Tag Archive: digital

Ryan Cutshall

INFO-I 310

3rd Analytic Paper


Halo Montage Critique


            In this paper I have chosen to critique the halo montage created by Christopher Terry.  I chose this project to critique because I personally enjoy playing video games, have seen many game montages, and have always wanted to create one myself.  I believe that this project is well done and demonstrates a huge aspect of the digital media associated with gaming and the video game industry.

People enjoy watching montages, especially FPS montages (Halo, Modern Warfare, etc.), because it allows them to see the incredible things people can do in game and what it looks like on their end.  You see, “sometimes what is important about a medium is how much it resembles another medium,” in this case the video using clips from the game to create a new media artifact, the “Gaming Montage” (Gershon, 2010).  Many gamers create these montages to display their skill or to show off extremely rare/lucky/awesome circumstances in game that allowed for them to do something incredible/funny/stupid.  “To critically evaluate an artifact is to engage in estimating the amount of worth we give to one or more aspects of it,” most of these videos are watched by tons of gamers and are given value, not always in proportion to the skill of the player depicted in the video but by the opinions of the viewers (Clarke, 2007).

Montages and game videos in general, are a huge representation of participatory culture in the gaming world.  Anybody can make one and everyone can see it.  However there is more than just the “headshot montage” or the “sticky montage” there are different game videos that are extremely popular for people to make.  Among those other videos are the “Walkthrough” the “Let’s Play” and the “How To”.  These videos are all huge aspects of the gaming culture allowing other gamers to see how and what people enjoy doing whilst playing their favorite video games.

Of the seven properties mentioned in the reading, storage and replicability, reach, mobility, and temporal structure are all major players with this type of media and the people that create and manipulate it.  Storage is simply explained through the way in which this media artifact was created.  Because this video was created digitally it allows for it to be easily saved and moved around.  This particular attribute (and the posting of this video on the internet) allows for this media to be easily stored and replicated by anyone with an internet connection.  This also plays in to the reach of this media.  Because it is made available on the internet anyone with an internet connection can download, share, and even comment on the video.  This leads to my next point, temporal structure.  The temporal structure of the internet and the site on which this project was posted is extremely asynchronous.  Videos are posted to the site and leaving them open for viewing to the public but there is no way to communicate with the creator (unless other options are shown in the video itself).  This type of temporal structure is extremely beneficial for this type of media because it, “allows very large groups to sustain interaction” (Baym 8) without the struggle of dealing with people who feel the urge to downplay the significance of the video itself.  The mobility of this media is unlimited.  Internet (both on the computer and a mobile device) and digital copies of this media are possible to create and take wherever, whenever you want.

Next I would like to go over the remediation displayed in this video.  This particular project is a video made through the use of in-game footage, changing what once was a real-time, singular, analogous event into a video.  The video shows a player playing Halo Reach but as we all know it’s not the actual game we are seeing but rather a bunch of clips made into a montage.  This form of remediation is extremely common in the gaming community and will likely be around until gaming dies down (which I’m hoping it never will).

Overall I believe the quality and execution of the video itself was great.  It displayed many of the characteristics of digital media artifacts that we went over in class and easily defines a huge part of an even bigger community.  I enjoyed watching the video and hope to see more like it down the road.



Works Cited


Baym, Nancy K. Personal Connections In The Digital Age. Polity Pr, 2012. 6-13.

Gershon, L. (2010). The breakup 2.0, disconnecting over new media. Cornell Univ Pr.

Clarke, M. (2007). Verbalizing the visual: Translating art and design into words. Ava Publishing



Final Project Deliverable — S. Ryan Cutshall

My project represents the Adeptus Mechanicus, machine worshipping technology cult in the Warhammer40k universe.  The person that I depicted in this picture us a representation of the character that I play in this game.  His name is Niaxus and he is a priest of the Adeptus Mechanicus.  This project was put together simply as a tribute to my character and his role as a combatant in his party.

I know it’s all kind of nerdy but what inspired me to do this as my project is the time that my friends and I spent playing this game.  The interesting thing about warhammer, and many other table top games, is that you get to decide how you look.  Since there are no “character editors” for table top games my friends and I would often draw the characters we played or the equipment we obtained.  After a few months of hand drawing many of these things I decided that I would piece together a little character “poster”, if you will, for myself.

The process was anything but easy even though I considered myself somewhat “experienced” when it came to Photoshop.  Although I had hand-drawn the image I wanted, scanned it in to the computer, and had it ready to go in Photoshop, I ended up having to re-draw the entire image using brushes in Photoshop.  Although I feel as if there might have been easier ways I feel as if I did an excellent job creating a piece that I like and would enjoy being displayed.

I learned quite a few Photoshop skills, the most important of which are to save OFTEN and make sure you make copies.  It is extremely easy in Photoshop to make a mistake and not be able to “undo” what you’ve done.  But on the more technical side, I learned that there is more to digital art than creating just pictures.  Many people on the site that I posted my image to create brushes for use in Photoshop.  These brushes come in a variety of different shapes, sizes, and designs.  I learned that layers are helpful and there is no such things as too many, so long as you can keep them organized and know what Is on what

Unfortunately I don’t believe there is a “next step” for this project.  I put a ton of time in to it, and I really enjoy and appreciate what I’ve made, but I have no want to use Photoshop to create anything for a long time.  Something I would like to do is spend a little more time studying Photoshop software and getting better acquainted with more of the skill and techniques used to make higher quality images.  I will however get a giant sized version of this printed out and I will hang it in my room.


Here is the link to my image.