Prison Simulator:Concept Art

Similarly to what I did in my other projects, I decided to create a piece of concept art for the Prison Simulator. I wanted to show off one of the larger rooms in the prison that would have two floors and be surrounded by cells.

I did the usual process of creating a 3D model in SketchUp. This model was based on the sketches that I drew, which I showed in the previous post. This model was fairly easy to create as it mainly containing cell bars and the cell themselves were exactly the same.

I took the model into photoshop and used mainly grey colours as the research I did show that the colours and design are very simple. I Also used some dark browns fro the railings and the tables so that they appeared rusted. This was emphasised when I started to use the dodge and burn tool to show the light coming down from the ceiling as well as the age of the building.


Prison Sketches

After the research was complete I started to look at images of prisons and sketch up some rough ideas of what we could include in our prison. The first image I created will be the most recognizable and repeated part of the environment which is the cell bars. These will be fairly simple either being straight or crossed bars with a door in the middle. I then created another door which would be for the more extreme inmates. This was a solid door that had a small latch that could be opened and closed to view the prisoner inside. The inspiration for this was gained from suicide squad as every member of the team is like behind one of these doors. Finally, I created a rough Idea for one of the major rooms. IT consists of two floors which were filled with cells. The second-floor cells are pushed back making a large walkway in front as well as a railing. Finally, I also made it so that the room had a large space in the middle which could be used for tables or a social zone.


Prison Research

Since the game we have been tasked with making is going to be a prison simulator I decided to do some research into what prisons look like and what life is like within them.

I started by looking at TV shows that are based are prisons. This included Orange Is The New Black, and Prison Break. In terms of design, it was clear to see that the building is very simple mainly having corridors and repeated rooms as the cells. IN terms of texturing the colours seen are very dull mainly being grey but they also use bright colours to show specific areas of the prison. This would be a stripe the follow the corridor to the destination. The could be a good design to adapt into our video game as it would make it clearly visible to the player about the different locations. The television shows also showed the different social groups in prison and what the overall atmosphere is like. The groups within the prison are split up into where the person is from and is extremely old fashioned as the race would also be a cause for the groups. The people in the groups seem to get along well with each other however are very hostile to the other group and even have rival groups. This could be a good adaptation where the player has to join one of the groups and then disrupt the work that the other group does.

Finally, illegal things still happen in these television shows such as drugs being smuggled and people being stabbed. This could be missions that the player receives where they have to find the hidden drugs and even attack a member of another group.

Game Mechanics: Levels

This game mechanic is fairly straightforward and is used in most games. The player receives a level which determines the strength of their character, the items they have/can use, and the abilities that they have. It is used across a wide range of genres as it can affect the player in a different way.

The first example where this mechanic is used is in Counter-Strike: Global Offensive. The player has two levels which each serve a different purpose. The first is a level that starts at 1 and ends at 40. The purpose of this is to give player rewards when they reach certain levels and works using the progression mechanic. The good thing about this is that it means that the players have to reach level 3 before they can play the competitive side of the game. This is where the other form of level mechanic is used. In the competitive game mode, the player has a rank which determines the skill level of them and the players they will be matched up with. This is done so that the games are fairer and the players have an equal chance of winning.

Another game that uses this mechanic is Lord Of The Rings: Online. This is an MMORPG where the players aim is to reach the highest level. The mechanic is used in this game so that as they level up the strength of the character increases and they can defeat higher level enemies. It also means that they can explore different areas of the game that require a certain level.

If I were to use this mechanic in a game it would be tied in with the reward system. The player levels up by the progression mechanic which then gives them points to spend on abilities. This would be effective in open world resource collecting games similar to Minecraft.

Game Mechanics: Infinite Gameplay

This game mechanic applies to games that are not story driven and can have no ending. This means that the player can play for an infinite amount of time. The game may get harder as they progress but there is no end point where the player receives a credit scene and the game ends.

This mechanic is used in a lot of mobile and flash games, a popular one being Tetris. In this game, the player has to destroy the blocks by using them to create a row. When the player destroys a row they receive points. The game does not end until the player losses at which point they receive a final score. They can then restart the game and repeat the process to try and last longer.

Another good example of this is Minecraft. Even though Minecraft technically has an ending, the game can be played for an infinite amount of hours as it is not driven by a story but by the imagination and creative mind of the player as the purpose is to build structures.

If I were to use this mechanic in my own game It would be an open world adventure. The player will be online or by themselves and have to collect resources in order to  gain equipment. They can explore the world and create structures such as cities for them to live in.

Game Mechanics: Epicness

This mechanic is fairly straightforward and the title basically explains it all. The point of this mechanic is to make the player feel ‘Epic’ after completing something within a game. This can range from anything such as defeating a boss to coming first in a leaderboard.

A good example of a game that does this is Star Wars: The Old Republic. Each World of the game has what is known as a ‘World Boss’ which is essentially the hardest enemy on that planet. These bosses usually take more than one person t defeat and when doing so make the players feel ‘epic’ as they have completed a hard task. This mechanic even coming into play before the players have defeated the enemy as the boss spawns in random locations across the world. Therefore the player will feel ‘epic’ just for finding it.

This mechanic happens very often in shooter games such as Call of Duty. A common tactic called ‘trickshotting’ is considered the hardest thing to pull off in the game as it requires perfect positioning and timing. The trick shot is where the player jumps off of something, spins around a certain amount and then kills the enemy before they have reached the ground. Since this is a complicated move it means that when the player pulls it off they feel epic as not many other people can do this.

If I were to use this mechanic in my own game I would do it similarly to how Call of Duty does it. What I mean by this is that the players themselves would develop a tactic or maneuver that they consider hard. Which in turn makes them feel epic if they pull it off.


Game Mechanics: Behavioural Momentum

This mechanic makes players have to constantly repeat something so that It is improved. This can be done in skills, use of weapons, etc. This is commonly used in role-playing and online games.

A good example a game that uses this mechanic is Runescape. In order for the player to level up, their character they must first level up a range of fighting skills. These are Attack, Strength, and Defense. To level these skills up the player must fight a certain amount of monsters until it eventually levels up. After leveling them all up a certain amount of times it then levels up the player. In turn giving them rewards.

Another example of a game that uses this is Elder Scrolls Skyrim. Depending on the type of weapon the player uses determines what skill they are ranking up. By continuously killing enemies with that weapon it will level up and give the player a choice of perks that they can unlock.

If I was to use this mechanic in my own game It would be like in Skyrim. The player makes progress through a skill depending on what weapon they are using and by repeating a task of killing a certain number of enemies.

Game Adaptation Concept: Interior

For the interior concept I wanted it be part of a different environment that would feature at the beginning of the game. Therefore I decided that it would be a tavern in a medieval style so that the time set is immediately shown.

The same as before I first created the model in SketchUp. However because the concept art would be showing the interior I simple made a box as the exterior didn’t require any detail. Using props such as chairs, tables, and bottles to show that it was a tavern and other props that I imported from the 3D warehouse such as the bar and torches.

Once the model was complete I then positioned the camera too capture the main elements. I used a lot of oranges and browns when texturing so that most of the building appeared to be made from wood as a higher standard of building wouldn’t have been around then. Once done to show age on the walls and where the light was coming from I again used the burn and doge tool. This gave the building depth and added simple detail.



Game Adaptation Concept: Exterior

For this task I had to create a piece of concept art of an exterior of a building. I decided to do an Aztec style temple that would be in the Atlantis like city part of my game and also give it features of the environment. This included things such as a path, street lamps, and even a fountain.

Similarly to the burger shack piece I started off creating a Aztec temple on Sketchup using reference material that I found off of google. Once this was done I then used the 3D warehouse to add in other items like the fountain and street lamps. As well as this I wanted it to feel like no one had been their in a long time, I did this by adding bushing around the temple that had overgrown and rubble scattered around covering parts of the path and grass. I then took this into Photoshop and added colour to it. Instead of going for the realistic colour of the Aztec temple I decided to give it a more eastern clean look by using yellow which made it look like sandstone. I then repeated the process I used before of using the burn and dodge tool and all the parts of the environment to add depth and make it look worn rather then brand new and untouched.

Game Mechanics: Loss Aversion

This mechanic is applied mainly in MMORPG games. What this is, is items that the player receives but they can not use them because they are on the demo version of the game or a free trial. This is a good way of encouraging players to buy the game as they will be able to use the items.

Runescape is a good example of a game that uses this mechanic. The game is free to play however players can pay money every month so that they have a subscription. While they are playing in free mode they will sometime receive items from quests or even from other players such as ‘Dragon Armour’. When the player tries to equip this armour it will tell them that they need to buy a membership to be able to use this mechanic. The player is then encouraged to buy a membership which then gives the company a profit.

Another good example of this mechanic being used is in the console version of Minecraft. Players can play through a demo of the game that only lasts a certain amount of time before it will ask them to buy the game or restart the demo. Since the player has already put time into the game creating their own buildings and gathering resources they will not want to lose it. Therefore they then buy the game so that they can keep on playing.