Bright White Entertainment’s GOAL…. FUN ! Juan Cardarelli Project Manager Pat Kemp Technology Director Seth Kendall Lead Designer Phil Doran Art Director.

Slides:



Advertisements
Similar presentations
The Gym: Where The Incredible Hulk Goes To Train Bryan Brandt Lead Gameplay Programmer Kevin Coughlan Technical Director
Advertisements

Title MINION LAUNCHER!. Build a giant cannon and then launch your minions from it to steal famous objects! VISIO N Engage in global competition against.
Princess & Dragon – Version 2 By Michael Hoyle under the direction of Professor Susan Rodger Duke University July 2012 Part 2: Using Methods.
Subway Surfers Game Review. Basic Information Company Name: Kiloo Games and Sybo Games Type of Game: Action (Endless Runner) Price: Free Release Date:
Flappy bird guide for Scratch
PillowNightmare Team Coding Horror. PillowNightmare 0 The game is about a lunatic who walks inside his nightmare, meets enemies, and kills them. Otherwise.
Space Cadet Defender HD CIS 587 Game Evaluation – Ruth Johnson.
Interaction design using the graphical user interface (GUI)
Camera angles By Chris Hinkey (cmh209) Standard game camera angle techniques Camera controllers Replay camera angles.
M.S.T.A Monkey’s Sustainable Tree’mendous Adventure AIM: To design a prototype adventure game for a local primary school that helps children learn about.
Game Idea : Rogue-Like. Basic Idea A rogue-like game is one that is characterized by procedural level generation, tile-based graphics, and permanent death.
The Design Document Ahmet Uğur. Overview No standard format Should communicate the nature of the game effectively Companies with agreed format The design.
Shadow of the Colossus Sony Computer Entertainment Team Ico.
Theme  Side scrolling action game (Beat’em up, Platformer gameplay)  Takes place in medieval era  Main character is a super villain  Stick Figure.
Gear Up [Or something]. Concept and key points 1. 2D hack-and-slash platformer RPG with rogue-like elements 2. Character power is determined by equipment.
Monster Hunter Freedom (for PSP) Reviewed by Jorden Lowe.
Space Rescue Chad Seippel Cory VanHooser. Story 2050 brand new International Space Station Distress call from ISS about “alien attack” No further communication.
Game Pitch Presentation - Game name: X of the RED cPc Studio Paul Kwon, Chuan Wang, Changgon Cho cPc Studio Paul Kwon, Chuan Wang, Changgon Cho.
Speaking at GenCon: People Really DO Care!  Super easy to submit talks  Your description is your pitch  Your description should match your talk  Supply.
CrackQuest A conceptual video game design by Darian Grant Design Challenge To make a video game that breaks the rules, entertains and offends the user,
RED DEAD REVOLVER Artificial Intelligence Critique By Mitchell C. Dodes CIS 588.
Review: Sonic Rush Adventure Game Created by: SEGA Sonic Team Dimps Review by: Dan Hojnacki.
Key Fu Design Challenge To create a game that blends the fighting and music game genres in a fun and innovative way. Time limit: 10 weeks Game Concept.
The Lord of the Rings The Return of the King. Basic Information Company: Electronic Arts (EA) Author: ▫lead designers: Bret Robbins & Chris Tremmel ▫Lead.
Contents Overview Major Features Major Components User Interface Gameplay Testing UML Timeline.
For “Francelette’s Kindness Adventure” Game Series Card Game Proposition.
SmashBlasters Chau Vo, David Huynh, Lowell Bateman, William Kentris Department of Computer Science and Engineering The Ohio State University Gameplay Controls.
Game Peripherals BRAD SAYE. The computer mouse Douglas Engelbart at the Stanford Research Institute (now SRI International) invented the first mouse prototype.
Pokémon Soul Silver Review Genre: Role-Playing Tyler Odom.
Basic Info Title: Commander Keen 4: Secret of the Oracle Publisher: Apogee Software Developer: Tom Hall & iD Software Release Date: November 22, 1991.
Computers Touch Screens Monitors Tablets Smartphones.
Creative Commons Attribution 3.0 creativecommons.org/licenses/by/3.0 Key Abstractions in Game Maker Foundations of Interactive Game Design Prof. Jim Whitehead.
The Basics Title: Guitar Hero III Legends of Rock Company: Neversoft and Activision Type: Music Rhythm Price: (New) $59.99 Minimum Requirments: *Console.
Canyon Adventure Technology David Maung, Tristan Reichardt, Dan Bibyk, Juan Roman Department of Computer Science and Engineering The Ohio State University.
Paul Danner - Leader Taylor Gehling - Communications Austen Gregor – Key Idea Holder Trevor McCormack – Webmaster Manimaran Govindarasu – Advisor/Client.
Fundamentals of Game Design
Mafia Dmitriy Ansolis CIS487 9/27/09. Introduction Title: Mafia Publisher: Gathering of Developers (aka God Games) Developer: Illusion Softworks Release.
Travis Hill. Game Information  Company & Author: Mythic Entertainment / EA Games  Type of game: MMORPG  Price: $ $14.99/mo  Minimum stated.
Ikaruga Charlie Cross CIS Overview Released in 2001 in Japanese Arcades. Released for Dreamcast in 2002 Finally released for Gamecube in.
The Design Document The Design Document Introduction Game Mechanics Artificial Intelligence Characters, Items, and Objects/Mechanisms Story.
Meltdown A Debugging Debacle. Overview  Game Design  Character Design  UI Overview  Controls  Mechanics  Level Design.
The 3 Realms. Jodie Blackwood. The 3 Realms. Jodie Blackwood.
(Working Title)‏ 1. Introduction to the Game 2. Technical Details 3. Demo of the Prototype.
Hostile Hives Project Overview. Origins & Concept Cooperative dungeon crawler style game set in a mad scientists backyard. Natural setting transitions.
Dead Run James Kelly, Mike Papo, Josh Lovatt. Basic Details Single Player Top Down Action game.
Nostromo Tom Patecky Ross Brown. Operational Concepts Based on Ambrosia Software’s Escape Velocity series Based on Ambrosia Software’s Escape Velocity.
Geena Prior Event 3 : User Interface Presentation.
AI Evaluation David Nowell CIS 588 2/14/05 Baldur’s Gate.
 A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that.
Review By: Skyler Basta. Basic Info Developer: Ska Studios Designer: James Silva Artwork: Michelle Juett Silva Genre: Side Scrolling Hack and Slash Price:
CIS 487 – Game Evaluation Nate Baumgartner. Basic Information  Destiny  Developer: Bungie Studios  Writers: Joseph Staten, Dave Mongan, Joshua Rubin.
Group9 Kenny Sanders, Ashneel Singh, Jillian Cornette, Justin Mills, Chris Woolfe, Nathaniel Escribano, Jason Hachen, Andrew Melnyk, Elizabeth Graham,
BLOO GOO STUDIOS PRESENTS FULL MOON RUN (Code Name, Real Title Pending)
Super EastGate Jon Caron, Ryan Fleming, Antonio Guarino, and Mike LoVerme Merrimack College Introduction Super EastGate is a 2D side scroller game that.
MOSES YEO.  We talked about aspects of a good videogame  One element we talked about was how to get someone addicted to the game.
N v1.4 Presentation By: Brian Rodriguez. N ● Action Game ● Produced by Raigan Burns and Mare Sheppard of Metanet Software Inc. ● Freeware.
Scott Keling and Gary Darby Escape From Skybase 17.
Stencyl Visual Programming Dr. Gary Liu. Sections: 1: Game Development Concepts 2: Stencyl and Game Mechanics 3: Stencyl Story and Aesthetics 4: stencyl.
ALL OUT RACING “Live To Race” This unique racing game tries to bring you the best in realistic racing from our amazing collision detection system to the.
Game Maker Tutorials Introduction Clickball IntroductionClickball Where is it? Shooting Where is it?Shooting.
Artificial intelligence In The Gaming Industy. For years games have used Artificial Intelligence, normally we call them bots, like for example your playing.
CS 134 Design Documents.
VEX IQ Curriculum Smart Machines Lesson 09 Lesson Materials:
The World Ends with You (Game Evaluation)
CIS 479 Game Evaluation By: Steven Gassner.
Game Review LeRoy Eberly.
Scratch Programming Brian Cain.
Game Loop Update & Draw.
Transparency & magic pixel
Module 3: Using the Tutorials
Presentation transcript:

Bright White Entertainment’s GOAL….

FUN !

Juan Cardarelli Project Manager Pat Kemp Technology Director Seth Kendall Lead Designer Phil Doran Art Director Production Team

Concept: Three-dimensional, music-based action game where the player runs down hallways smashing up waves of enemy robots to the beat of the music… Style: Futuristic Cartoonized Vibrant Colors Fast-Paced Simple INTRODUCTION

Similar Products: MARKETING Amplitude Released: March 24, 2003 for Playstation 2 Ratings: IGN 9.3 IGN Readers 9.2 GameSpot 8.8 GameSpot Readers 8.7 (All scores are out of 10)

Similar Products: MARKETING Viewtiful Joe Released:October 7, 2003 Ratings: IGN 9.5 IGN Readers 9.2 GameSpot 9.2 GameSpot Readers 9.0 (All scores are out of 10)

General Features: FEATURES Addictive music-based game play Vivid 3D levels Customizable super moves and combos Replay levels to perfect high scores and special challenges Immersive electronica soundtrack fully integrated with gameplay Countless hidden “Easter Eggs” and levels 100 level campaign

Gameplay Features: FEATURES Completely novel experience Music based hit system Increasing special effects Color system Point/experience system Mini-goals

Game Characters

Blip – The Hero

Left/Right Dash Wall Slide Movement Wall Jump Rocket Jump

Movement

Blip Upgrades Upgrades can be “purchased” between levels with points. These upgrades will permanently effect things like attack speed/range and maneuverability for the rest of the game. Wall Jump Lets you jump off the wall (Multiple ) Upgrade: +1 more wall jump in a row Circuit Armor Lowers the amount of color lost when struck (Equipped) Upgrade: - 10% color

Blip Weapon Attacks The player can equip a special weapon that will open up a new special move while equipped. These special moves will be highly visual as well as very powerful. You will only be able to set one special move per level so the player will have to be wise about his choice. Beam Sword Blip takes out sword and spins in slow motion hitting everyone he nears. Sonic Hammer Blip slams the ground and sends a shockwave down the hallway killing every bot in its path.

User Interface

HUD Breakdown Wall Jump Meter: Shows how many more wall jumps Blip has left. Upgradeable Special Attack Meter: Shows which special attack is currently equipped, and its cool down Color Meter: Shows the level of Blip’s achieved color. Effected by items. Point Meter: Shows Blip’s score for this level. Used to purchase upgrades in between levels.

Color Effect Full Color Mode: Super saturation, particle effects for all attacks. “Bullet time” for jumps. Normal Color Mode: All the colors are mid-level. Rare particle effects for attacks, normal speed.

Color Effect No Color Mode: Game plays in grayscale with hard contrast. Noise and tracking lines, frame skips like old TV set

The Cast of Baddies

Flybot Air attack robot Enemies Ballbot Ground attack robot Clawbot Ground attack robot

Example: Level 10 – Color Shifter Color Shifter is the first boss the player encounters. The robot positions himself in front of Blip matching his speed. The boss generates 6 smaller enemy robots, each one of a different color. These bots fly towards blip, and he must choose one to attack successfully. One of the 6 robots will share the color of the main boss. This is the robot that Blip must attack. The main boss robot will then switch colors, and releases a new batch of enemies for Blip to attack. After 10 successful attack, Blip will have defeated this boss. Boss Fights

Setting and Story Setting: Futuristic city with sections that extend miles underground, where all manual labor is performed by robots. Plot: Blip is an assistant manager of waste disposal operations. One day, Blip notices a discarded photograph of a lush wilderness landscape which sparks something in him. Motivated by a feeling that even he doesn’t understand, Blip embarks on a frenzied escape to the city surface.

The World

Sector 5: Waste Disposal Sector 4: Mining & Refinery Sector 3: Manufacturing Sector 2: Sub-City Sector 1: Surface City The World

Engine Features: World Editor (WED) Model Editor (MED) Script Editor (SED) Lots of documentation

Demo: what it lacks…. No saturation modes No varying quality of hits All HUD components (i.e. colorbar,score) are arbitrary Limited menu system 99 levels missing No upgrades or special attacks Limited level design No pausing, saving, death screen, or end level stats No Attack animation

Demo: what it has…. Rudimentary hit detection Semi-operational HUD (gives player feedback) Player movement Player animations Particle effects Music track laid over (enemies come approximately to the beat) Basic Main Menu Simple gameplay based on high score acquisition

Why making our game is possible… All basic script elements are in place (i.e. controls, attacks, movement) Player model and animations are nearly complete Established workflow for level creation, enemy modeling, and enemy animation Demo built from scratch so we have a thorough understanding of how the game engine works Basic game concept is simple, and we have already solidified most of it

Questions ?

Lets Have Some Fun !