Individual Mobile Game Concept

In the previous project, we had to come up with a basic idea for a game using 1 core mechanic. In this project I have to do the same thing, however this time I will be doing it by myself rather than in a group.

Flappy Bird

This game has one core mechanic which is jumping. The aim of the game is to pass through the gaps in the pipes while the screen automatically scrolls to the right. As the player passes between the pipes they gain a point which is added to their score. If the player hits the pipe they die and the game restarts. This is an extremely simple game that not only has one core mechanic but only 3 mechanics overall. However, this is is what makes the game as good as it is. This simple yet frustrating game is very addictive as players want to beat their friends and obtain the highest score. I feel like this might be something I take into consideration with my idea as it is simple yet effective.

Pokemon Go

Pokemon go is a game using augmented reality. The player travels around real life space in the hopes of running into Pokemon. These Pokemon can then be captured by the player. As well as this the player has the ability to use these Pokemon at gym battles against other online players. The core mechanic of this game would be the Catch Mechanic. This is because the aim of the game is to catch all the different Pokemon that can be found around the world. This game was so popular due to how unique it was. No other games on the mobile used real life to dictate how the game is played. Augmented reality is a key feature that no other games had done before and is what allowed Pokemon Go to be as popular as it was.

Initial Ideas

1.Fighting game using a brand tie-in. The characters in the game based upon the Looney Toons.

2. Shuttle flying upwards through space dodging meteors and enemy ships.

3. City builder. Player creates his own city by making land residential, commercial, industrial. The player gains the ability to upgrade buildings and add unique structures as they level up.

4. Play as sonic is an automatic side scroller. Player has to jump to avoid obstacles.

Final Idea

My final idea for this project is the shuttle game. The reason for this is because I feel like it is the most simple of my ideas yet will be an effective idea for a game as the scoring will make friends compete against each other in an attempt to gain the higher score.

Controls:

The only controls that the player has within this game is that they can move left or right. Occasionally they will gain thew ability to turbo boost forward. This ability will make them invulnerable for a brief moment, allowing them to escape situations where they would die. However, this takes a long time to charge up.

Scoring:

As the player passes by each asteroid they gain a point which is added to the score.

HUD:

The hud for this will simple. At the top of the screen is the scoring system. At the bottom is an arrow on either side which are buttons that the player presses to be able to turn. If the player is playing on tilt mode then these arrows will not be on the screen.

scan_20170228

 

 

Presentation: Bridge and Printer

Bridge Development Sheet

To finish off the bridge project I created a concept sheet which showed the relevant sketches that took me from the beginning of the project right up to the final Photoshop concept. This sheet was mainly images with a small body of text that explained my initial idea for this project as well as how it could be used within a video game. To improve my concept further I also adding a ‘band’ which gave the image a title as well as showing that it was made by me.

development-sheet

 

Printer Concept

In 3D I had the task of creating a 3D model based of of a large scale printer. After modelling and rendering I went into Photoshop and created a concept sheet. This concept sheet was done so that the different sides of the model were clearly visible in one image as well as specifically identifying what the model is of with a title at the top.

printer-concept-sheet

I tried to use the same style of presentation for both of these concepts so that I can develop my own unique technique and easily identifiable way to see that this is my work.

I feel like creating a presentation makes my work look more cleaner and organised, it is certainly a good technique that I have picked up. It enables the viewer to see the key pieces of this project and how it has developed without having to go through files and folders looking at images and text files.

Developing 3D Skills: Printer

For this task, I was given an image of an object that was somewhere within the college. I had to find the object on my own and acquire my own pictures to use as reference later on.

After doing this I began this project by sketching out the printer in the multiple different angles that I could see. To make it easier when I go to 3D model I repeated the technique I used in the previous project where I tried to separate the printer into separate parts. This way I could visualise the shape of the entire printer easily.

scan_20170228-2

With my sketches, I then went into 3ds max and began modelling the printer. I used the separate piece sketches that I did as a guide on which piece to start with and how to progress. I found that this was mainly just cubes which needed to be bevelled and chamfered. This meant that I could easily keep the poly count as low as possible.

I felt like this prop was easier than the Iron that I previously made as it had a lot fewer curves and attention to detail. Especially because the whole backside of this prop didn’t need to be modelled since it was up against a wall.

I rendered the final model using the same lighting rig that I used with the Iron as it saved time and made more sense for me to use it rather than recreate the same rig.

final-render

 

Mobile Game Concept

The aim of this task is to create a mobile game that has one base mechanic. This will make the game simple and easy to understand.

Initial Ideas

  1. Silly achievements that drive the game
  2. Customize a character
  3. Make food game
  4. design a ship
  5. racing game
  6. dinosaur riders
  7. planet destroyer
  8. connect the electron
  9. spread the infection
  10. destroy the castle
  11. defend the castle
  12. music game
  13. snail road game
  14. speed run game
  15. dreamscape (go through worlds, turn based rpg)

Final Idea

Dreamscape, Disney brand tie in

Our final idea for this is to create a 16 bit role playing game where the player has to travel to multiple different worlds with the hope of defeating the bosses and collect a piece of the reward, known as dream drops. The player completes the game by collecting all of the pieces.

core mechanic: quests

sub-mechanics: discovery,levels, and cascading information, urgent optimism, customization

5 different world, adapted from Disney movies, where the player has to travel to each world to defeat a boss and collect and item.

Worlds: Numbers indicate world order

3.Incredibles: tropical island (villain, syndrome)

5.Wall-e: scrapheap (villain, auto)

2.Bugs life: grass hopper hideout (villain, hopper)

1.Wreck It Ralph: Candy Land (villain, turbo)

4.Alice In wonderland: Wonderland (villain, red queen)

Playable Character:

customizable, boy or girl

Since we decided that the game we would create a concept for we also thought it would be a good idea for each of us to create our own world since there is five of us in the group. The idea is based upon the Disney universe, therefore each world has to be related to a Disney book or movie. The movie I chose was the Incredibles which contained lots of different environments. In my opinion the tropical island is the most iconic environment from this movie is the tropical island as this is where the team unites and are introduced to the villain. The dream drops design is specific to each world.

 

 

 

Research: A Pattern Language

‘A Pattern Language’ is a book written by Christopher Alender et al and is about the different patterns which show how everything around us has been designed. The book consists of 253 different patterns for specific things which can be found here. The main focus of this book appears to be environments as the patterns are split into sections which are Towns, Buildings, and Construction.

Instantly looking at this list I feel like it doesn’t benefit me for this bridge project as I have already developed a concept for an idea. The second section, ‘Buildings’, would have benefitted me the most as it explains what needs to go into your thought process when developing an idea for a building. This same process can be taken and used for my bridge. One of the patterns within this section is titled ‘Fine tune the shape and size of rooms and alcoves to make them precise and buildable. This has made me think about the immersion of my concept as well as the narrative. The bridge that I designed is extremely large compared to its surroundings and may be considered unbuildable due to the fact that its narrative is meant to be a medieval time set. However, this then implicates a fantasy feel as it is unrealistic, which can add to the narrative instead of taking away from it.  A lot of the other patterns in this list

A lot of the other patterns in this list are specific things that make that building or town instantly recognisable as that title. This can be done for a bridge. Making a simple list of the patterns that follow in a bridge they would be this;

1.connect two points

2. pillars

3. cables.

This list doesn’t apply to all types of bridges however these are what make them recognisable. I feel like I have taken this into consideration with my project as I have tried to make my designs related to a realistic bridge.

These patterns will be commonly used in the games industry, especially in large scale games such as role-playing games. A good example of this is ‘The Elder Scrolls V: Skyrim’ as it has all different types of environments. one of the most occurring is towns. Lots of these patterns, specifically in the towns section such as that shops, roads that loop, gateways, children in the city, are all taken into consideration so that the towns within the game feel full to the player, constantly offering new places to explore, detail to see, and obviously maintaining the immersion of the player. The first two sections are the most beneficial to the games industry. The town section, obviously for designing exteriors, and the buildings section which is about both the exterior and interior. This section would be used to help people in the games industry to design a building that the player is able to interact with and enter.

 

Children’s Book Adaptation: Initial Ideas

To start off this project we began by doing simple Idea generation. We spoke to our group and wrote down all the different ideas that we could think of.

We then wanted to do the basic breakdown of the children’s book which included the environments we would have to adapt as well as what characters we wanted to use. For the environments, we picked the key places where important parts of the story happened. For example, the reveal that Oz was a coward in Emerald city.

After breaking down the characters into different groups such as heroes, villains, minions, NPC we decided it would be a good idea to decided what the point of the characters where. This, in turn, led us to gain ideas on how we could possibly have the combat in our game. We wrote down different possibilities as to how we could have attributed to the characters and different roles. These were all just initial ideas and are something that will be decided after we have researched into this and came up with a solid idea.

For the concept stage of this project, we allocated roles to the different members so that everyone had one piece they needed to focus on before we bring it all together. My role in the group will be environment design. Therefore my next stage will be to look at concept art relating directly to the wizard of oz as well as concept art of different environments and different themes which I feel might work for our game.

 

Roles:
Ryan- Environment Concepts
Jemma- Character Design
Connor- Props, Objects, and vehicles

Mini Brief: Final Bridge Idea and Concept

Looking at all of the development work and ideas that I had gained from my experimentation I was able to decide on a final idea. I expanded on my previous medieval design so that It felt more finished. To help me with the final concept I also did a sketch to give me an idea of the what it would look like. Just in case I also wanted to experiment with the textures as I wanted it to be obvious that this bridge was made of stone, assuring that the theme was medieval. I decided that the narrative of this bridge was going to be that it was an entrance to a castle, possibly with an evil presence. I got this idea from the large intimidating structure of the pillar that acts as an entrance to the bridge. This was influenced by the previous research that I did on Wanbao showing the huge structure towering over the rest of the environment.

After finishing my sketches I went into Sketchup so that I could easily create a simple model of my bridge which gave me the correct perspective of my bridge. In my earlier stages of this project during my experimentation, I used photo bashing and I felt like this would also be a good time to do this. I used this method to gain the shape of the castle as well as the textures for the background items. The reason that I decided to do lava underneath the bridge rather than just water was because I wanted it to feel dangerous and was influenced to do this from my experimentation that I did when I was using the lasso technique to come up with different concepts for the bridge.

Due to the narrative that I decided I feel like this concept could work extremely well in all different types of games, the best being a role playing game. Due to the fact that I made the narrative a dangerous place where evil lurks, I feel like this would be the setting or entrance way to a boss fight. The intimidating structure and ‘trapped’ feel that this gives you, since the bridge is the only way in or out, gives the player an idea of what is about to follow.

Evaluation

In this project, I feel like I have looked more into my subject then I have done in the past and certainly experimented with different ideas before committing to the final idea. For the final concept, I felt like the photo bash and Sketchup technique was the most beneficial to me as it was simple, quick and allowed me to gain the basic outline for my image. Other techniques I used such as the Lasso tool and the drawing Pareidolia were more beneficial in the earlier stages of this project when I was experimenting and expanding Ideas as they allowed me to create Ideas that were unique and not influenced by previous bridges and pieces of artwork that I have seen. The final concept may not be the best that I have created but I wanted to make sure that I used new techniques in this one. The photo bash worked well with gaining the outline of the castle and the grassland, however, I feel like with the lava it looks odd and more like cheese than lava.

Presentation: Experimenting with Rendering

To improve my presentation in showing off my work that I create in 3D I practised rendering the model using different approaches. I experimented with the materials, trying to find a colour which made the model clearly visible and eye-catching but still subtle enough so that the details can be seen. For example, I wouldn’t use bright pink as this would be unbearable to view.

I also used various different lighting techniques which involved me changing the position of the lights as well as changing a number of lights on the model. For the background I originally used a chambered cube, however, this showed a crease line, therefore I then decided to use a cylinder as this would give me a smooth background. The smooth background was necessary so that the shadows cast from the model, showing the depth of the model.

Finally, I multiplied the model and rotated it so that I could then create a final render showing the prop in all angles. Then I changed the background colour for this render so that the model clearly stood out from it and so that if I wanted to I could remove it entirely in Photoshop. This was then taken to Photoshop so that I could create a professional design sheet to show off my model.

iron-concept-sheet

Practising rendering has given me a better understanding of the better ways to present my work in the best lighting as well as the best materials. Comparing the final render to the first render that I did I can clearly see the different in presentation as the colours appear more uniform and show that the model is finished whereas the multiple colours of the first render make it look like a work in progress piece.

 

Mini Brief: Bridge Lasso and Photobash

To help with the experimental stage of this project I decided to go into photoshop and experiment with different tools, creating simple that concepts. When doing this I didn’t add any detail as the purpose of these was just to give me an idea of what could possibly be my final bridge idea or even what I could use for the narrative.

I used the lasso technique while also adding simple colours so that I had a visual for one of the concepts. As well as this I tried a new technique called Photo bashing. What I did for this was add a bunch of photos into photoshop and then try to position them to gain an idea. I had the idea for this concept that the bridge was made up of a bridge from a crashed plane which gave the narrative of possible a dystopian time set. Therefore I added a chasm with mountains and a skyline in the background. This gave me the information that I needed for a basic concept and I then decided to lasso over the top of this as all of the images made it hard to see what I wanted the final outcome to be. Just like the other concepts I didn’t bother adding any detail since it had already given me the idea of the crashed plane bridge. One of the concepts I gained influences from the jungle piece that I looked at in my research stage.

 

Developing 3D Skills: Iron

For this task, I was randomly given an object to 3D model. This object had to be based on its real life counterpart sitting on the table. The model had to be as close to the real-life piece as possible and only needed to show the detail of that. What I mean by this is that since the iron was stood upright, there would be no need to model the bottom of it as it can not be seen.

I started off this project by drawing the iron in multiple different perspectives so that I could identify the key shapes that make the Iron. I then began to break it down into its core elements which included a drawing of it from the front, back, and sides. Then drawings of the handle separately and all of the buttons separately. The reason that I did this is because these items would have to be modelled separately, therefore, it makes sense to draw them in advance so that I don’t need to try to visualise the object on its own.

scan_20170207

After finishing my drawings I began to 3D model the Iron. I found that the easiest way to gain the shape of the iron was to use an FFD Box modifier since the iron was curved in two directions. To make this easier for myself I only did one-half of the iron and then mirrored it as this would give me an exact copy so that both sides lined up.

I Then created the handle using the bend modifier as this allowed me to easily curve a cylinder into the correct shape. I had to adjust the vertex’s so that it aligned with the front panel smoothly and didn’t look out of place. I found that the best way to gain the shape of the handle was to just create half of it as if I had done an 180-degree bend it would be too rounded and cause me more hassle. By creating just one half I could adjust the length and shape which then gave me more of an oval shaped handle when I mirrored it. The mirror tool benefitted me a lot with this project and has certainly increased my thought process with the beginning stages of the project as I feel like I try to think of the easiest solution before creating the work unlike what I have done in the previous projects where I start and then realise how I can do it more easier.

with-handle

Finally, I created the buttons and the lead for the iron. These were fairly simple to create as the buttons mainly consisted of bevelled cylinders and bevelled cubes.I made sure with the cylinders that I was only using quads, I deleted the inner polygons of the caps and replaced them so there was no tris. The lead was made using a cylinder which I added the bend modifier to 180 degrees and then mirrored to gain the complete ring. The reason I did half is because I wanted it to sit as closely to the Iron as possible and this was easier If I did it piece by piece. I then mirrored the lead multiple times and slightly moved them so it looked like the lead had been wrapped over itself multiple times. The plug was simple to create and I used another mirrored lead which was attached to it and then hidden in the bundle of lead.

button

The mirror tool benefitted me a lot with this project and has certainly increased my thought process with the beginning stages of the project as I feel like I try to think of the easiest solution before creating the work unlike what I have done in the previous projects where I start and then realise how I can do it more easier. As well as this I feel like I am slowly getting better with the program as I am starting to understand more of the modifiers, especially the FFD. If I didn’t use that modifier I doubt I would have been able to complete this project. The finished render came out really well for this project and I have tried to keep the Iron to scale as much as possible using measurements which I made off of the real life version.

When trying to improve my presentation in Creative Futures I improved the materials used for my iron aswell as the lighting and the background. This was to make it look clean and finished. I went for a light orange colour so it looked like a clay model, subtle, but would stand out in a bunch of images.