Presentation of concept and design
Sean – Project Manager Ben – Designer Kay – Artist Martin - Programmer
Week starting Project manager – SeanResearch - Project Structure/ Game Types Confirm Details with client, type up notes. Plan Presentation + Research demographic. Finalise Presentation. Designer – BenjaminReasearch Game Types/Ideas Design/ Research potential puzzles and mechanics. Design Concept of interface/ game screen. Work on Powerpoint and sketch level. Artist – KayResearch - Visual/ isometric style Create sketches for high art concept. Finalize High Concept Art. Create concept + sprite art. Technical director – Martin Isometric Mock up Testing Isometric Angles + Depth. Test Collision and Jumping mechanics. Create Mock up screenshot. Test viability of an editor. User Experience Architect – Everyone Brainstorm/ Test Discussion, Research and Testing. Discussion, Research and Testing. Pick the level. Practice presentation.
High Concept Explore the world of Avia by completing story based puzzles and challenges.
Demographic Anderson, Nancy (2006). Elementary Children's Literature. Picture books: 0–5. Early Reader Books: 5–7. Chapter book: 7–11. Short chapter books: 7–9. Longer chapter books: 9–12. ESA – Entertainment Software Association Games sold in percent were rated "Everyone (E)" or "Everyone 10+ (E10+)." Only 16 percent were rated "Mature (M)."
Art Yoshi’s Island Scribblenauts Loondon Guild Wars
Technical Isometric view Boktai Megaman
Level Design
Movement Grab & Drop Throw Jump Charge Character Modes Ride – Pompom, Torquil & Pompom Walk – Torquil Swing – Boku, Torquil & Boku Fly – Wren, Torquil (At the end)
Specific gameplay for our level. How everything has been designed What will happen etc. Different modes. Perhaps we can show some of martins mock ups for movement here.
Pictures of how we propose our game to look like. Explain more.
Easter Easter Start structuring the Design Documentat ion. Work on Design Document. Aid in creation of all assets. Make a list of all sound needed. Design levels and puzzles. Write cinematics. Finalize puzzles and Level Design. Sound Design. Make a list of all visual assets needed. Create Visual assets. - Characters. Create Visual assets. - Envirnments. Finish Visual assets. Create cutscene art. Collision, Jumping and Actions. If Viable start to create a level editor. Finish level editor. Code unique game events. Implementi ng animation, sound and cutscenes. Discuss results of client pitch. Testing + working on essay. Collaberate assets + create level. Testing.Fixing and Polish.
We would like to test this on our target audience (9-12’s) This may not be feasible.
Picture of us xD