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<channel>
	<title>Spencer Congdon</title>
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	<link>http://spencercongdon.com</link>
	<description>Game Programer</description>
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		<title>Website Update &#8211; Graduation Edition</title>
		<link>http://spencercongdon.com/2010/06/website-update-graduation-editio/</link>
		<comments>http://spencercongdon.com/2010/06/website-update-graduation-editio/#comments</comments>
		<pubDate>Mon, 21 Jun 2010 16:21:16 +0000</pubDate>
		<dc:creator>Spencer Congdon</dc:creator>
				<category><![CDATA[Updates]]></category>
		<category><![CDATA[Website]]></category>
		<category><![CDATA[graduation]]></category>
		<category><![CDATA[Torchlight]]></category>

		<guid isPermaLink="false">http://spencercongdon.com/?p=505</guid>
		<description><![CDATA[
The website hasn&#8217;t had an update for a couple of weeks, so I decided that something had to go up.  The main difference to the website right now is that all of my information got updated to reflect my official graduation from the Master&#8217;s Degree.  With distinction as well!  Our class is made up of [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-507" title="websiteupdate2" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/06/websiteupdate2.png" alt="websiteupdate2" width="500" height="281" /></p>
<p>The website hasn&#8217;t had an update for a couple of weeks, so I decided that something had to go up.  The main difference to the website right now is that all of my information got updated to reflect my official graduation from the Master&#8217;s Degree.  With distinction as well!  Our class is made up of the guys with the green hoods in the picture above.  Not all of us were able to make it back for the ceremony, but it was good to see everyone again as we all head out to find our positions in the gaming industry!</p>
<p>Graduation was a busy time, so that partially explains the inactivity on the site, but much of it is gaming related.</p>
<p><span id="more-505"></span>I&#8217;ve recently bought even more games (some deals are just too good to pass up) and Batman: AA took up all of my time for a couple days while I finished it.  Truly a great game.  Since I am tearing my way through several games right now I&#8217;ve been thinking about doing another edition of Random Game Thoughts, so this could prove to be quite productive.  My recent gaming spree was amplified by my Xbox getting a red ring of death, depriving me of gaming for a little while.  I have to say the repair went extremely well though and I had it back within five business days.  It was still torture though since I acquired seven games while it was gone.</p>
<p>I also have a large drawing I&#8217;m trying to get done, which has displaced my Torchlight level for a little while.  Which is only fair, since Torchlight editing had displaced the drawing for quite a while longer.  Speaking of the level, it is still coming along.  It is actually more complete than <a title="Runic Games forum" href="http://forums.runicgames.com/viewtopic.php?f=23&amp;t=12173" target="_blank">my forum topic</a> currently suggests, I just can&#8217;t justify an update there quite yet.  It should be a decent finale though, I&#8217;ve got at least one secret planned a final battle quite a bit different than the rest of the dungeon.</p>
<p>So here is a small screen of the cliffs and hopefully I will have a game-related update in the near future.</p>
<div id="attachment_506" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-506" title="clifftease" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/06/clifftease.png" alt="It does exist! There is an end!" width="500" height="281" /><p class="wp-caption-text">It does exist! There is an end!</p></div>
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		<title>Torchlight Custom Level Part 3: Jungle</title>
		<link>http://spencercongdon.com/2010/05/torchlight-custom-level-part-3-jungle/</link>
		<comments>http://spencercongdon.com/2010/05/torchlight-custom-level-part-3-jungle/#comments</comments>
		<pubDate>Mon, 10 May 2010 20:13:19 +0000</pubDate>
		<dc:creator>Spencer Congdon</dc:creator>
				<category><![CDATA[Modding]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[linkedin]]></category>
		<category><![CDATA[mod]]></category>
		<category><![CDATA[TorchED]]></category>
		<category><![CDATA[Torchlight]]></category>

		<guid isPermaLink="false">http://spencercongdon.com/?p=492</guid>
		<description><![CDATA[
The time to reflect on part three is upon us.  I had predicted that this section would get completed much faster than the previous one, the type of prediction that usually curses a project.  In most ways it did go faster than the previous level, even though the overall time I put in was probably [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-495" title="TorchlightPart3" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/05/TorchlightPart3.png" alt="TorchlightPart3" width="500" height="281" /></p>
<p>The time to reflect on part three is upon us.  I had predicted that this section would get completed much faster than the previous one, the type of prediction that usually curses a project.  In most ways it did go faster than the previous level, even though the overall time I put in was probably more.  This level is both larger and more complex, so my previous experience helped keep development from getting out of hand (I will talk a little about that later).</p>
<p>I have to admit that it wasn&#8217;t as smooth as I had originally hoped though.  Most of this is due to SunkenTemple tileset, which comprises most of the level.  I thought the transition to this tileset was going to be a straightforward as was to move from the Crypt set to the Cave one.  It didn&#8217;t really work out that way.</p>
<p><span id="more-492"></span></p>
<div id="attachment_496" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-496" title="CombinedJunglePlan" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/05/CombinedJunglePlan.jpg" alt="The original plan for the Jungle and Village, with the ending incomplete." width="500" height="250" /><p class="wp-caption-text">The original plan for the Jungle and Village, with the ending incomplete.</p></div>
<p>The first problem is how the floor tiles fit together.  The trim pieces for the Cave set are really simple to work with and I had gotten used to planning a level with those pieces in mind.  The SunkenTemple ones do not fit the same way, so the first parts of the plan I made could not be perfectly recreated.  The second problem is that the floor pieces are poorly organized, so not all of them show up when &#8220;floor&#8221; is checked in the editor palette.  I also recall some pieces not having a collision mesh assigned to them when I started.  These are the type of little things that add up to a larger pain and it slowed me down near the beginning.</p>
<div id="attachment_493" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-493" title="JungleAerial" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/05/JungleAerial.png" alt="Overview of the final level, much different from the last one." width="500" height="281" /><p class="wp-caption-text">Overview of the final level, much different from the last one.</p></div>
<p>There are other irritating things about how the walls fit together (which are organized in full, half, and quarter sizes) that make transition not as smooth as I would have wanted.  This complaint may have been amplified by some of the things I did with the walls, so I could have made it a bit easier on myself.  My last complaint (getting too ranty here) is that the diagonal walls don&#8217;t display correctly on the map, instead it shows the opposite diagonal which makes the map look terrible.  I&#8217;m still looking for a fix, but I don&#8217;t know if I&#8217;ll find one before I finish the dungeon.</p>
<div id="attachment_494" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-494" title="JungleShrine" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/05/JungleShrine.png" alt="A closer look of the Jungle Shrine area." width="500" height="281" /><p class="wp-caption-text">A closer look at the Jungle Shrine area.</p></div>
<p>I mentioned before about keeping development from getting out of hand, this mostly concerns the organization of the level.  Well labelled groups are a must when making a layout of this size.  I have dozens of them breaking the level down into areas (8 of them) and type of piece.  Since the editor does not have a way of locking a group like one would in photoshop, it pays to have everything properly organized so that visibility can be toggled.  It is also very helpful when cleaning up the map to have pieces split into groups that will or won&#8217;t show on the map.  I had organized the Crypt and Cave sections with groups before, but it took much more to keep from getting lost in this level.</p>
<p>So I am moving on to designing the last section of the dungeon.  I only hope that this one hasn&#8217;t gotten too large, the load time in the editor is getting a little long.  Still, it is worth it because the result looks really good.  I have also been updating my progress on the <a title="My dungeon at the Runic forums." href="http://forums.runicgames.com/viewtopic.php?f=23&amp;t=12173" target="_blank">Runic forums</a> little by little, so check that out for additional screenshots.  I will make a gallery on this site soon so that there is a more complete collection.  Finally, here is one of the videos I uploaded to my <a title="Torchlight Development Video Playlist" href="http://www.youtube.com/user/Toop6#p/c/A281523974C04FFF" target="_blank">Torchlight Development Playlist</a> on YouTube for this level:</p>
<p style="text-align: center;"><object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/qFEOCiAeym4&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/qFEOCiAeym4&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object></p>
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		<title>Torchlight Custom Level Part 2: Caves</title>
		<link>http://spencercongdon.com/2010/04/torchlight-custom-level-part-2-caves/</link>
		<comments>http://spencercongdon.com/2010/04/torchlight-custom-level-part-2-caves/#comments</comments>
		<pubDate>Tue, 20 Apr 2010 21:59:28 +0000</pubDate>
		<dc:creator>Spencer Congdon</dc:creator>
				<category><![CDATA[Modding]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[linkedin]]></category>
		<category><![CDATA[mod]]></category>
		<category><![CDATA[TorchED]]></category>
		<category><![CDATA[Torchlight]]></category>

		<guid isPermaLink="false">http://spencercongdon.com/?p=478</guid>
		<description><![CDATA[The next section in my Torchlight dungeon is based in the caves tileset.  As the player leaves the crypt they travel through a cave that has some of the crypt architecture incorporated into the environment.  This section has moved along much faster than the first, but has been significantly larger and more complex.
I was also [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-481" title="TorchlightPart2" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/04/TorchlightPart2.png" alt="TorchlightPart2" width="500" height="281" />The next section in my Torchlight dungeon is based in the caves tileset.  As the player leaves the crypt they travel through a cave that has some of the crypt architecture incorporated into the environment.  This section has moved along much faster than the first, but has been significantly larger and more complex.</p>
<p>I was also able to put the planning stages to better use during this section of the dungeon.  The cave section started out as an incredibly small sketch, one that I hadn&#8217;t given very much thought to when dreaming up the overall dungeon.  I had expected it to not be much longer than the crypt section, mostly just a way to get to the outside areas of the level.  It turned out to be much more.</p>
<p><span id="more-478"></span></p>
<div id="attachment_483" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-483" title="CaveSketchF" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/04/CaveSketchF.png" alt="The original sketch. There is more there than there appears to be." width="500" height="281" /><p class="wp-caption-text">The original sketch. There is more there than there appears to be.</p></div>
<p>So starting with the <em>very</em> rough sketch I brought out the graph paper and elaborated on the general shape I had drawn.  I left out the enemy, lights, and sounds details that were shown on the crypt plans.  This allowed me to concentrate on the basic layout and the key moments I already had in mind.  It ended up being split up into three sections; the lower, mid and upper cave.</p>
<div id="attachment_486" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-486" title="CombinedCavePlan" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/04/CombinedCavePlan.png" alt="The entire crypt/cave plan." width="500" height="206" /><p class="wp-caption-text">The entire crypt/cave plan.</p></div>
<p>After the sections were drawn out and the basic floor and wall tiles had been placed I was left with quite a bit more room than I had originally intended.  So I went through the level and planned out each area in a little more detail in order to keep it interesting all the way through the level.  As I needed to do more planning I went back to the diagrams I had created and sketched in what I wanted to add. (Like secrets!)</p>
<div id="attachment_484" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-484" title="LowerComposite" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/04/LowerComposite.png" alt="The Lower Cave plan overlaid on the actual level." width="500" height="281" /><p class="wp-caption-text">The Lower Cave plan overlaid on the actual level.</p></div>
<p>Details like lights and sounds still haven&#8217;t been put on the plans and probably won&#8217;t in the future either because there are so many of them.  As the level develops these details are added as I see fit and do not provide any useful information when on the plan.  The crypt/cave section of the level is nearly complete, but needs enemies.  These will be added to the plans because that helps to properly space them and give the level a certain amount of balance.  After that I will be starting the next floor of the dungeon, which takes place outside of the cave.</p>
<p>To see the level in action check out <a title="Torchlight Level Development Playlist" href="http://www.youtube.com/user/Toop6#p/c/A281523974C04FFF/0/FqNtpcKWftE" target="_blank">my YouTube page</a> or the player below.  The cave section is spread across three videos.</p>
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		<title>Random Game Thoughts Vol. 1</title>
		<link>http://spencercongdon.com/2010/04/random-game-thoughts-vol-1/</link>
		<comments>http://spencercongdon.com/2010/04/random-game-thoughts-vol-1/#comments</comments>
		<pubDate>Sat, 10 Apr 2010 20:06:12 +0000</pubDate>
		<dc:creator>Spencer Congdon</dc:creator>
				<category><![CDATA[Random Game Thoughts]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[James Bond]]></category>
		<category><![CDATA[Lego]]></category>
		<category><![CDATA[super paper mario]]></category>
		<category><![CDATA[Twilight Princess]]></category>
		<category><![CDATA[Zelda]]></category>

		<guid isPermaLink="false">http://spencercongdon.com/?p=468</guid>
		<description><![CDATA[
I often have random game thoughts, some more insightful than others.  A couple of times I&#8217;ve considered writing them down, but I&#8217;m finally getting around to doing it for once.  There are a couple older ideas I&#8217;ve wanted to elaborate on, but for now I think I will just stick to a couple of game [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-469" title="RGT1" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/04/RGT1.png" alt="RGT1" width="500" height="281" /></p>
<p>I often have random game thoughts, some more insightful than others.  A couple of times I&#8217;ve considered writing them down, but I&#8217;m finally getting around to doing it for once.  There are a couple older ideas I&#8217;ve wanted to elaborate on, but for now I think I will just stick to a couple of game thoughts I have had recently.</p>
<p>As the picture shows, the first of the two thoughts is about Super Paper Mario for the Wii.  It is actually more of a complaint.  The Paper Mario games are the slightly more RPG-like games in the Mario universe, though it hardly goes deeper than having more than one hit point.  One thing this game does have in common with many RPGs is a lot of writing.  Writing is fine, especially when there is quality humour to be found in the script, and I don&#8217;t mind reading in place of voice-overs.</p>
<p><span id="more-468"></span></p>
<p>What I can&#8217;t stand is the sound the text makes as it is written out.  It is basically a cross between a squeaky marker and nails on a chalkboard.  You can skip the text after the first couple squeaks, but there is so much text that the player ends up doing this enough to make even small amount very irritating.  It is honestly amazing that play testers were able to endure the torture.  I have a similar complaint about the &#8220;low health&#8221; sound in Twilight Princess, but that is much less annoying and not nearly as frequent.</p>
<div id="attachment_470" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-470" title="Lego007" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/04/Lego007.png" alt="The two fit so well, but I can't see it coming true... " width="500" height="281" /><p class="wp-caption-text">The two fit so well, but I can&#39;t see it coming true... </p></div>
<p>The other thought I had concerns the Lego video games.  Playing the games always ignites conversations about what other franchises would work well with the Lego formula (Building + Breaking = Winning).  The one that came to mind the other day was the James Bond franchise and <a title="10 Ten Lego games wanted by BingeGamer" href="http://www.bingegamer.net/2008/top-ten-lego-games-wed-like-to-see/" target="_blank">I&#8217;m not the only one who thinks so</a>.  It has multiple movies, tons of characters to recreate, and plenty of opportunities for those Lego vehicle levels.  Of course the only problem is having to fudge some of those more questionable names and situations in the movies, but the Lego games have always been good at that.  I would definitely play those games (there would have to be more than one), but as well as the two franchises might fit together, something inside tells me that it probably won&#8217;t happen.</p>
<p>So that&#8217;s it for these random thoughts, but I&#8217;m sure there will be more.</p>
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		<title>Torchlight Custom Level Part 1: Crypt</title>
		<link>http://spencercongdon.com/2010/04/torchlight-custom-level-part-1-crypt/</link>
		<comments>http://spencercongdon.com/2010/04/torchlight-custom-level-part-1-crypt/#comments</comments>
		<pubDate>Wed, 07 Apr 2010 16:53:00 +0000</pubDate>
		<dc:creator>Spencer Congdon</dc:creator>
				<category><![CDATA[Modding]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[linkedin]]></category>
		<category><![CDATA[mod]]></category>
		<category><![CDATA[TorchED]]></category>
		<category><![CDATA[Torchlight]]></category>

		<guid isPermaLink="false">http://spencercongdon.com/?p=461</guid>
		<description><![CDATA[After playing through Torchlight I decided to try my hand at the editor (TorchED) in my spare time.  The editor is quite easy to get into, allowing for relatively quick creation of environments using the assets from the retail version of the game.  It also comes with a particle editor, logic scripting capabilities, and the [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-459" title="TorchlightPart1" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/04/TorchlightPart1.png" alt="TorchlightPart1" width="500" height="281" />After playing through Torchlight I decided to try my hand at the editor (TorchED) in my spare time.  The editor is quite easy to get into, allowing for relatively quick creation of environments using the assets from the retail version of the game.  It also comes with a particle editor, logic scripting capabilities, and the ability edit and create a wide variety of other game objects.</p>
<p>So after a couple video tutorials and some plain old messing around I cobbled together a sketch of a level idea and dove in.  These short blog entries will briefly chronicle my progress over the next little while; I don&#8217;t expect this level to take too long to create.  I don&#8217;t plan on doing any sort of TorchED tutorial posts, these are more of a development diary for the mod.  Posted after the break are the plans and screenshots for the first section of the level.</p>
<p><span id="more-461"></span></p>
<div id="attachment_462" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-462" title="TorchlightPlan1" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/04/TorchlightPlan1.png" alt="Layout plan for the Crypt section of the level." width="500" height="281" /><p class="wp-caption-text">Layout plan for the Crypt section of the level.</p></div>
<p>For each section of the level (I suppose I should be saying dungeon) I first draw up a diagram of the layout.  This one was fudged a bit, since I had already built part of the level before deciding on the rest, but it follows the same organization as the other plans.  Blue tiles are water, green areas spawn enemies, orange (kind of) boxes are triggers, red circles are lights, and yellow circles are sounds.  Some objects come with lights and sounds attached to them, but additional ones are added as needed.</p>
<p>The first section of the level is crypt-themed and is very short.  It is the first of four main sections: the crypt, cave, forest, and mansion.  Each of these are subdivided for organization purposes and will be detailed more when I get to those sections.</p>
<div id="attachment_463" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-463" title="TorchEDScreen1" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/04/TorchEDScreen1.png" alt="The crypt section in TorchED." width="500" height="281" /><p class="wp-caption-text">The crypt section in TorchED.</p></div>
<p>My custom level isn&#8217;t that similar to how levels are done in the actual Torchlight game.  In Torchlight dungeons are composed of premade chunks that are semi-randomly pieced together based on their connection points.  Each chunk is developed within a single theme (as far as I can tell) so that when they are pieced together the look is consistent.  Each section of my level is making use of pieces from more than one theme and is meant to be traversed in a particular order.  There are some levels in Torchlight that are created in this manner, but not all of them.</p>
<p>I don&#8217;t have too much more to say about this section since it is so short, but below is a video of the crypt section in a fairly complete stage of development.  I have the cave section sketched out already, so that update should come fairly quickly despite it being much larger and more complicated.  Being more accustomed to the editor helps as well!</p>
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		<title>Dissertation Update Two (DUT)</title>
		<link>http://spencercongdon.com/2010/01/dissertation-update-two-dut/</link>
		<comments>http://spencercongdon.com/2010/01/dissertation-update-two-dut/#comments</comments>
		<pubDate>Tue, 26 Jan 2010 20:57:49 +0000</pubDate>
		<dc:creator>Spencer Congdon</dc:creator>
				<category><![CDATA[Dissertation Updates]]></category>
		<category><![CDATA[adaptive music]]></category>
		<category><![CDATA[dissertation]]></category>
		<category><![CDATA[linkedin]]></category>
		<category><![CDATA[master's dissertation]]></category>
		<category><![CDATA[music in video games]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://spencercongdon.com/?p=447</guid>
		<description><![CDATA[
Alright, well it&#8217;s been just over a week since the final version of my paper was submitted for grading.  With the end in sight, I suppose it is time for another update.  This update does presume some familiarity with the project, so reading the previous update and the project page is recommended.
The testing went reasonably [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-449" title="Update2screen1" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/01/Update2screen1.png" alt="Update2screen1" width="500" height="281" /></p>
<p>Alright, well it&#8217;s been just over a week since the final version of my paper was submitted for grading.  With the end in sight, I suppose it is time for another update.  This update does presume some familiarity with the project, so reading the previous update and the project page is recommended.</p>
<p>The testing went reasonably well, many participants who played through the demonstration preferred the adaptive music to a more traditional passive approach.  The application also ran correctly in all cases; the adaptive music was consistently successful at matching game events with specific elements of the music.  The seamless transitions between sections of the music appeared to go unnoticed by the participants (as they should, since they are supposed to be seamless) and there were a wide range of positive responses to this.</p>
<p><span id="more-447"></span></p>
<p>Still, the testing revealed some weaknesses in the testing process.  Many revolved around the questionnaire, which had questions that may have unintentionally biased some participants and others that could have been more direct.  The possible bias was taken into consideration when writing the project&#8217;s conclusions and that participants could have been biased in either direction depending on how they interpreted the labels of the musical implementations.  Other questions, which were looking for participants to acknowledge the synchronization of game events with the music were too vague and received suitably vague responses.</p>
<p>These problems meant that the more useful results from the testing were drawn from the conversations with participants following the hands-on demonstration and questionnaire.  Some people found it much easier to describe verbally what they felt the difference between the two musical implementations was.  These results were more interesting.</p>
<div id="attachment_450" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-450" title="Update2screen2" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/01/Update2screen2.png" alt="The final pdf! Gotta love LaTeX." width="500" height="281" /><p class="wp-caption-text">The final pdf! Gotta love LaTeX.</p></div>
<p>For instance, although few people wrote about the connection between the colour changes (game events) and the music, most participants noticed it.  Many did not think to include it in their answer based on the wording of the questions.  These responses also reinforced the positive reaction to the adaptive music, whether or not the participants were aware of what the difference was.  It seemed that since the events were playing out during the music that was designed for them, participants felt some sort of subconscious enhancement to the game.  Some felt it was &#8220;faster&#8221;, &#8220;more fun&#8221;, and &#8220;more epic&#8221;.  So although they weren&#8217;t the expected responses, which may have been too technical in nature, these answers which concerned a more intangible feeling were valuable.</p>
<p>The colour changing events may have also been too similar to the player&#8217;s goal, which was to change the colour of the &#8220;goal cubes&#8221;, although this was never mentioned by a participant.  More variety, or no goal cubes, could have brought more attention to the connection between the events and music.</p>
<p>Anyway, the rest of the conclusions are in the paper and are too much to review here.  I have to make more changes to the project page to outline the project more clearly.  A great deal of future directions were proposed at the end of the paper, so those will be included as well.  Now, to wait for a response to my submission.</p>
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		<title>Website Update &#8211; now with more video</title>
		<link>http://spencercongdon.com/2009/12/website-update/</link>
		<comments>http://spencercongdon.com/2009/12/website-update/#comments</comments>
		<pubDate>Sat, 12 Dec 2009 20:12:43 +0000</pubDate>
		<dc:creator>Spencer Congdon</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://spencercongdon.com/?p=439</guid>
		<description><![CDATA[I&#8217;m busy preparing my dissertation for the our presentations on Monday morning, but I just wanted to do a quick website update post to highlight a couple additions.  Most of the update consists of videos in the Master&#8217;s Projects section.  There are videos of both final projects I did for our DirectX Programming classes as [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-443" title="websiteupdate1" src="http://users.pevicom.com/scongdon/wp-content/uploads/2009/12/websiteupdate1.jpg" alt="websiteupdate1" width="500" height="281" />I&#8217;m busy preparing my dissertation for the our presentations on Monday morning, but I just wanted to do a quick website update post to highlight a couple additions.  Most of the update consists of videos in the <a title="Master's Project Page" href="http://spencercongdon.com/projects/masters-projects/" target="_self">Master&#8217;s Projects</a> section.  There are videos of both final projects I did for our DirectX Programming classes as well as my project for the Console Programming class.  Each are fairly short, focusing on demonstrating each project in motion.</p>
<p>There will probably be another dissertation update after Monday, hopefully with a video and screenshots of the project in its near-final form.  At this point in time, it appears that the project will be successful, hopefully my supervisor and second reader feel that way as well.  Since I have more to do, I better wrap up this post.  The new videos are posted on the page mentioned above as well as after the break.</p>
<p><span id="more-439"></span>
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		<title>Dissertation Update One (DUO)</title>
		<link>http://spencercongdon.com/2009/12/dissertation-update-one-duo/</link>
		<comments>http://spencercongdon.com/2009/12/dissertation-update-one-duo/#comments</comments>
		<pubDate>Fri, 04 Dec 2009 17:15:43 +0000</pubDate>
		<dc:creator>Spencer Congdon</dc:creator>
				<category><![CDATA[Dissertation Updates]]></category>
		<category><![CDATA[dissertation]]></category>
		<category><![CDATA[goal cubes]]></category>
		<category><![CDATA[linkedin]]></category>
		<category><![CDATA[master's dissertation]]></category>
		<category><![CDATA[music in video games]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://spencercongdon.com/?p=421</guid>
		<description><![CDATA[
This website was created specifically to show off my own work and since my current project is my Master&#8217;s Dissertation, I decided that it was about time that I wrote an update.  I have been making small updates to the official dissertation page, but that mostly discusses what the project idea is about.  It has [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-419" title="Update1screen1" src="http://users.pevicom.com/scongdon/wp-content/uploads/2009/12/Update1screen1.png" alt="Update1screen1" width="500" height="281" /></p>
<p>This website was created specifically to show off my own work and since my current project is my Master&#8217;s Dissertation, I decided that it was about time that I wrote an update.  I have been making small updates to the <a title="The Dissertation Page!" href="http://spencercongdon.com/projects/dissertation/" target="_blank">official dissertation page</a>, but that mostly discusses what the project idea is about.  It has come time to give an update of the project&#8217;s actual progress.  For information about the goal of the project check out the aforementioned page, because I won&#8217;t be going over that type of thing here.</p>
<p>The first thing to note is that controlling the music and changing game objects based on the musical events are both working features right now.  The examples I have running are <em>extremely</em> simple, but more will come.  The first screenshot, shown above, shows the early level example.  The goal cubes are used to motivate the player through the level, changing the colour of each one by touching it.  The visual style is obviously minimalistic, and won&#8217;t be changing significantly, but it is all that is needed to demonstrate the project&#8217;s goal.</p>
<p><span id="more-421"></span></p>
<div id="attachment_420" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-420" title="Update1screen2" src="http://users.pevicom.com/scongdon/wp-content/uploads/2009/12/Update1screen2.png" alt="Variables for testing are shown in the top left corner." width="500" height="281" /><p class="wp-caption-text">Variables for testing are shown in the top left corner.</p></div>
<p>The look is simple but I have a couple key moments planned.  In the screenshot above there is a lit and unlit &#8220;goal cube&#8221; leading up to the large pillars.  More important are the variables shown.  The camera position is monitored so that the soundtrack can be advanced as the player moves further through the level.  Also shown is the most recent marker passed in the song, both its number (#1) and name (Second), which don&#8217;t make sense beside each other.  More descriptive ones will be needed for the final audio.</p>
<p>The last variable in this screenshot is &#8220;Chosen&#8221;, which indicates whether or not the program has chosen to loop one section of the music based on the players position.  Currently it has not, because the camera&#8217;s Z position has not moved past 50, at which point it will loop between music markers 2 and 3 as opposed to playing the whole song.  Simple, and annoying in practice, but good for demonstrating that these parts of the program are working properly.</p>
<div id="attachment_418" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-418" title="Update1screen3" src="http://users.pevicom.com/scongdon/wp-content/uploads/2009/12/Update1screen3.png" alt="Expanding the level; this section will be timed with the music." width="500" height="281" /><p class="wp-caption-text">Expanding the level; this section will be timed with the music.</p></div>
<p>The final screenshot is of the current setup, meaning the last screenshot I will take before I go eat lunch.  With the music stuff working in an early fashion, I went to work trying to do something more interesting with the visual style.  This is what I had after a couple minutes and I don&#8217;t think it looks too shabby.  Plus, the archway changes colour as the music triggers events!  Still not as interesting and complete as the project needs to be, but it is progress.</p>
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		<title>Unreal Tournament: The Sports Game</title>
		<link>http://spencercongdon.com/2009/11/unreal-tournament-the-sports-game/</link>
		<comments>http://spencercongdon.com/2009/11/unreal-tournament-the-sports-game/#comments</comments>
		<pubDate>Wed, 25 Nov 2009 16:30:10 +0000</pubDate>
		<dc:creator>Spencer Congdon</dc:creator>
				<category><![CDATA[Editorial]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[linkedin]]></category>
		<category><![CDATA[unreal]]></category>
		<category><![CDATA[unreal tournament]]></category>

		<guid isPermaLink="false">http://spencercongdon.com/?p=392</guid>
		<description><![CDATA[
I will always have a soft spot in my heart for the original Unreal Tournament.  There is something about the original&#8217;s unbridled ass-whoopn&#8217; that has never quite been matched by any other game.  The game was violent, blunt, and unforgiving.  The arenas were rough and dark, abandoned structures given a second life as the perfect [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-395" title="Unreal Main" src="http://users.pevicom.com/scongdon/wp-content/uploads/2009/11/UnrealMainF.jpg" alt="Unreal Main" width="500" height="281" /></p>
<p>I will always have a soft spot in my heart for the original Unreal Tournament.  There is something about the original&#8217;s unbridled ass-whoopn&#8217; that has never quite been matched by any other game.  The game was violent, blunt, and unforgiving.  The arenas were rough and dark, abandoned structures given a second life as the perfect places to watch competitors fight for their own.</p>
<p>The games that followed (2003, 2004, III, and Championship 1 and 2) never retained that feeling.  The environments became overly intricate, even delicate looking in some instances.  The players went from simply dodging to flipping and twirling off walls.  These are supposed to be hardened warriors, not ballerinas!  Nevertheless, these games have added some great things to the series and still provide a fun, competitive gaming experience despite how far they have strayed from the original game.</p>
<p>Even with the series&#8217; advancements there is one thing, or rather a collection of things, that the Tournament has never gotten: a true sports game treatment.</p>
<p><span id="more-392"></span></p>
<div id="attachment_394" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-394" title="UnrealTrophy" src="http://users.pevicom.com/scongdon/wp-content/uploads/2009/11/UnrealyTrophyF.jpg" alt="The original troph, like the Stanley Cup's evil twin. " width="500" height="281" /><p class="wp-caption-text">The original trophy, like the Stanley Cup&#39;s evil twin. </p></div>
<p><!--pagetitle:A Brief History of the Tournament --></p>
<p>For those who haven&#8217;t played the original game, Unreal Tournament is a bloodsport tournament conceived as the result of the conflicts that happen in the single-player Unreal games.  In the original the &#8220;story&#8221; section of the game involved fighting through each of the maps and working your way up the ladder of game types.  Game types included Deathmatch, Capture the Flag, Domination, and Assault.  In the team games you play for the faction of your choice.  As the player completed every map in each game type they were award a trophy, which culminated in a final one-on-one fight and the championship trophy.</p>
<p>It was a simple tournament structure that was used to hold together what was primarily a multiplayer experience.  The structure was slightly enhanced in the 2003/2004 editions so that teammates could be added by the player as the team grew for the bigger game types, such as Bombing Run and Onslaught.  These two installments brought along other changes as well, such as vehicles.</p>
<p>For Unreal Tournament 3 the structure of the &#8220;Tournament&#8221; was changed completely to resemble a war campaign.  Events like Capture the Flag were somewhat rationalized by saying that the flags were key to the enemy being allowed to respawn soldiers, so they must be stolen to win the battle.  Cutscenes were used to tie the story together and missions are selected on a large map, indicating that there is a larger battle going on.  Although the core game was still reasonably fun, this type of story was never needed and wasn&#8217;t all that great.</p>
<p>Throughout all of this time the Unreal Tournament series has never capitalized on the fact that is, at its core, a blood<em>sport</em>.  UT started out by following in the footsteps of Quake&#8217;s multiplayer and gathered a dedicated online following over the years, including some <a title="UT at the World Cyber Games" href="http://en.wikipedia.org/wiki/Unreal_tournament#Competition" target="_blank">sports-like competition</a>.  This following includes all of the game types that have been added and each seems to spawn its own techniques and specialists.</p>
<p>Lately Unreal Tournament doesn&#8217;t attract the same following as it used to.  I&#8217;m not talking directly about sales, but about the game&#8217;s presence on gaming league sites like <a title="Major League Gaming website" href="http://www.mlgpro.com" target="_blank">Major League Gaming</a> and the <a title="Team Warfare website" href="http://www.teamwarfare.com" target="_blank">Team Warfare League</a>.  In these online communities it has very little presence while a game like Left 4 Dead has its own seasons and ladders.  L4D is a great game, but one might think it is at a disadvantage in terms of online competition, especially next to a game with &#8220;tournament&#8221; in the title.  This is where the Unreal Tournament series has to push its potential to the limits.</p>
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		<title>The essentials of a game ending</title>
		<link>http://spencercongdon.com/2009/11/poor-game-endings/</link>
		<comments>http://spencercongdon.com/2009/11/poor-game-endings/#comments</comments>
		<pubDate>Thu, 12 Nov 2009 15:15:00 +0000</pubDate>
		<dc:creator>Spencer Congdon</dc:creator>
				<category><![CDATA[Editorial]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[endings]]></category>
		<category><![CDATA[Fable 2]]></category>
		<category><![CDATA[gears of war]]></category>
		<category><![CDATA[gears of war 2]]></category>
		<category><![CDATA[kayne and lynch]]></category>
		<category><![CDATA[linkedin]]></category>

		<guid isPermaLink="false">http://spencercongdon.com/?p=351</guid>
		<description><![CDATA[
Making it to the end of a game has always been a significant milestone.  Many early arcade games didn&#8217;t even have &#8220;endings&#8221;.  They were often a constant barrage of harder levels until the player finally succumbed to the difficulty and hopefully got their name on the high score sheet.   Most older console games didn&#8217;t have [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-364" title="EndingNotApproved" src="http://users.pevicom.com/scongdon/wp-content/uploads/2009/11/EndingNotApprovedF.png" alt="EndingNotApproved" width="500" height="281" /></p>
<p>Making it to the end of a game has always been a significant milestone.  Many early arcade games didn&#8217;t even have &#8220;endings&#8221;.  They were often a constant barrage of harder levels until the player finally succumbed to the difficulty and hopefully got their name on the high score sheet.   Most older console games didn&#8217;t have the ability to save your progress and provided a limited amount of lives.  So even if a game had a story, getting to the end in single session was challenging, to say the least.</p>
<p>In the time since then gaming has made many changes, including saving, checkpoints, difficulty levels and regenerating health, that have made it somewhat easier to reach a game&#8217;s conclusion.  With the popularity of multiplayer, some stories are also getting shorter as more development time is spent focusing on online features.  Some game still make it difficult.  Fallout 3, Oblivion, Far Cry, and now Dragon Age all push the length of a single player story to the extremes.  But the point of this article is not to talk about how the difficulty of games has changed.</p>
<p>The point is that reaching the end of a game usually takes a certain amount of dedication from the player and it should be a momentous occasion. Unfortunately, sometimes it is not.  An unsatisfying ending can really tarnish an otherwise good game.  So I&#8217;m going to take some time to jot down my thoughts on what a good ending should have.</p>
<p><span id="more-351"></span><!--pagetitle:Elements of a Good Ending --></p>
<p>It is difficult to nail down what makes the end of game great, but I think it should have three things: a conclusion to the story, a culmination of the player&#8217;s skills, and it must feel more significant than the previous game events.</p>
<p>A conclusion to the story is probably a no-brainer.  Any good story has a proper resolution that leaves the player (reader, listener, viewer) satisfied and hopefully without too many questions.  It is important to note that a satisfied player is not always completely happy at the ending.  A significant character may die leaving the player unhappy, but that does not mean that the story cannot reach a proper conclusion in this manner.  The exceptions are games that end with a cliffhanger, usually alluding to a sequel.  This can be done properly by wrapping up significant short-term conflicts so that they player still has a sense of accomplishment.  I feel games such as <em>Half-Life</em>, <em>God of War II</em>, and <em>Assassin&#8217;s Creed</em> have done this quite well in the past.</p>
<p>A game <em>should not</em> finish by teasing a sequel if there is not <span style="text-decoration: underline;">guaranteed</span> to be one in the foreseeable future.  <em>Especially</em> if the game is terrific.  I&#8217;m looking at you <em>Beyond Good and Evil</em>.  (I know the sequel has be teased yet again, but I&#8217;ll only be happy when I&#8217;m actually playing it.)</p>
<div id="attachment_380" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-380" title="BG&amp;EF" src="http://users.pevicom.com/scongdon/wp-content/uploads/2009/11/BGEF.png" alt="Teasing unconfirmed sequels is torture." width="500" height="281" /><p class="wp-caption-text">Teasing unconfirmed sequels is torture.</p></div>
<p>The second was the culmination of the player&#8217;s skills.  Often over the course of a game the player gains more abilities.  This type of development should be capitalized on during the final sections of a game.  A challenging finale will test the players skills and be more rewarding because of it.</p>
<p>Finally, it should feel more significant than any other point in the game, or at least on par with the best.  Nothing is worse than having a game get the player excited for the big ending only to have it be underwhelming.</p>
<p>With these points in mind, lets head to some of the more disappointing endings and final bosses I have experienced in recent years.</p>
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