my game

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My Game Set in the modern day -dark forests -off the city -Buildings and houses -busy people -dark -gloomy -twilight like forest -big trees separated by a few metres - Slightly moist, quite dry Main Character -Name: Jake -Male -tall -powers -confused -Hoodie with big hood which always covers his head (like Jedi) -Muscular -super Strength -super speed -mind control (people that take special herb can prevent the mind control) Hear from longer distances Weapons -Sword -kills instantly if injected into anyone's body (even slightly) -curved blade Unit 1 Assignment 3

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Page 1: My game

My Game

Set in the modern day-dark forests-off the city-Buildings and houses -busy people

-dark-gloomy-twilight like forest-big trees separated by a few metres - Slightly moist, quite dry

Main Character-Name: Jake-Male-tall-powers-confused-Hoodie with big hood which always covers his head (like Jedi)-Muscular

-super Strength-super speed-mind control (people that take special herb can prevent the mind control)Hear from longer distances

Weapons-Sword-kills instantly if injected into anyone's body (even slightly)-curved blade

Unit 1 Assignment 3

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Page 3: My game

MIND MAP & MOOD BOARD

The mind map helps me to specify exactly what I want in my game. It explores the different concepts of the game and the content included in the game. It allowed me to see the settings and characters in more detail and to have an idea of what my game is going to include in more detail. I asked the class on the content that they will be happy with and also I aske them what the would not be happy with. One of the results I got is that 70% of the class proffered to have swords rather than guns. This helps me make my game better and is good research for creating a game to the best that it possibly can be.

My mood board helps me to give myself an others a visual impression of what the game is going to look like and the settings of the game. It helps specify the different things in the game and gives a clearer visual image of the game and its content. The mood board gives the game a personality and gives a better idea of the art style. It explores a inner story to the game and helps go into depth with what the story about. After doing some primary research I found out that more people would like to see dark mysterious forest type background rather than just a city setting.

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Game title FIFA 14

Publisher Electronic Arts (EA)

System PlayStation 3 PCPlayStation 4 Nintendo WiiXbox 360 Nintendo 3DSXbox One

Genre Sport

Release date September 24

Graphical Style Photorealism

Game Review 1

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- FIFA is published by a worldwide company called Electronics Arts. FIFA 14 is one of the latest series of games in the FIFA industry. Producing a new and improved series every year Electronic Arts stand by one target which has helped there success in the past and present. They focus on the feel and realism in the game. FIFA 14 is a simulation of the sport football. - The main aim is to get the audience to feel the game and make it as real as possible. This is because when people play the game they compare the resemblance of the game to real life and want a perfect simulation of what they see in real life. The control they have over the game is key because they want to control the game in a way were they see it in real life. Photorealism gives that emphasis and excitement in the game

This shows the photorealism in the game. This can help me because its show the players emotions and how they are acting. Emotions are one of the keys to realism

There is close contact between the players in the game. This helps give the audience and players have more of a realistic feeling because the game is less of a glitch when there us contact

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My Sketch

This will help me with my sketch because I can see the contact between characters and the visual representation of all the characters in the game and that will help me create a concept with clear cut detail or as much detail as possible.

Also this will help with my sketch because the I can see that the clothing is very detailed which gives a visual effect to the player. This effects makes the player feel more part of the game and feel that the game is a real life simulation.

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Game title Final Fantasy XIII (13)

Publisher Square Enix

System PlayStation 3 Nintendo 3DSNintendo Wii PCXbox 360

Genre Role Playing Game

Release date 27 January 2010

Graphical Style Exaggerated

Game Review 2

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Final fantasy is a game played worldwide. This falls under the genre of Role Playing games. Final fantasy was produced by Square Enix who have also produced titles such as Chaos rings and sleeping dogs. They focus on the exaggerative side of games. E.g. in Final fantasy is full of characters with wild hairstyles and extremely large weapons. One of the things the focus is on the cool combat and the movement of characters. As a tactical game final fantasy is mainly played by experienced gamers so the variety of combat is important. The style of the graphics compliments the game because the game is about magical powers in combat so exaggeration gives that crazy animate world feeling.

The effect this has on the tone and feel of the game is that it is more dramatic and noticeable. The combat and powers is exaggerated to a point where the gamers will visually enjoy what they are playing rather than getting bored after playing the game a few times.

Exaggerated weapons are used in the game. This can help me to learn how to make weapons look real yet dangerously big at the same time

Exaggerated characters will help me because I can see what features are most needed for my character to visually stand out.

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My Sketch

This will help in my sketch because I can see that when characters have powers (which they will do in my game) the should have a bit of exaggerated features because it creates a visual emphasis on the characters an also gives the feeling of magic and power.

Also there are exaggerated weapons which makes the combat visually more interesting. This helps because now in my sketch I am aware of exaggerating the appearance of each weapon.

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Game title Grand Theft Auto V

Publisher Rockstar

System PlayStation 3PCXbox 360

Genre Action-Adventure, Crime, Role Playing Game

Release date 17 September 2013

Graphical Style Photorealistic

Game Review 3

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Grand Theft Auto V is a action packed role playing game which gives gamers a virtual experience of the real world of crime in a game. This game simulates the life of a criminal and enhances in a long story with three characters, fighting through intense missions to accomplish what all criminal minds want to accomplish. The publisher, Rockstar Games have created this game with clear purpose of giving a precise simulation of real-life. The game uses photorealism so that the game can come to life and the player can feel that they are simulating something that is possible in real life. As the 5 th series of the game, Grand Theft Auto has changed significantly throughout the years. It has turned from a 2D simulation to a clear cut 3D photorealistic animation of the real world.

Grand Theft Auto uses photorealism because they want players to have a perfect simulation of real life. To do so they have to make the world and the characters look as close to real as possible. This has a big effect on the feel of the game because the gamers feel more part of the game because it’s a real life simulation and it looks very similar to real life and also the physics of the game makes it more pleasant to believe the simulation.

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There is a large depth of photorealism in the images of the gameplay in gta V. For example the hair on the heads are precise and detailed which help the player feel more apart of the game because it seems real. I should do that in my sketch to make the photorealism really come to life

This shows the photorealistic car. The car contains reflections which is realistic because in a real life scenario, there will be reflections on cars on sunny days

The logo is appealing because it has all the characters behind the words and some gameplay features such as a cars, jet ski’s and guns. This will help because in my logo and banner I will include my character and in my sketches I will know what weapons to include for a realistic game.

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I can use this information to help my sketches because the art style is quite similar to my game. Im making a photorealistic game so Grand Theft Auto V is a good example because it is mainly based on its realism and violence which my game relates to. Also some of the environments in Grand Theft Auto V are similar, for example the woods with rarely seen houses and open areas.

My Sketch

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Questionnaire Data and Answers

I have created a few question regarding my own game. I asked these questions to my classmates and I collected all the answers and data and put all of it into a pie chart. In the next few slides I have presented the results to these questions.

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Unit 1 Assignment 4: Research & Results

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A. PhotorealisticB. Exaggerative C. Cell ShadedD. Abstract

What art style do you believe is most suitable for an open world adventure game?

1. I asked this question because I wanted peoples opinions on the best art style to use. This is one of the main aspects of the game and the main feature that attracts the audience.

2. The Data shows that most people picked the exaggerative art style following photorealism. I believe they picked this because in a open world game they want a form of realism to resemble to real life and also in such a game full of combat and violence they would like to see characters that look powerful and exaggerated.

3. This is useful because I will be aware of what is the most suitable art style to attract a larger audience and so that more people would play my game. It helps give a brief idea of what my game should look like.

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What weapon's do you believe do you think is suitable for a martial arts character that lives in the modern day?

A. SwordB. GunC. Hidden BladesD. Crossbow

1. The reason I asked this question is because I need to know what item is most suitable for my game. This is because one of the other main parts of my game is the intense combat. To make the combat as exciting and jaw dropping as possible there needs to be good and interesting weapons used in the game so that the player is satisfied with the items they are playing with.

2. The data shows that the sword is the weapon of choice for the game. This may be because the sword can cause more gruesome scenes and the is a variety of different forms of combat with a sword rather than a gun.3. This is useful because I can have an idea of what weapon is best for the audience to experience perfect combat without getting bored.

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How much gruesome violence is allowed to be shown during combat?

A. No visual damage, players are just acting hurtB. Stabbing and gunshots straight at character with them groaning and a hint of bloodC. Fatal Stabbing with excessive blood and goreD. Ripping characters apart with swords and guns showing flesh and some bone.

1. The reason I asked the question is because I needed to know how suitable the game was for the right age group. I also wanted to discover what people are most comfortable with because I did not want to exclude certain target audiences.

2.The data shows that most people would want fatal stabbing and excessive blood and gore in the game. This may be because that the game is targeted at older teens and it is suitable to put a bit of gore to make the game more exciting.3. This is useful because I need to make the combat and gore as suitable for the audience as possible so that nobody is offended by the content of the game.

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What environment do you most commonly associate with in a open world adventure game based in modern time?

A. CityB. WoodsC. Open fields and desertsD. Oceans and seas

1. The reason I chose this question is because the environment of the game gives most of the what the game feels like to the player. This is important because the player has to play in an environment that blends with the style and time of the game otherwise the game would seem very unbalanced and would not be as enjoyable to play.

2. The data shows that most people want my game to be held in the woods. This may be because the game is mainly based around sword combat and that has more of a feel from a previous generation which was filled with mostly woods and open areas.3. This is useful because I will have a clear view on what people may feel comfortable in playing in and what the theme of the game may suit best.

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What colour scheme should the game use?

A. Early morning sunriseB. Afternoon, bright sky, many peopleC. Twilight theme, dark, gloomy and mistyD. Pitch black night, dark forest

1. The reason I asked this question is because I needed to set the right tone and feel to the game. This is important because without the right tone and feel, the game wouldn’t be as good or interesting. For example, if you had Super Mario in a Call of Duty game then the two concepts would not go together which will push the audience away.

2. The data shows that most people wanted the theme to be set in a forest. This is because my game is set with a lot of sword combat which was very big in the past. A city theme will not be very suitable because if the theme is too modern then it will not suit the tone of the game which is sword battles with enemies and fist combat.3. This is useful because I know what the audience will most enjoy and the colour scheme is what sets the feel of the game and the twilight atmosphere that I have in my game must make the player feel intimidation and fear and put them in a combat mood rather than make them feel joyful, and comedic.

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To conclude, this data has helped me develop my game because I have a good understanding of what concepts to use. Such as, for my weapons, I will be sketch out a sword, because that causes the most gruesome combat. For my environment concept, I will create a design where its mainly a woodland theme with very few building. My character will be tall and will be very mysterious. To do so he will be wearing a cloak with a big dark wood shadowing half his face.

Conclusion