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IN THIS ISSUE
manifesto
The Journal grew from a desire to communicate the high standard and innovative work being produced
by the students on the course. The content has been developed and compiled by a group of students
led by Jess Magnus taking on the role of Chair, and consists of a group of students: Stina Sheehy as the
website and journals main designer and Graphics Artist, Robin Silcock as an editor and contributor and
also lecturers from the NUA BA Games Art and Design course. The team also includes the Course Leader
Marie-Claire Isaaman, and lecturers Kim Pace and Sharon Tolaini-Sage as mentors and editors.
The journal was developed as a space for students to be able to communicate ideas about their views
of the games industry and their visual and contextual work. The journal is not simply a means of displaying
work, but is intended as a genuine attempt to communicate original ideas in both textual and visual
forms. As games artists and designers aspiring to be part of the industry we are using the journal to
communicate what we do within the course itself and also provide a wider understanding of the games
industry for non-specialists and specialists alike. Through this we hope to provide insights into games
development for a wide audience from an academic and creative perspective.
The journal as it stands is an experimental project - an innovation for the University - an adventure in a
new and increasingly influential area of culture. The games industry is a burgeoning area and we hope to
be able to make our mark in this constantly evolvolving environment.
shaun slade.
editors note
contributors
Jess Magnus
Being involved with the journal has been a great experience, and even though my role as editor will be
short-lived, because the journal will be passed on to future third years, it has been a fantastic experience
with a great team of contributors. I look forward to seeing the journal grow and progress, as I know its
aims and passions will bring great content, thoughts and ideas.
Kim Pace
Editor
Sharon Tolaini-Sage
Editor
Marie-Claire Isaaman
Editor
www.gamesartdesign.co.uk
www.gamesartdesign.co.uk
W h at was t h e m o st i m po rta n t less o n yo u lea r n t w h en yo u sta rt ed yo u r fi rst
j o b?
My most important lesson was that you are a commercial artist so anything you do is going to be
wide open to criticism, dont take these comments to heart because its going to happen time and time
again. If you disagree with something explain why you feel that that change wont work but over all
follow what your lead says. In the case of when I was working with Guerrilla Amsterdam
for the first time we used to get regular reviews of our work with lots of changes but
after implementing these changes it improved my texture and asset creation quality tenfold!
Jess Magnus
chair - www.jessmagnus.co.uk
W h at i s yo u r favo u r i t e pa rt o f wo r k i n g i n t h e i n d u st ry?
W h at a r e t h e b est a n d wo rst
pa rts o f yo u r j o b?
The best part is when your game
gets the recognition it deserves
and if you receive an award like
the BAFTA we won for Little Big
Planet PSP it makes all that hard
work worth it, other good parts are
working with very talented people. Also people seem to love your job and think you are awesome.
The worst parts are that technology changes so rapidly so learning has to always continue and
sometimes what you have learned before is no longer relevant (this can also be a positive though).
Also, working for third party studios has its challenges such as financial instability and trying to get a
project signed by a publisher.
W h at wo u ld yo u li k e t h e fu t u r e to h o ld fo r ga m es?
Personally, I would like to see a lot more sharing of technology to make games creation
easier and more standardised allowing more focus on making a unique game than struggling to get
content to work on a machine. I am also a huge believer that this is probably the last generation of actual under the television consoles and that the future will be within the cloud with
a subscription based business model. I also see a great integration of technologies coming
together like iPads speaking to PlayStations, Smart phones talking to Xboxes eventually they
will all just do the same job and could end format wars!
www.gamesartdesign.co.uk
How are you currently finding working at NUA? Have there been any highlights so far?
Im really enjoying it! All the staff are friendly and extremely dedicated to student development. Im
pretty glad to be back in Norwich as well, its a lovely campus. In terms of highlights, I feel like I have a lot
more freedom and opportunities to introduce new content and projects to the students.
You are currently working on the game the NUA Incident , What made you decide to make the
game and where did the idea come from?
You have recently joined NUA as a Part Time Lecturer, what was your background
before this and how did you come to be part of the NUA team?
Well, firstly I graduated from this course around 4 years ago. Since then Ive been in Dundee in Scotland
where I did my Masters at Abertay University, MProf Games Development. Post Masters I worked in a
Dundee web and app company called Waracle creating a 3D Facebook game for a conservation charity
and some of their other projects. As the story is so often, things didnt go as planned and the company let
the whole games team of around 15 people go and I was then offered a teaching position back at Abertay
University. I fell in love with teaching and I find it hugely rewarding. As that position came to an end I was
told of a similar position here at NUA and I jumped at the chance to continue to teach and to work with
all my undergraduate Lecturers in a very forward thinking course.
I felt part of my remit joining the teaching team was to encourage further independent development.
I enjoy using the Unity games engine and have been using it casually and professionally since the final
year of my undergraduate degree. Unity is a big deal for independent development and I wanted to
create a series of projects and briefs to coax the students into becoming more familiar with it. The NUA
Incident is based off on an iOS game The Incident by Big Bucket Software. The basic premise is you
play as a character that must dodge falling objects and climb on the resulting piles of debris to get as
high as you can. The reason I chose this is because the falling objects can be absolutely anything and the
students can submit what they like. This gives a lot of students a chance to submit to a live brief for an
actual game rather than creating things in a void purely for portfolio. Ive also introduced the feature to
have the students names next to their object to act as a credits screen for the exhibition.
It is my hope that year after year students will submit objects and the game will fill with an endless supply
of interesting and varied objects for NUA to display.
What challenges have you faced when making the game?
Ive never had any formal training in programming and have been learning in my own time since before
university. Luckily Ive made a lot of programming friends over the years which is a great help. But yes
programming is my largest hurdle. Luckily it is a reasonably simple game.
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www.gamesartdesign.co.uk
Have there been any highlights or particularly memorable moments for any of you in this last
year?
The most memorable moment was probably moving to Manchester and seeing the concept come to
life, because for a long time it felt like we were at a standstill and nothing was happening due to the
amount of time we had to wait for contracts. Another memorable moment was the realisation that we
were actually making a game we wanted to make, this happened when we had played our first game
build.
What inspires you as games artists and how have you retained creative ownership over your
ideas?
How has the last year been for you all since
graduation - both with your time at Dare to be
Digital and after?
Dare to Be Digital 2013 gave us the opportunity to work as a game studio for the first time, it
gave the team an understanding of how game
production works. During Dare we received
professional criticism from big studios such as Microsoft Lift London and Sony XDev, which really
helped us to raise our quality bar and design ethics. Towards the end of Dare we had to
promote our game to the general public of Dundee and we learned a lot through working with
people and how they interact with games. At Dare we won two awards, one for Artistic
Achievement and the other Best Team by the other competitors.
What is the current situation for the studio? would you be able to give a brief description of
your current position and what you are currently working on?
We cant mention our third party publisher due to the fact we havent been announced yet, but
we are in development working as an external independent studio on a game designed by our
Lead Designer/Character Artist Daniel Robinson, Lead Artist Martin Reimann, Sound/Designer Elbert
Lim and Producer/Animator Jack Bennett. Unfortunately we cant mention too much about the
title due to third party restrictions.
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www.gamesartdesign.co.uk
This year weve achieved unprecedented success, with three NUA teams and their game concepts
reaching the final 15 of the competition. Over 160 teams from Calcutta to California applied this year
and the positive results confirm our place as a leading international provider of specialist education in
video games. - Marie-Claire Isaaman, Course Leader.
The final three teams consist of NUA students Robin Silcock, Jessica Magnus and Shaun Slade in
Team Insert Imagination, who will be making Kuria; Team Desk Jockeys, creating the game
Reshuffle, made up of NUA students Jonathon Pace, Dexter Camilleri, Pieter Jollans and Lee Gregory,
and the final team A Fox What I Drew, made up of NUA students Kai Creedon and Dominic Littler and
alumnus of the course Cian McNabola, who are making Baum. The competition is held at Abertay
University where the teams will be staying for the 7 week development period and begins on the 16th
of June. To keep up to date with the teams progress keep an eye on the Dare to be digital website:
www.daretobedigital.com.
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www.gamesartdesign.co.uk
robin silcock
editor - www.robinsilcock.
com
There were several talks across the ten days
from developers talking about how creative
processes and game development as a whole.
The Forum hosted a large Arcade of Retro consoles and games in their Fusion area.
We aimed to give people a range of experiences, encouraging those that might never
have played games or even thought
about games to come and experience the
event. The festival also provided a great
opportunity to promote and advertise the
local game development community and
showcase what happens behind the scenes of
games.
During the festival we were extremely lucky
to have prestigious visiting speakers, including
Imre Jele from Bossa Studios, makers of
Surgeon Simulator, Tom Hegarty from Roll7 who
developed Olli Olli, and Sophia George, NUA
Graduate and the first Games Artist in Residence
at the V&A Museum.
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www.gamesartdesign.co.uk
david allan.
www.davidrallan.co.uk
stacey bone.
www.staceybone.co.uk
Andrew booth .
www.andrewbooth3d.com
dexter camilleri.
www.dextercamilleri.co.uk
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www.gamesartdesign.co.uk
Jack eastoe .
Auberi chen .
www.auberichenart.weebly.com
kai creedon .
I am a Games Designer with a degree from Norwich
University College of the Arts in Games Art & Design.
I was designer on a 5 minute prototype in a large
group for our final project. I am also a finalist in Dare
to be Digital. These have taught me to design game
mechanics, levels and game flow. I have strong experience in Unity building levels and prototyping mechanics
in C#. I also have a good fundamental knowledge of visual
theory and most industry standard software such as Autodesk Maya and 3DS Max, Adobe Photoshop,
Flash and After Effects.
www.jackeastoe.co.uk
joey everett.
www.joeyeverettgad.tumblr.com
LIAM GALLAGHER-VAES.
juliette desforges.
www.juliettedesforges.com
Aisha Dickins.
www.liam3258.wix.com/lgvportfolio
tom gates.
www.gadaisha.blogspot.co.uk
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www.gadtom.blogspot.co.uk
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www.gamesartdesign.co.uk
william johnson .
jac gatfield .
www.williamjohnson3d.weebly.com
www.jac-gatfield.com
katie gilman .
Pieter Jollans.
www.pieterjollans.co.uk
www.killveous.com
lee gregory.
In my final year I have worked with several other NUA
students to create a small playable prototype for a
project conceived at the start of our second year. My
role has primarily involved the creation of environments
for the game; producing concepts during the
pre-production phase and models and textures for
the prototype itself. My decision to work as part of a
small team this year has vastly expanded my knowledge of game design and production, providing me
with an insight into different areas of specialisation other than my own and subsequently
has strengthened my work for practical use.
elie harrison.
dominic littler .
www.dominiclittler.com
Sam lockwood .
www.elieharrison.com
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www.lockwood3darts.webeden.co.uk
As a 3D Designer my main speciality is in environments, mainly for sports games. I use Autodesk Maya to
produce my work as it is where my skills are strongest
but I am always willing to learn new programmes
to further improve my skills. I have always had a
massive interest in sports, especially football. That is where
my main desire to become a 3D environment designer has come
from. During my time at NUA, I have benefitted from the help of my fellow students to help me
learn and improve my skills as a designer.
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Andrew obrien .
www.gamesartdesign.co.uk
Jess Magnus.
www.jessmagnus.co.uk
federico marchesi.
www.fedm.co.uk
www.andrewobriengamesart.com
Jonathan pace .
www.jonathanpace.co.uk
Aaron Pai.
jake masham.
www.jmasham3D.com
www.aaronpai.co.uk
ross parke.
www.bradleymj.com
After a successful career as an architectural draughtsman and designer I decided to follow my passion
for game and film by retraining in pre-production
Art & Design. Honing my 2D skills in both traditional
and digital media, I also had the opportunity to
learn Maya and Z Brush, which have in turn introduced me to
the world of 3D printing. I take my main inspiration from nature and enjoy life studies of
flowers, which helps me discover forms to use in my designs, my favourite genres are Science fiction,
Art Nouveau and Buddhist/Hindu mythology which I have merged for my major project.
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www.gamesartdesign.co.uk
Nathan russell.
tyrone parker.
www.nathanjrussell.co.uk
www.tyrone-parker.squarespace.com/portfolio
William Pateman.
Taz Selby.
www.facebook.com/ArtOfTazSelby
www.williampateman.wix.com/3dartist
stina sheehy.
Samantha Pillow.
www.stinasheehy.co.uk
www.sampillow.weebly.com
daniel rigg .
www.danrigg11.wix.com/combatheads
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Kai Shepherd.
www.kaishepherd.com
www.gamesartdesign.co.uk
Olivia Viles.
robin silcock.
www.oliviaviles.weebly.com
www.robinsilcock.com
shaun slade.
www.shaunslade.com
kane winchester.
I am a 2d Artist As far back as I remember I have
been drawing, and coming from a pretty creative
family I was always soaking up my surroundings
and experiences. Finding games at an early
age was amazing, the characters, worlds and
stories always mesmerized me. Since then I
knew I wanted to create something that could
astonish others. Leaving school I attended a graphic
design course, this is where I learned the basics of Photoshop and Illustrator. I have been honing
my skills at university ever since, always pushing to create something which can mesmerize.
George woodford .
jess smith.
www.georgewoodfordart.weebly.com
Sophie Woollard .
charlie sykes .
www.sophiekwart.wix.com/portfolio
www.charliesykes.weebly.com
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www.gamesartdesign.co.uk
1
In the early stages of development, I like to split my canvas up into
three or four sections. In this case Im now left with three identical
blank spaces ready to be filled with paint. Nothing is worse than
staring at a blank canvas, so I start laying down colours randomly.
Sometimes I dont even look at the screen when Im painting as this
gives me more freedom for experimentation. I always keep zoomed
out as much as possible so I dont concentrate on any of the details.
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www.gamesartdesign.co.uk
I continue to add
details and decide to
add a dramatic waterfall coming down the
building. Im not really
sure why I decided to add
this feature but it creates
a nice colour contrast
with the warm colours.
6
The painting lacked lighting and felt quite
cold, so I decided to add a warm light source
coming in from the left hitting the face of the
building. The warm light is also acting as a visual
guide to lead the viewers eyes to the area that I
want to showcase the most.
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