Monday, January 29, 2018

Platformer Level

Platformer level is finally completed. It was a great learning experience, in programming we learned to make spiky blocks similar to "thwomps" from Super Mario. By learning blueprint classes I successfully made my own thwomp-like creation. The snow monster in my level was something that I enjoyed playing around with. I also learned how to create my own checkpoint, so that when you pass a snowman, you decorate him with eyes, a nose, a mouth, and a scarf. After this, you automatically appear back at the snowman's location. As simple as many of these elements are, there was a lot that I learned about timing, design, and ultimately what makes a game enjoyable for its players. There is definitely a lot that I learned that I can apply to any future projects.









Ice Monster Blueprint




Wednesday, January 17, 2018

Level Proposal

Sewer Loser

       My level design incorporates different design ideas that I have encountered in platformers that I have thoroughly enjoyed. Some of these platformers include Super Meat Boy, Fez (although untraditional), and a series of mini game platformers I have enjoyed as a kid including Super Mario Bros and Warioland 4. I analyzed what made these games fun for me, and tried to incorporate that into my level design.

        Sewer Loser Plot - Unwillingly, a young maintenance worker took a job on the other side of town only to find some terrifying things going on in their sewer system. Has he truly found a place like this, or did he hit his head too hard? He must collect as many lost items that have fallen into the sewer as he finds his way out. His journey includes unfriendly alligators, locked gates, haunted spikes, and more. As he goes along his way, he learns what he must do to overcome more difficult obstacles.


Wednesday, January 10, 2018

Game Tutorial Analysis



When a player first begins Ori and the Blind Forest, a short story intro/tutorial is given. This short intro itself does not guide you, instead it hints the player to figure out the game on his/her own. In other words, the intro is a "playable story." In between the story the game lets you walk and control the characters. During the story, the characters will pause in their tracks, prompting the player to jump in and take over. In this short story tutorial, you learn a few simple mechanics on your own. You learn how to walk, and as you are walking it brings you to a small obstacle, a log. The player must figure out the "jump" mechanic to continue the story and tutorial. This story tutorial continues its pattern, and makes the player feel as if they are a part of the introduction story. This is a great approach at a tutorial because instead of the player simply reading a story or getting a quick tutorial, the game incorporates both, which leads to a fun "story tutorial." After this initial introduction, the player is free to start the level off. However, the level is blocked off from the rest of the game through the use of a series of gating mechanisms. In order to open up other areas, this tutorial must be completed.


The level layout contributes extremely well to the tutorial. The layout does not confuse the player on where he must go. Instead, it directs the player to the left and the player is introduced to his surroundings and different types of game elements along his way. The player is free to see them, however he cannot interact with certain elements yet. It is not until he reaches the end of the level that he learns a new ability, and then must go across the map again (to the right) and defeat the enemies that he could not defeat yet.

The pacing is exciting because the player rarely must wait around and do nothing. The player is either entertained by the interactive story, or completing the obstacles with objectives and instructions on the screen. This tutorial keeps the player intrigued by not giving too much information away, but just enough to keep him hooked. There are useful instructions that show up on screen such as how to use a weapon, but as soon as an enemy is in the player's path, he is on his own to figure out how to defeat him.

The player is only handed as much information as he needs to figure the rest out. Tips on how to do certain button/keyboard combinations are given, however there are no instructions on how to beat a specific enemy or what creatures to touch. This is part of the fun of the journey.
Obstacles including enemies and spiky thorns are presented, as well as unsafe water which the player must avoid at all costs.

The player must figure out obstacles such as how to use enemies to break down wall barriers. The player does not need to defeat any other enemies until his weapon is armed, for this is when the enemies spawn and he must return out the way he came. The tutorial begins with simple directions on how to push items, jump higher, etc, and grows in difficulty as the tutorial goes on.

The player is given positive feedback when he collects the right item or defeats an enemy. The player is given "Life Cells" and "Energy Cells" when either of these events happen. When the player is hit by an enemy or steps on a trap or dangerous object, he has a slight knock-back, flashes red, and loses a certain amount of life cells.
This game is extremely story based, and there is often text displayed on the screen with a narrator telling the story of the Blind Forest. It adds a lot of enjoyment and wonder for the players who choose this game.












Tuesday, November 28, 2017

Teaser Trailer Influence

The game I have been creating in Game Design could be considered a horror game/thriller. Because of this, I want my audience to feel nervous while playing. Since the upcoming project we are working on is a teaser trailer for our games, I looked into the "Amnesia" teaser. I know that even before I played Amnesia it made me feel uneasy just from watching this clip. I decided that this would be my main source of inspiration and what I would ultimately use as my guideline for my own game.


The teaser doesn't give you too much information about the game itself or give anything away. Instead, it gives you just enough to hook onto so that you want to find out more. I was intrigued when I first saw it because I wanted to understand the story. From the name, "Amnesia," it was easy to assume that you had no idea where you are in the game, or why, and as you play you might be able to figure this out. I decided I wanted to give myself that experience, and so I feel that this teaser was a truly successful one that reeled me in. I hope to accomplish this with my own teaser trailer.

Tuesday, October 17, 2017

Game Trailer Analysis

League of Legends a New Dawn Trailer

League of Legends always has such interesting trailers that seem to really draw players in. They really show the personalities of the champions in the game, and this is my favorite part. Beautiful effects and spells are also shown off in this trailer. It is more of a cinematic however. I feel that this trailer takes advantage of displaying the champions' individual personalities. Even though there is no real game play, you get a feel for what it would be like from the characters' points of views. The setting is a jungle, and at the end it shows the nexus and turrets which you must get to. It is a long journey for them, like in the game. The game is actually a top down view however this trailer is intriguing for new audiences and entertaining for current players. I thoroughly enjoyed watching it, because it brought the champions I love to life. The trailer also shows off each champion's spells and effects. Overall I can say the trailer was extremely well done.

Daxter PSP

Daxter has a mix of cinematics and game play which is probably more preferable to the League of Legends trailer. This might be something that draws more people to buy a game. When I saw the trailer I had already started playing the game, but it definitely showed off the best parts. Daxter has a lot of comedic scenes and the game trailer shows that here and there. However, most of the trailer is game play and this is probably a better way to approach an audience for a new game in many cases. I have seen many trailers that were only cinematic that failed to capture their audiences. However, this is a safe route and the potential buyers can see exactly what they are going to be getting out of this investment.

Wednesday, September 27, 2017

Level Map and Script




Level Intro:
Background:  In the 1900s, a grand voodoo queen ruled a small bayou in southern Louisiana. Your character, Jax, has a sister who is very ill. This Voo Doo Queen, named after a ruthless goddess, has not been known for helping her people. You decide that you will sneak into her house and steal the potion that you need.

Scene: Voo Doo Bayou interior, slightly big, roomy, dirty.
Time: Night
Conditions: Foggy. Limited visibility.

Characters:
Jax Player character. Male. Late teens.
Voodoo Queen Maman Brigitte

The camera turns around the room revealing the home of Maman Brigitte and all of her potions.

TEXT ONLY DIALOG
You knew you shouldn’t have come.


TEXT ONLY DIALOG
You knew you should have followed that aching feeling in your gut.

TEXT ONLY DIALOG
Now here you lay, knocked unconscious, in the hut of a voodoo queen named after one of the most powerful death gods.

SECTION A1: Intro to characters and setting scene. 
The black fades away as your open your eyes. The blurry camera starts to focus.

JAX
What happened? I need to get out of here!

Camera raises as you stand.
JAX
The last thing I remember is the Voo Doo queen catching me going through her stuff.

You’re trapped in a cell of some sort, but you notice a small hole at the corner of the cell.

JAX
I still need to get that potion for my sister. Without it, she might not make it.

You look behind you and see a skeleton still in chains.

We hear the sound of Maman Brigitte WALKING UPSTAIRS and the sound of a DOOR OPENING and CLOSING.

JAX
                                                            I gotta get out of here!

The door to our cell is locked. When we walk up to it, it checks to see if we have the key using our GATING MECHANISM. We don’t have the key yet so it gives us a NEGATIVE BEEP. And says,

The player character talks to himself...

JAX
Maybe I can pick the lock.

SET OBJECTIVE: Objective text pops up in the middle of the screen.

TEXT ONLY DIALOG
Find a pick.

The player must walk around the cell until he finds a pick by getting close enough to activate the trigger around it. Once he does…
JAX
Yes! I have to be quiet…

SET OBJECTIVE: Objective text pops up in the middle of the screen,
TEXT ONLY DIALOG
Make sure the queen is out.

JAX
Now, where would I find that potion?

He looks in the room around him.
JAX
I should probably check out these potion books.

SET OBJECTIVE: Objective text pops up in the middle of the screen,
TEXT ONLY DIALOG
Study books.

If the player walks to the exit he tells himself,
JAX
I can’t leave. I need this potion for my sister. I came all the way here!

There is a potion called “Evermore.”
JAX
This is exactly what I need! Now I just have to find it.

Suddenly there is a creeking sound on the deck.
JAX
Oh no! She’s back!

Let a moment pass to let the new situation sink in, then
JAX
I better sort through this stuff fast!

JAX
I should go make sure the door is locked.

SET OBJECTIVE: Objective text pops up in the middle of the screen,
TEXT ONLY DIALOG
Lock door to give yourself more time.

After the player locks the door, he must go over to the potions cabinet.

You must sort through a series of potions. To find the correct one. Once it is found, it starts to glow.



JAX
I need to make sure I don’t hear the Voo Doo queen outside.

The candle she carries is moving to the other side of the house slowly. are just movers with triggers on them that match the shape of the light. If the player touches one he is caught.

The door handle starts to rattle.
VOO DOO QUEEN
I know you're in there!

The screen turns to black.



THE END

Sunday, September 24, 2017

Freshman Year Work

Cast Drawing

Thorne Room


20 Minute Pose

Color Observation
Kitbash

Architectural Assignment

Grunt

Like most schools, Freshman year at Ringling is the foundation year. I learned a variety of techniques for different mediums. We learned the basics of figure drawing, 2-D, and persepective, My observational skills have definitely grown because of freshman year. There is no doubt that overall I have gotten much better since I first came to Ringling. My final projects here were the Grunt assignment and the Cast Drawing assignment, which are the two pieces I felt most confident with. I received the most positive feedback towards the end of the year.

Prop Mechanic