my game development pipeline

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Ideation: The idea for first impact was born out of a series of discussion, we talked about our target audience and our game was to be aimed at children. As we were aiming at children we talked about what computer games we liked and played as children. We all loved playing the donkey kong/Mario bros., run around the world until you reach your goal, type of game. To decide what the story should be it was suggested to us that we talk about anything and not even in a way so that we focus on making a story. Our conversation was in the scifi area for a forgotten reason and it moved onto the subject of the movie ‘Paul’, it an instant I remembered the game ‘alien humanoid’. So I suggested the alien crash landing and the FBI capturing him only to have to chase him when he escapes, which is a twist on the plot of the ‘alien humanoid’ game. The idea of the levels even game in this conversation as we built the story of ‘Jeremy the alien’ escaping area 51 to the hillside where his ship is still crash, escaping he heads into space but is followed by an FBI/NASA shuttle. Preproduction While Will the project leader and Sam M the lead programmer made a alpha version of our game so that the basic code was already written for the later versions, I began designing. The first thing I designed (as lead art designer) was a ‘game in a frame’ cover the cover was as all old arcade game covers were elaborate and a completely different thing to the actual game. My game in a frame showed the FBI like an army, surrounding this crashed alien and his ship. I started the designs for Jeremy first using aliens from films and TV programmes; I ended up combing Gizmo from the gremlin film series and Stitch from Lelo & Stitch I threw in a little adaptation so the parts of the two combined onto my base model. The design of Jeremy was done with two colour variations, yellow and blue, the blue proved to be more popular. I also designed various versions of the FBI with square Minecraft styles and

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Page 1: My game development pipeline

Ideation:  The  idea  for  first  impact  was  born  out  of  a  series  of  discussion,  we  talked  about  our  target  audience  and  our  game  was  to  be  aimed  at  children.  As  we  were  aiming  at  children  we  talked  about  what  computer  games  we  liked  and  played  as  children.  We  all  loved  playing  the  donkey  kong/Mario  bros.,  run  around  the  world  until  you  reach  your  goal,  type  of  game.  To  decide  what  the  story  should  be  it  was  suggested  to  us  that  we  talk  about  anything  and  not  even  in  a  way  so  that  we  focus  on  making  a  story.    Our  conversation  was  in  the  sci-­‐fi  area  for  a  forgotten  reason  and  it  moved  onto  the  subject  of  the  movie  ‘Paul’,  it  an  instant  I  remembered  the  game  ‘alien  humanoid’.  So  I  suggested  the  alien  crash  landing  and  the  FBI  capturing  him  only  to  have  to  chase  him  when  he  escapes,  which  is  a  twist  on  the  plot  of  the  ‘alien  humanoid’  game.  The  idea  of  the  levels  even  game  in  this  conversation  as  we  built  the  story  of  ‘Jeremy  the  alien’  escaping  area  51  to  the  hillside  where  his  ship  is  still  crash,  escaping  he  heads  into  space  but  is  followed  by  an  FBI/NASA  shuttle.    Pre-­production  While  Will  the  project  leader  and  Sam  M  the  lead  programmer  made  a  alpha  version  of  our  game  so  that  the  basic  code  was  already  written  for  the  later  versions,  I  began  designing.  The  first  thing  I  designed  (as  lead  art  designer)  was  a    ‘game  in  a  frame’  cover  the  cover  was  as  all  old  arcade  game  covers  were  elaborate  and  a  completely  different  thing  to  the  actual  game.  My  game  in  a  frame  showed  the  FBI  like  an  army,  surrounding  this  crashed  alien  and  his  ship.        I  started  the  designs  for  Jeremy  first  using  aliens  from  films  and  TV  programmes;  I  ended  up  combing  Gizmo  from  the  gremlin  film  series  and  Stitch  from  Lelo  &  Stitch  I  threw  in  a  little  adaptation  so  the  parts  of  the  two  combined  onto  my  base  model.  The  

design  of  Jeremy  was  done  with  two  colour  variations,  yellow  and  blue,  the  blue  proved  to  be  more  popular.  I  also  designed  various  versions  of  the  FBI  with  square  Minecraft  styles  and  

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then  a  hand  drawn  style,  I  then  had  the  team  pick  a  favourite  suit  colour;  black,  blue  or  grey.    

The  collectable  items  were  easy  enough  to  do  a  file  document  for  level  one,  a  sheep  for  level  two  and  my  personal  favourite  collectable  the  unused  level  three  shattered  ship  part  with  glowing  orange  energy  stripes.  

There  was  also  the  designing  of  the  laser  traps  used  in  level  one  I  had  several  different  shapes  and  then  got  the  idea  to  include  a  warning  sign  for  those  who  didn’t  read  the  rules.  The  warning  sign  was  the  best  out  of  the  lot  and  was  chosen  by  the  team  for  the  game.        Sam  M  stepped  away  from  the  programming  for  a  while  and  designed  the  buttons  we  would  use  for  our  menus,  while  I  started  designing  the  level  backgrounds,  floors,  walls  and  ladders  as  well  their  placement  in  the  levels  of  the  game  which  Will  and  Sam  M  could  use  if  they  didn’t  have  a  better  idea  for  our  level  maze.      Production:  The  production  of  the  game  was  done  by  Sam  M  and  Will  the  programmers  of  the  team.  They  programmed  the  FBI  to  shot  their  guns  on  a  regular  bases,  or  to  pace  their  area  in  search  of  Jeremy  and  to  have  the  laser  traps  work  in  two  separate  functions.    Sam  M  and  Will  began  to  build  level  1,  level  1  was  a  lot  more  simple  at  the  beginning  and  after  testing  the  level  we  had  decided  it  was  too  easy,  and  added  another  guard,  an  automatic  laser  trap,  and  increased  the  speed  of  the  guard’s  bullet.  

The  process  of  making  the  game  was  the  hardest  and  longest  part,  we  spent  many  weeks  battling  frustrating  bugs  to  get  the  level  working  (once  we  had  these  fixed,  creating  level  2  was  a  lot  easier,  and  only  took  just  over  a  week).  Along  the  way,  we  added  and  removed  many  elements  of  the  game,  such  as  the  death  sound  effect,  after  a  while  we  decided  that  the  noise  was  too  annoying,  so  we  removed  it,  after  complaints  from  

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the  Beta  Testing,  we  also  turned  down  the  volume  of  the  laser  sound  effect.    

At  one  point  we  also  had  no  main  menu  or  loading  screens,  so  I  designed  an  animated  menu  showing  the  spaceship  crash  &  Sam  M  designed  buttons  and  Will  made  a  soundtrack  for  it.      Post-­Production:  After  the  game  was  built  we  collected  our  sound  effects  and  composed  some  music  for  the  levels.  Will  and  Sam  M  had  left  the  in  slots  in  the  programming  for  us  to  add  sound  effects  and  music  easily.  While  I  composed  the  soundtrack  for  level  two,  which  was  happy  suited  for  the  outdoors  aspect  of  the  level  and  slightly  irritating  to  make  the  player  get  angry  in  love  with  the  game.  I  wrote  the  song  using  Garageband  on  my  iPad  using  the  sound  presets  and  the  instrument  in  the  app.  Whilst  I  was  composing  level  two’s  soundtrack  Will  was  composing  level  one’s  soundtrack  in  Garageband,  Will  made  a  sci-­‐fi  fast  paced  soundtrack  which  fit  the  level’s  atmosphere  perfectly.  Will  then  went  online  to  freesounds.org  and  found  the  sound  for  the  lasers,  the  guns  and  the  sound  for  collecting  level  two’s  collectable.  While  Will  collected  those  sounds  I  made  the  sounds  for  the  character’s  death  and  the  sound  for  collecting  level  one’s  collectable.    Postmortem:  There  are  several  aspects  to  our  game  that  could  be  improved.  For  instance  the  ladders  caused  an  issue  with  how  the  game  should  work,  the  game  has  it’s  own  gravity  pull  the  player  down  to  the  ground  however  when  on  a  ladder  he  should  be  able  to  sit  there  without  gravity  pulling  him  down,  making  the  only  way  down  to  fall  off  the  side  or  press  the  ‘S’  key  and  climb  down.  Another  bug  with  the  ladders  is  that  its  ability  to  move  Jeremy  up  the  ladders  when  ‘W’  is  pressed  stretches  past  its  borders,  on  level  two  this  apparent  more  as  the  ladders  are  taller.  The  floor  on  level  two  also  has  a  reach  that  goes  past  it’s  borders  and  leaves  Jeremy  floating  in  the  air  until  the  end  of  that  reach.  Jeremy  

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can  also  deify  gravity  for  a  short  time  if  he  continuously  runs  and  keeps  running  when  you  expect  him  to  fall  he  does  fall  he  just  runs  in  mid  air.  I  do  regret  not  being  able  to  include  level  three,  as  the  collectable  I  designed  was  very  cool,  I  also  feel  that  my  designed  placement  of  level  one  was  better  then  what  we  used  but  it  was  designed  too  late  unfortunately.