Monday, 20 February 2012

Schedule Sprint Cards for First 4 Weeks!

Dan




Louis




Sam





Tom





Tim




Friday, 17 February 2012

Level 1 Storyboard

From the interactive menu, you "Enter the Manhole" and through instruction of your boss on the intercom learn how to move around and use your gadgets. The underground of the sewer treatment plant is a larger series of tunnels with a river of waste alongside pipelines of cleaner water. The pathway is to the side and cleaning tanks/filters/fuges get in the way. After much fun and platforming to get to the other side you find a green glob of goo that is the cause of the disturbance you have been sent down to find. It quickly makes a break for it and the you both end up taking lifts to the upper floor a.k.a Level 2.

Character Concept Art




Our Pitch

"Our game is a 3D side scrolling "Puzzle Platforming/ "Shoot-Em-Up" hybrid with the gameplay of little big planet mixed with metal slug." -Timoxc


This is the Rip-o-matic used to illustrate our idea in out pitch. This is first an explanation of the character you will play as. An engineer/ plumber at a sewage treatment plant, harassed by his mean boss, but a bad man when it comes to the sewer packed with gadgets and balls of steel you go down talking to your boss on the intercom. Suddenly the video shifts to a idea of the gameplay using a mix of several games to try and show how the movement is done and the use of gadgets for platforming and puzzle solving. Eventually the video gets to show you the goo monsters that are in the sewer that you must kill. Suddenly you get guns, lots of guns, and the game turns into a mad shooter.

Our Brief


Overview

The focus in this unit is on execution - using your developing visual and conceptual skills to produce a quality result.  You will work in a team to produce a game outcome, specialising in one of two paths: as a games developer, or games artist.  Both pathways are equivalent in terms of the amount of work to be performed, and both will involve creating games concepts and physical prototypes and developing them iteratively.

In addition, everyone will submit an individual research folder showing their individual contributions and progress.

The games developer pathway’s outcome is creating a working, playable game and involves all skills learned thus far.  This should be a “vertical slice” of the game i.e. a proof of concept, with all key elements of gameplay included, such that a prospective buyer would have a very good sense of the “feel” of the game.  The games artist pathway focuses more on concept art, modeling, and visual presentation skills and results in a (non-playable) walk-through that tours the game scene and assets, and a games trailer, such as you’ve seen on YouTube and other sites.

You will also be assessed by your team members, which counts towards a percentage of the final mark.




Main dates:


15th Feb - End of Pre-Production, start of Production. Pitch presentation to tutors (Robin, Evan, Steve)

28th March - End of Production, start of Post-Production.  “Industry pitch” presentation - a vertical slice of the game showing progress.

2-15 April: Easter Break

15th May: End of Post-Production. Final hand-in. assessment 15-16 May in LL19

17th May: Open Show