Plickers - 9
Key:
Green - Improvements
Red - Peer Assessment
Pink - Teacher Assessment
Targets:
To be able to successfully PEE throughout deconstructions of concept art.
To Be able to experiment with varied techniques to complete your own concept art responding to the brief.
What is a brief?
A brief is a Games Design document which allows the curator of the game to order their ideas and view the multiple concepts which helps future development towards the final game. The brief not only serves as a front for the developers but it also serves as a front for the company's PR and marketing teams because the brief contains lots of information about their upcoming game.
Game Idea -
Possibly a 2D side scroller platformer adventure game either on an app or on a website. This game will most likely feature 8-bit design due to simplicity of art and nostalgic feeling.
I would like my game to feature some sort of plot line with few gaps because the user may not understand what your game is meant to be about so therefore it requires a plot line to assist the user to fully understand the game. I would like my game to feature a Knight or Ninja as the main protagonist/main character because Knights represent order and Ninja represent a disciplined person and a disciplined mind. The game's main villain will be Mutant toad who seeks to control the world.
I am going to make my game in Unity because it is one of the most common game engines and many game developers use it to create games such as the popular survival game 'Rust, 11 December 2013, Facepunch Studios' or the 'Temple Run, 4 August 2011, Imangi Studios' Trilogy designed to entertain mobile gamers with its endless running capability.
I have used creative and innovative think of a general concept of how I would like my game to be depicted.
Target Audience -
My target audience will be 7+ years old because I believe that children are fascinated by Mythical creatures and alternate realities. Also there is going to be a small amount of violence in my game, which is why I set the game age rating to be 7+ because I do not want to influence anyone under this age to run around trying to attack each other.
For Unit 7, I have used many digital enterprise skills to ensure that my game was unique. I have used commercial awareness to research games similar games to my idea, this provides evidence of the research which I have used to check if companies can games have been successful, and if those games can give points to use for improve on my own game.
The use of time management in Unit 7 allowed me to complete tasks within a set time period and reach deadlines for tasks like other members of my class. I was able to achieve this by following a time management document I made, this ensure that I completed tasks while in lesson or outside of lesson.
I have used Flexibility in Unit 7 by using multiple programs to complete my work. This included me using Unity to create my level for my game. the use of Chrome to look at YouTube to look at tutorials and the use of the Unity Forums to check if anyone else experienced similar issues to code like my own. This helps because if I encountered issues there was always the internet to help me to solve the issues.
Communication in Unit 7 has allowed to me give and receive peer assessment from others. Communication has helped me see where I could improve my blog with certain areas such as the relate games area. It has also helped me with my game itself because my classmates gave me criticisms where I needed to edit my to make it work as intended.
Observation has been used in Unit 7 when I have gathered information about the related games 'Super Mario Bros, Sonic The Hedgehog, Shovel Knight'. This ensured that all of the information about those games were factual and were placed in
I have used Testing/Evaluation when i first play tested my game, I had to practice the controls and the layout of 'Unity'. Then after testing I evaluated my experience, this was so that I had a clear understanding of how to use and play in 'Unity'. After Testing/Evaluation, I moved onto the beginning stages of making the game.
I have used time management throughout this section so that I could plan ahead and do as much work as I could and check for grammatical errors in the time frame I set. I have used commercial awareness to see what companies have used to attract their target audience, their sales and I have personal experiences with these game so I didn't need to do as much research as expected and it allowed me to gain a final idea for my game. I have looked at companies presentation skills to see how they have used media to attract their desired audience.
Super Mario Bros:
Created by Shigeru Miyamoto and his team, Super Mario Bros was released in 1985 on the Nintendo Entertainment System (NES) it went on to sell 40.24 million units. The target audience was anyone above the age of 3 (Really? Be specific, think about genders, cultures, regions etc) because it didn't have any graphic images when a mob was eliminated or when Mario was eliminated. The way this game was advertised was using television adverts to entice the audience. The advert featured a large number of children gathered in multiple different colours to make Marios face. The storyline of the game is to travel through each level to find where the Princess of the Mushroom Kingdom has been taken by the Koopa King. I personally believe Super Mario Bros. was one of the first games that really attracted and made the gaming area popular. However, with its great gameplay it also came with many bugs and glitches which have been found over its 30+ year lifetime. The most notorious glitch throughout all of gaming came from this game and the glitch was Minus World. It featured 3 levels (-1, -2, -3) and was near impossible to complete but some people have completed it and have described that after you finish the Minus World it returns you to the title screen. Overall, through all of the glitches and bugs this game was perfect because it balances out the right amount of player satisfaction and addiction to complete the game.
Mario has inspired my game because in my game the player will be able to collect powerups and eliminate enemies by jumping on their heads or using the power ups.
You have described the game but not linked to what inspiration you have taken from this game. You need to compare and contrast this game to other similar games.
This image shows Mario and the final boss, Bowser where the player has to reach the other side of the bridge in order to eliminate bowser by destroying the bridge. After the player has eliminated Bowser then he reaches the end of the game.
Sonic the Hedgehog:
Created by the Sonic Team at SEGA, which consisted of Hirokazu Yasuhara,
Yuji Naka, Naoto Ohshima, Jina Ishiwatari, Rieko Kodama and Masato Nakamura. The game was released in 1991 on the SEGA Genesis, it was a popular game and went on to sell 15 million units. The game was targeted at a younger audience because it used bright colours to attract children into playing the game and later on purchasing it as well. The plot of the game is an attempt to steal the six Chaos Emeralds and harness their power, the game's antagonist, Dr. Robotnik, has trapped the animal inhabitants of South Island in aggressive robots and stationary metal capsules. The first player controls Sonic, the main antagonist of the game and the aim of the game is to travel around the Emerald Hills and other location freeing the animals and collecting the Chaos Emeralds which were obtainable by having 50 golden rings at the end of the level and jumping into the mega gold ring and this brought you to a mini-pinball game where you would get them. The game was advertised through television adverts which showed one screen playing Mario and the other playing Sonic and the "Person" takes an interest in Sonic. Their slogan for this advertisement was "Leading the 16-bit revolution". When Sonic the Hedgehog debuted, it became a classic very quickly. But, why? Unlike other platformers, Sonic was unique. Instead of the usual running and jumping over obstacles, Sonic was all about getting from point A to point B in the quickest amount of time you could. The emphasis on speed and precision made Sonic clearly distinct from the many other platformers that were out there, especially Super Mario.
I have taken inspiration from this game because I enjoy the ability to jump off walls and run fast through levels and I have incorporated
You have described the game but not linked to what inspiration you have taken from this game. You need to compare and contrast this game to other similar games.
This image shows Sonic running through the emerald green hills collecting rings. This is the first level in the game and gives the player a small preview of what the games has to come.
Shovel Knight:
Released in June 2014 Shovel Knight was originally released on the PC, Nintendo 3DS and the Wii U but was then requested to be added to Xbox and Playstation consoles. This game has sold over 300,000 units. The aim of the game is to climb towers and battle Knights who are feasting and you can help them up and gain an extra life. At the end of the game you have to fight The Enchantress to release the demon inside of her. The game was advertised on the popular website Kickstarter where people fund the game if they would like to purchase it later on when the game is fully released. Shovel Knight is a clever, well-made, and thoughtful amalgamation of a cascade of NES classics. Its gameplay, bosses, and level designs are inspired by Mega Man. Its charming world map, with its roving parts, limited non-linearity, and inconveniently sealed-off segments will be recognizable to anyone who has played Mario 3. Its combat contains a significant dash of Duck Tales. Its hub towns, inventory and money systems as well as its cast of NPCs to interact with represent a hybrid between Zelda II and Faxanadu, while its sub-weapon system is an ode to Castlevania and Ninja Gaiden. The real beauty of Shovel Knight isn't that it's a clearly worded love letter to the storied NES era; it's that it drew inspiration from nothing but great NES games.
I have taken inspiration from this game because it is a modern game which was given a retro look and has received high ratings because of this simplistic yet highly detailed game.
You have described the game but not linked to what inspiration you have taken from this game. You need to compare and contrast this game to other similar games.
This image shows the player (Shovel Knight) Digging through the rock in order to get to the currency buried in the rock.
In my questionnaire, Innovative thinking and primary research has been used to help me see what a target audience likes to see in a game such as: Gore, violence, how many dimensions the game is going to have, etc. However, primary research could be seen as unreliable because people could answer the questionnaire from a biased point of view or the person has not been completed seriously. This could be the same for Secondary research because although it may have been carried out by another person, but you also have to analyse the success of the product and state whether the source could be unreliable or biased.
I am undertaking this survey to find out what people like from certain genres of games which will affect my games development in the future.
From my survey I can see that 13 out of 20 recipients of the questionnaire were male and the 7 remaining recipients were female.
What does this tell you? How does this impact your game idea? Are there specific reasons why your findings are this way? Perhaps due to the fact you only asked people in your class.
This tells me that the distribution of male to female players is higher which may suggest that there is a higher chance a male is going to be playing my game than a female. This would not impact my game idea because it's a general question to see the spread of males to females in the gaming population. The outcome of these results show that I only asked friends and classmates, if I were to ask a larger audience I might see a completely different set of results.
The people in my questionnaire fell between the age groups of 16 to 22. This has influenced my game idea by incorporating more graphic images but not as graphic as games such as Gears of War or Borderlands 2.
From my results I can see that many of my recipients like to play videogames for over 11 hours a week however there were also recipients who only like to play video games for a small period of time. This shows that many of my recipients enjoy to spend their free time playing video games.
What does this tell you? How does this impact your game idea? Are there specific reasons why your findings are this way? Perhaps due to the fact you only asked people in your class.
These results show me that many people enjoy spending their free time playing games for extended periods of time. This could impact my game idea because it means that I need to produce a game that interests people and has flow within the game so that the player does not get bored after a few minutes of playing the game. My results may have appeared the way they are because I asked a class of gamers, who spend their time talking to each other while playing games.
From my results I can see that many of my recipients enjoy the RPG genre while some other prefer First person shooters.
My results show many people enjoy multiplayer while a few other people enjoy to play a single player oriented game.
What does this tell you? How does this impact your game idea? Are there specific reasons why your findings are this way? Perhaps due to the fact you only asked people in your class.
These results show me that players enjoy team oriented games where they communicate with other players in order to either win a game or just to have fun. My results may have appeared this way because many of the people in my class like to play "Counter-Strike:Global Offensive, Valve, 21 August 2012" with each other, either in a competitive mode or just to generally mess around in.
Most recipients prefer a game which is featured on a website instead of a mobile application.What does this tell you? How does this impact your game idea? Are there specific reasons why your findings are this way? Perhaps due to the fact you only asked people in your class.
These results show me that my target audience enjoys to play their games through a website instead of a mobile device. This won't really impact my game idea because it only shows how my target audience prefer to play games. My results are represented this way because many of the people in my class use their computers to play games with each other.
From the recipients responses, I can see that the majority of them prefer sad endings than a happy ending. Therefore I will make my game come to some sort of unhappy ending.What does this tell you? How does this impact your game idea? Are there specific reasons why your findings are this way? Perhaps due to the fact you only asked people in your class.
From these results, I can see people enjoy games which feature a sad ending such as "Halo Reach, 14 September 2010, Bungie" where 3 of the main characters sacrifice their lives in order to give vital data to the army which helps them defend against the enemies attack. This will impact my game idea because it will incorporate a sad ending which the target audience likes.
From recipient responses I can see that most people prefer a female protagonist than a male one.What does this tell you? How does this impact your game idea? Are there specific reasons why your findings are this way? Perhaps due to the fact you only asked people in your class.
The popular choice between the two types of storytelling was the use of dialogue instead of subtitles.What does this tell you? How does this impact your game idea? Are there specific reasons why your findings are this way? Perhaps due to the fact you only asked people in your class.
My questionnaire has revealed to me that a large quantity of people enjoy 3D games instead of 2D games.What does this tell you? How does this impact your game idea? Are there specific reasons why your findings are this way? Perhaps due to the fact you only asked people in your class.
Storyline and Name for my Game -
Game Name = Retro Ninja Incident
Main Protagonist/Character - Genzo
Main Antagonist/Villain - TrashFrog (Wields the Flaming staff of the undead, seeks to control the world from the himalayas).
Genzo lives with his family in rural japan and trains under Sensei Takuboku. One day, TrashFrog sends his minions which include mutant crocodiles riding snow leopards and Ember Wolves. The minions leave a trail of destruction and one of the towns hit was Genzo's town. He is now on a revenge mission for destroying his home.
These are just some of the sprites I have created to give my game working characters and objects.
Peer Evaluator: Brandon Frost
The popplet shows a very clear plan for the game, with many details talking about character backstory and weaponry. The blog itself has a simplistic design, with everything laid out neatly and separately. The three similar ideas tie in very close with the game, with elements being taken from each one. These three games were very well described, including their sales, which leads me to assume the design and mechanics behind this game are the propulsion needed to shoot for those sales figures. Kian has created this blog very well, filling it to the brim with facts and figures all adding up to the game itself. However, he could improve this with more pictures of gameplay and concept art rather than promotional covers and posters.
I have used teamwork, when asking for fellow classmates to peer assess my work, which allows me to see where my strengths and weaknesses are.
‘Retro Ninja Incident’.
The concept is relatively simple. It is 1800 Japan, the gamer controls the main character Genzo. Genzo has been having a tough time training under Sensei Takuboku. He is training to become a great ninja like his father, Kenshin. The game begins on a ‘normal’ day for Genzo waking up after a heavy night of training, as he leaves his house he finds himself staring at the destruction around him. Houses destroyed, crops and water source ruined and his Sensei’s dojo destroyed.
All of Genzo’s friends and family are now missing and some are burned so that they are almost beyond recognition. Genzo must fight his way across the landscape, past various monsters, mutants and the Toad Overlord.
Write this as a treatment, this should be a 500-600 word description of your game, including art style, game mechanics, narrative etc.
My game, 'Retro Ninja Incident' is a 2D side scroller, inspired by games such as 'Super Mario Bros, 13 September 1985, Nintendo' and 'Sonic the Hedgehog, 21 November 1992, SEGA'. From these inspirations I have taken ideas and developed them further, instead of using simple running and jumping mechanics, I am have included wall hanging so that you don't have to wait for an enemy to pass by when standing on blocks, instead you can hang on a wall for small amount of time before sliding down the wall. I have decided to use pixel art for my game because it looks quite simplistic from first look but it can become extremely details with the multiple colours to show creases in the clothing or the shadows. My color palette is limited. However, to get the specific shade of a color I want, I use a technique called Dithering. Dithering is the staggering of two colors in order to blend them together without having to involve extra colors. The pattern an artist uses, either style of staggering pixels or density of dithering, contributes to how well the colors blend.
I used problem solving to fix issues that appeared in my game such as, the movement on my character did not work so I researched the problem using google and I checked on forum sites to see if anyone else had encountered my error.
You need to have an evaluation of this, including strengths/weaknesses.
You seem to be missing tasks from this. Please look at other students work and see what you are missing.
leafmedia.jimdo.com