B00219590
So here is the final post of this blog. Our team has come a long way as the game idea has as well. When it started out as a top down RPG and now when it is a realistic first person RPG. We have finished the design document and the pitch as well. This has been a great experience for me, I feel I have improved my communication skills, and I can get my ideas across in a group environment. I am most certainly going to use the skills I have learned in this class in the future and may be even as a game designer if I am really lucky.
If I was going to move on and and start a new project there is one thing that I would improve, communication between team members, although our team did communicate well in some cases, i feel that there was a need for us to communicate more and do more planing of the game design.
All in all I have really enjoyed working in my group and the module has given me a look into what the game industry is actually like and I feel like I have improved because of this class. After this class I will try my hand at designing games and building up a portfolio and advance what I have learned here.
Goodbye
Thursday, 13 December 2012
Wednesday, 12 December 2012
Character concept art
B00219590
Last post I discussed that I would be looking for concept art online and i would be using cghub.com to do so. Well in this post i will be showcasing some of my findings and talking a little bit about them
This first picture is for our human character. I am very happy with this as its exactly how I wanted the human character to look, that is a man in his late twentys, looks young and smart but also has a dark side to him. The lighting in this picture is great as well, as I learned in my other module people are drawn to contrast and they like pictures with more contrast.
This next picture accurately resembles the Pangaran people and what we want them to look like. The picture says all the things we want it to say, they are alien, they look like they could be slaves but the also look nimble, as if they are good with their hands. The picture however doesn't show the strength of the Pangaran race and that they are physically well defined.
This last picture is supposed to give a idea of how the Draco are going to look as a race, however we do not like this one as much as the last two for the simple reason that it doesn't give two much information about how they will actually look. One point that is does show is that the Draco wear the full body suits as a means to increase their strength and their ability in battle.
I just want to leave this picture here as well, i feel that this single picture is able to put forth the basic ideas of the game. A high octane sci fi shooter where the players tech wear suits and they have freedom of movement.
Friday, 7 December 2012
week 10 - Pitch
Pitch - B00219590
My main job in my team is the pitch, I have to design and write out (with some help from my team members) the pitch that we will present to a group of teachers. I have read all of the articles posted by Jim and have studied all of the pitches on moodle, I feel however there is a lot of contradicting views on the subject, such as some say you should start with this while others don't and some say you should add this while others say to add this and so on. This tells me that there is no right way to pitch your game and that it all depends on the type of game and how you feel about it.
There is however one thing that they all agree on, a picture tells a thousand words. Since none of our team are any good at drawing, we have the need to find images off the internet, which is pretty difficult since the images are not made with your game in mind. I have however found a great website called cghub.com , this is where art students and people that want to share there ideas come and post their images, its a great source of uncopyrighted content.
Our game has a lot of great ideas within it and it shouldn't be too hard to put these into the presentation. The real issue is how Iam going to lay the pitch out this will hopefully not be too difficult.
My main job in my team is the pitch, I have to design and write out (with some help from my team members) the pitch that we will present to a group of teachers. I have read all of the articles posted by Jim and have studied all of the pitches on moodle, I feel however there is a lot of contradicting views on the subject, such as some say you should start with this while others don't and some say you should add this while others say to add this and so on. This tells me that there is no right way to pitch your game and that it all depends on the type of game and how you feel about it.
There is however one thing that they all agree on, a picture tells a thousand words. Since none of our team are any good at drawing, we have the need to find images off the internet, which is pretty difficult since the images are not made with your game in mind. I have however found a great website called cghub.com , this is where art students and people that want to share there ideas come and post their images, its a great source of uncopyrighted content.
Our game has a lot of great ideas within it and it shouldn't be too hard to put these into the presentation. The real issue is how Iam going to lay the pitch out this will hopefully not be too difficult.
week 9 - Audio Style
Audio Style - B00219590
When discussing the audio style of our game we knew a two things about what we wanted:
The first being that we wanted the music in the game to be dynamic, meaning that we wanted the music to change on the fly by reacting to the players decisions and how the game world changes. For example say the player is traveling though a dark crime ridden city alleyway, we want the tone of the music to be dark, suspenseful and low. Then say the player is attacked, we want the music to reflect this by livening up with an increase of pace and be louder and give the player an adrenalin rush.
The second thing we wanted from the music in the game is for it to reflect the story, the story in Artesian conflict is deep, dark and serious and we want the music to mimic this, however we also want the music to convey a sense of exploration and mystery (this is another reason my dynamic sound is the best choice).
Music in games is a very complicated issue and we are still looking at all the options we still don't know if it should have a big bombastic classical soundtrack or a futuristic techno/house number. One thing we do know now is that music in games is just as important than visuals.
When discussing the audio style of our game we knew a two things about what we wanted:
The first being that we wanted the music in the game to be dynamic, meaning that we wanted the music to change on the fly by reacting to the players decisions and how the game world changes. For example say the player is traveling though a dark crime ridden city alleyway, we want the tone of the music to be dark, suspenseful and low. Then say the player is attacked, we want the music to reflect this by livening up with an increase of pace and be louder and give the player an adrenalin rush.
The second thing we wanted from the music in the game is for it to reflect the story, the story in Artesian conflict is deep, dark and serious and we want the music to mimic this, however we also want the music to convey a sense of exploration and mystery (this is another reason my dynamic sound is the best choice).
Music in games is a very complicated issue and we are still looking at all the options we still don't know if it should have a big bombastic classical soundtrack or a futuristic techno/house number. One thing we do know now is that music in games is just as important than visuals.
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