Chase A Game of Tag. Game Outline Multiplayer free-for-all, 4-8 players Competitive First person Targeted at ages 13 and up.

Slides:



Advertisements
Similar presentations
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.
Advertisements

Devolutia Enter an alien world where entropy reigns and evolution works in reverse. To combat this pervasive decay, sentient beings collect lower life.
Game evaluation by: Anthony Walker  Company Name: Nintendo  Author: Nintendo Entertainment Analysis and Development  Type of game: Racing  Price:
Game Development Essentials An Introduction. Chapter 11 Production & Management developing the process.
Garrett Boren Jordan Necovski.  Set in the middle ages, your character is out on a hunt with some friends, as per his usual weekend. As a renowned hunter,
Spit Ball Interactive game for ages 6 to 18 Based on Spit Wod Willy (1993)
Ataraxia Team 8 Carmen Chow LT Mak Stephanie Yin.
The Game Development Process Documentation. The Role of Documentation The Concept Document The Design Document Based on Ch 18-19, Gameplay and Design,
Game Balancing & Flow Agenda. Game Balancing & Flow Introduction.
Maple Story By: Nick Martineau. General Game Information Title: Maple Story Company: Wizet\NX Games Type: Side Scrolling 2D MMORPG Price: Free.
Computer Animation 2D Game Logic. What considerations should be addressed when designing a good game? What Makes A Good Game? (excerpts from Mark Overmars,
Exterminators in Space A Game Pitch by: Patrick Stannard CIS 488.
December 2nd, 2004Speaker: Garth Midgley Copyright Atari Melbourne House Building Worlds for Big Robots The Art Process used on Transformers (PS2)
Enter an alien world where chaos reigns.. To combat this decay, players collect lower life forms to combine into single more competitive life forms. The.
Critical thinking and argumentation in software engineering Chapter 11 Ilmo Räsänen.
9/17/20151 Game Look and Feel CIS 487/587 Bruce R. Maxim UM-Dearborn.
Team Members Amanda ChaffinProducer Jason HardmanCreative Designer Priyesh DixitEngine Designer Hunter HaleContent Designer Subhir RaoA.I. Designer.
Game design. Your Personal opinion vs Your Professional opinion.
Games as Systems of Challenge, Competition and Conflict goal states and obstacles to reaching them.
Level Design: Single Player vs. Multiplayer and Rewards System BY: AARON MCKAY.
10/5/20151 Game elements Game Design Vishnu Kotrajaras, PhD.
Muhammet Arda KILIÇ. Level Design Introduction Levels inDifferent Games Components of Level Elements of Good Level The Process Who Does Level Design?
Houens Odde, Denmark PROGRAMME DEVELOPERS SUMMIT.
Idea1 : Net Aooni Arcade Idea2 : Shooting Arcade Project Brainstorming Computer Game 2011 Fall ♣ Lee Sang Min.
(Working Title)‏ 1. Introduction to the Game 2. Technical Details 3. Demo of the Prototype.
A Game Idea by Sheldon Maloney and Ubaid Khan.  My game idea is going the be called apocalypse racer which is a racing and zombie game.
Stina and the Wolf RPG
Lost Dungeon Nodular Games. Nodular Game Studios  Project Manager  Lead Programmer  Character 3D Design / Object Designer  3D Modeller / Animator.
Hostile Hives Project Overview. Origins & Concept Cooperative dungeon crawler style game set in a mad scientists backyard. Natural setting transitions.
Catch the Train. Research log Date Sources of Information obtainedDescription of Information obtainedNotes 07/10/2013 WikipediaDonkey KongVertical Levels.
10/05/13 From the Greek bíos, meaning life. In this case refers to the idea of organic input. “A reaction or response to a particular process or activity”
Media Literacy. Purpose To gain an understanding for the role that media plays in our lives To be able to analyze various forms of media text To make.
Gameplay Creating the Experience. Definition Choices, challenges, or consequences that players face while navigating a virtual environment. Gameplay is.
The Chain Game Project Overview Development Methodology New vision Ramp-Up Document Razor Statement Tone Design Progress Art Progress Programming Progress.
Stickin’ it to the Man 4 Teh Lulz. Introducing Team 4 Teh Lulz.
Shing Lau & Ben Ingarfield. Overview  Genre: 3D Adventure / Shooter  Perspective: 1 st Person (3 rd Person optional)  Game play:  Player: An Assassin.
KEYS Scott Gajewski ART 389A Spring Contents Premise Getting Started -Players -Set-up -Materials Rules -Basics -Points System -Multiple Players.
Patterns in game design GROUP HOMEWORK: DESIGN A GAME WITH GIVEN PATTERNS.
Interface Composition
BLOO GOO STUDIOS PRESENTS FULL MOON RUN (Code Name, Real Title Pending)
Videogame Challenge How to build a video game. Why Are Video Games Important? The Federation of American Scientists (FAS) has proclaimed that kids need.
Dream Garage By Jacob Lizama Game Concept Capture the real life environment of a person’s journey when creating their dream garage.
Inspired by JFK Reload & 10 ^ 16 to 1. The Pitch  High Concept  Target Market  Key Features  Presentation  Gameplay  Q & A.
This is the color of my game. Its going to be a range of blue on the settings and maps and options ect. I have chose this because the target audience.
What’s minecraft  Adventure game  Creativity game.
What’s in a Game? Your Game! Based On: “Tutorial: What is a good game? By Mark Overmars Your Game! Based On: “Tutorial: What is a good game? By Mark Overmars.
Game Review: World of WarCraft. The Basics Produced by Blizzard Entertainment Released in 2004 A Massively Multiplayer Online Role Playing Game (MMORPG)
Games Project by Josh Damon Andrew Sarah. Peglegs and Parrots The user must destroy enemy ships by firing cannons Trajectory based control system As game.
Senior Design 1 Project XNA Game Team Deadly Game –Tom Aaro –Fenton Radford –Cory Swanson University of Portland School of Engineering Faculty Advisor.
Common Terms in Game Design From: “Challenges for Game Designers” by Brenda Brathwaite and Ian Schreiber Course Technology,
GAME DESIGN Elements of Engagement. Objectives Know the relationship between immersion and engagement Detail the elements needed to create audience –
Goo Wars Clausewitz Sandbox Shapes Mass Size Density Motivation Ancient War is the interaction of shapes. Fighting occurs at the intersection of these.
Stencyl Visual Programming Dr. Gary Liu. Sections: 1: Game Development Concepts 2: Stencyl and Game Mechanics 3: Stencyl Story and Aesthetics 4: stencyl.
Unit 72: Computer Game design
Elemental Conflict – Mood Boards - The Magikarps -
2D Game Programming with XNA 4.0. Principles of Game Programming Game Programming Basics Mouse & Keyboard Controls Sounds Sprites and Animation Collision.
Computer Games: Digital Games Design F1R2 11
Enabling Fun Through Casual, Real-Time, Multiplayer Experiences
Top 10 Video Games By Eliasib M. Martinez.
Character Composition
STS 485: GENDER, SCIENCE, AND TECHNOLOGY
Things To Know Before Playing Call of Duty World War 2
زبان بدن Body Language.
Ben Catt Halo: Reach.
Ask yourself questions like: How many players will there be?
بِسْمِ اللَّـهِ الرَّحْمَـٰنِ الرَّحِيمِ وَلِكُلٍّ وِجْهَةٌ هُوَ مُوَلِّيهَا ۖ فَاسْتَبِقُوا الْخَيْرَاتِ ۚ أَيْنَ مَا تَكُونُوا يَأْتِ بِكُمُ اللَّـهُ
Gamification for Educators
Industrial Robotics.
Goal Space Parts Rules Mechanics Space – Where the game takes place
Fundaments of Game Design
Presentation transcript:

Chase A Game of Tag

Game Outline Multiplayer free-for-all, 4-8 players Competitive First person Targeted at ages 13 and up

Core Concepts The players race to a certain power-up The first player to reach it becomes the Hunter Only the Hunter can destroy the other players While hunted, the other players immediately race toward the next power- up to claim the Hunter role Rinse and repeat! Most kills wins the game

Themes and Atmosphere Convey the rush of being hunted Claustrophobic Fast-paced and chaotic Very streamlined, goal-oriented gameplay

Environment Abandoned, overgrown industrial environments Contrasts between vegetation and machinery Colourful, but not over-saturated. Hand-painted aesthetic Art Deco elements

Characters Robots, with character The Hunter –Huge mechanical monster –Heavy, makes a lot of noise The Prey –Small and fragile –Sympathetic Personality through body language, animation and sound

The Power-Up ”Invisible” –Compass –Sound Immediately respawns at a new location when picked up

Player Abilities The Hunter –Grenade launcher –Stomp The prey –Grappling Hook –Shockwave –Sprint

Progression and Rewards Items unlock per match, not persistently Experience gain –Assist –Proximity –Survival Three different abilities –Variations –Fixed starting abilities –Dynamic unlock order

Questions?