Stick Ninja. a game idea and conceptual design by Cody Sawatsky.

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Presentation transcript:

Stick Ninja. a game idea and conceptual design by Cody Sawatsky.

Stick Ninja by Cody Sawatsky Overview. Stick Ninja. Persuasive Purpose - Remember when you were young and would doodle inside your notebooks at school? Wouldn’t it be awesome if those drawings came to life??

Stick Ninja by Cody Sawatsky Overview. Stick Ninja. Industrial Design -> All art is done in sketch fashion

Stick Ninja by Cody Sawatsky User Description. Anyone willing to spend a couple minutes playing games, not intended as a long-form game People who would draw in their books at school, so anyone with an active imagination. Comfortable with Video Games and Digital Media Likely in the age range Enjoy playing games as entertainment

Stick Ninja by Cody Sawatsky Description of Gameplay Mechanics Each Level has one Boss/Enemy/Inhabitant Multiple encounters with that enemy (~3) During fights, the player gets clues as to what the Enemy’s weakness is Player searches level for the item, uses it on Enemy in next encounter After Enemy is defeated, Player advances to next level

Stick Ninja by Cody Sawatsky Storyboard.

Stick Ninja by Cody Sawatsky Prototype. Would lend itself to paper prototype, as it is based on paper anyway 2D Side Scrolling Adventure Platformer Turn-Based Combat Very Simple, maintains whimsical motif

Stick Ninja by Cody Sawatsky Features + Functionality. One enemy per level (Shadow of the Colossus style) Each level has a distinct art style (look+feel) As if the main character were traveling through the different notebooks in a classroom. Weapons, Power ups, and Enemies are consistent with the level

Stick Ninja by Cody Sawatsky Justifications for Design. Emphasis on Exploration Few, but unique enemies makes encounters more meaningful, and gives the enemies more gravitas allows player to interact more with and appreciate the environment

Stick Ninja by Cody Sawatsky Justifications for Design. Each level being visually different Differentiates levels, making the game that is decidedly plain, more aesthetically interesting Gives a feeling of imagination to an environment that almost everyone is familiar with, lined paper. Going for a simple art style allows us to concentrate on gameplay and polish, as opposed to fighting with graphics

Stick Ninja by Cody Sawatsky User Testing. As per the course, we will be paper prototyping and testing on no fewer than 3 participants. When we advance to the digital prototype phase, we will have at least 5 people play test. Of course, we will be playtesting and refining throughout the development process

Stick Ninja by Cody Sawatsky Shortcomings of Design. Some users may find the lack of combat boring. Design may not appeal to everyone May be too whimsical/imaginative could be difficult to get animation right Requires a high amount of artistic input

Stick Ninja by Cody Sawatsky Possibilities for expansion. Different characters with different abilities More Mature elements (Guns, blood, etc...) Themes based on school classes (Biology, Chem, English, etc...) User-designed levels (LittleBigPlanet) Character Creation tools???

Stick Ninja by Cody Sawatsky Next Steps. Select team, and evaluate artistic talent Finalize Character design(s) and paper prototype a level Decide on Engine (Power Game Factory, Torque, XNA) Rough playable prototype soon, and commence playtesting asap -> ITERATE Would like to develop using XNA framework submission to Xbox Live

Stick Ninja by Cody Sawatsky Summary. 2D Sidescrolling Adventure/Platformer Exploring unique, artistically intriguing levels Turn based combat with the inhabitant of that level Simplicity of art allows us freedom Not tied to one style Will be able to prototype early and focus on gameplay

STICK NINJA!!