Monday, January 8, 2018

Thursday, November 2, 2017

Hero Prop Tutorial Level Design Pitch

Turret Takedown




Theme: Futuristic/Industrial

Location: Inside a robot manufacturing plant/factory

Story: The robots have turned against you and the other plant employees! It's up to you, a simple janitor, to use your super-powered vacuum device to regain control of the factory.






Design ideas:




  • Caution/Safety Tape:













  • Basically metal/steel/chrome everything:







  • Trap doors in areas where robots/pieces would come up or go in to (?)





  • Conveyor belts:




















  • Robotic arms used to help put robots together:









  • Fluorescent and Neon lighting:




























MAP:

Thursday, April 20, 2017

Boss Battle Research





For my boss battle, I'm taking inspiration from Gemesaur from LOZ: Link Between Worlds.

Gemesaur is a boss that uses darkness to its advantage when it reaches the last stage of battle. The creatures in my dungeon/adventure game are also made from darkness, as they're supposed to represent nightmares.

The boss itself doesn't really appear to match the design of the level until it's in complete darkness, when its eyes are glowing yellow and it's surrounded by a protective wall of dark energy. My boss is already dark like the other enemies in my level, and it itself has glowing yellow eyes, so it should fit right in.

Gemesaur has a protective mask to cover the weak spot on its head. My boss won't have it on its head, but rather on its tail, and will become vulnerable when the player turns on all the lights, temporarily blinding/stunning it until it shuts the lights off again. The player won't be able to reach the tail without using the lights.

It shouldn't be too hard to make the lights turn off and on again in unreal. Simply using an array to reference all the lights in the boss's room should give me the result I want.

Adding a veil of dark energy to protect the boss would just be a particle effect and a trigger to signal there to be no collision when the boss reaches a certain amount of HP, and the only way to turn off that effect would be to turn on the lights via a button located in the room

TECHNICAL PLAN:

Stage 1: Boss is in its first stage; weak to hits by player so long as player turns on lights. Player will be signaled to this hint by the boss turning the lights off at the beginning of the game with a roar, similar to how Genesaur's roar in the battle puts them out in the video above.

Stage 2: Boss will shut off the lights and a protective wall of dark energy will form around its entire body instead of just the head like Genesaur. The boss will pick up speed and player must evade and press button again to turn on lights. When lights are turned back on, boss will lose its protective energy shield and become temporarily stunned, giving the player a small window to attack its tail

Stage 3: Boss will shut off lights once more, gain energy shield and dash around again, but this time only some of the lights will turn on and player must time it right to catch enemy in light areas to stun it properly. If player manages to do this and hits the tail enough times, the boss will be defeated

Visual feedback that player is hitting boss: boss will flash red, then back to black, and do this every time the player hits it. If player is not able to hurt it, it will not flash red.

Audio feedback: There will be noises that indicate player is hitting enemy that parallels the color change. If player is not hurting enemy, I'm thinking of putting a deep, distorted and creepy laugh to tell the player that their attempts aren't working.

Boss's Attack: The boss itself is going to rush the player, and if the player tries to get close to its tail, I'm going to have the boss spin around and hurt the player when its tail comes in to contact with them. If I can figure out how to get the Pawn Sensing component to work, I'll replace the rushing with the boss swiping its claws at the player instead, and leave the rushing for when its dashing around in stages 2/3.

Displaying Health/Stage changes: In the beginning I want the boss to have glowing yellow eyes. In stage two, the eyes will flash red before going back just before the dark energy shield goes up and it runs around. In stage three, the eyes will turn completely red and flash back and forth to try and tell the player it's ready to be killed.

Friday, April 7, 2017

Battle Arena Research

For my battle arena I had the idea to use a cuckoo clock design:









The visual style I'd like to emulate, or take inspiration from, is Kingdom Hearts. I felt the style of art from the series would best fit my map's layout and idea.









For my color palette, I wanted to go with a similar one to KH II's, so I picked a muted prismatic palette with brighter versions for the pickups/focal points








Theme:


Cuckoo clock (obviously)

Location: On/in a cuckoo clock

Time of Day: Middle/afternoon


VISUAL TRADEMARK(S):



-Giant cuckoo clock

        -moving pawns
        -giant bird will pop out
        -shape of map


STORYBOARDS:




Some questions the audience might be thinking about as they play the level would be:

Where am I?
Is this a giant cuckoo clock?
Can I go through those doors?
Will a bird or something like it pop out eventually?
Can I go inside the clock?
Can I reach the upper balcony?



7 sentence story:



Intro: Begin level on lower balcony with pickups in the center. Mainly Player vs. Player

Rising conflict: Pawns will emerge from the doors that players cannot enter. Player vs. Player and Player vs. Environment (moving hazards)
           --pawns will eventually move hammers, providing another form of moving hazards

Climax: Bird will shoot out from large double doors on lower half after a few minutes of play, and is an unavoidable hazard if close enough to it.

Denouement (end) : Last player standing wins game



USP SKETCHES:


Friday, March 31, 2017

Race Track Trailer

So after many weeks of working, I finished my race track level. Recently, we just got to filming it, and below you can see the trailer I made for my level:

I really enjoyed working on this assignment. Everything from set dressing to lighting was fun to do and a really helpful lesson in a lot of different things!


Friday, March 17, 2017

Race Trailer Analysis: Forza Horizon 2

I looked at several race trailers for this analysis, and compared them to one another before I decided to analyze this one:









This trailer has many things that I think it does well. One being the use of establishing shots to tell the player where and when they will be racing. I looked at about seven race game trailers, some of which were in a list of the best race game(s) or race game trailer(s) of (insert year), and almost all of them did not have establishing shots. Granted, since it's a racing game, it's more about the player vs. player aspect, but it's good to know where in the world you are when you're playing a game of any kind. I'm a story-driven gamer, so I'm more interested in my single-player experience (how everything looks, the story, level of detail) rather than my multiplayer experience.


Second, the introduction of USPS is clear or intriguing. Below is a list of what and why they are used effectively in this trailer:

  • In the trailer there is mention of dramatic weather, but before the text even tells us that, it shows us with a shot of the sky going from daylight with minimal clouds to dark and gloomy rain clouds. Funnily enough, the lyrics of the song also mirror this, if you listen to them. This is important because it gives a fresh look/experience to each level you play, and probably won't be the same each time you do. It is possible the dramatic weather adds to the difficulty of gameplay as well.



  • The trailer shows us environment interactivity. Basically, in the context of a racing game, the player can run into something in the environment; and in the trailer's case, it's a fence and a stack of wooden platforms...each of which are subsequently destroyed during the process. This tells the player that the track is not necessarily closed to them. They can go almost anywhere so long as it's programmed in.







  • Player vs. Player & Player vs. Environment. Obviously, as a racing game, it's already going to be player vs. player, but sometimes it's exciting and refreshing to have the environment also trying to challenge the player in new or different ways. Inclement weather is a nice start, but there's a hint in the trailer that other things, like planes crashing or coming close to the track, could help bring about new obstacles/challenges the player(s) must overcome/face.




  • There are over 200 cars200! I don't think I've ever played a racing game with that many cars in it, or seen/heard of one before having that many. The trailer even explicitly tells us this through text. This is a very big selling point for a racing game because the main focus is the cars you're racing. You have the chance to not only play whatever (to some minimal limitations) car you want, but you can customize it to your desired look as well. You want a hot pink and black Mclaren P1? You could probably do that in this game. Eat your heart out, car/race addicts.




  • Attention to detail. I don't think I can stress how important this is in a game. The more you think about how something works or looks in real life and you implement it into your game, the more you bring that world to life for the player(s) in it. Although it might not mean anything in the long run, the cars' windshield wipers actually move up and down when there's inclement weather. Granted, most racing games probably have that in them today, but showing that in the trailer shows that they put time and thought into this game.


via GIPHY



(This one's tough to see, but it's the fire that spits out of the car's exhaust pipes -- some actually do this in real life -- and yes, it's on purpose.)


And these are just from looking at it from the game design perspective. If we look at film language, the trailer does a good job at a few other things I'd like to mention:


  1. Cutting on Action -- this trailer almost always keeps the player's view in the center of the screen, or really close to it. That's not necessarily a bad thing, especially in a racing game, because your focus is almost entirely on the center of the screen to begin with when you're playing it. I would also say it works for the trailer because what else would we be looking at other than the awesomely modeled cars (and the world they're in)? There's literally a car in almost every shot of this trailer so they can emphasize just how many different cars they have.

  2. Medium to Close Up shots -- I've already mentioned it above, but I'll say it again. The focus of a racing game, at least in my opinion, has always been about the cars. The level is important, because it's where you're going to be racing, but I would have to say the focus is more about the cars than the levels. This trailer shows us as many medium to close-up shots so we can look at these cars and get excited for the chance to race them.




  3. Establishing Shots -- I already said it, but this was one of the better race trailers I looked at simply because it gives us establishing shots of the game itself. Personally, I don't like FPS or Racing games solely because a lot of them are only about that particular concept -- shooting or racing, with minimal to no story (that or story is obviously secondary). I'm a story driven gamer; I like narrative, and even if this game is only about racing, I would still want to play it because of the beautiful shots of the level.








    It's like taking a chocolate cake, and then putting another chocolate cake on top of that one. Now you have more cake and more chocolate. Basically, you have more to look at, enjoy, and experience while playing the game if they put the same amount of effort and love into the level that they did the cars you're racing. It's important!

Monday, February 27, 2017

Particle Assignment Final

Below is a video showcasing the 2 particles I decided to do for my racing level (you also get a glimpse at the level itself!)

More set dressing of the level itself needs to be done, and the particles probably need to be tweaked some more before they're really polished and done, but this is what I have so far: