Thursday, 20 November 2008

Studio 8 | Concept Art

The sections in the design document that will benefit from concept art are:


I think the basic concept heading; at the start would be a good idea to have concept art, just to give a basic overview of the game. There could be a character or a background of the world map.

In-game user interface heading could use some concept art, as the user interaction. The buttons and icon can be used for showing how the player uses them and what they do i.e. health, weapon, lives, etc.

There could be concept art in the shell menu, like different cars the player can choose, different characters the player can pick.

Detailed game mechanics heading in the report could have concept art. Could show weapons the player character will use; armour and items they will find.

World back-story heading can have concept art. There could be art of the game world or a map of the area the player could run around in.

The Character background can really use concept art, there can be NPC the player character will interact with and even the player’s character.

There can be concept art in Level, Mission Design section of the design document, there can be a top down view of the map the player will use and move around in.

In the Cut Scenes, there could be storyboard art, showing the different cut scenes within the game.

Concept Art

World back Story

A back ally in the city of black water rush, a locations in the game world.

Character background


The Goddess Sashelin.


An elf scout.

A cleric female

Tuesday, 18 November 2008

Studio 7 | Exploring Playability


http://www.audio-surf.com/

Notes on observation of AudioSurf

1. In multiplayer mode, I found the two players concentrating more and trying to help each other, by getting the same coloured blocks.

2. All the colours and graphics, on screen made the player a bit dizzy.

3. The player needs an audio file i.e. music file to play the game and if the player does not have an audio track on them, he/she will not be able to play.

4. The players enjoy that they can use there own music and not have to put up with the in game soundtrack.

5. The control were picked up very quickly for the player as there are only a few controls the player can use and they are left and right, because the vehicle moves forward on its own and there is not reverse.

The exercise was useful, because it showed how easy to use the game is and pick up. The controls are simple; all the participations could pick up the controls and do well. The ship is controlled using the mouse or by the keyboard. The concept was pretty easy to pick as well, as all the participations have played WipEout and Tetris.

Collect blocks by hitting them. Clear clusters by grouping like-colored blocks together.


The lack of alternate play modes is disappointing and become repetitive after a while. Unlike other rhythm games, there's no penalty for missing blocks or mucking things up. Whatever the participations do, you'll reach the end of every song you play - they just won't get a great score.


The observation could have been improved by develop a good rating instruments, while using clear descriptions for the points on the evaluation form. It also could have been improved by observing out of the way and not in the part-participation role.

To round up, the game is simple, addictive, and easy fun, and the way the track moves and shakes to the beat of the music will keep your attention much better than most casual games.

Monday, 17 November 2008

Studio 6 | Exploring Playability

Summary of chapter 1 how do you make a game

A game project could last six months to six years from the idea to completion. The development consists of two parts, the pre-production and production. In the preproduction; the project moves from the idea, to an organized plan. In the production; development team put the plan into action, and creates the game and technology.

The development team will mostly consist of: programmers, artists and designers. The concept will be the first stage of development.

The game will need designers, who game balance and work with other designers, who place enemies and events. The Artist works from the concept art and create the game, using the art as reference. The programmers will be responsible for creating tools, i.e. level editors, which will be used by the designers.

When the art, technology and tools have been made the game will go into the production phase. The first aim in production would be to build a prototype level, which will show core gameplay. When the level is made, it needs to be internally tested. When everything is ok the level will be passed over to the artists for final texturing, modelling and lighting. From the level the rest of the game is made.

Sound effects and music is added for the final touch.Once the final build has been approved, the game will go into gold, which is the game that will hit the store. At this point the project is finished, but the development will begin brainstorming the next big project.