Tuesday, March 24, 2015

Tips to make a better gun, having an Eye For Design while making Fictional Weapons:

This post is to help you make fictional weapons more believable by design, to give them a sense of purpose. If you want to make your weapons look like they belong and could work in the real world, here are some tips!

What this post WILL focus on: This post is here to give you an “Eye for Design”. Making guns look like they belong in the universe. I am a gun-nut, and have spent a lot of time researching weapons both real and fictional. These are my tips on how you can make your fictional weapons look good to a savvy eye, and will offer resources to discovering more!

What this report WILL NOT focus on: I will not be giving you tools to create your weapons, nor will I focus on 3D Software or Artistic Techniques. You are an Artist, and I trust you have the skills necessary to craft your world your way!

With that said, I recommend these three programs for 3D Modeling. These are powerful tools that you can get for Free!

  • Wings3D: An easy to use non-traditional modeler, simple yet robust! 
  • Google SketchUp: Another Non-Traditional program, deceptively powerful and very close to drawing! 
  • Blender: A real Meat and Potatoes program, it can be challenging to use due to it’s more traditional elements and user interface; but once you master Blender you can do some truly incredible things! 


Hands-On Experience: Both your own and others.


Whether you are designing fictional weapons in a fantastic universe or recreating real weapons both modern and historic, getting your hands on real guns in real life is the best way to understand them!

One thing you will learn is that Guns Come Apart! They are machines, just like a radio or a car, and taking them apart is one of the best ways to understand them. This is called “Field Stripping” and most modern weapons can be disassembled with your bare hands or with very basic tools.

An AR-15 assault rifle taken apart piece by piece and laid out in a carry, organized manor on the floor. The rifle is ready to be cleaned and reassembled.
An AR-15 Field Stripped for cleaning

Ask yourself how your fictional gun comes apart, how can a soldier remove the casing to clean it? If some parts break how will that impact how the gun works?

If you cannot get a hold of guns due to your local laws, watch videos with real people educating about real weapons! Nutnfancy and GunWebsites are two YouTube channels that offer loads of quality content and near-expert knowledge on firearms. They handle everything from gun reviews, dis-assembly, as well as Philosophy on guns and gun use!



Understanding The Tool: Purpose behind the design

Every tool exists in a specific context, a hammer is meant for a purpose, a screwdriver for another; Weapons, no matter the time period, are no different than shovels and keyboards, they all exist for a specific context and purpose.

Understanding your fictional weapon's purpose is key. Some weapons are specialists in their roles on the battle field.

  • Sniper Rifles: Precise, elegant tools meant for long range, stealthy engagement. They generally have low magazine size, slow rate of fire, and have long barrels and powerful scopes. Sniper Rifles are chambered with very big and powerful Rifle Cartridges that deliver a punch. 
  • Machineguns: Heavy machines built to provide cover for friendlies, generally having large pools of ammo to draw from, and sport a very fast rate of fire. Machine Guns generally can fire the same ammo as Sniper Rifles. 
  • Pistols: Personal defense weapons, small and easy to carry, and generally a back up weapon. They fire smaller, less powerful cartridges compared to the others listed above. 

Other weapons are more versatile, and can handle a variety of roles.

Sub-Machineguns: Also called “Machine Pistols”, the name explains their purpose. Small, light weight guns that fire pistol cartridges at high rates of fire. Used the world over by Police forces and Special Operations as a flexible platform.
Assault Rifles: The big brother of the Sub-Machine Gun, these rifles fire medium power cartridges. These weapons are a staple of modern militaries, and generally can be selected to fire one bullet at a time (semi-auto) or fire Fully Automatic with a high rate of fire.
Shotguns: Arguably the most flexible weapon platform ever built, Shotguns can be fitted to do anything from breaking down doors, riot control, close quarters battle, hunting, and even sports!



The History: Knowing your weapon’s past in detail

Whether in fiction or reality, all weapons have Designers and Design Goals; Always ask “Who was the designer, and why did they make the design choices they did?”. All weapons have prototypes, all tools have variants. Understand who the designer was and the philosophy they had behind building their weapon.

Mikhail Kalashnikov (Real Life Designer)
The world famous Russian Patriot beside his greatest creation, the AK-17 Assault Rifle.

A Russian tank commander during World War II, Kalashnikov saw that Russian troops often struggled to operate complex weapon systems, and knew that when a soldier didn't trust their weapon they were in serious danger of being killed.

He wanted to build a weapon that anyone could use, a weapon that would protect his Motherland and put Military Might into the hands of the people. He wanted a weapon that was durable, strong, and reliable. A weapon that would work in harsh conditions and would never let it's soldier down.

The result was one of the most popular and reliable weapons in the world. Chambered in the hard hitting 7.62x39mm Cartridge, it's a powerful rifle. With cheap parts and a very simple design, only having a handful of moving parts. It can work in the sand, mud, rain, and much more.

Eugene Stoner (Real Life Designer)
American firearms engineer beside his most popular design, the M-16

An American firearms designer in the 1950s, he jumped at the chance to design America's new infantry rifle. Stoner knew that ammunition was a heavy thing to carry. With more and more weapons firing at very fast full auto speeds, he wanted soldiers to carry more ammunition, and not risk running out at a bad time.

His AR-15 was built to fire the small 5.56x45mm Cartridge, it's small size meant that soldiers could carry more ammo. The Gun Itself was built for precision shooting at 300 yards, and made to be light weight.

During Vietnam, soldiers reported that the gun was having problems, failing to fire and jamming up with gunk and carbon build up. This caused severe problems and many soldiers lost their lives when their guns didn't shoot when they should have.

To fix this Stoner and the other Designers added a button on the side of the weapon called the “Forward Assist” that would force the bolt of the weapon forward, to insure that it was fully sealed and allow the gun to fire. This button is meant to be punched or slapped in an emergency, and is very durable.

The image shows two M-16 assault rifles side by side, nearly identical. However one of them has a button beside the butt stock while the other has nothing but smooth metal

Two M-16 Assault Rifles, the camera is zoomed in close to get a detailed look of the forward assist button


Hal “Otacon” Emmerich (Fictional Designer)
Otacon is rendered in 3D standing beside his biggest regret, the horrible super weapon Metal Gear Rex. Otacon stands proud but has a solemn look on his face.

From the fiction world of Metal Gear Solid, Hal “Otacon” Emmerich is a kind hearted nerd who loves engineering and Japanese cartoons. Tasked by his employer ArmsTech Industries to design a super weapon, Otacon was inspired by his love of Cartoons to build a Walking Battle Tank.

He built Metal Gear REX, a defensive weapon designed to shoot down enemy missiles using it's Railgun, little did he know his weapon would be used as a Nuclear Launch Weapon, a weapon that could destabilize the world! With extremely strong armor plating, and an array of anti-tank missiles, Vulcan cannons, and even a Laser, REX was a true monster, A Nuclear Equipped Walking Battletank!

However, REX was not a perfect machine. Otacon intentionally put in a Design Defect, the pilot is blind while inside the mouth-like cockpit, so they have to see using a sensor array called a Radome, the shield shaped object on REX's Left Arm. The Radome is a sensitive piece of equipment, and if destroyed it will leave the pilot unable to see, and force them to open up the cockpit... exposing them and making them vulnerable.

“It's not a weak point – I like to think of it as a character flaw. People just aren't complete without a character flaw” ~ Otacon

Knowing WHY someone built a weapon is almost as important as knowing about the weapon itself. Try to flesh out the history of the fictional device you are building and you will bring it to life.



How It Works: The buttons and doodads

Because weapons are tools build for efficiency, there is rarely a part, button, switch, or piece that doesn’t have a very specific purpose. Stoner's Forward Assist was a detail of the weapon that he needed to add from an engineering and ergonomic standpoint. The only reason he added an extra button to his weapon was to Save People's Lives! Remembering this is a good way to avoid “Over Engineering” and making your fictional weapon look silly.

The design tread of Steampunk is a wonderfully bad example of Over Engineering. While the art is beautiful, and I admire the time it took to create the pieces below… In any practical universe the weapons are nearly worthless.

The Designer didn’t build these guns to be practical, they built them because they thought it looked neat… without an eye for design, your work will suffer.

Two weapons, a pistol and a rifle are side by side. Each weapon has strange copper pipes that jut out of random locations, bits of metal are seemingly mindlessly wielded on, and the guns sport worthless parts glued on like pressure tanks and steam gauges.

If we look at either of these weapons from a practical standpoint, and using Stoner's Forward Assist as an example... What on EARTH requires a gun to have a Steam Gauge??? These guns would be horrifyingly dangerous to use in combat, and with all the over engineering involved... you are likely to have your gun either break in your hands or explode in your face!

Over Engineering is something you want to avoid! Remember, the only reason to have any extra buttons or doodads on your gun is if that Button or Doodad is designed to save someone's Life!



From Concept to Combat:

The same rifle is shown twice, the above is a hand drawn concept art of an Alien Laser Rifle, while the image below is the finished model fully rendered in 3D and ready to be used in the video game. Both images so slight differences, showing a shift in the art design form Concept to finished product.

All art starts from concept art, and then slowly evolves into the final product. If you start thinking about practical design from stage one in concept art, you will be more adaptable in changing or altering the design to better fit in the universe.

Once you are satisfied with your concept, you’ll need to start building the weapon. Below is a video that shows one technique I like to employ, overlaying an image and drawing from it.

The video is someone building an AK-47 in Blender, but the principle is the same; constructing your concept!





Attachments: Function vs. Weight, the woes of a soldier’s backpack

Some guns have the ability to have attachments, add ons, and gadgets to help them adapt to specific roles. The cost of this extra functionality is weight, and weight is one of the biggest enemies of a person in combat.

Think about it, if you are a soldier, a vast majority of the time you are not going to fire your weapon. You’re going to be carrying it around, hiking with it for miles, eating lunch with it, sleeping with it beside you, taking it to the bathroom. If a gun is too heavy, it will tire out a soldier LONG BEFORE they ever see the enemy.

So every component, gadget, and item that they attach to their gun had better earn that extra weight with functionality!

The gun shown has a very heavy 100 round magazine, a forward grip,3 flash lights for whatever reason, 2 scopes one in front of the other, extra rail attachments, and a weird bag hanging off the side to catch spent casings.
Wow... that is a lot of attachments... that must weight... what? 20 pounds?
Forget that! I'm not carrying it!

The same model of AR-15 with light weight parts, there are no attachments on the gun besides a very elegant reflect sight, to help the shooter. It is slim and very attractive, and perfectly battle ready
Much better, more sensible!

This is a horrible weapon, to start off it has no butt stock so firing would be uncomfortable and impossible to aim. It has glowing lights on the side so the bad guys can see you in the dark. But the real atrocity on the gun is the massive bladed chainsaw hanging out the front of the gun, complete with gas tank and razor sharp teeth to slice open your hand the moment you grab it wrong. This gun is way to heavy in the front and is a complete and total mess
Chainsaw-Gun.... very dumb...

An Assault Rifle from the popular Xbox video game Halo. It is a light weight futuristic gun with a flashlight in the front and a digital ammo counter display. My only issue is it doesn't have a trigger guard which is unsafe as someone could accidentally shoot it when they don't mean to
Much better! Very well designed gun... needs a trigger guard however, so there is a point deduction on that.

A weapon's weight is extremely important to remember! If a piece doesn't need to be on it, then don't have it!




An Example of How This Stuff Can Help:

This is a Rifle I built while writing this article. Using my knowledge of firearms I crafted a Bullpup Assault Rife. This rifle is designed to be a light weight, medium power rifle with very good accuracy; all within a small package.

It uses a long stroke gas piston, fires the 5.56x45mm NATO cartridge, has a non-reciprocating charging handle, and is almost fully ambidextrous. One of the flaws of the rifle is that in order to fire it left handed without issues, one has to take off the case and flip a part to the other side. I like that quirk =^_^=.

A 3D Model I made! Not much to say, most of its description is in the text above.

A 3D Model I made! Not much to say, most of its description is in the text above.

A 3D Model I made! Not much to say, most of its description is in the text above.

I built it using Wings3D and Blender. It doesn't have textures yet but I'll get to work on that soon, this is just a concept anyway, it's not optimized for in game rendering because it still has all the internal components.



In Conclusion:

Just because a weapon is fictional doesn't mean it has to be silly. In your fictional universe someone designed it, built it for a purpose, and possibly needed to redesign it! Educate yourself on real world weapons, how they behave, how they are made, and how they fit in the world around them. Understanding real weapons will make your creations far more believable, and that extra work will be noticed by those who look at your work.

Thursday, March 12, 2015

jQuery is Making CSS Awesome! And Here Is why!

CSS3 is a powerful new platform for Web Development, and its strengths and abilities are only now being discovered. One extremely powerful ability of CSS3 is it's relationship with jQuery, another powerful language.

In this blog post I will only be focusing on one technique that I find to be Extremely Versatile and powerful, and that is the ability to Toggle CSS elements on the fly using jQuery.

jQuery toggle effect tutorial by Akshay Jaiswal, is a good tutorial on how to first tap in to this ability.



Basically what this all means is that you can create your own interactive elements, such as switches, buttons, and expanding panels. I plan on using this ability to make a Weather Alert System for a website to inform the viewer that Inclement Weather will disrupt delivery services.

But this is only scratching the surface. This interaction between jQuery and CSS3 is allowing for amazing interactivity on websites.


Check out this site! It's gorgeous and it's all using jQuery to make these awesome effects happen

http://www.webiaprod.fr/
http://www.webiaprod.fr/
jQuery is Awesome!

If you've found anything cool that uses jQuery or CSS3, Share it in the Comments below =^_^=

3 Free Resources for Beginning HTML5 and CSS3

Web development can be complicated, and if you want to learn more about coding with the latest web practices, there are a lot of resources out there! With pay-for sources like Lynda and CodeSchool, learning how to build a website can be annoying if you have a low budget.

Thankfully I have collected three resources that you can use for free to learn what you need to know about HTML5 and CSS3!

W3 Schools: One of the best resources you can use while building a website. The W3 are literally THE PEOPLE who make the rules for how HMTL and CSS are to be used, they write the rule book. On this website you can search for specific tags and elements, how to use them, and techniques to use. It's basically a huge Wiki full of code, but the best part is the information is reliable!

html5andcss3: This is a good tutorial for people who prefer a step by step reading experience. This tutorial takes you one step at a time, just like a book or owner's manual. This isn't my cup of tea, but I see its strengths and I feel it's earned a spot on this list.

YouTube Series "HTML5 Tutorial For Beginners": Uploaded by YouTube user tutor4u, this 6 Part video series is awesome. Not only does he teach you proper technique, but he also breaks things down step by step, and even gives you resources and programs to follow along. His editing is beautiful, and his presentation is profession and clean.

If you have some helpful tutorials for people starting out with HTML5 and CSS3, let me know in the comment section below! Share your knowledge with us, and help others learn the beautiful new tools that these new systems offer =^_^=

Thursday, March 5, 2015

6 Beginning Steps for Indie Games to Get Noticed!

Indie Developers like you, with big dreams and big ideas, need a marketing strategy that helps you reach out to the audience you need. In the growing field of indie game design, more and more developers are finding out that there is always an audience that wants their content.

The trick is reaching that audience, and spreading the word. Assuming you don't have the budget to devote to marketing, here are 6 beginning steps to help get your game noticed.

1: 3 Minute Trailers: Gamers need something tangible to understand what your game is about, and a trailer that has laser-focus on your game's mechanics is one of the best ways to do that. It CAN NOT be longer than 3 minutes, it needs to be short and digestible. Personally when a friend throws me a YouTube video, if it's over 5 minutes long I am less likely to watch it. You can find plenty of simple video editing software out there like MPEG Streamclip or Windows Movie Maker.

2: Email The Gaming News Websites: Sits like IGN, Rock Paper Shotgun, and The Escapist exist to create content, if you contact them and provide them with material, You bet they'll run it if it's a slow news day. Be professional and distribute your trailers to anyone and everyone!

3: Website and Social Media: Build a simple, elegant website with all the information about your game in one place. It can even be a WordPress or Squarespace Website, just make it clean and simple. Get on Social Media and be real, spread the word and Champion your game. Fill your posts with #Hashtags that personify your game, or at the vary least include your game's title.

4: Celebrity Personalities: There are many internet famous people out there who have Let's Plays. If your game is fun and powerful, try to get the attention of people like Markiplier, PewDiePie, or The Game Grumps. They will give you a massive audience and generate buzz.

5: Release New Screen Shots on a Regular Basis: The more content you generate the more exposure you'll have. Put them on Twitter and Facebook, share them on Forums and Image Boards. Do everything you can to be seen.

6: Interact with your fans: Do an "ask me anything" on Reddit, go on podcasts, and make a blog to communicate. And be yourself, be real! You are a human being, not a corporate PR machine. And above all have fun, if you are having fun interacting with the fans, they will see that and react positively! Personally I LOVE IT when Game Devs interact with the fans, it makes me feel more connected with the game! The feedback you will get from your fans will also help you become a better designer!

There is so much more, but I hope that this is at least a good starting point. I recommend watching the amazing folks behind Extra Credits, they have great incite into the game industry. Need more information? Here is a video that explains more of this sort of stuff in detail. They bring up a ton of other topics to help you on this journey.


Thank you for reading, check out the folks at Extra Credits, and keep making awesome games! I look forward to playing your creations!

Tuesday, March 3, 2015

Change Dwells In The Unpredictable

"Unpredictable times call for the reliable friend"
~CLUTCH: Crucial Velocity
Change by its nature carries a large amount of risk. Going against conventional norms, especially in a technology driven field like Game Design, can lead to heavy losses for those who stray from the well weathered path. Because of this risk, Change (as a concept) needs a strong, dependable, and reliably person to lead the way.

In this blog post I will be discussing the following:
  • Highlighting why change agents (people who act as catalysts for change) are important
  • Give you a story about a Videogame World and how it applies to the Real World
  • Talking about emerging trends in Game Design, and technologies that help the small developer

Change Agents Give People Something To Believe In

People are less inclined to risk their paychecks on a project that has a risk of failure, and when dealing with cutting edge technology or radical new ideas, this risk is amplified. People need someone to believe in, to support them and motivate them. This change agent should be a strong, charismatic foundation, a person of dependability.

I personally have been a change agent before in many risky projects. People get worried and are less likely to change, and it takes a powerful projection of confidence to push people into a new direction. 

Championing Risky Projects and The Expense of R&D (A Minecraft Story)

This might, at first glance, seem like a trivial example of being a change agent, but one of the hardest things to do is have other people spend their weekends and days off for a project they don't believe in.
This is a story of a Minecraft server I was apart of.

This server was divided into multiple nations, each nation having a population of over 20 people. The server had an active population of close to 70 people, huge for it's time. Each nation has special permissions that made it impossible for outsiders to break down walls or damage houses, making it hard for small bands of raiders to do anything against the wealthy.

My nation were the new kids on the block, rookie barbarians who hid in the hills and used sword and axe to pillage small villages. In order to compete with the larger nations, and become a force to be feared, we as a nation would need to evolve beyond hitting things with swords.

I campaigned for the research and development of cannons to reach beyond the protection system's borders and attach larger cities. Please note that cannons do not actually exist in Minecraft, not officially; cannons require the leveraging of in-game physics, and the development of mechanical and electrical systems to operate. Anyone who has built a computer in Minecraft knows what I'm talking about.

"This is a game about mining???" (Yes, and this needs a lot of mining to build)
It wasn't just me who was putting time and resources into R&D, everyone was sacrificing their hard earned free time for this crazy idea of launching TNT across international borders. We all have jobs, some of us have children, so "Free Time" to play a game is as precious as diamonds. And cannons themselves are expensive to use, let along R&D. It takes a lot of manpower to gather TNT in Minecraft, especially for a rag tag group of barbarians.

People were not happy about the idea. Each time I tested a new cannon design, it would either under perform or blow up in my face (literally). Add to this the fact that I wasn't lifting a finger to gather the ludicrous amounts of resources need to fund such a process... and you can see why people were not happy.

The challenge of convincing hard working people to sacrifice their free time for a risky, untested, and ridiculous idea cannot be overstated. It took a lot of personal meetings, paying for peoples lunches, and networking to build people's confidence and persuade the nation to push toward my vision. I had to earn people's trust, and support them through encouragement and leadership.
"People will not want to grow if they do not trust the person that is pushing the change."
~George Couros: 5 Characteristics of a Change Agent

The more the TNT testing failed, the more we learned. After a long and difficult struggle we had cannon systems that worked. Soon after that we were attacking other nations, making allies and pulverizing cities to smoldering dust. Our little band of barbarians had grown into a titanic nation that was feared, and no one could challenge our cannon technology.

Today we dominate our server, and with our new TNT delivery system our work is more streamlined and efficient, allowing us to expand our efforts and influence.

"Back to Reality Sean... what does any of this have to do with the Real World?"

This story, while seeming silly, Did take place in the real world. These were real people, with real jobs and responsibilities, sacrificing their real free time without pay! Collecting gunpowder, refining it into TNT, storing it. Gathering red-stone for electrical wiring, stone and wood for construction. All of this for a risky, unheard of idea with no guarantee of reward in the future.

The environment might be a game, but the people are real. And it was up to me to support and convince people that this change was important.

Real world technologies that will change the Game Industry

Shifting gears away from playing games to developing games, building your own game engine is extremely time consuming and technical. Huge AAA companies can afford to put money and programers into building their own Game Engines from the ground up. To a AAA company like EA Games or Ubisoft, this R&D is not a risk at all.

For small indie developers, it's a whole other story.

Emerging, Prepackaged Game Engines

Unity is a game engine developed by Unity Technologies which offers small game companies and individual developers a cross-platform creation engine. This allows people to spend more time developing the actual game itself, and not spend time creating their own engine like AAA companies.

There are many game engines like this, and their existence lowers the risks that people need to take in order to build their dreams, and allows for new, innovative, and creative games to hit the real world market. The Indie-Game market is booming, and there is a growing demand for games that push envelope, and challenge what it means to be a "game".

Shifting The Burden of Risk

Before game engines like Unity and Unreal were available, change agents had to focus a lot of their energy on developing new engines and new technologies.

Before these game engines existed, Indie Games were rare and simple.

Now that these systems are widely and cheaply available, Change Agents are able to shift their persuasive energies away from developing new technology to developing new ideas. Reducing the risk of new tech, means you can focus that risk on new stories.

And it is these new available technologies are having a huge impact on the Game Industry, and will continue to have an impact as more and more developers gain new experience and resources to create their visions.