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About Film & Animation / Student Huy Minh LeMale/Netherlands Recent Activity
Deviant for 10 Years
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Untouchable Concept Art by XNinjaRed Untouchable Concept Art :iconxninjared:XNinjaRed 1 0 Humane Logo by XNinjaRed Humane Logo :iconxninjared:XNinjaRed 1 2 XNinjas by XNinjaRed XNinjas :iconxninjared:XNinjaRed 5 2 XNinjas Fate by XNinjaRed XNinjas Fate :iconxninjared:XNinjaRed 2 0 XNinjas Destiny by XNinjaRed XNinjas Destiny :iconxninjared:XNinjaRed 2 0 XNinjas Jetblack by XNinjaRed XNinjas Jetblack :iconxninjared:XNinjaRed 1 0 XNinjas Rogue by XNinjaRed XNinjas Rogue :iconxninjared:XNinjaRed 2 0 Voice Actor Meme by Sukanar by XNinjaRed Voice Actor Meme by Sukanar :iconxninjared:XNinjaRed 1 0 3D Models of XNinjas, WIP by XNinjaRed 3D Models of XNinjas, WIP :iconxninjared:XNinjaRed 0 9 Those Two Guys' Emotions by XNinjaRed Those Two Guys' Emotions :iconxninjared:XNinjaRed 3 1 Attack of the killer bouncy balls! by XNinjaRed Attack of the killer bouncy balls! :iconxninjared:XNinjaRed 5 6 The Asian Present by XNinjaRed The Asian Present :iconxninjared:XNinjaRed 4 1 Plaga Novus by XNinjaRed Plaga Novus :iconxninjared:XNinjaRed 0 1 Dream Meme by XNinjaRed Dream Meme :iconxninjared:XNinjaRed 6 1 Cho and Ami Reach for the Stars by XNinjaRed Cho and Ami Reach for the Stars :iconxninjared:XNinjaRed 7 4 Those Two Guys Poster by XNinjaRed Those Two Guys Poster :iconxninjared:XNinjaRed 0 2

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Activity


Untouchable Concept Art
I doodled a bit one day, and today I decided, well, I haven't uploaded anything in a while. Might as well just colour it in and upload it here.

The general idea of this character is based on what people tend to say about Spider-Man, that the people he loves always tend to turn into villains or die tragically, meaning that being Spider-Man damages Peter Parker personally for the sake of the people he DOESN'T know.

I went with that thought and said "what if there's a character that is literally CURSED for that to happen?"

So the idea is, this guy is cursed to witness everyone he loves to turn into a monster. A monster that can not be reasoned with, the only way to stop them is to kill them.

(Un)fortunately, this curse also Deus Ex Machinas him to get a power SPECIFICALLY to defeat said monster. In this case, due to the monster having turned into some kind of Poison Ivy-esque controller of plants, he gets the power of fire.

It's a deconstruction on the superhero tropes in that it's never the question about whether the hero CAN beat the villain, because he definitely can, but about him trying to avoid having to fight to begin with, because as I stated, whoever he loves is cursed to turn into a monster. that he is forced to kill.

So instead of killing all the monsters, unless he REALLY has to, he instead tries to avoid loving other people so they won't be cursed. He wanders around the world, trying to stay away from human contact, because even the smallest hint of love can turn that other person into a monster.

Thus, why I dubbed him, Untouchable.
Loading...

Today I'd like to talk about your game's first meaningful action.

POP QUIZ! When you start a game, what's the first thing you do?

press-start

Uhm... okay, I mean AFTER the Main Menu of the game.

walking

Well... yes, usually walking is the first action you learn, but what I meant is the first MEANINGFUL thing you do in the game.

See, I've recently been part of a little playthrough with my friend :icondemonstoat:, where each of us presented our favourite games.

I presented Ninja Gaiden Black (shocking, I know) and :icondemonstoat: presented Kingdom Hearts II.

Yeah... two TOTALLY different games, one is a game where you play a cold-blooded murderer of thousands of lives, justified by the dark story about how the victims are unholy beings that don't deserve to live... and the other is Ninja Gaiden Black.

...

Huh... I guess they actually DO have a lot in common...


Sora! The most whimsical mass murderer in all of Disney!

But this is actually not the first time I've ever played Kingdom Hearts II, nor is it the very first time :icondemonstoat: recommended it to me. I never got around to finishing it (J-RPGs were never really my thing. I mean I can appreciate them, but you won't see me play them often), but one thing that really stuck out to me the first time I played it was when the game gave me the choice of three weapons at the game's introduction of combat.

strugglebat1 strugglebat2 strugglebat3

Choose your Phallic Symbol wisely!

You see, after this first choice, your experience will differ, because depending on which of these weapons you choose, the game will adapt to the playstyle that you prefer, due to which skills you unlock. Choosing the most left one will make the game more offense-based, choosing the middle one will make the game more defense-based and choosing the most right one will make the game more magic-based.

Now, in the end it won't exactly make THAT much of a difference, but the first 10 minutes of the game really matters (or if you're playing a J-RPG, the first 2 friggin hours, what with the amount of cutscenes). It will forever colour your perspective on the game, even when you plan to play through it again on a new game.

Now, some of you may find this comparable to another game's first choice.

(Psst, I always go with Charmander)
(Psst, I always go with Charmander)

That's right, the first real choice in Pokemon will always be to choose a Starter Pokemon. And hopefully you will grow a strong bond with the creature, doing many things together and... oh who am I kidding, you'll replace them the moment you get a Shiny.

sadpikachu

So... what, am I suggesting that EVERY game should have this first action that will make your game differ depending on said choice?

Well, no, I just want to put attention to how important a game's first meaningful action is to establishing what kind of game the player is going to play.

It doesn't HAVE to be a choice, it could just be an ability that you will use for the rest of the game, being introduced in the tutorial, or first level.

Sure, the first thing you will learn will probably be walking, then maybe jumping, then maybe some other optional action like hanging from a ledge or something.

But it's important to THEN make the player do something that will open the player's mind about what kind of gameplay system you really have.

Just to give some examples here:

super_mario_bros-_boxmariolevel
Your VERY first obstacle is a Goomba and a Pipe. The Goomba you'll have to jump on to defeat, and the Pipe you can either jump on or jump over it.

Ladies and gentlemen, a Platform game! Looks pretty self-explanatory NOW, but just imagine, back in the day, you've generally NEVER played a platform game before. This first action introduces you to the idea of the video game character's eternal struggle against the laws of physics!

ninjagaidenblack_xboxboxninjagaidenblacklevel
Now, this game may be known for it's combat, but even BEFORE you even get your VERY first fight (unless you play it's remake, Ninja Gaiden Sigma) the first action you learn is the wall run, which you use to climb up a wall and then hang on a ledge.

This first action alone is what deviates this game from a Samurai game to a Ninja game. Had it not been for all these Ninja acrobatics, Ryu could just as easily have been a sword-wielding Samurai and the whole game wouldn't be any different. But thanks to the first meaningful action being acrobatics to get to the first fight, you are immediately introduced to the game's theme. From now on you'll look at the environment and say "can I use my Ninja acrobatics to traverse it?" rather than "Oh hey, that's a wall, I guess I should go a different way."

And thanks to that, the level design can be designed around it. Rather than giving you a town in which you simply traverse horizontally on the ground, you now traverse vertically by Ninja jumping to the roof, or wall running across buildings, or monkey-barring across washing lines.

fahrenheitfahrenheitlevel
Now, whether you love or hate this game, you'll have to admit that it has a MUCH better beginning than it's spiritual successor, Heavy Rain. Whereas Heavy Rain starts out with a drawn out "Oh, look how precious my life is before it gets utterly destroyed after half an hour of cutscenes!", Fahrenheit (or Indigo Prophecy in some areas) starts out with you in the bathroom, apparently having killed someone, COMPLETELY confused and being forced to hide the body before the police see what you've done.

As mentioned, since your first action is to HIDE A BODY, you're immediately introduced to the theme of the game, which is a clear-your-name cat and mouse kind of adventure where you will have to sneak about, avoiding the cops and try to figure out the mystery of why you suddenly murdered a random person in the bathroom.

You may think these all seem self-explanatory, but there are many games that fail to set up a proper tone or mindset with the player because the Game Designer is way too focused with whatever story they want to tell.

Yes, it's natural for a story to start out with the protagonist in a peaceful state before the conflict finally gets introduced, but what some people forget is that a Game is BOTH a Narrative AND a System.

Buy a Microwave. Is the first thing in the instruction booklet a story about the inventor of Microwaves and how this one is unique over all the others? No, the first thing you learn to do is to turn the thing on (or at the very least plugging it in).

Not to say that I wouldn't find it hilarious if that's the case though, I mean can you imagine a "Chosen One" Microwave?

"I know Kung Food!" "Show me."
"I know Kung Food!"
"Show me."

So yeah, think hard about how you're gonna introduce your game system or tone or mindset with the help of your player's first meaningful action.

It doesn't have to be a choice, it doesn't have to be revolutionary, it doesn't even have to be the game's main mechanic. It just has to be something that will more easily make your player accept the design and ideas of the game.

  • Listening to: Alice DeeJay - Better Off Alone (Rock/Metal Cover)
  • Reading: The Inugami Clan
  • Watching: The screen of my TV, my laptop screen is broken...
  • Playing: Ninja Gaiden Black
  • Eating: Food
  • Drinking: Drinks

Today I'd like to talk about your game's first meaningful action.

POP QUIZ! When you start a game, what's the first thing you do?

press-start

Uhm... okay, I mean AFTER the Main Menu of the game.

walking

Well... yes, usually walking is the first action you learn, but what I meant is the first MEANINGFUL thing you do in the game.

See, I've recently been part of a little playthrough with my friend :icondemonstoat:, where each of us presented our favourite games.

I presented Ninja Gaiden Black (shocking, I know) and :icondemonstoat: presented Kingdom Hearts II.

Yeah... two TOTALLY different games, one is a game where you play a cold-blooded murderer of thousands of lives, justified by the dark story about how the victims are unholy beings that don't deserve to live... and the other is Ninja Gaiden Black.

...

Huh... I guess they actually DO have a lot in common...


Sora! The most whimsical mass murderer in all of Disney!

But this is actually not the first time I've ever played Kingdom Hearts II, nor is it the very first time :icondemonstoat: recommended it to me. I never got around to finishing it (J-RPGs were never really my thing. I mean I can appreciate them, but you won't see me play them often), but one thing that really stuck out to me the first time I played it was when the game gave me the choice of three weapons at the game's introduction of combat.

strugglebat1 strugglebat2 strugglebat3

Choose your Phallic Symbol wisely!

You see, after this first choice, your experience will differ, because depending on which of these weapons you choose, the game will adapt to the playstyle that you prefer, due to which skills you unlock. Choosing the most left one will make the game more offense-based, choosing the middle one will make the game more defense-based and choosing the most right one will make the game more magic-based.

Now, in the end it won't exactly make THAT much of a difference, but the first 10 minutes of the game really matters (or if you're playing a J-RPG, the first 2 friggin hours, what with the amount of cutscenes). It will forever colour your perspective on the game, even when you plan to play through it again on a new game.

Now, some of you may find this comparable to another game's first choice.

(Psst, I always go with Charmander)
(Psst, I always go with Charmander)

That's right, the first real choice in Pokemon will always be to choose a Starter Pokemon. And hopefully you will grow a strong bond with the creature, doing many things together and... oh who am I kidding, you'll replace them the moment you get a Shiny.

sadpikachu

So... what, am I suggesting that EVERY game should have this first action that will make your game differ depending on said choice?

Well, no, I just want to put attention to how important a game's first meaningful action is to establishing what kind of game the player is going to play.

It doesn't HAVE to be a choice, it could just be an ability that you will use for the rest of the game, being introduced in the tutorial, or first level.

Sure, the first thing you will learn will probably be walking, then maybe jumping, then maybe some other optional action like hanging from a ledge or something.

But it's important to THEN make the player do something that will open the player's mind about what kind of gameplay system you really have.

Just to give some examples here:

super_mario_bros-_boxmariolevel
Your VERY first obstacle is a Goomba and a Pipe. The Goomba you'll have to jump on to defeat, and the Pipe you can either jump on or jump over it.

Ladies and gentlemen, a Platform game! Looks pretty self-explanatory NOW, but just imagine, back in the day, you've generally NEVER played a platform game before. This first action introduces you to the idea of the video game character's eternal struggle against the laws of physics!

ninjagaidenblack_xboxboxninjagaidenblacklevel
Now, this game may be known for it's combat, but even BEFORE you even get your VERY first fight (unless you play it's remake, Ninja Gaiden Sigma) the first action you learn is the wall run, which you use to climb up a wall and then hang on a ledge.

This first action alone is what deviates this game from a Samurai game to a Ninja game. Had it not been for all these Ninja acrobatics, Ryu could just as easily have been a sword-wielding Samurai and the whole game wouldn't be any different. But thanks to the first meaningful action being acrobatics to get to the first fight, you are immediately introduced to the game's theme. From now on you'll look at the environment and say "can I use my Ninja acrobatics to traverse it?" rather than "Oh hey, that's a wall, I guess I should go a different way."

And thanks to that, the level design can be designed around it. Rather than giving you a town in which you simply traverse horizontally on the ground, you now traverse vertically by Ninja jumping to the roof, or wall running across buildings, or monkey-barring across washing lines.

fahrenheitfahrenheitlevel
Now, whether you love or hate this game, you'll have to admit that it has a MUCH better beginning than it's spiritual successor, Heavy Rain. Whereas Heavy Rain starts out with a drawn out "Oh, look how precious my life is before it gets utterly destroyed after half an hour of cutscenes!", Fahrenheit (or Indigo Prophecy in some areas) starts out with you in the bathroom, apparently having killed someone, COMPLETELY confused and being forced to hide the body before the police see what you've done.

As mentioned, since your first action is to HIDE A BODY, you're immediately introduced to the theme of the game, which is a clear-your-name cat and mouse kind of adventure where you will have to sneak about, avoiding the cops and try to figure out the mystery of why you suddenly murdered a random person in the bathroom.

You may think these all seem self-explanatory, but there are many games that fail to set up a proper tone or mindset with the player because the Game Designer is way too focused with whatever story they want to tell.

Yes, it's natural for a story to start out with the protagonist in a peaceful state before the conflict finally gets introduced, but what some people forget is that a Game is BOTH a Narrative AND a System.

Buy a Microwave. Is the first thing in the instruction booklet a story about the inventor of Microwaves and how this one is unique over all the others? No, the first thing you learn to do is to turn the thing on (or at the very least plugging it in).

Not to say that I wouldn't find it hilarious if that's the case though, I mean can you imagine a "Chosen One" Microwave?

"I know Kung Food!" "Show me."
"I know Kung Food!"
"Show me."

So yeah, think hard about how you're gonna introduce your game system or tone or mindset with the help of your player's first meaningful action.

It doesn't have to be a choice, it doesn't have to be revolutionary, it doesn't even have to be the game's main mechanic. It just has to be something that will more easily make your player accept the design and ideas of the game.

  • Listening to: Alice DeeJay - Better Off Alone (Rock/Metal Cover)
  • Reading: The Inugami Clan
  • Watching: The screen of my TV, my laptop screen is broken...
  • Playing: Ninja Gaiden Black
  • Eating: Food
  • Drinking: Drinks

Journal History

deviantID

XNinjaRed
Huy Minh Le
Artist | Student | Film & Animation
Netherlands
:iconapinkishblue::iconxninjared:

Favourite genre of music: Pop/Rock
Favourite photographer: My father?
Favourite style of art: Manga
Operating System: Windows XP
Favourite cartoon character: The Grim Reaper
Personal Quote: "It's not Survival of the Fittests, it's Survival of the ones who dare to cheat."
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:iconcrescotheeko:
CrescoTheEKO Featured By Owner Edited Nov 5, 2015
Voice acting tips from a voice actor!
--> www.youtube.com/watch?v=iEuurm…

Dit was een handige video en ik denk dat dit heel handig kan zijn voor toekomstige projecten. :3
Reply
:iconxninjared:
XNinjaRed Featured By Owner Nov 6, 2015  Student Filmographer
Inderdaad, het laat het ook meteen in praktijk zien.
We zullen deze tips sowieso kunnen gebruiken wanneer we de final voices van Those Two Guys opnemen in mijn sound studio, want we zullen dan ook naast elkaar staan en tegen elkaar praten, waarvan we ook echt kunnen reageren op elkaar. Het handige is wel dat bewegen tijdens de voice acting al in ons zit, in beide onze temporary voices deden we al de bewegingen met de acting. Het is nog het inleven van de karakters en emotions goed doen dat we langzamerhand aan moeten wennen en perfecten.
Reply
:iconcrescotheeko:
CrescoTheEKO Featured By Owner Apr 4, 2014
:w00t: :party: Happy Birthday!! :party: :w00t:
Reply
:iconxninjared:
XNinjaRed Featured By Owner Apr 4, 2014  Student Filmographer
Thanks, buddy :D
Reply
:iconcrescotheeko:
CrescoTheEKO Featured By Owner Apr 4, 2014
You're welcome! ;3
Reply
:iconwilliam6208:
William6208 Featured By Owner Apr 3, 2013  Student Filmographer
Happy birthday!
Reply
:iconjannoo:
jannoo Featured By Owner Apr 3, 2012
Hmm, it's a long time ago you uploaded something.... When will you upload something new? =D
Reply
:iconlanprowerkopaka:
LanProwerKopaka Featured By Owner Dec 23, 2011
Hey, I've tagged you!
[link]
Hope that's okay. :D
Reply
:iconsimmszs:
Simmszs Featured By Owner Sep 18, 2011  Hobbyist Digital Artist
Thank u much for the dA watch :dummy:
Reply
:icontsuki-soraruki:
Tsuki-SoraRuki Featured By Owner Jul 15, 2011  Hobbyist General Artist
:icongroupjoinplz: :iconcreation-inspiration:
we're so honored you join this group
here are a things you need to know about CI
more information is here
for the rest I wish you a great time at Creation-Inspiration
and feel free to upload your creations anytime ^-^
regards, Crew Of CI
Reply
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