Interactive Narratives

Narrative Theories : Alienated



Narrative theory is a way that a story is told in  both fictional and nonfictional media text.

One famous theorist Vladimir Propp came up with a chart called Spheres of Action and what this does in separate parts of the story and give characters and props meaning.

A good example of a movie you  can relate the Spheres of Actions to is star wars.

Villain – would be who the hero struggles against   so in the case it would the empires from star wars.

The hero – This would be luke sky walker.

The donor – The donor is the person who is the hero a magical gift or prepares the hero. in this case this would be obi wan kenobi who give luke the lightsaber and trains him.

The Helper – The helpers are who support luke through out his quest these would be the droids R2-D2 and C-3PO who support him through the story.

The princess – The princess will be some who is sought for. This would be princess leia.

The false hero – This is someone who is thought to be a hero but emerges as a villain. In this case this would be lando calrissian.

The dispatcher – This is someone who send the hero of on there quest. In this case it would be Obi wan kenobi who send R2-D2 of to give luke a message.


These are the Sphere of actions that can also apply to my game Alienated. 


The Villain would be the humans who are the one that captured you and did experiments on you

The Hero would be the main character that was captured and has being trying to escape the facility.

The Donor would be the space ship you crashed in as it hold the orb which is mainly a gift to keep your character alive.

The helper in this case you could say its the person that lets you free when the disaster is happening on the out side.

In my case there isn’t really much a false hero in my game you either have the humans or the alien so I cant really claim a false hero.

The dispatcher would be the other aliens watch over you on the rim of space where.


TZVETAN TODOROV – Is another theorist that came up with a way of telling narrative story and this is called Equilibrium.

  1. State of Equilibrium this is when everything is based equally at the start of the story.

2. Disequilibrium is when the order has been destructed .

3. Recognition of disruption is whom caused the destruction.

4. Attempt to repair the disruption now the disruption has happen there is now an attempt to repair.

 5. A restoration of a new equilibrium to mark the end of the narrative.

These rules of  TZVETAN TODOROV’S theory can also be applied into my game

State of equilibrium is when the humans are on the earth doing there own thing and the alien if outer space kept unknow so everything is at an equal balance.

The disequilibrium is now the alien has crashed into earth and has caused a disbalance in the order of the narrative.

Recognition of disruption this is the humans and the alien.

Attempt to repair the disruption I wouldn’t really say there was an attempt to repair the situation it’s more for the alien to escape that could suggest this will repair the situation by escaping.

A restoration of a new equilibrium this is once the alien escapes and the new equilibrium is made.




Unreal Engine : Trigger Camera

For my game I wanted to add cameras in for different areas of the game I will now go through the process of what I did to do this.

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First of all you wanted to add the “box trigger” this is the box that will activate the camera when you enter the area.

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Secondly you want to add the “camera” this is the camera that will show you the view once you have entered the area.

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You now want to go to the blueprints and add in “OnActorBeginOverlap”  then add a “branch”. This is the starter process to making the cameras work. Screen Shot 2017-02-03 at 16.12.52.png

Now you want to add “Set View Target with Blend” this is what will active the change. Screen Shot 2017-02-03 at 16.13.00.png

You now want to add the “cameraActors” this is the camera that will be linked to the “Box Trigger”. Screen Shot 2017-02-03 at 16.13.05.png

Then to finish of the entire process you want to add in “Get Plater Controller” this is that so when the character walks into the “Box Trigger” and will active the switch.


Unreal Engine : Open Door Event

In my game I wanted to have a function where you can open a door. I will no go through the blue prints I did to do this.

To begin with I opened level Blue prints. Screen Shot 2017-02-03 at 13.11.49.png

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Once you are in this section you want to add in “OnBeginCurseOver” and “OnEndCurseOver”, these will be what link the door to open. Screen Shot 2017-02-03 at 13.14.03.png

You now want to add “Get player Controller” what this does it begin the access of the door.Screen Shot 2017-02-03 at 13.17.41.png

Once you have done that you want to link the “OneBeginCurseOver” and “Get player” to “Set”. Screen Shot 2017-02-03 at 13.19.06.png

You now want to connect the “OnEndCurseOver” to the second “Set”. On the second set you want to change the Current Mouse Cursor to crosshairs and what this will do is when you hover over the door it change to a cursor that indicates you able to open it. Screen Shot 2017-02-03 at 13.54.33.png

To finish this proves you one to add “OnClicked” then link that to “DestroyActor” then finally add “door” and what this will do is once you click the door it will destroy.


Unreal Development : Animation

Since I last used Unreal engine some of the mechanics had changed so there was new methods of making the animation. As I did 2D last year for my game I wanted to learn something different so I chose 3D and it was an entire new process to me.

I will now show the methods I took to make the animation of my character.

Because animation is a long process and I didn’t have the time to animate my character myself. I used a site called “Mixamo” and what this does was you rig the character and then click the animation you want. Screen Shot 2017-02-03 at 12.25.51.png

Once you had done that you want to have a play around with the settings on the right hand side and see which ones work best with your character. Screen Shot 2017-02-03 at 12.28.24.png

If you want to use the animation in unreal engine you want to make sure you click “In Place” as this will keep your character in place when you put it into unreal engine.

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Once you have covered all that you want to go to “Queue Download” and make sure you save the Format as FBX as this will be the only format that work in your engine.

Once you have done all that you want to go to your project in unreal and important the FBX animation of your character and so on. Screen Shot 2017-02-03 at 12.32.46.png

You will end up with something like this.

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You now want to begin the process of animation your character, right click in the workspace and go to “Animation” then “Blend Space”.Screen Shot 2017-02-03 at 12.34.21.png

Now you’ve done that you will now be able to open up the “blend space” and begin to create that animation for your character. Screen Shot 2017-02-03 at 12.35.47.png

Here is where your animation will be and from here you want to drag the animation you want when your character is stood still for instance mine was name “Idle”. Screen Shot 2017-02-03 at 12.35.54.png

I the parameters I changed the X Axis Label to 600 this will be what you use to connect the code later on. I actually changed mine to “speed” as it was much easier to find.

I then dragged over the idle animation and placed it in the box as you can see in the print screen. What this will do is sync the animation from idle to walking once you set the commands.

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Once you have put both the animations you will have something like this and so on.

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To finish of there where setting I used to complete this process.



Game Menu

I wanted to have a start up menu for my game to make it have a professional look to it. I will now go through the methods I took to make the Menu for my game. I used photoshop to create this because I know the programme really well and its probably the best programme to use when making graphic related work.

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To begin with I wanted a background of the menu to have something related to what my game is about so I used google and found a space image. I save the image from google to my computer then dragged the image into photoshop.Screen Shot 2017-02-02 at 13.04.45.png

One I had done that I wanted to a slight effect to it not to much but enough to make it blend. I selected the image on the right hand pallet the opened “Layer Styles” and clicked “Pattern Overlay” once I had done that I then went to “blend mode” and selected “Multiply” what this then did was make the pattern transparent. Screen Shot 2017-02-02 at 13.10.01.png

Once I had done that I then selected the image and “Duplicated” then went to setting and “horizontal flip” and rotated them to look symmetrical.

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I then added in the text I wanted for my game and manipulated it to the way I wanted it to look. Screen Shot 2017-02-02 at 13.12.29.png

I added my final touches and this was my final out come for the start up menu for Alienated.

Character Development : Zbrush

So I wanted to create a really detailed character for my game as I am interested in 3D modelling. I was going to use Cinema 4D as I already had experience with this programme. I had never heard of the programme zBrush and my tutor told me what the programme was capable of so I stared looking into the programme on youtube and getting help of other students in the class.

I watched a few tutorials on what best tool are to use and the main tools to use while using the programme to create characters. I will now explain through the process off what I did to eventually make the character for my game.

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To get me started I selected “Projection Master“, this is where you will find an entire collection of different materials all I did was select the default sphere.

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I wanted to start adding bulk to my character to start working on the facial features to allow me to do this I had to select the “Brushes Box” box. To my make my life easier I would use short cuts in the programme so once you have selected the Brush Box I would then press the “C” button and this would allow you to find “ClayBuildUp“. Claybuilup lets you add bulk to your work.

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After adding all the bulk to my character I wanted to make my work look smooth and to do this I would hold down the “Shift” button and left click around the parts where I have added “ClayBuildUp” to.

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Once I had added some of my facial features I then wanted to start modelling the head of my character. The tool I use to do all this was the “Move” tool which is found in the brushes box still. You can also quick search the tool my just pressing the “M” button.

The “Move” tool to me is one of the most important tools on the programme because is will just allow you to take full control of the characters shape and form.

If you want you can do all the work free hand but as you know everyone is symmetrical, so by pressing the “X” key be able to work on one side and this will the mirror on to the other side of the object.sdf.jpg

This is me working with out symmetrical and as you can see in the high lighted area there is a small white Dot.

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Once you click the “X” key you will see another dot appear and this will indicate the symmetrical process.

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After I had shaped up my head of my character I wanted to start working on more of the facial features to to begin bringing him alive. To start this process I begin using the “Dam_Standed” tool this is probably going to be your best friend if you want to and wrinkle and small details around the face and body.

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Because I wanted to go for an alien kind of character I felt like my character was way to blobby looking  so I carried on using the “move” to shape my character.

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I went back to using the “Dam_Standed” tool like I said you can create some amazing details to the character.

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I wanted to start adding more texture to my character for this I used “Alpha” which allows you to paint onto the character but also adds texture when painting onto a surface.

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Once I completed my characters face I went to “Subtool” then selected “Append” append allows you to add a object to the project. I added a “sphere” to begin working on my eyes. I had to position the sphere to fit into the eye socket and instead of adding another sphere and positioning it I “Duplicated” then used the “mirror” tool which can be found under “Deformation“.

Information about the “Positioning” tool.

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After completing my character head I went onto adding another sphere just below the head and began using the “Move” tool to make the torso for my character. I began to add limbs to my character by using “Append” then “Deformation” and “Mirror“.

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I wanted to add tubes to the body of my character to give him a unique look. To do this I went the the “Brushes” section and selected “InsertHRing” which worked perfectly.

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Okay I wanted to add armour to my character ad to do this process I had to hold “Shift” and “CMD” then started drawing on specific areas where I wanted the armour to be. Once you have highlighted the areas you want to go to “Subtool” , “Extract” and “Extract” again and this will add armour to the torso.

This Is every step I did to undertake the making of my final character that will soon be implemented into my final game.

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I am seriously happy with my final out come as I had only been working on this model for a   few lesson and I had never even heard of the programme. I feel that I learnt a lot in the making of this character and has given me a much broader idea of what I could begin focusing on learning more.







Level Development : Cinema 4D

After I kept changing my idea and the different types of software I was going to use I finally came to terms to use cinema 4D to make my level. One of the main reasons i’ve have chosen this software is because its a very known and popular software in the industry and would be a very good software to know myself for the future.

The software allows you to have many different options implemented in it that I want to use for example the grass effect that you can do inside of the programme. I also have some basic experience in the software and as we don’t have all the time to get the game done it would be a good idea to go with something I’m familiar with.

Once I’ve done my finished product in cinema 4D I will then be saving it as a FBX by doing this I can the transfer it into unreal and begin creating my level and adding assets.

To get started I had to start a new document in cinema 4D and set up my render settings.


Render Settings

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To begin this process you want to go “Edit Render Setting” which can be found on the top tools bar.

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Once you click the “Edit render settings” you will open up a little window and this is where you can begin to change the setting. I put my “width” to 1920 and my “hight” to 1080 I did this so I would have higher resolution. Screen Shot 2016-12-05 at 10.12.59.png

Once you have played around with the settings that you want I then went down to “Save” this is one of the most important settings as it stores all the work you make in Cinema 4D.

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Once you have completed all them step you then once to go to “Effects“. What “Global Illumination” does is change how the lighting works and bourse of surfaces instead of putting the light in one direction.

Now you want to add “Ambient Occlusion” This is a process that controls how bright the light will be. It will also add how realistic the environment will be.

Level Production

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To start with I added a “cube” into the scene for my base floor where I will be building from.  Once I added the cube I then clicked it and went to the segments. Screen Shot 2016-12-05 at 11.14.45.png

Once I was on the segments I change the value of them all to 11 and what this so I can use the extrude tool which I shall cover later.

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Now I had to use the extrude tool to allow this process you have to go to the left had side and click “Make Editable” this will allow you to use the extrude tool on the object.

To access the extrude tool I hit “M” then “T” this will get you the extrude tool up. Once you press “M” there are a bunch of other shortcuts that you can use at your own disposal.

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To make the maze of my level all I used was the cube tool and added segments then used the extrude tool to make the walls and the inside of the made.

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For the little details around the level I just used cubes and changed the sizes of them. I used some extruding to make some assets.

These are a few of the other assets in my level I have made using the extruding tool

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Programmes : (Magica Voxel)

Magical Voxel is a free software on Mac and PC what this software allows you to do is build on a small scale only using squares. For a programme that is free you can go wrong with it I found it very fun to use and easy to navigate.

Download Link :

What are voxels?

Voxels are little cubes that make up an objects for example in games. Voxels are similar to polygons, polygons make a face and voxel make the face into a 3D object. You would start of with 4 dots to make a corner and these would be called vertex or multiple vertices and what the game or graphics card will do in calculates these corners as a face which becomes a polygon.


During one of my lectures I was shown this new programme that was similar to cinema 4D but a lot more easy to use and build with. The programme was called Magica Voxel and what this allowed you to do was build structures for your game. The engine also allowed you to build characters than can then be animated for your  game.


Magicavoxel only used cubes with in its engine once you had built something you have the ability to change what cubes looked like, there was a few different options you could choose these being   cubes, tubes, circular and rounded grids.2016-12-07 (1).png2016-12-07 (3).png2016-12-07 (2).png2016-12-07 (5).png2016-12-07 (4).png

The where just a bunch of prints screen of the mini prison I am going to be using in my game. As you can see though you have a wide choice of what you could make your game look like if you was to choose this programme to work with.

In my game I am going to have a few different areas this is another example of one of the sites I built for my game.

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Characters in Magica Voxel 

I wanted to touch on the characters that can be built with in the programme these where ready made ones build in the programme. You can manipulate them if you wanted to just learn the basic of how they work.

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How to animate these characters in this programme.

Narrative : Game Story Update


I’ve decided to change my original game idea. The original game was based on zombies and after looking online at zombie based games they all just seemed to be the same thing. I noticed my initial game idea didn’t really  have much to it and was just as basic as a zombie game with a little revenge twist to it.

I have decided to make an entire new story line to the game.

The human

zombies / contained

alien invasion / Virus


Narrative Inspiration ( Shell Advert )


I was looking online for inspiration and ideas that I could use in my game, while I was waiting on youtube for a video to load this video f shell popped up and I just carried on watching and notice how much this related to my game and game me some really good new ideas.

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This gave me a really good overview of the game and how my rooms could look. It also helped me look at the size of the props for example the picture below show speakers and wires going around the room, even the door and lights all these things give me a rough outlook of my game and how it could possibly look.

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Screen Shot 2016-10-17 at 09.55.07.pngIn this print screen I have be able to get a really good idea much detail I would need to put into my charater from this view. I was able to figure out the size of the character through this adverts.