the amulet
Post on 22-Feb-2016
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Presentation of concept and design
The Amulet
Sean – Project ManagerBen – DesignerKay – ArtistMartin - Programmer
Introduction to the team.
Project Plan/ Timeline Week starting 22.02.10 01.03.10 08.03.10 15.03.10
Project manager – Sean Research - Project Structure/ Game Types
Confirm Details with client, type up notes.
Plan Presentation + Research demographic.
Finalise Presentation.
Designer – Benjamin Reasearch Game Types/Ideas
Design/ Research potential puzzles and mechanics.
Design Concept of interface/ game screen.
Work on Powerpoint and sketch level.
Artist – Kay Research - Visual/ isometric style
Create sketches for high art concept.
Finalize High Concept Art.
Create concept + sprite art.
Technical director – Martin
Isometric Mock up
Testing Isometric Angles + Depth.
Test Collision and Jumping mechanics.
Create Mock up screenshot. Test viability of an editor.
User Experience Architect – Everyone
Brainstorm/ Test Discussion, Research and Testing.
Discussion, Research and Testing. Pick the level.
Practice presentation.
Explore the world of Avia by completing story based puzzles and challenges.
The Game – High Concept
Demographic Anderson, Nancy (2006). Elementary Children's Literature. Picture books: 0–5. Early Reader Books: 5–7. Chapter book: 7–11.
Short chapter books: 7–9. Longer chapter books: 9–12.
Research
ESA – Entertainment Software Association• Games sold in 2008• 57 percent were rated "Everyone (E)" or "Everyone 10+ (E10+)." • Only 16 percent were rated "Mature (M)."
Adventure Game The most story-intensive genre.
15 Geographical LocationsDecided on ‘The Dead Wood’ (Chapter Six: The Drummer)
Overall ‘World’: Avia/GriffonlandZone: The Listening WoodRegion: ‘The Dead Wood’Levels:
The Moorland Border Wren and the Cobwebs Monkey and The Hare The Escape
Research – The Level
Technical Isometric view
Research
Boktai
Megaman
Art
Research
Yoshi’s Island
ScribblenautsLoondon
Guild Wars
MovementGrab & Drop
ThrowJump
Charge
Character ModesRide – Pompom, Torquil & PompomWalk – TorquilSwing – Boku, Torquil & BokuFly – Wren, Torquil (At the end)
The Game - Mechanics
The Game – Movement Test
BEN’S MAP – Brief explanation of the use of mechanics ect.
The Game – Level Design
Character Design
Pictures of how we propose our game to look like.
Explain more.
Initial screen designs/Mock ups
Time schedule for work from now
22.03.10 29.03.10 Easter 05.04.10 Easter 12.04.10 19.04.10 26.04.10 03.05.10
Start structuring the Design Documentation.
Work on Design Document.
Work on Design Document.
Aid in creation of all assets.
Aid in creation of all assets.
Make a list of all sound needed.
Design levels and puzzles. Write cinematics.
Design levels and puzzles. Write cinematics.
Finalize puzzles and Level Design.
Sound Design.
Make a list of all visual assets needed.
Create Visual assets. - Characters.
Create Visual assets. - Envirnments.
Finish Visual assets.
Create cutscene art.
Collision, Jumping and Actions.
If Viable start to create a level editor.
Finish level editor.
Code unique game events.
Implementing animation, sound and cutscenes.
Discuss results of client pitch.
Testing + working on essay.
Testing + working on essay.
Collaberate assets + create level.
Collaberate assets + create level.
Testing. Fixing and Polish.
We would like to test this on our target audience (9-12’s)
This may not be feasible.
Testing
Any Questions?
Thank you for listening
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