Wednesday, May 9, 2012
Wednesday, May 2, 2012
Wednesday, April 25, 2012
Minor Project 12 - Option 4
Here is the photographic storyboard that Cory and I did for the maze game:
victim wakes in crawl space
crawls into maze
navigates through maze
reaches dead end, finds crate
retrieves object from crate
finds exit
gives object to maze master, earning freedom
Wednesday, April 18, 2012
Minor Project 11 - Option 2 (Character Design)
Character Design From Maze Backstory
Character: Maze Master
Positive Traits:
-Evasive: Helps him steer clear of all police investigations
-Creative: Creates and sets up complex mazes for his victims
-Intelligent: Knows how to clean up his crime scenes and leave no evidence
Negative Traits:
-Psychotic: Tortures as a result of his own personal experiences
-Well-Known: He is at the top of the "Most Wanted" list
-Dangerous: Few survive who have come in contact with him
Visual Characteristics:
-White
-Male
-Mid 40s-50s
-Bald
-Average sized height
-Deep bags beneath eyes
-Blue eyes
-Very pale white skin
-Wears a suit
Backstory:
The "Maze Master," whose real name is Norman Atkins, had started off life as a hard-working, happy man who worked long hours as a lawyer. He was married to a woman named Clarice and was madly in love with her. He lived a happy life with his wife and was always loyal to her.
Little did he know at that time, that this happiness was all about to come to an end. On the night of Christmas Eve of 2011, he was supposed to work late at the office, but decided to surprise his wife and come home to celebrate the holiday with her instead. When he got home he noticed the lights were off, so he figured she had went to bed early. He silently entered the house so that he would not disturb what he thought was his sleeping wife. He tip-toed up to the bedroom, and as he got to the bedroom door he heard some faint moans. He then heard the voice of another man. He barged into the room to find his wife cheating on him. Startled, she immediately began to cry and beg Norman not to go. He did not listen to her plea, and he stormed out of the house and drove off into the night. He decided right at that moment that he would rid the world of those who are unfaithful to there partners. He decided that, in honor of those who had their hearts broken like he had, he would take those who cheat and torture them with complex, dangerous mazes in which they would have to fight for their lives. He started with his wife and has killed 19 others since. His real name is always unknown to his victims, and has since been referred to as "Maze Master." His life as Norman Atkins had abruptly come to an end.
Minor Project 11 - Option 1 (Portfolio Outline)
Portfolio Outline
My portfolio will be for a modeler:
It will include all of my best 3D modeling work in Autodesk Maya this semester as well as things I did outside of class.
-Things that demonstrates polygonal work
-Things that demonstrates textural work
-Things that demonstrates lighting work
-Reference pictures for my projects
-Completed projects
-Objects made outside of class
Here are two samples of things that would be included in my portfolio:
Wednesday, April 11, 2012
Wednesday, April 4, 2012
Minor Project 9 - Option 1 (Maze Backstory)
Maze Backstory
This maze is used by "Maze Master" , a highly dangerous serial killer who tortures his victims. He puts them through a series of complex mazes that makes them struggle and fight for their lives to be spared. This maze is one of the tests he has for his victims. They have a time limit to navigate their way through the maze and collect all 5 objects from the 5 crates located throughout the maze before exiting. If they do not navigate their way out in time with all of the objects from the crates, the exit is closed off and they are killed. If they do happen to navigate their way out in time and with all of the objects from the crates, their life is spared.
Game Mechanic
The player can earn points in this game each time they collect an object from a crate. You get bonus points for collecting all of the crates. The player also earns points depending upon how quickly you complete the maze. The faster you get out with all of the objects, the more points you will get.
Game Mechanic
The player can earn points in this game each time they collect an object from a crate. You get bonus points for collecting all of the crates. The player also earns points depending upon how quickly you complete the maze. The faster you get out with all of the objects, the more points you will get.
Wednesday, March 28, 2012
Minor Project 8 - Option 1
Based upon the game "Trash Tycoon," I created a pitch in Adobe Flash Catalyst. Here is a screen shot of what I did:
Wednesday, March 21, 2012
Minor Project 7 - Option 2 (Character Design)
Positive Traits:
-very intelligent
-loyal to those he trusts
-very influential amongst his people
Negative Traits:
-very grim
-gets angry easily
-seeks revenge when betrayed
Visual Characteristics:
-cross between a gremlin and a dwarf
-angry look upon his face
-short
-pointy teeth
-pointy ears
-claws for nails
-tiny hands
Minor Project 6 - Option 3 (Starting the Design Process)
I am currently working with a group in the QU Game Club on creating a 2D game.
To kick start the design process we started with a basic brainstorm of ideas for the game until we chose a final idea to work with.
We then created teams based on the different roles that needed to be filled in order to create a game, such as designers, programmers, storyline writers, artists, and sound people. We have leads for each team and then the project manager created a wiki that all members of all teams can access.
Here is a screen shot of the wiki:
Within this wiki each group has a folder where they post their progress.
Here is a screen shot of the main brainstorm document from the whole group that I am working with in order to design the storyline:
Basically, the design process got kickstarted with brainstorms and from there the team split into groups do perform individual tasks. The wiki is the core of our design process. The game is currently a work in progress.
Wednesday, March 7, 2012
Minor Project 6 - Option 2 (Cards In Flash Catalyst)
Here is a screen shot of a simple three state presentation that I created from scanned images of standard playing cards:
Minor Project 6 - Option 1 (Pitch in Flash Catalyst)
Here is a screen shot of the simple four state presentation I completed based on my pitch for "Intense Go Fish":
Wednesday, February 29, 2012
Minor Project 5 - Option 4 (Cut Scenes to Jargon)
Cut Scenes
A game that incorporates cut scenes is Final Fantasy XIII. It has many cut scenes that bring you through the very long and in depth storyline. Without cut scenes in this game the entire point of the game would be lost. You would never truly understand the storyline. The storyline is what makes this game as well as every other Final Fantasy game out there. It is so unique and the cut scenes really help guide you through the game in a visually dynamic way.
Minor Project 5 - Option 1 (Childhood Game Redesign Written Description)
Here is my redesign of the childhood game "Go Fish":
Author: Samantha Moses
Date: 2/28/12
OVERVIEW
Intense “Go Fish”
Author: Samantha Moses
Date: 2/28/12
This game will create a more intense version of the game “Go Fish” that encourages more competition between players through use of a point system, time limit, and rounds. These components and competitive aspect of the game will target a broader audience, rather than just children. In fact the target audience will be older kids and even adults because there will be a need to some math.
The game will be played through use of a standard deck of 52 cards. However, there is the hope that this game can one day be turned into an online game or used as an App for platforms such as the iPod, iPad, iPhone, or Android. The player can play against a bot on these platforms with the ability to choose between a number of how many bots they would like to play against.
WHY ARE WE MAKING THIS GAME?
“Go Fish” is a game that is often associated with one’s childhood, and so we would like to have this game tap into the nostalgia of slightly older players who want to relive a fun childhood game in a way that it is more intense, advanced, and age appropriate to them. It would create a new and fun way to embrace a childhood game and make it more intense and competitive.
If the game can be expanded across the different platforms, it can improve the game, and bring it back into popularity through use of modern technologies. Not everyone has a deck of cards on them, but most people do, however, have their cell phones, laptops, and iPads with them when they are on the go. Having the player play against a bot, allows for immediate and continuous gameplay, rather than waiting for someone to respond to you like social network games such as “Words With Friends.”
WALK US THROUGH THE GAME!
The player first must choose a platform: either a standard deck of cards, or a technological platform such as cell phone, iPad, or an online game.
Players are first dealt their cards. Next, the first player progresses to ask a player for a card and if he does not get that card from the player, he will draw a card from the deck. If the player does receive the card he asked for then he puts down his cards that match. The game progresses the same for each player until each round is over. At the end of each of the rounds, the points get added up. The player with the highest score combined across all of the rounds will win the game. After game is over, game can be restarted and played again for some more fun!
SIMILAR GAMES
Wednesday, February 22, 2012
Minor Project 4 - Option 4 (The Art of Game Design)
The childhood game I selected is "Capture the Flag."
Question 1: Does my game have clear goals? If not, how can I fix that?
-The game does have very clear goals. The main goal of the game is to safely capture the flag from the opposing team's side and bring it back to your team's side.
Question 2: Do parts of the game distract players so they forget their goal? If so, can these distractions be reduced, or tied into the game goals?
-There are some parts of the game that distract players from their goal. Not only do you want to try and capture the opposing team's flag, but you also want to prevent the other team from capturing your flag. Therefore, this requires some attention to the defense and trying to stop the other players from getting your flag before you can go and complete the main goal of capturing the other team's flag. The only way distractions can be reduced is by keeping your main focus on offense and leaving your teammates to the focus of defense. Having each player with their own goal, allows you to focus solely on your goal and thus eliminating distractions.
Question 3: Does my game provide a steady stream of gradually increasing challenges?
-Yes, my game does provide a steady stream of gradually increasing challenges. This is because it becomes harder to capture the other team's flag when your players are captured in the other team's jail or when there are too many people guarding the flag that you are trying to capture. Many parts of the game create challenges for a player.
Minor Project 4 - Option 3 (Realism & Abstraction?)
-A good example of a realism game is "Assassin's Creed" because the graphics are extremely realistic and accurate based on the time period in which the events are taking place.
-A good example of an abstract game would be "Tetris" because there is no realism in the graphics, it is a combination of shapes and colors.
-A good example of a 2D game is "Pacman" because it is a flash animation based game where graphics are all made in 2D.
-A good example of a 3D game is "Call of Duty" because the graphics are all made in 3D. There is a good sense of depth perception and other 3D concepts in this game.
-A good example of a 1st person game is "Halo" because you play the game seeing through the character's eyes. You can only see the gun and the hands implying that you are the character.
-A good example of a 3rd person game is "Final Fantasy XII" because you are looking down at the scene that is going on. You do not get a sense that you are looking through the character's eyes.
-A good example of a game that was made for the real world and was reinvented in the "gameworld" is "Pinball." This is because pinball was originally created to be played on a physical machine and now they have versions that you can play through various gaming platforms such as Mac and PC.
-A good example of a game that involves storytelling and a storyline that is vivid and memorable is "Gears of War" because the storyline is quite in depth and you are playing through the journey of the characters in this fictional storyline. There are even sequel games to complete the storyline.
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