Monday 3-5pm
Tuesday 1-4pm
Important Dates:
Critique One: Week 7 Week starting 20th August
Critique Two: Week 10 Week starting 17th September
Critique Three: Week 14 Week starting 15th October
Assessment 1:
Due Friday 10th August 5pm 15%
Proposal – Your proposal should outline your style and genre of game you intend to research and develop. What is the main storytelling and game play methodologies. All your ideas must be supported by visual research and concept art. Your document should be set out to industry standard pitch document standards.
Your’ proposal should cover the foundation of your game
design document which should be built on during your project to produce a full
game design document by the end of your project. All sections must have
succinct clear explanations and supporting concept art.
This proposal should cover:
Title:
- Game
title
- Intended
game Systems
- Target
demographics
- Game
logs
Story:
- A
games story summary
- Beginning,
middle and end
- Motivations
and conflicts
- Feel
and mood of the game
- Game
flow
- What
type of game and the main locations and player goals?
- Progression
and reward system
- How
does came play tie into story
- What
is the victory condition?
Characters:
- Incorporates
a hero with a defined Character arc
- All
characters must have clear motivation
- Backstory
which defines the character type
- Signature
moves, abilities weapons etc.
- Enemies
and or bosses and who are they and how are they being used.
Game World:
- When
and where is your world set
- Describe
what the world should look and feel like.
- How
the player should interact with the world?
- How
do your locations tie into your storyline?
- Level
map should be provided with the concept art.
Gameplay:
- Detail
how sequences of play are presented
- Are
there levels, rounds chapters, mini games, puzzles
- How
do the characters play out in these scenarios?
Mechanics and Hazards:
- Examples
of mechanics which aids the player
- Moving
platforms, opening doors, ladders etc.
- Examples
of Hazards which can hinder or kill the player
- Spike
pits, flaming jets etc.
- How
are these things used in your environment?
- Power
up and what they can give the player
- Collectibles
and their impact on the game
- Economy
system, which is how are the players gaining and spending
Controller:
- How
does the player control elements?
- Mapping
of elements to main game play i.e. controller, keyboard, gestures
- Where
or how is the camera controlled?
Game Experience:
- The
look and feel of the whole project as a consumer product
- How
is it presented to the consumer? I.e. packaging and cinematics
- How
does the player get lead into the storyworld, ie Menus, HUD’s, cut
scenes?
Due Friday 2nd November 60%
Body of Work – this should be a completed entry level to a game. This includes all artwork and animations optimised for desired delivery. Player’s usability and interaction with game play sound and basic coding. Set up for play during Southsure, with promotional poster.
For this assignment you should have an art based prototype
ready for players to interact with your character and world. There must be an
introduction page to your game giving your players options to play, escape or
learn. Your environment build should be optimised for game play, with physics
already applied to allow interaction by the player. The scene should be lit and
all post processing applied. The characters should be optimised and ready for
game play. There animation trees should work seamlessly with player input and
they should react with their environment. All menus, maps and Head Up Displays
should optimised for the game engine and be within the game and ready for
scripting.
Characters:
- Motion
trees must be set up and work with the scripting to allow seamless player
input
- Character
design must be match the look and feel of the game and your research with
texturing and lighting complementing the design
- Characters
must appeal to your intended target audience
- Animation
must be smooth with all pops ironed out.
- Animation
must be weighted correctly
- Appropriate sounds
Environment/props:
- All
items should have the correct physics applied to allow the characters and
objects to interact.
- All
artwork must be of a high professional standard
- All
items should be complete and textured
- Artist
development must reflect your intended style
- All
items must be technically professionally finished and optimised for unity
- Cameras
must be set appropriately to enhance gameplay and have all post
production filters applied
- All
areas should be lit to reflect stylistic intend and gameplay
- Appropriate
sounds and sound track
Menus, HUD’s and maps:
- All
user interfaces should be logical and player friendly
- Entrance
Menus should all be coded and in full working order
- HUD’s
should be designed to minimalize player distraction and maximise game
play
- All
imagery should be optimised for the game engine
- If
a map is needed it should be easy to access and optimised for player use