Indie games are becoming more and more popular nowadays with many different and unique ideas. Coming up with a new and unique idea was a challenge but I feel that I managed to design something that is interesting, has plenty of room for a complex story and looked visually appealing.
The gameplay has many different elements which makes it interesting. It is a complex puzzle game with many different tests to overcome using the abilities that you have and as the abilities involve the elements, there is many new elements or environment interactions that could be added to make it a fuller game. The gameplay is also very unique which is one of the main selling points of an indie game. The game also mixes in action and fighting rather than just puzzle which gives it more depth and makes the game more exciting to play.
The weaknesses of the gameplay is trying to make the puzzles challenging enough as there is only a few elements available, but mixing these elements together could provide more of a challenge in the game or even making some of the puzzle very fast paced and having to react quickly to make it work.
The controls for the game would be very simple meaning it is easy to pick up and can still be mastered by more experience gamers. You would have the 1 - 5 buttons for switching the abilities and your simple movement, jump and crouch buttons.
The story is a very basic story meaning that it can be given a lot of depth and be worked on to make it more. It could be given a background story to the main character or even flashbacks that tell us the story up to the point where he finds himself in the lab being experimented on. The story does not need to be developed though to still make sense, a simplistic story has worked before and just making your way out of the lab makes sense and does not need to be developed further.
This type of story has been done before, not exactly the same way but the underlying baseline has been used in different scenarios but as I stated earlier, developing the story further and giving a background can make it unique and turn it into something very serious or even something comical.
The style of the game is very simplistic and colourful. The elements contrast very powerfully against the white and black of the laboratory. The white is supposed to symbolise the cleanliness and almost inhumanity of the lab. The emptiness of the colour white makes it feel very cold and heartless but out of this emptiness, the bright and vivid colours of the elements give hope to our character and for new gamers, it also makes the abilities stand out a lot better as well as things that you are able to interact with in the environment making them easier to spot and making the puzzles easier to try and figure out. However at the same time, the overwhelming of a lot of different interactions has to make the player think outside the box and come to a solution to the given puzzle making it still very appealing to the experienced gamer.
I took a different approach to the process than I usually do, my usual approach usually involves a lot of research and then putting down only the best ideas that come to my head. The research that I did, was through my own words and working, I took the time to play the games and put down in my own words how I felt about the game rather than finding someone else’s words and adapting my ideas around them. The majority of my ideas came to my head through different words and sketching out ideas that came to my head, even if they didn’t make a lot of sense. This made my idea generation very visual but allowed me to mess about with different colours on paper rather than finding them on websites like Kuler in my previous projects. I felt the differences in my process helped me but I still felt inclined to go back to my old ways and look for inspiration on the internet rather than looking for inspiration and ideas in my head.
If I had to go back and do my project again I would use a mixture of all the different techniques that I used in this project as well as others. I would do all the research in the same manner as much as possible but find a happy medium between my own research and other people’s. Sketching out any ideas in my head, no matter how mad they seemed was far more efficient as it gave me further ideas because they were on paper and not in my head, allowing my visually evolve them better. The mindmap with the words was also very helpful as it gave me a basis and starting point to generate my ideas. Putting images with the words, was again random and felt strange that I was putting any and all ideas and images that came to my head down on paper.
Overall I felt that I have developed my creative process as I still use some of my old techniques but now I have new ways of being able to do it which gives me a wider range of ideas to develop on.
Monday, 21 November 2011
Story
A man wakes up to find himself in a laboratory and decides to escape his captors, using the new piece of technology he has that allows him to master the elements, he must make his way through the lab fighting the failed experiments and solving the test chambers ahead of him. He finds new crystals throughout the game that allow him to master new abilities or upgrade powers he has already.
Story Ideas
Characters/Enemies
Hero, Villain, Anti-Hero, Citizen, Police/Fire/Paramedic, Solider, Prisoner, Monster, Animal, Pirate, Doctor, Astronaut, Alien, Robot, Car, Plane, Tank, Ball, Bike, Plant
Objectives
Save the world?
Save the girl?
Escape from somewhere?
Find something? Artifact? Treasure?
Destroy Enemies? Aliens? Terrorists? - Main Boss?
Story 1: A prisoner must escape prison, avoiding searchlights, guards, dogs etc.
Story 1 Adaptations: The prisoner has different abilities or equipment to escape.
Story 2: A hero in a spaceship that can be upgraded and fights off waves of aliens.
Story 3: A superhero who has to go around a city saving as many people as possible, random and infinite. The ability to upgrade him or even to create your own type of hero with different abilities.
Story 3 adaptations: A Villian going about creating as much destruction as possible. Upgradeable and Customisable.
Story 4: A man is experimented on in a lab and must escape with his new powers fighting the other failed experiments and security systems.
Story 4 Adaptations: A robot who was built in a lab with different robotic abilities.
Story 5: Tower defense style game where you play as a tree trying to grow as tall as possible. Each of your branches can be made into defensive turrets to fight off bugs? people?
Hero, Villain, Anti-Hero, Citizen, Police/Fire/Paramedic, Solider, Prisoner, Monster, Animal, Pirate, Doctor, Astronaut, Alien, Robot, Car, Plane, Tank, Ball, Bike, Plant
Objectives
Save the world?
Save the girl?
Escape from somewhere?
Find something? Artifact? Treasure?
Destroy Enemies? Aliens? Terrorists? - Main Boss?
Story 1: A prisoner must escape prison, avoiding searchlights, guards, dogs etc.
Story 1 Adaptations: The prisoner has different abilities or equipment to escape.
Story 2: A hero in a spaceship that can be upgraded and fights off waves of aliens.
Story 3: A superhero who has to go around a city saving as many people as possible, random and infinite. The ability to upgrade him or even to create your own type of hero with different abilities.
Story 3 adaptations: A Villian going about creating as much destruction as possible. Upgradeable and Customisable.
Story 4: A man is experimented on in a lab and must escape with his new powers fighting the other failed experiments and security systems.
Story 4 Adaptations: A robot who was built in a lab with different robotic abilities.
Story 5: Tower defense style game where you play as a tree trying to grow as tall as possible. Each of your branches can be made into defensive turrets to fight off bugs? people?
Game Research
And Yet It Moves
This game is based on a very simple concept. The whole world can be rotated at each 90 degree point but leaves the main character in the same position which leads to a puzzle game platformer which makes you think about how the rotation will help you get past each stage. The controls use a very simple movement and then two buttons to rotate the world. The simple controls means that the game is very easy to pick up and play and does not require a lot of gaming experience to be able to enjoy.
The style the game is very unique which is one of the most enjoyable things about it. It uses a “torn paper” style where all of the pieces make up the world and the objects in it. Each of the pieces of paper have a photo on them, usually a close of up the object so the texture takes up the majority of the paper piece. They are then fitted into the world, overlapping and places together with all the different textures to create a world that looks very different. The colours range from dark for the likes of stones and ground to more bright and vibrant colours used to create flowers and grassy areas.
Perhaps the only thing that was a bad point about this game was the lack of story. There was nothing at the start that explained why he was there or who he was. It just threw you into the game with no explanation. Although the style and game mechanics were unique and set this game apart from other indie games, the lack of story didn’t give the game the depth it needed to make it outstanding.
Super Meat Boy
Quite possibly one of the most frustrating and difficult games of all time with only a handful of people in the world ever to complete every single level. This is part of how Super Meat Boy was created, the designers took the difficulty of the old nintendo system games and applied it to a modern game and made it a classic. The controls are very simple however, you have movement, run and jump buttons and that’s it. But then you add in a game in which you can bounce of walls and must make you’re way through each of the levels using a trial and error system until you finally get it right. You can make no mistakes at all or it will cost you your life. When you finally get it right, you are rewarded with a replay of the level with all your deaths and final success in one mess of a video which can be entertaining.
The look of the game is outstanding. It follows a very basic retro/arcade look but with higher definition. The colours cam be both vibrant in some levels with it becoming darker as the game progresses showing how much harder each of the levels is getting. The characters are all designed to be very comical with the main character being a slab of meat and the main villain being a foetus in a suit.
On top of the outstanding visuals and amazing gameplay mechanics, they added depth to the game by adding a very simple and age old story onto it. From the beginning we know what is going on and what the main character is doing in the game. Whilst Super Meat Boy having a picnic with his girlfriend, Dr. Foetus get’s jealous and steals her away. Super Meat Boy finds that he has a power that allows him to come back to life upon death and uses this to save his girlfriend by travelling through all these lands and overcoming any obstacle that he faces. Although not an original idea, it is the classic story of love and adds a new depth to the game and made it one of the highest selling indie games of all time.
Trine
Trine is another very unique game in which you play as not one main character but three. You use your 1, 2 and 3 keys to switch between them. Not all the characters are present at the same time on the screen however which means that they do not take up too much of your screen increasing what you can see. Each character has their own abilities, The Wizard can create boxes and planks as well as move things, the Thief can use a grappling hook to higher areas, as well as taking out enemies with her bow and arrow and finally the warrior who can carry heavy objects and use his shield to block from falling rocks or enemies as well as a sword to quickly dispatch them. You need to use all three of the characters to get through the game and the many puzzles that you come across. Each of the characters can be made better through items such as rings or new weapons found throughout the game and also by levelling them up through experience which makes it easier to overcome later levels or reach new areas to further improve your characters.
Trine boasts full 3D graphics in a side scrolling adventure which was very different from what had been seen before. Most side scrolling games feature more 2D visuals like we have seen in Super Meat Boy and And Yet It Moves. The style is a mixture of both vibrant colours as well as dull and gloomy depending on which stage you are at but the game is always bright enough to see clearly what you are doing which makes the game very enjoyable. There is a lot of shine in the game which gives it a more mystical and fantasy style feel, for example, the wizard when casting spells or the warriors armour.
Trine’s story is one of the main parts of what makes it so good. It follows the story of a Wizard, a Thief and a Warrior who all get called by a voice towards an artifact called a Trine. When they all touch it together, their souls become intertwined and they release an army of monsters onto the world. They must make their way across the land to place the artifact in it’s true resting place. The story always develops with the characters coming closer together as they go about their journey.
Machinarium
The most simplistic controls you could have for a game. It is a point and click adventure game where you have to figure out puzzles using the area around you. The main character is also able to stretch himself up or make himself smaller which you need to use with the objects in the world to get past each of these puzzles. Machinarium is very easy to pick up and play. The simple controls and slow pace of the game makes it very enjoyable to play.
The visuals is probably the main thing that makes Machinarium stand out. It follows a very hand drawn style with the colours being antique so lots of browns and bieges. The style of the whole world is very “steampunk” and so works very well with the colours that they have going on. Everyone in the world is a robot and every one is different so gives a lot of depth to the game and makes it feel more unique and visual.
The story follows a lone, small robot who makes his way through the city where the bullies who used to beat him up in school have now become criminals. He finds out about a plan to blow up a building in the city and he must make his way through the city stopping them but coming across many obstacles in the way. The story is not very straight forward but is well explained with flashbacks at certain points. Perhaps one of the best bits about the story is the fact it is all explained visually and not through any text or sounds whatsoever which makes it very cleverly written.
Atom Zombie Smasher
Atom Zombie Smasher is a lot different from the games we have seen before. This game is based on a top down or “bird’s eye” view of a city where the game takes place. From this view you are able to see dots that depict zombies and humans. The aim of the game is to save as many citizens or alternatively destroy every zombie before night fall. Armed with a helicopter and a team of mercenaries that all have different uses you must complete these objectives. It utilises a very simple point and click technique but gives you the ability to use the keyboard for more advanced users. There is an infinite amount of replayability in the game with different modifiers that you can add as well as mods that are able to be downloaded to change the game.
The visuals of the game are very basic but add to charm of the game. Each city uses the same textures for buildings and nothing feels unique in each city but that doesn’t matter as they are all laid out differently. Zombies are shown as pink dots and the humans as yellow dots which is very basic but adds to the fact that it is a strategy game and does not rely on these visuals. Everything is brightly coloured so that it is easy to see quickly, for example, which units are which or distinguishing who are zombies and who aren’t.
The story of AZS is very simple, zombies have started taking over in the Buenos Aires area and you must command a group of mercenaries in order to save as many people as possible. The story does not really develop much from that point but there are a lot of mini stories that are scattered throughout the game in the style of a comic with pictures and text. These are related to what is happening and sometimes does not make sense but is very comical which is the way that the game is leaning towards.
Hammerfight
Hammerfight has a very unique control system. The main movement is done using the mouse with the keyboard only really being used for secondary systems such as your shield or changing weapons. You must swing your mouse around in a circle to make the weapons swing around but this also moves your “vessel” so takes a lot of practice to master. This makes this game not ideally suited for non-experienced gamers but is a lot of fun once it has been mastered. The gameplay takes place around destroying enemies that you are fighting using this very unique fighting style.
The visuals in the game are very simple but also quite gloomy and dark. The majority of the textures are either rock, metal or wood but with these it creates an entire world that is believable and stunning. Everything flows with very realistically such as banners as you spin your “vessel” around or banners flowing with the wind, things like this add to the believability of the game.
The game follows a continuous story line which is very easy to follow and includes lots of dialogue and cut scenes which gives the game a lot of depth. It is a very basic story of clans fighting each other with the use of these special “vessels” that have many different weapons and shields on them. It has a very medieval feel with a bit of a modern twist with these flying machines. The story is rich and contains plenty of plot which makes it even more enjoyable.
Minecraft
Minecraft is the highest selling Indie game of all time and there is a reason for this. It’s simple. It’s easy to pick up and play but still has enough for experienced gamers to learn and do in the game. It is also infinite and every world is uniquely generated which gives an infinite replayability. The addition of multiplayer means you can share your creations with your friends as well as build new ones with them. The objective of the game is....nothing. You are in a world where you can mine or dig up blocks and then place them to create your own house or anything else you want, you can make tools and find better materials to create more items. The controls are not overly complicated and can be picked up very easily.
The first thing you notice about Minecraft is the graphics, everything is based on straight edged cubes but each of these blocks have different properties and is the basis for the whole game. There is a lot of nice shading and lighting features that give a sense of realism to the game but the block world is a part of the charm of Minecraft and has spawned many internet jokes and catchphrases based on it.
Minecraft has no story, the only thing we know is that the character you play has arrived in a brand new world and we need to survive against monsters. This in no way makes the game bad as the infinite amount that you can do with it has led to the creation of stories and adventures made by players in the world.
This game is based on a very simple concept. The whole world can be rotated at each 90 degree point but leaves the main character in the same position which leads to a puzzle game platformer which makes you think about how the rotation will help you get past each stage. The controls use a very simple movement and then two buttons to rotate the world. The simple controls means that the game is very easy to pick up and play and does not require a lot of gaming experience to be able to enjoy.
The style the game is very unique which is one of the most enjoyable things about it. It uses a “torn paper” style where all of the pieces make up the world and the objects in it. Each of the pieces of paper have a photo on them, usually a close of up the object so the texture takes up the majority of the paper piece. They are then fitted into the world, overlapping and places together with all the different textures to create a world that looks very different. The colours range from dark for the likes of stones and ground to more bright and vibrant colours used to create flowers and grassy areas.
Perhaps the only thing that was a bad point about this game was the lack of story. There was nothing at the start that explained why he was there or who he was. It just threw you into the game with no explanation. Although the style and game mechanics were unique and set this game apart from other indie games, the lack of story didn’t give the game the depth it needed to make it outstanding.
Super Meat Boy
Quite possibly one of the most frustrating and difficult games of all time with only a handful of people in the world ever to complete every single level. This is part of how Super Meat Boy was created, the designers took the difficulty of the old nintendo system games and applied it to a modern game and made it a classic. The controls are very simple however, you have movement, run and jump buttons and that’s it. But then you add in a game in which you can bounce of walls and must make you’re way through each of the levels using a trial and error system until you finally get it right. You can make no mistakes at all or it will cost you your life. When you finally get it right, you are rewarded with a replay of the level with all your deaths and final success in one mess of a video which can be entertaining.
The look of the game is outstanding. It follows a very basic retro/arcade look but with higher definition. The colours cam be both vibrant in some levels with it becoming darker as the game progresses showing how much harder each of the levels is getting. The characters are all designed to be very comical with the main character being a slab of meat and the main villain being a foetus in a suit.
On top of the outstanding visuals and amazing gameplay mechanics, they added depth to the game by adding a very simple and age old story onto it. From the beginning we know what is going on and what the main character is doing in the game. Whilst Super Meat Boy having a picnic with his girlfriend, Dr. Foetus get’s jealous and steals her away. Super Meat Boy finds that he has a power that allows him to come back to life upon death and uses this to save his girlfriend by travelling through all these lands and overcoming any obstacle that he faces. Although not an original idea, it is the classic story of love and adds a new depth to the game and made it one of the highest selling indie games of all time.
Trine
Trine is another very unique game in which you play as not one main character but three. You use your 1, 2 and 3 keys to switch between them. Not all the characters are present at the same time on the screen however which means that they do not take up too much of your screen increasing what you can see. Each character has their own abilities, The Wizard can create boxes and planks as well as move things, the Thief can use a grappling hook to higher areas, as well as taking out enemies with her bow and arrow and finally the warrior who can carry heavy objects and use his shield to block from falling rocks or enemies as well as a sword to quickly dispatch them. You need to use all three of the characters to get through the game and the many puzzles that you come across. Each of the characters can be made better through items such as rings or new weapons found throughout the game and also by levelling them up through experience which makes it easier to overcome later levels or reach new areas to further improve your characters.
Trine boasts full 3D graphics in a side scrolling adventure which was very different from what had been seen before. Most side scrolling games feature more 2D visuals like we have seen in Super Meat Boy and And Yet It Moves. The style is a mixture of both vibrant colours as well as dull and gloomy depending on which stage you are at but the game is always bright enough to see clearly what you are doing which makes the game very enjoyable. There is a lot of shine in the game which gives it a more mystical and fantasy style feel, for example, the wizard when casting spells or the warriors armour.
Trine’s story is one of the main parts of what makes it so good. It follows the story of a Wizard, a Thief and a Warrior who all get called by a voice towards an artifact called a Trine. When they all touch it together, their souls become intertwined and they release an army of monsters onto the world. They must make their way across the land to place the artifact in it’s true resting place. The story always develops with the characters coming closer together as they go about their journey.
Machinarium
The most simplistic controls you could have for a game. It is a point and click adventure game where you have to figure out puzzles using the area around you. The main character is also able to stretch himself up or make himself smaller which you need to use with the objects in the world to get past each of these puzzles. Machinarium is very easy to pick up and play. The simple controls and slow pace of the game makes it very enjoyable to play.
The visuals is probably the main thing that makes Machinarium stand out. It follows a very hand drawn style with the colours being antique so lots of browns and bieges. The style of the whole world is very “steampunk” and so works very well with the colours that they have going on. Everyone in the world is a robot and every one is different so gives a lot of depth to the game and makes it feel more unique and visual.
The story follows a lone, small robot who makes his way through the city where the bullies who used to beat him up in school have now become criminals. He finds out about a plan to blow up a building in the city and he must make his way through the city stopping them but coming across many obstacles in the way. The story is not very straight forward but is well explained with flashbacks at certain points. Perhaps one of the best bits about the story is the fact it is all explained visually and not through any text or sounds whatsoever which makes it very cleverly written.
Atom Zombie Smasher
Atom Zombie Smasher is a lot different from the games we have seen before. This game is based on a top down or “bird’s eye” view of a city where the game takes place. From this view you are able to see dots that depict zombies and humans. The aim of the game is to save as many citizens or alternatively destroy every zombie before night fall. Armed with a helicopter and a team of mercenaries that all have different uses you must complete these objectives. It utilises a very simple point and click technique but gives you the ability to use the keyboard for more advanced users. There is an infinite amount of replayability in the game with different modifiers that you can add as well as mods that are able to be downloaded to change the game.
The visuals of the game are very basic but add to charm of the game. Each city uses the same textures for buildings and nothing feels unique in each city but that doesn’t matter as they are all laid out differently. Zombies are shown as pink dots and the humans as yellow dots which is very basic but adds to the fact that it is a strategy game and does not rely on these visuals. Everything is brightly coloured so that it is easy to see quickly, for example, which units are which or distinguishing who are zombies and who aren’t.
The story of AZS is very simple, zombies have started taking over in the Buenos Aires area and you must command a group of mercenaries in order to save as many people as possible. The story does not really develop much from that point but there are a lot of mini stories that are scattered throughout the game in the style of a comic with pictures and text. These are related to what is happening and sometimes does not make sense but is very comical which is the way that the game is leaning towards.
Hammerfight
Hammerfight has a very unique control system. The main movement is done using the mouse with the keyboard only really being used for secondary systems such as your shield or changing weapons. You must swing your mouse around in a circle to make the weapons swing around but this also moves your “vessel” so takes a lot of practice to master. This makes this game not ideally suited for non-experienced gamers but is a lot of fun once it has been mastered. The gameplay takes place around destroying enemies that you are fighting using this very unique fighting style.
The visuals in the game are very simple but also quite gloomy and dark. The majority of the textures are either rock, metal or wood but with these it creates an entire world that is believable and stunning. Everything flows with very realistically such as banners as you spin your “vessel” around or banners flowing with the wind, things like this add to the believability of the game.
The game follows a continuous story line which is very easy to follow and includes lots of dialogue and cut scenes which gives the game a lot of depth. It is a very basic story of clans fighting each other with the use of these special “vessels” that have many different weapons and shields on them. It has a very medieval feel with a bit of a modern twist with these flying machines. The story is rich and contains plenty of plot which makes it even more enjoyable.
Minecraft
Minecraft is the highest selling Indie game of all time and there is a reason for this. It’s simple. It’s easy to pick up and play but still has enough for experienced gamers to learn and do in the game. It is also infinite and every world is uniquely generated which gives an infinite replayability. The addition of multiplayer means you can share your creations with your friends as well as build new ones with them. The objective of the game is....nothing. You are in a world where you can mine or dig up blocks and then place them to create your own house or anything else you want, you can make tools and find better materials to create more items. The controls are not overly complicated and can be picked up very easily.
The first thing you notice about Minecraft is the graphics, everything is based on straight edged cubes but each of these blocks have different properties and is the basis for the whole game. There is a lot of nice shading and lighting features that give a sense of realism to the game but the block world is a part of the charm of Minecraft and has spawned many internet jokes and catchphrases based on it.
Minecraft has no story, the only thing we know is that the character you play has arrived in a brand new world and we need to survive against monsters. This in no way makes the game bad as the infinite amount that you can do with it has led to the creation of stories and adventures made by players in the world.
Thursday, 15 September 2011
Initial Evaluation
The client needs a designer to create the visual aspects of the game, this includes character designs, styles and colours. They also need someone to create a front cover or poster for the game to be used for advertisement.
The audience will be expecting a game that is both visually appealing as well as being fun to play. They should also feel like the game has not been a waste of their money or their time as it would be enjoyable. I would be expecting them to spread word of mouth about the game and gain more revenue and increase awareness about the game.
The message I am looking to communicate is a game that would be fun and appealing to any gamer that would buy the game. This message would make them want to play the game and spread advertising by word of mouth.
The client is looking for enough design and research for them to be able to go straight into creating the game. This would include in game screenshot examples, character and enemy designs as well as a poster or front cover that would be used for advertisement.
There is a lot of competition in the gaming industry, even the Indie niche is very popular among gamers with more and more joining the ranks. The most popular indie games are very visual and unique so to be able to make an impact in the genre, I would also need to create something very visual and unique.
Whether the game is online or within a games store, the main distraction would be other games. This means that the game’s cover or advertisement must stand out against hundreds of other games. Being a gamer, I know that the title of the game is also a big factor into whether someone will pick up the game to look at the back blurb which means it also needs to stand out.
The reaction I would be looking from the audience is them to buy the game via the advertisment but also to enjoy the game fully and spread the word of mouth to increase awareness and overall revenue for the game.
The audience will be expecting a game that is both visually appealing as well as being fun to play. They should also feel like the game has not been a waste of their money or their time as it would be enjoyable. I would be expecting them to spread word of mouth about the game and gain more revenue and increase awareness about the game.
The message I am looking to communicate is a game that would be fun and appealing to any gamer that would buy the game. This message would make them want to play the game and spread advertising by word of mouth.
The client is looking for enough design and research for them to be able to go straight into creating the game. This would include in game screenshot examples, character and enemy designs as well as a poster or front cover that would be used for advertisement.
There is a lot of competition in the gaming industry, even the Indie niche is very popular among gamers with more and more joining the ranks. The most popular indie games are very visual and unique so to be able to make an impact in the genre, I would also need to create something very visual and unique.
Whether the game is online or within a games store, the main distraction would be other games. This means that the game’s cover or advertisement must stand out against hundreds of other games. Being a gamer, I know that the title of the game is also a big factor into whether someone will pick up the game to look at the back blurb which means it also needs to stand out.
The reaction I would be looking from the audience is them to buy the game via the advertisment but also to enjoy the game fully and spread the word of mouth to increase awareness and overall revenue for the game.
Brief Discussion
Brief Discussion with Renee Yeoman
Discussed brief about games design and mainly the outputs. Discussed merging the 3D animation class to create an advert for the game. I could split the animation up into blocks of 3 or 4 or doing the entire 90 seconds of either gameplay footage or just an advert that gains awareness about the game an entices people to play it. Discussed the target audience and the large age gap of 18 - 40. Talked about maybe shortening the gap to maybe 18 - 25 or something similar. I discussed that the gaming age range is very diverse but Indie games are usually reserved for the older generation of gamers and is also a very niche market.
Discussed brief about games design and mainly the outputs. Discussed merging the 3D animation class to create an advert for the game. I could split the animation up into blocks of 3 or 4 or doing the entire 90 seconds of either gameplay footage or just an advert that gains awareness about the game an entices people to play it. Discussed the target audience and the large age gap of 18 - 40. Talked about maybe shortening the gap to maybe 18 - 25 or something similar. I discussed that the gaming age range is very diverse but Indie games are usually reserved for the older generation of gamers and is also a very niche market.
Thursday, 8 September 2011
Interpretation Of Brief
Creative Process Interpretation of Brief
Paul Green - L000197544
I will be looking to create a game that is fun, visually appealing but also good value for money. The main audience that I will be communicating this to would be older gamers between the ages of around 18 - 40 who are interested in less mainstream games and more into Indie games. The audience would already have a good knowledge on how to play games as well as what they expect from an Indie game. An Indie game is generally very visually creative and unique so the characters, levels and gameplay must reflect this to attract the target audience. The audience should feel like they have enjoyed the game both visually and gameplay-wise. Apart from enjoyment of the game, they should also feel like they have no wasted their money, as even though Indie games are cheap, they should still contain enough content and enjoyment. Because the game will be mainly visual, my experience in working on animations will help during this process as I have worked on character designs and colour schemes which will carry on over to the design process for the games design. After the audience has played the game, I would be looking for them to spread the word of mouth of the game and generate more interest and income for the game.
Paul Green - L000197544
I will be looking to create a game that is fun, visually appealing but also good value for money. The main audience that I will be communicating this to would be older gamers between the ages of around 18 - 40 who are interested in less mainstream games and more into Indie games. The audience would already have a good knowledge on how to play games as well as what they expect from an Indie game. An Indie game is generally very visually creative and unique so the characters, levels and gameplay must reflect this to attract the target audience. The audience should feel like they have enjoyed the game both visually and gameplay-wise. Apart from enjoyment of the game, they should also feel like they have no wasted their money, as even though Indie games are cheap, they should still contain enough content and enjoyment. Because the game will be mainly visual, my experience in working on animations will help during this process as I have worked on character designs and colour schemes which will carry on over to the design process for the games design. After the audience has played the game, I would be looking for them to spread the word of mouth of the game and generate more interest and income for the game.
Creative Process Brief
Creative Process Brief
Paul Green - L000197544
Background
Knuckle Smash is a new games company that are looking for someone to design and promote a new Indie game for them. The programming and creation of the game will be done by the company but to do this, they will need character and level designs to know what they need to create.
Audience
The game will be primarily aimed at older gamers between the ages of 18 - 40 who are interested in playing Indie games.
Objectives
In order for Knuckle Smash to create and advertise the game they will need the following:
* 4 In game screenshot examples.
* Character and Enemy designs.
* Poster or cover design.
Deadline
The designs for the game will need to be done for the 1st quarter of November so that Knuckle Smash can start creating the game as soon as possible.
Paul Green - L000197544
Background
Knuckle Smash is a new games company that are looking for someone to design and promote a new Indie game for them. The programming and creation of the game will be done by the company but to do this, they will need character and level designs to know what they need to create.
Audience
The game will be primarily aimed at older gamers between the ages of 18 - 40 who are interested in playing Indie games.
Objectives
In order for Knuckle Smash to create and advertise the game they will need the following:
* 4 In game screenshot examples.
* Character and Enemy designs.
* Poster or cover design.
Deadline
The designs for the game will need to be done for the 1st quarter of November so that Knuckle Smash can start creating the game as soon as possible.
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