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	<title>Zachernuk.com &#187; avatar</title>
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	<description>The desk of Brandel Zachernuk</description>
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		<title>OpenAvatar + Animated High-polygon Lego model</title>
		<link>http://www.zachernuk.com/2011/02/15/openavatar-animated-high-polygon-lego-model/</link>
		<comments>http://www.zachernuk.com/2011/02/15/openavatar-animated-high-polygon-lego-model/#comments</comments>
		<pubDate>Tue, 15 Feb 2011 02:32:42 +0000</pubDate>
		<dc:creator>Brandel Zachernuk</dc:creator>
				<category><![CDATA[doodles]]></category>
		<category><![CDATA[unity]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[avatar]]></category>
		<category><![CDATA[dof]]></category>
		<category><![CDATA[fog]]></category>
		<category><![CDATA[lego]]></category>
		<category><![CDATA[minifig]]></category>
		<category><![CDATA[openavatar]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[unity3d]]></category>

		<guid isPermaLink="false">http://www.zachernuk.com/?p=789</guid>
		<description><![CDATA[Over the past year, I&#8217;ve been thinking more about Cascading OpenAvatar and the idea of giving people access to persistent set of customizations that would span different representations. As Facebook games are on the rise and people are more interested in having game experiences that are shared across multiple platforms, the case for this shared-but-variable [...]]]></description>
			<content:encoded><![CDATA[<p>Over the past year, I&#8217;ve been thinking more about <a href="http://www.zachernuk.com/2010/02/11/cascading-openavatar/">Cascading OpenAvatar</a> and the idea of giving people access to persistent set of customizations that would span different representations. As Facebook games are on the rise and people are more interested in having game experiences that are shared across multiple platforms, the case for this shared-but-variable player representation is even stronger. I&#8217;ve been making a proof-of-concept for how a system like this would actually work with a simple character made of spheres, but I thought it would be worth doing a proper job with a more pleasing representation. I decided to go with the Lego Mini-figure.  </p>
<p>Like many people, particularly technical people, I have a great fondness for Lego that goes back to my earliest memories.  It was an endless source of entertainment to design and build my own world out of parts that could be replaced at random.  Since I began 3D modelling, programming, and designing interaction, this kind of expressive freedom has remained an important reference point.  So when I started thinking about an appropriate context to explain OpenAvatar, it seemed like the best place to start. Before I could make a program that would let you customize a Legoman, though, I had to build a model that was worth customizing &#8211; so here it is!</p>
<p>Move the mouse around to view the model from different angles. </p>
<p><em>Please view the full post to see the Unity content.</em></p>
<p>I&#8217;m not the first person to think it would be neat to do this &#8211; some people at &#8220;<a href="http://devbook.com/charactercreators/lego/">Devbook</a>&#8221; made one a few years ago which makes a good start, but I think that having a fully-3D version could be a lot more pleasing.<br />
<a href="http://www.flickr.com/photos/brandelf/"><img alt="" src="http://zachernuk.com/wp-content/2011/02/brandyman.jpg" title="Lego GPOY" class="alignnone" width="640" height="480" /></a><br />
This is what a high-quality render with Depth-of-Field (DOF) and Final Gather looks like.  Click on the picture to see the other renders I have done on Flickr. The current Unity3D render is some way off that but I&#8217;m confident that I can get it looking closer to this. Watch this space for updates!<br />
<br/><br />
[UPDATE] I have also been made aware of the <a href="http://universe.lego.com/en-us/splash/default.aspx">Lego Universe MMO</a> &#8211; which looks awesome &#8211; but I don&#8217;t think it undermines my point about customization.  If it becomes necessary to remove this or change the imagery to be more generic then I can cope with that, but for the time being I&#8217;d really like to play with the Lego representation!</p>
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		<title>Cascading OpenAvatar</title>
		<link>http://www.zachernuk.com/2010/02/11/cascading-openavatar/</link>
		<comments>http://www.zachernuk.com/2010/02/11/cascading-openavatar/#comments</comments>
		<pubDate>Thu, 11 Feb 2010 00:06:08 +0000</pubDate>
		<dc:creator>Brandel Zachernuk</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[avatar]]></category>
		<category><![CDATA[customization]]></category>
		<category><![CDATA[Grand theft auto]]></category>
		<category><![CDATA[GTA]]></category>
		<category><![CDATA[Playfish]]></category>
		<category><![CDATA[social]]></category>
		<category><![CDATA[World of Warcraft]]></category>
		<category><![CDATA[WoW]]></category>

		<guid isPermaLink="false">http://www.zachernuk.com/?p=388</guid>
		<description><![CDATA[A few months back I played through as many social and internet games as I could get my hands on.  One thing I was always simultaneously impressed and frustrated by was customization.  Games like YoVille and Pet Society,  environments like IMVU and the short-lived Google Lively often boast about detailed avatar controls &#8211; not just [...]]]></description>
			<content:encoded><![CDATA[<p>A few months back I played through as many social and internet games as I could get my hands on.  One thing I was always simultaneously impressed and frustrated by was customization.  Games like YoVille and Pet Society,  environments like IMVU and the short-lived Google Lively often boast about detailed avatar controls &#8211; not just shirt and trouser colour, but jawline, skin colour and sometimes even customizable decals.   I think this functionality is a great idea &#8211; the wardrobe features in World of Warcraft or Grand Theft Auto are things that draw the unlikeliest players into the game, and help players identify more closely with their character.  It&#8217;s not easy to tell just how strongly that is felt until it&#8217;s gone &#8211; in Playfish&#8217;s new game Gangster City on Facebook, the customization is completely absent &#8211; the back-story each player encounters is identical, with no real accommodation for concurrent players existing in the same universe at the same time.  It was surprising to realize how much I missed it.</p>
<p>Of course, it&#8217;s great when GTA and WoW do it because you know that any investment you make in your character customization is going to be worth it.  Each new installment of GTA offers gameplay for dozens of hours, and you can play WoW, for better or worse, for as long as you can stand it without running out of things to see.  In games of this calibre, the new customization options are a welcome sight, and I enjoy discovering what new options are available as time goes on.</p>
<p>In a new game &#8211; particularly one without the backing of recognizable names &#8211; customization screens can have the opposite effect.  Without knowing a little bit of what I&#8217;m in for, it&#8217;s hard to muster up the enthusiasm to define my character.  If it&#8217;s a requirement, which it often is, I make rash decisions in a show of contempt for the system that end up making my avatar look something of a mess.  The remainder of my play experience is then realized through this hash of a character, and ends up tarnishing my experience of the whole game.  A difficult-to-implement feature, that is often considered a must-have for social games, can end up ruining it.</p>
<p>So customization screens as a first port-of-call are annoying, but so is a lack of customization options.  It can be made an optional, progressive task, as in GTA: San Andreas, but most games can&#8217;t afford to demand the sheer amount of time that GTA can.  In addition, games in a highly-connected, social space <em>have</em> to make this a requirement in order to make concurrent players distinct, so it has to be done, and done before a lot of the fun can begin &#8211; so the question we&#8217;re left with is <em>&#8220;How do you give people a meaningful custom avatar without forcing them into a customization screen?&#8221;</em></p>
<h2>Web development to the rescue</h2>
<p>I&#8217;ve done time as a web developer before, and one of the technologies that has made the job much easier since the 1990s is the development of  <em>Cascading Style Sheets, </em>or CSS.   The Cascading part refers to a neat technique where more general definitions are are inherited by more specific ones, unless otherwise specified.  Basically this means if I want all text to be red, I say &#8220;All text should be red&#8221;.  Then, headings, subheadings, body and caption text will all be red &#8211; unless I want caption text to be green, in which case I say &#8220;All text should be red but caption text should be green&#8221;.  This has a significant advantage over defining each piece of text colour by hand in that it&#8217;s smaller to load, faster to write and easier to change if you decide you want to go with a slightly less gross colour scheme.</p>
<h2><em>..So?</em></h2>
<p>What I would like to borrow from CSS here is the idea that definitions can start out as vague, and become more specific with time &#8211; not just definitions of web pages, but definitions of character customization too.  Say I often have pale skin, wear glasses, grey shorts and a red-and-blue T-shirt (I do).  It wouldn&#8217;t be a bad place to start for <em>every</em> character I start out as to possess these properties,  and if I want to refine them further, I could.  If a game demanded a character that was an elephant instead of a humanoid, I might decide that I would prefer it not to wear glasses, but I&#8217;m not likely to resent the attempt, particularly if it was done automatically.</p>
<p>To an extent, Nintendo already does this with the concept of the portable &#8216;Mii&#8217;, which can represent you in a number of different games.  However, Nintendo requires that the Mii be presented indentically in all the games it appears in, which either limits the aesthetic of the game to the standard set by the Mii art, or jars with the artistic style employed in the game.  On the other extreme is Second life, where there are next to no restrictions on what you can do to your avatar or to your island.  The results of that aren&#8217;t pretty either.  I&#8217;d suggest we not go there.</p>
<p><a href="http://farm3.static.flickr.com/2676/4058110942_b4d9093104_m.jpg"><img style="border: 0px initial initial;" title="Cascading OpenAvatar" src="http://farm3.static.flickr.com/2676/4058110942_b4d9093104_m.jpg" alt="" width="240" height="125" /></a></p>
<p>I think it would be possible to find something in the middle.  If players could define a character appearance once. with some kind of open standard, then it would be possible to use that as a basis for any new character in a game.  If those parameters were made available to game developers, they could be integrated into the game in a manner that was in-keeping with the artistic direction of the game.  Players get avatars that they can immediately identify with, without having to invest time in building them,  Developers get a recognizable source of customization data that they can interpret how they like.  Everybody wins!</p>
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