The Amulet

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Presentation of concept and design The Amulet

description

The Amulet. Presentation of concept and design. Introduction to the team. Sean – Project Manager Ben – Designer Kay – Artist Martin - Programmer. Project Plan/ Timeline. The Game – High Concept. Explore the world of Avia by completing story based puzzles and challenges. Research. - PowerPoint PPT Presentation

Transcript of The Amulet

Page 1: The Amulet

Presentation of concept and design

The Amulet

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Sean – Project ManagerBen – DesignerKay – ArtistMartin - Programmer

Introduction to the team.

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Project Plan/ Timeline Week starting 22.02.10 01.03.10 08.03.10 15.03.10

Project manager – Sean Research - Project Structure/ Game Types

Confirm Details with client, type up notes.

Plan Presentation + Research demographic.

Finalise Presentation.

Designer – Benjamin Reasearch Game Types/Ideas

Design/ Research potential puzzles and mechanics.

Design Concept of interface/ game screen.

Work on Powerpoint and sketch level.

Artist – Kay Research - Visual/ isometric style

Create sketches for high art concept.

Finalize High Concept Art.

Create concept + sprite art.

Technical director – Martin

Isometric Mock up

Testing Isometric Angles + Depth.

Test Collision and Jumping mechanics.

Create Mock up screenshot. Test viability of an editor.

User Experience Architect – Everyone

Brainstorm/ Test Discussion, Research and Testing.

Discussion, Research and Testing. Pick the level.

Practice presentation.

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Explore the world of Avia by completing story based puzzles and challenges.

The Game – High Concept

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Demographic Anderson, Nancy (2006). Elementary Children's Literature. Picture books: 0–5.  Early Reader Books: 5–7. Chapter book: 7–11.

Short chapter books: 7–9. Longer chapter books: 9–12. 

Research

ESA – Entertainment Software Association• Games sold in 2008• 57 percent were rated "Everyone (E)" or "Everyone 10+ (E10+)." • Only 16 percent were rated "Mature (M)."

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Adventure Game The most story-intensive genre.

15 Geographical LocationsDecided on ‘The Dead Wood’ (Chapter Six: The Drummer)

Overall ‘World’: Avia/GriffonlandZone: The Listening WoodRegion: ‘The Dead Wood’Levels:

The Moorland Border Wren and the Cobwebs Monkey and The Hare The Escape

Research – The Level

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Technical Isometric view

Research

Boktai

Megaman

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Art

Research

Yoshi’s Island

ScribblenautsLoondon

Guild Wars

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MovementGrab & Drop

ThrowJump

Charge

Character ModesRide – Pompom, Torquil & PompomWalk – TorquilSwing – Boku, Torquil & BokuFly – Wren, Torquil (At the end)

The Game - Mechanics

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The Game – Movement Test

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BEN’S MAP – Brief explanation of the use of mechanics ect.

The Game – Level Design

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Character Design

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Pictures of how we propose our game to look like.

Explain more.

Initial screen designs/Mock ups

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Time schedule for work from now

22.03.10 29.03.10 Easter 05.04.10 Easter 12.04.10 19.04.10 26.04.10 03.05.10

Start structuring the Design Documentation.

Work on Design Document.

Work on Design Document.

Aid in creation of all assets.

Aid in creation of all assets.

   

Make a list of all sound needed.

Design levels and puzzles. Write cinematics.

Design levels and puzzles. Write cinematics.

Finalize puzzles and Level Design.

Sound Design.

   

Make a list of all visual assets needed.

Create Visual assets. - Characters.

Create Visual assets. - Envirnments.

Finish Visual assets.

Create cutscene art.

   

Collision, Jumping and Actions.

If Viable start to create a level editor.

Finish level editor.

Code unique game events.

Implementing animation, sound and cutscenes.

   

Discuss results of client pitch.

Testing + working on essay.

Testing + working on essay.

Collaberate assets + create level.

Collaberate assets + create level.

Testing. Fixing and Polish.

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We would like to test this on our target audience (9-12’s)

This may not be feasible.

Testing

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Any Questions?

Thank you for listening