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Published byRandell Gordon Modified over 9 years ago
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Presentation of concept and design
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Sean – Project Manager Ben – Designer Kay – Artist Martin - Programmer
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Week starting22.02.1001.03.1008.03.1015.03.10 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.
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Explore the world of Avia by completing story based puzzles and challenges.
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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 2008 57 percent were rated "Everyone (E)" or "Everyone 10+ (E10+)." Only 16 percent were rated "Mature (M)."
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Adventure Game The most story-intensive genre. 15 Geographical Locations Decided on ‘The Dead Wood’ ( Chapter Six: The Drummer ) Overall ‘World’: Avia/Griffonland Zone: The Listening Wood Region: ‘The Dead Wood’ Levels: The Moorland Border Wren and the Cobwebs Monkey and The Hare The Escape
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Technical Isometric view
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Art
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Movement Grab & Drop Throw Jump Charge Character Modes Ride – Pompom, Torquil & Pompom Walk – Torquil Swing – Boku, Torquil & Boku Fly – Wren, Torquil (At the end)
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BEN’S MAP – Brief explanation of the use of mechanics ect.
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Pictures of how we propose our game to look like. Explain more.
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22.03.1029.03.10 Easter05.04.10 Easter12.04.1019.04.1026.04.1003.05.10 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.
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We would like to test this on our target audience (9-12’s) This may not be feasible.
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Any Questions?
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