Showing posts with label Concepts. Show all posts
Showing posts with label Concepts. Show all posts

Sunday, 13 November 2016

Production Interactive - Game Design

Production:Interactive
Game Design

I'm in charge of drawing up the backgrounds for my groups game. It's going to have separate layers to it so that if needed we can move one individual part of the background. 


In the photo above are concepts for the jungle and cave environment. 


For the cave we thought it would be cool and give the game more depth if there were open areas of the cave so you could see deeper into the background. In the very back of the picture I painted in a view of the ocean so it looked as if you could see out into the horizon. 


I've got here 2 versions of the jungle environment. I added in clouds and changed the position of the trees in the last picture because I thought the arrangement of the trees look more aesthetically pleasing. 

I'm still on the fence about the clouds as the look nice but I'm questioning whether it will look nice with the rest of the game pieces. This is something I'll need to discuss with my group about. 


Monday, 31 October 2016

Production Interactive - Game Design

Production:Interactive
Game Design



Haven't been updating blog in a while, but this is a level design I did a few weeks back. This is an idea I had for how the level could play out. First is the beach stage which will have obstacles such as barrels to which the player will need to jump over. This is to help introduce the jump mechanic of the game and because the beach stage is quite flat it helps introduce the run mechanic, so the level eases the player into the general control of the game. From there enemies are introduced into the level. Some enemies will need to be jumped on to knock out or dodge such as the crab on the beach and boar in the jungle. The empty squares throughout the level represent the collectable asset that will be used at the end of the games level. I think the group decided it was gunpowder for the canon at the end. After the jungle stage, to get to the cave the player will have to travel on top of lily pads which are the moving platforms in the game. In the cave will be a canon which the player will need to activate with all the collected gun powder in order to blast through the wall and proceed to the last part of the game. The last part is where the character will encounter the main boss. Dialogue will appear at this part and I'm not completely sure what will be said or how the game will end as of yet.



I drew up a few concepts of extra assets that'll appear in the game. Barrels or crates for the player to jump over and or for enemies to hide behind. Lily pads or logs as moving platforms to help the player travel over water. Shape exploration was my main focus with the concepts as I looked at existing pictures to create an idea of what would look best  in the game. 

Tuesday, 30 August 2016

Production Interactive - Narrative and Stylistic Development


Production:Interactive
-Narrative and Stylistic-

Concepts


Pirate character concept

The idea for the character is a stereotypical pirate. I tried to use the common signifiers for a common pirate such as the hat style, peg leg, hook hand, eye patch etc. 



Environment concept

For the environment, as a group we decided on having it move into 3 distinct zones that differed in colour scheme and obstacles. I haven't plotted any obstacles or traps in my environment concept. I was more focused on the flow from one zone into the other. I did play around with adding some pitfalls though. The general idea for my concept was that it starts with a wrecked ship on the beach that travels to a dark cavern which then leads to a ruin-like environment and at the end a body of water which holds the main antagonist.