Thursday 12 October 2017

Task 1 - Mind map Idea for Crystal Environment 12.10.17

Mind map Idea for Crystal Environment

The Unit 3 mindmap
In order for me to get a better understanding of my storyboard, I first need to know what is going to happen in the scenes I am going to create. I create a mindmap to help me to lay out my plans and sum them up in a way that is easy for em to understand. The main focus point of the game is exploration and what makes that stand out more is the environment. I got to make this world look like a strange planet, so by mixing in two different themes I will get that idea.

Story will also play a role and will be mentioned through the storyboards. There is a reason why they are exploring strange worlds and I want the starboard to pick this up, but not actually show it. basically a game like Journey, where the story is explained through images and cut-scenes but never actually tel you what is going on.

Wednesday 11 October 2017

Task 1 Planning Stage - Storyboard 11.10.17

Storyboard

For this unit, I need to make my introduction screen for my game. This will require the use of the sequencer, something that I have used a bit. It is an amazing program, that will let you make some high quality cut scenes. Many game use these to tell a story or to highlight an important. Either way I have to make sure that I am using them at the right moments of my game. I don't want my game to be too cut-scene heavy, like Metal Gear Solid 4 (or any other MGS for that matter).

The Storyboard - Scene 1

The introduction of my game
Storyboards are more commonly used in the gaming industry, but they can be used for games too. They are a way to help plan a quick idea, but in a way that other people will understand. Simply put, you want everyone to think about the same scene and this story board plan is the best way to do it. I will now breakdown each shot in more detail.

Shot 1 - This will show a close-up of one of the creatures in the game. I want these to be as simple as possible, so that I can quickly create them and animated there movement. It also shows that there are dangers in the world.

Shot 2 - This is an landscape shot of the whole map area. I want the player to know that there is a living, breathing world and for me the best way to portray that is to show them the environment For that extra sign of life, I will add in a heard of those Crystal monsters.

Shot 3 - This is the shot where the player's main character is introduced. While the character is walking into the environment, I am going to slowing move the camera towards him. During this the player will get some more shots pf the planets ecosystem.

Shot 4 - By now the player might know what is going to happen. He entered a strange new and what is the first thing you do? Check it out of course. In this shot we get to see the main character activate his drone on his back. This tells us that he is going to use him to check out the landscape.

Shot 5 - Here we are seeing the drone tuning on. It is a simple shot that tell us that that metal thing on his back is not just for show. Expertly it is shaped like a fish, because well bears like fish.

Shot 6 - Finally we get a shot of the drone heading out and this is the part when the camera goes to the drone and we get to control him. Transitions like this are very common action/adventure game and it is a great way to get the story quickly flowing.

Storyboard - Scene 1 Changes


The changes to scene one
I felt like the first scene in the game is a bit short, so I decided to expand it a bit. I was mainly highlighting the interacting of the remote and the vie of the drone character. I may do some more adjustments during my development process, but for now I am ok with the current stats.

Scene Two


The scene two storyboard
In this scene, the drone encounters a large environment. In a game, this is the part in which the player can freely explore the landscape and follow the objectives, if they want. I will now breakdown each shot this this image.

Shot 1 - This shot happens right after the player does the real time event. It is a sign for the player that a cut scene is starting.

Shot 2 - In this shot, the drone begins to travel through he cave. From this angle you can see the length of the cave and the player can tell that this is going to be a long walk.

Shot 3 - The drone has finally made it through his journey and he is about to come out of his cave. You can see a bit of the foliage, just as he is about to leave the cave. It is a taste of what is to come.

Shot 4 - As the drone leaves, a strange tentacle quickly hides in the foreground. This creates two impressions for the viewer. It could ever mean that the lifeforms here are a bit scared...or something is watching the drone.

Shot 5 - In this shot, to drone can now fully see the environment in the point of view of the drone. By doing this it from this angle, you can see how large the landscape is for him and in turn, it could make the viewer feel small.

Shot 6 - This shot is showing some more of the environment...and all of a sudden something fast zooms across the screen. When the viewer sees this, they will know that a fight is about to start.

Shot 7 - The viewer will now see the drone from the point of view of the   creature, as he is quickly moving towards the done. They now know the create has him in his sights and we could see a fight starting soon.

Shot 8 - The viewer can now see both the drone and the creature clearly seeing each other. It is at this part that the scene ends and the game resumes.

Scene Three

The final scene
The final scene in this game is a bit of a large one. I like the idea of it, because everyone game got to have a dramatic finish. But the scale of this one, might be a  bit too complicated for me. Because of this I may consider doing an alternate ending, depending upon the conditions of the player. Below is an explanation of this scene.

Shot 1 - The two characters are pursuing the strange tentacle creature. To help make the objective a bit more enjoyable for the viewer, I made it into a cut-scene. If the player is juts moving from one point to another, then it is better doing just a cut scene.

Shot 2 - The character is now moving toward the strange tentacle. This time you are seeing it from the point of view of Orion. This kind of camera style really helps with immersion and it is especially useful for horror games.

Shot 3 - The two character are now close to the tentacle. This is also the first time the viewer can now clearly see this strange tentacle and now they can start guessing what it is.

Shot 4 - Orion tells the drone to scan the tentacle. Like with all good sci-fi games (like Destiny) this is going to end badly for the bear.

Shot 5 - The tentacle quickly vanishes from the two characters. The viewer maybe excepting a jump scare, but they got nothing. But they know this is just know this is just the calm before the storm.

Shot 6 - It is from this point that the viewers were not disappointed. A gigantic crystal creature  emerges from the hole. By putting the camera at a very low angle, you can clearly see how large it is from the two characters point of view.

Shot 7 - From this shot you can now clearly see the crystal creatures mouth, Based on its design, the viewers can tell that this is a predator.

Shot 8 - The creature roars and the scene ends. It is these last two shots that I may want to alter, as I go through my development process. If I got the time ti makes this kind of shot, I will make it. But if I do not, then I will be changing it.         

Tuesday 10 October 2017

Timetable for Unit 3 - 10.10.17

Timetable for Unit 3


For this project I have mange my time in a efficient way, so that I can this this work as well as my other unit too. To do this I have created a timetable, highlighting all of the free time I have and the times when I do my other inits. They are sorted in this category:

  • Black Unit 2
  • Red Unit 1
  • Pale Blue Unit 3
  • Green Unit 4
  • Yellow Unit 5
  • Brown Planing
  • Blue Holiday
As you can see, I have got a lot of time for the Unit project, in addition to this I also have some extra time in the for of planning. It is here that I will do some extra task, such as research so I can try some idea I have been thinking off.

Monday 9 October 2017

Unit 3 Brief

Unit 3 Brief

This unit is a fusion of both unit 1 and 3. The main goal of both of them is to create a cut-scene that has at least one QTE. This will test both my level creation skills and my use of the sequencer. My landscape skills are good, but the sequencer is something that I just got use to. I will be looking more in depth to that, but for now I main focus is on the landscape.  I will be using various techniques, such as post-processing, modular placement and texture creation to achieve this. This will be a prototype, so I do not have to put a lot of effort in this at the moment.


The unit itself will allow me to:

  •       Demonstrate a systematic approach to the understanding and analysis of level design.
  •            Recognise appropriate solutions to game engine problems in creating level design and apply industry    practice to solve them.
  •            Apply critical reasoning to the design workflow and reflect on industry workflows and design briefs
  •        Reflect upon the effectiveness of various technological solutions to use advanced game engine technology in the most appropriate manner.