Monday, October 17, 2016

BSA228, final assignments, 17 October, 2016


Assessment 3: Game Build
For this assignment, you should have an art-based prototype ready for players to interact with your character and world. There must be an introduction page to your game giving your players options to play, escape or learn. Your environment build should be optimised for game play, with physics already applied to allow interaction by the player. The scene should be lit and all post processing applied. The characters should be optimised and ready for game play. Their animation trees should work seamlessly with player input and they should react with their environment. All menus, maps and Head Up Displays should optimised for the game engine and be within the game and ready for scripting.
Characters:
  • Motion trees must be set up and work with the scripting to allow seamless player input
  • Character design must match the look and feel of the game and your research with texturing and lighting complementing the design
  • Characters must appeal to your intended target audience
  • Animation must be smooth with all pops ironed out.
  • Animation must be weighted correctly
Environment/props:
  • All items should have the correct physics applied to allow the characters and objects to interact.
  • All artwork must be of a high professional standard
  • All items should be complete and textured
  • Artist development must reflect your intended style
  • All items must be technically professionally finished and optimised for unity
  • Cameras must be set appropriately to enhance gameplay and have all post production filters applied
  • All areas should be lit to reflect stylistic intent and gameplay
Menus, HUD’s and maps:
  • All user interfaces should be logical and player friendly
  • Entrance Menus should all be coded and in full working order
  • HUD’s should be designed to minimalize player distraction and maximise game play
  • All imagery should be optimised for the game engine
  • If a map is needed it should be easy to access and optimised for player use


Assessment 4: Game Design Document
Your proposal should be updated to reflect the final project, this should include the documentation of your art portfolio and the new directions in which your final production has taken. Do not delete the original explanation, where things have changed reflect this by adding amendments.
Title:
  • Game title
  • Intended game Systems
  • Target demographics
  • Game logs
  • Logos etc
Story:
  • A games story summary
    • Beginning, middle and end
    • Motivations and conflicts
    • Feel and mood of the game
  • Game flow
    • What type of game and the main locations and player goals?
    • Progression and reward system
    • How does came play tie into story
    • What is the victory condition?
Characters:
  • Incorporates a hero with a defined Character arc
  • All characters must have clear motivation
  • Backstory which defines the character type
  • Signature moves, abilities weapons etc.
  • Enemies and or bosses and who are they and how are they being used.
  • Final artwork and bios
Game World:
  • When and where is your world set
  • Describe what the world should look and feel like.
  • How the player should interact with the world?
  • How do your locations tie into your storyline?
  • Level map should be provided with the concept art.
  • Final artwork and screen shots
Gameplay:
  • Detail how sequences of play are presented
  • Are there levels, rounds chapters, mini games, puzzles
  • How do the characters play out in these scenarios?
  • Include supporting screen shots and artwork.
Mechanics and Hazards:
  • Examples of mechanics which aids the player
    • Moving platforms, opening doors, ladders etc.
  • Examples of Hazards which can hinder or kill the player
    • Spike pits, flaming jets etc.
  • How are these things used in your environment?
  • Power up and what they can give the player
  • Collectibles and their impact on the game
  • Economy system, which is how are the players gaining and spending
Controller:
  • How does the player control elements?
  • Mapping of elements to main game play i.e. controller, keyboard, gestures
  • Where or how is the camera controlled?
Game Experience:
  • The look and feel of the whole project as a consumer product
  • How is it presented to the consumer? I.e. packaging and cinematics
  • How does the player get lead into the storyworld, ie Menus, HUD’s, cut scenes?
  • Final Artwork and in game screen shots

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