Team | Introduction Name of game: Another Air Game category: casual Genre: single player adventure game.

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Presentation transcript:

Team | Introduction Name of game: Another Air Game category: casual Genre: single player adventure game

Team | Introduction High concept: A single player adventure game incorporating action and physical puzzle-elements aimed at the young adult audience. Another Air is a dark fairytale taking place in a world and culture very similar to that of the Sami people of northern Europe.

Concept | Intention What is the Team’s VISION? – Present the 04 aspects… Reward: Working on a game from development fase to completion. Show off our level of competence and put a finished title behind us, furthering our mutual ambition to make a living out of making games. Challenge: Working with part of team off shore. Level of technical challenge is high. Managing people's time, who cant work fulltime. Adventure games requires a lot of contents. Ability: Very strong on the artistical side in terms of 2D, 3D, animation & sound. Need boost within production. Might need boost within programming. Depending on this, we might need to scale down the technical ambition in terms of the engine. Strategy: Look to people’s strengths. This is our main asset and the game we develop should make optimal use of these, allowing us to shine in the areas we’re skilled at. Solid planning. Clear communication.

Concept | Intention What is the Game’s MAIN business / Market potential? The game has a cultural value with the sami theme The main character is a female with personality, more rolemodels like that are needed in games. Statistics also show that is something females (and males) are looking for.

Concept | Intention Target audience: young adults Example profile: Young adult, mature audiences, explorers, young women. People who appreciate adventure and storytelling. People who appreciate exploration, be it a game world or an innovative game design. Attract people from cultural sector who is curious about games as a new media

Concept | Intention Why will the target audience notice YOUR Game? The theme of the game allows us to get partners that have access to the target audience we are aiming for and our visual style is also aimed at that particular audience. Fantasy among other genres is very popular today and sells well at that.

What is the basic Game Play in your project? Think strategic to collect and release light and solve physical puzzles. Create shadows and make them come to life. Use reflex and quick thinking to defend yourself from enemies. Talk to animals and borrow their body to travel and explore things ahead of you. 3'rd person view in 3D projected backgrounds, interchanging with sidescrolling platform view. Which KEY features trigger purchase / engagement? Hard to answer as the team is still in early development. But interesting ideas are puzzle and combat elements with light and manipulating this to get interesting results. Explain what the features facilitate in the Audience Profiles Yet again, hard to answer at this early stage. Concept | Expression

Detailed explanation of feature 01 Hard to answer as the team is still in early development. Will update later on. Detailed explanation of feature 02 Hard to answer as the team is still in early development. Will update later on. Detailed explanation of feature 03 Hard to answer as the team is still in early development. Will update later on. Concept | Expression

What is the Narrative in your Game? A young girl that travels through the world, solving puzzles and defeating mystical creatures to save her people. How does the narrative support your KEY Features? Hard to answer as the team is still in early development. Will update later on.

Concept | Expression What is the Visual profile? Is it 2D or 3D? We're focused on creating a symbiosis between 2D and 3D, making a world that looks like 2D but with most benefits that comes with a 3D based environment. The technique is experimental but the actual look is naturalistic and fantastical. We're using methods of camera projection and image mapping, and deferred rendering which allows us to use large amount of dynamic lights in a scene.

Concept | Expression Example of main gaming world: The nordic nature and scenery is a huge part of the visual output for the game as well as classic fairytale elements. The environments are dark, but Light is an important aspect of the visuals since the game play revolves around collecting and solving puzzles through the use of various light sources such as starlight and perhaps obviously, nordic lights.

Concept | Expression Example of main Characters Joavna Even though she was born in tragedy and raised in reluctance, Joavna has managed to develop a thoughtful and curious nature. She often ask questions and highly values the answers she gets. Joavna is not very much like the other children in her Raid. Her hair is different, blond and ugly instead of dark like the bear's fur. Her eyes are bleak and some kind of gray instead of brown like the earth. Her skin does not take any resemblance of nature, but stays light and colorless. Except for when the cold weather turns her cheeks flaming read.

Concept | Expression Example of Interface Interface is circular and will show when you hold a button, you then marque a power and release the button in which the power is now selected. The feedback is symbolic, no numbers or stats showing but instead the character will show her power graphically by changing appearance (for example: plants growing in her footsteps) Also, light is supposed to be a resource but that is nothing we have developed further yet.

Concept | Expression How is the Game operated – What is the main routine? Keyboard and mouse operated, standard controls with movement mostly with keyboard and certain actions with mouse.

Concept | Circumstances What Platform(s) is the Game on? PC What Engine features are necessary for your Game? Deferred rendering, maybe not necessary but nice to have. What is your intended Engine? We make our own. Are there restrictions on amount of characters or complex objects? Probably not since the environment will mostly rely on matte paintings and can be pretty lowpoly, only the foreground probably needs to be more detailed as with the characters, but still relatively lowpoly. Normal maps and other texture methods take care of further details. What middleware will you use? None.

Concept | Circumstances What needs in the market does your game facilitate? The need for a game with a female maincharacter and a gripping story.

Concept | Application What are you main Risks? Organisational Risk: Difficult for people to focus on project without proper funding. Game Design Risk: Many great design and gameplay ideas might be hard to implement without enough programmers. Technical Risk: Hard for programmers to get all design and gameplay ideas ingame? Artistic Risk: Must finalize design before moving on with 3D. As it takes more time to redo things in 3D phase. Time which could be used for more content.

Concept | Application What is your most important NEXT STEP? Finalize design, continue production/development. Also find people for various other roles such as producer and programming as we need more people in those areas.