Game Adaptation: Atlantis Map

To create more of a visual understanding of my game adaptation we were tasked with creating maps that show the world and different features of our game.

The first map that I created showed the layout of the Atlantis city. So that I had a starting point I looked at maps used in other games. I found that the best examples were from MMORPGS as they usually have a large world. I gained a lot of inspiration from the map of Bree from Lord Of The Rings Online. I knew that I wanted to have two large temples which I previously created in my early concepts and a dock as well so that there was some way of getting to the island. I started the path from the dock randomly drawing, making sure that the path didn’t look straight as I felt like this would be too plain and look out of place. Eventually, I came up with a path as well as a town center. This then allowed me to add the buildings, lake, and parks around the city, filling it up so that it didn’t appear as empty.

So that the map had a use I decided to create a key that had symbols representing things such as quests and merchants. I then placed these symbols randomly throughout the buildings so that the city had a purpose.

Since this is only a sketch I feel like if I were to add a bit of colour it could improve the design and add to the visual. This is only one of three maps that I want to create as I feel like there needs to be another city map of the beginning town, and a world map so the player knows the size of the environment.

Character Design: Explorer

The Explorer in my game will be the main character that the player uses. The reason that I decided that the main character will be an explorer is because it will give a reason or incentive for why he would try to find the Atlantis city, whether it be to prove its existence or collect artifacts.

I started off the design for this character by looking up at explorers in other games and also medieval characters. Specifically thief, Uncharted, and Tomb Raider. From the research gathered I already have lots of inspiration for multiple designs of the character. The clothes will be similar to that of the ‘Thief’ character in terms of the medieval clothing, for example, tunic and high boots. It will then be extremely weathered to show the effect of the exploration. This could have an effect similar to the damage in thew Arkham series where as the player progresses through the game the clothing is damaged.

My next step will be to take this inspiration and start to draw up some characters. I’m still unsure about how I want the characters to appear in my game, if i want them to be realistic and in proportion or if I would like them more animated and abnormal.

Robot Concept: Design 1

After I had finished drawing a few different designs I decided to recreate them in Photoshop and add colour so that they appeared more lifelike. The way I planned in doing this is by having 2 robot designs which I will then create 2 different texture designs for.

The first design is for the robot inspired by claptrap. I wanted to use oranges and browns to appear as the robot is made from scrap metal and is ancient as better materials would not be available. I decided to g the typical red,green, and yellow cables so that they are easily visible to the viewer and shows how damaged the robot has become over the years.

In reflection to this design, I feel like the colours I have used work very well and help show the theme and time set of the robot. If I were to take this design back into Photoshop I may try to improve the amount of detail on the robot and try to add highlights to the character to show where the light is coming from.



Character Design: Robot Patrol Guard

For one of the main characters in my game, I wanted to create a patrol guard. This character may not be a character that has had dialogue or influence on the story but it affects the environment and will be a repeatable character that is seen everywhere.

I started off this design by creating silhouettes at random which formed multiple different characters. The reason I did this was because of the previous research that I did and I wanted to make sure the robots had iconic features which would be recognizable to the player. After this was done I then found two of the designs that I felt I could develop. I did this by drawing the designs in detail and of all four sides of the robot. I also thought about the functionality of the robot when designing this and made sure things such as cables and pistons could be seen.

The first design gained inspiration from the human skeleton in the shape of the head as it is very defined and a unique shape. I then used claptrap from the borderlands game as inspiration for the way that the robot would travel around, and this would be using a wheel. For the second design, I gained inspiration from multiple sources. The first is the initial shape and movement of the robot. This was based on the robot EVE from the movie Walle and the fact the robot floats around and because of this only has a torso. To appeal to the theme of the game I wanted the design to feel like it was ancient and survived for centuries and I did this by designing the head to appear more like ancient armor which had been modified with cables and antennas to work as the helmet.

Looking back at this work that I created I realize that another method I could have used to create the robot would have been Paradolia since this would give me unique shapes that have not be seen before.  My next step with these designs will be to take them into photoshop and create multiple different variants of the textured robots.


Character Research

Overwatch: Tracer

The design of tracer has been created so that it shows off the main attributes of the character and the personality. Since the character is the fastest in the game and is agile the character has been designed so that she is small and skinny. Her animation also shows this as she is light on her feet as it looks as if she glides along putting little weight into her strides. Another aspect of her design is that they have made it so that she has recognizable characteristics that make it so that you can pick her out in a crowd of silhouettes. This is done with her hair. The spikes in her hair are placed specifically as if they have been styled and are an iconic feature of a character. This is done for a lot of video game characters so that they are easy to remember to the player. For example, Mario’s hat or Goku’s hair.

DC Comics: Batman

There have been many different character designs of batman, whether it be from the comics, the animations, or from the movies. Each of these is similar and different at the same time. The design of batman is often created depending on the personality and fighting style of this incarnation. One of my favorite designs of batman was created by Frank Miller. This shows a huge batman that looks mean and dangerous but aged. Due to his shape, it makes him appear more like a brawler and less agile than the usual incarnation of batman. In all of the designs of batman, they have similar cowls which have the iconic bat ears. Some may have short and some may have long ears but they all have them. This is the major iconic feature of the bat suit which can be recognized from a silhouette or even just from drawing two points on a head. Some of the suits design also show the type of person underneath the suit. For example in the finale of the Arkham series, The Arkham Knight, batman dawns a new suit that has advanced metal armor and unique weapons. This shows that the person under the suit is not only well trained but extremely wealthy and smart.

DC Comics: Green Arrow

Another of my favorite designs is also made by Dc Comics and this is of Green Arrow. The original design of green arrow was made to resemble Robin Hood as the attributes of the character were extremely similar as they both use a Bow and Arrows. However, the recent designs of the character have him dawning a green hood which has now become his iconic design. Even tho the character underneath the Green Arrow persona is a millionaire this isn’t shown in the design of the character. Instead, the design shows more of the training that the character underwent before had as his costume looks worn, weathered, ragged, and like it was created in order to blend in and survive. This design has also been done so that the character can be shown as agile as the clothes he wears are not heavy due to them being cloth. The ragged look is also backed up by the long hair and goatee that Green Arrow typically wears. IF the character of Green Arrow appeared as a silhouette he could be hard to pick out and identify his features due to the simplistic design and due to the hood. However, the Goatee and Quiver are his iconic features which on their own automatically resemble this character.

Character branding is a big part of media and is often why they are so successful. An iconic design of a character allows them to be easily noticeable even if they are just shown as a black silhouette. Tracer, which I previously described, has been designed like this as the hair and slim shape can be easily recognized with just an outline. Other iconic characters include Sonic and Mario. Another type of character branding is imitating real life. IN real life our clothes have logos signifying the brand that created them. In video games, this is also done so that the immersion remains of the player. A good example of this is done in the Fallout franchise. The characters which live within the vaults wear a uniform with the number of the vault. As well as this the uniform bears the logo of the makers of the vault, vault tech.

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: 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.