now has plenty of sponsors ranging from many different Medias.

It's definetly one of the best conventions to go to as creators such as Mark Miller have been quoted saying "The best Con in the world".

(click to enlarge)

For more information on Thought Bubble including events and guest information check out:

Thursday, 5 November 2009

Animation Lesson Five: Move!

Now that I've completed building my truck it's time to start animating it and making it drive along the beautiful vistas of the virtual world! To animate my truck first I have to group all the objects together so that they move as one piece, so I go into my objects menu and put them all under one grouping labeled "Truck". Next I set up the frame rate to 25fps, this is done as it's the speed that British television runs at and that it's easier to work out in the long run (4 seconds = 100 frames) I then set the time line to 50 frames which translates to the animation running for 2 seconds.

Now that the animation settings and time line are set up, it's on to developing a track of movement for my truck to move along. Now I could move it and set key frames but that would mean that it only move in a straight line and that's not very interesting is it? So I created a Motion Path with the CV Curve Tool and create a path for my truck to move along, I then attach my the truck to the Path. After, using the Keyframe tool I set a frame of the Truck at the start of the path and a frame at the end of the path, with the settings set in Maya the will animate and move smoothly along the line (As seen in the video above).

The Motion Path.

Now that I have the basics of animation in Maya under my belt it's time to start experimenting with some of the special effects that the program has to offer such as distortion, bending and stretching just to give a little bit of extra life to the animation. To do this I downloaded a file from the Moodle to start playing with, the one I chose was that of two balls bouncing. The challenge was to make it appear as though the balls are bouncing realistically but to make one have a more cartoon-ish element to it. This was done by looking back at my previous work with realistic time lines and then applied them to animation within Maya. To achieve this look I used the deformer which allowed me to achieve the squash-and-stratch look. Below is the result.

If you look closely at the green ball as it falls you can see slight stretching compared to the yellow ball. I feel that I have a rough graps of deformation tools and look forward to expanding my skills and experiences with them.

Wednesday, 4 November 2009

My Curse... (Part III of III)

Here we go it's home stretch time, last time I went over the Playstation games that I have left to complete and finish. Now it's time for the last of the list, the Wii and Gamecube games! Now you may think I own both consoles but I don't, during the run up to the Wii's release it was revealed that it will be able to play Gamecube games aswell so I snapped up a few cheapy games in the anticipation. Anyways, onto the list!

Onechanbara Bikini Zombie Slayers
- Wii.
I love the concept behind the game, girls in bikinis cutting up zombies with katanas. One day I saw that it was only £10 and I had been dying to play it since release but friends kept put me off, saying it was terrible. So for it's low price I thought if it is bad at least I haven't spent too much. I've started playing this and it's okay just a bit repetitive, but good wii waggling fun. I haven't had much time to go back and play it though.

No More Heroes - Wii.
This is another I picked up off the cheap. I've started to play it but it doesn't feel like a must play though the look and style are worth coming back for the gameplay can be a bit unforgiving in it's difficulty and if you fail a challenge you can't go back and do it again it seems. This one has kind of just slipped into a "get round to playing later" game.

Mario Kart Wii - Wii.
I still need to unlock one or two more racers and get Gold on all the tracks under the different cups and CC settings. It's just so hard using that Wii Wheel thingy-ma-bob!

Resident Evil - Gamecube.
An amazing franchise, and this is where it started (with prettier graphics). I keep trying to play this game but it's a little open ended for me as I also get lost and hold on to things I think I may need later, a guide may be more in order for me to progress in this one.

(A beloved, fun, family friendly game)

The Legend Of Zelda: The Wind Waker
- Gamecube.
An underdog for it's choice of cel-shaded graphics at it's release now beloved and it still looks amazing today. I'm slowly making my way through this one, I think I'm not too far from the end as I'm in my little boat trying to find parts of that blasted Triforce!

Sonic Adventure 2: Battle - Gamecube.
I like some games in the Sonic The Hedgehog franchise and this one I like quite alot for it's fast paced level and mix of platforming (except Knuckles' levels). I think I'm on the penultimate level on the heroe story mode but quite abit on the villian story mode. Either way Shadow is pretty cool here shame about what happened next.

These next games are ones I've downloaded via the Wii's virtual console service.

Super Mario Bros. - Wii (originally Nintendo Entertainment System).
I can get to world 6 without dying once but that's when the game decides that I should do something else with my time...

Super Mario Bros. 3 - Wii (originally Nintendo Entertainment System).
I think I'm on world 7 at the moment...

Donkey Kong Country - Wii (originally on Super Nintendo Entertainment System).
I used to play Donkey Kong Country 2 at my grandmother's house all the time so when this appeared I had to know how the first one played, it's pretty fun and I'm currently on the ice world which I think is the third set of levels. Still kind of prefer DK Country 2, had pirates y'know...

Legend Of Zelda: A Link To The Past
- Wii (originally on Super Nintendo Entertainment System).
I knew of the following behind this game and I enjoy the series, at the moment I'm stuck on one of the the second or third of seven dungeons, I either need a guide or my friend who knows the game like the back of his hand to help me out, it's still fun though and interesting to see the history of a franchise.

(A love for painted box art started so young)

Super Ghouls & Ghosts - Wii (originally on Super Nintendo Entertainment System).
Another childhood favourite from my grandmother's. I could never get past the second level on this game but now look at me I'm on level five of eight (I think). This game is extremely hard and cheats in so many ways, if you ever get to play it you'll know what I mean. Thanks Capcom!

Sonic The Hedgehog - Wii (originally on Sega Mega Drive).
Another classic game, I can get up to the boss in the labyrinth Zone but once those spikes and water starts catching up I always die. Seriously Sega! A corridor where water rises and spikes come out the wall and you have to chase your opponent??!

There are other games such as House of The Dead II & III Return, Ghost Squad, Rock Band and Rock Band 2 but I don't really count those games as their more party and social games and are more fun to play when people are around, if I can finish them it'll be a nice bonus.

There we have it a list of all the videogames I own that I still haven't finished, over 40 titles! It's a long list that I'm trying to reduce but with all the new fantastic games coming out I have to restrain myself from buying a lot of them and choose ones I really really really want to play. This is my hobby, my leisure time, my obsession, my curse!