Mr monocle – pipeline pdf

2
Isaac Tingey & William Cafferkey 02/04/14 Mr Monocle – Pipeline Ideation Mr Monocle is an original IP (Intellectual Property), before we even created characters or gameplay our initial idea was always to make the game a Mario/Temple Run cross over, a 2D 8bit side scrolling endless runner, we then randomly came across the idea of a pig running from butchers because it was abstract and hadn’t been done before, however we wanted to add a random twist to it so we decided the game should be a fantasy and the pig should wear classy clothes (A top hat and a monocle) this is where we thought of the game Mr Monocle. We then thought that there should be a lead evil butcher that sent out his evil minion butchers and also floating strips of bacon. We did lots of research in to modern 8bit games such as Canabalt and Flappy Bird, which were both highly popular side scrolling 2D endless runners. Both of these games gave us inspiration for how our character will move and how our other game mechanics will work. We also did research in to GameSalad and got a basic idea of how to work the software and how it will fit to our games ideas. PreProduction In preproduction we began work on character design and concept art. We began by designing the pig and what features he would have, originally he was never going to have a top hat but we thought it would give the pig more class, as he was a ‘classy’ character. We began work on the music in Garageband in preproduction because we did not think it would be that great of a feature in the game, we also had our mind set on how we wanted the music to sound. We also created a digital flow chart on how the game would work in theory because it helped us to understand how our game mechanics would work. Finally with the solid idea of how our game was going to work we made a paper prototype video. Production In the production stage we first used an online programme called ‘piq.codus.net’ to bring our concept art into the game. We used the 8bit style to create all of our characters and the game world. Next we put our characters into Gamesalad and started to create the game with the help of tutorials. Whilst creating the game we were always making slight changes to how the game looked and played, for example we originally had two jumps, however to make the game work better we implemented a third save jump. We added menu screens and animated various features within the game. For example making the legs move of Mr Monocle and the coin spin round. PostProduction Once we had our initial game controls and functions we then started to test our game to see if it was fair. We came to a conclusion through feedback that the game needed to be less of a challenge at the start and get gradually harder as the player progressed, for example we added a third jump mechanic that we called the ‘save jump’. Once the game was pretty much on its way to being complete, we released a gameplay video as well as screen shots. We also gave the player an option of weather or not they wanted the music to play in the game, we did this by making a sound icon that you can click to turn the music on or off.

Transcript of Mr monocle – pipeline pdf

Page 1: Mr monocle – pipeline pdf

Isaac  Tingey  &  William  Cafferkey     02/04/14  

Mr  Monocle  –  Pipeline    Ideation    Mr  Monocle  is  an  original  IP  (Intellectual  Property),  before  we  even  created  characters  or  gameplay  our  initial  idea  was  always  to  make  the  game  a  Mario/Temple  Run  cross  over,  a  2D  8-­‐bit  side  scrolling  endless  runner,  we  then  randomly  came  across  the  idea  of  a  pig  running  from  butchers  because  it  was  abstract  and  hadn’t  been  done  before,  however  we  wanted  to  add  a  random  twist  to  it  so  we  decided  the  game  should  be  a  fantasy  and  the  pig  should  wear  classy  clothes  (A  top  hat  and  a  monocle)  this  is  where  we  thought  of  the  game  Mr  Monocle.  We  then  thought  that  there  should  be  a  lead  evil  butcher  that  sent  out  his  evil  minion  butchers  and  also  floating  strips  of  bacon.  We  did  lots  of  research  in  to  modern  8-­‐bit  games  such  as  Canabalt  and  Flappy  Bird,  which  were  both  highly  popular  side  scrolling  2D  endless  runners.  Both  of  these  games  gave  us  inspiration  for  how  our  character  will  move  and  how  our  other  game  mechanics  will  work.  We  also  did  research  in  to  GameSalad  and  got  a  basic  idea  of  how  to  work  the  software  and  how  it  will  fit  to  our  games  ideas.    Pre-­‐Production    In  pre-­‐production  we  began  work  on  character  design  and  concept  art.    We  began  by  designing  the  pig  and  what  features  he  would  have,  originally  he  was  never  going  to  have  a  top  hat  but  we  thought  it  would  give  the  pig  more  class,  as  he  was  a  ‘classy’  character.  We  began  work  on  the  music  in  Garageband  in  pre-­‐production  because  we  did  not  think  it  would  be  that  great  of  a  feature  in  the  game,  we  also  had  our  mind  set  on  how  we  wanted  the  music  to  sound.  We  also  created  a  digital  flow  chart  on  how  the  game  would  work  in  theory  because  it  helped  us  to  understand  how  our  game  mechanics  would  work.  Finally  with  the  solid  idea  of  how  our  game  was  going  to  work  we  made  a  paper  prototype  video.      Production    In  the  production  stage  we  first  used  an  online  programme  called  ‘piq.codus.net’  to  bring  our  concept  art  into  the  game.  We  used  the  8-­‐bit  style  to  create  all  of  our  characters  and  the  game  world.  Next  we  put  our  characters  into  Gamesalad  and  started  to  create  the  game  with  the  help  of  tutorials.  Whilst  creating  the  game  we  were  always  making  slight  changes  to  how  the  game  looked  and  played,  for  example  we  originally  had  two  jumps,  however  to  make  the  game  work  better  we  implemented  a  third  save  jump.  We  added  menu  screens  and  animated  various  features  within  the  game.  For  example  making  the  legs  move  of  Mr  Monocle  and  the  coin  spin  round.          Post-­‐Production    Once  we  had  our  initial  game  controls  and  functions  we  then  started  to  test  our  game  to  see  if  it  was  fair.  We  came  to  a  conclusion  through  feedback  that  the  game  needed  to  be  less  of  a  challenge  at  the  start  and  get  gradually  harder  as  the  player  progressed,  for  example  we  added  a  third  jump  mechanic  that  we  called  the  ‘save  jump’.  Once  the  game  was  pretty  much  on  its  way  to  being  complete,  we  released  a  gameplay  video  as  well  as  screen  shots.  We  also  gave  the  player  an  option  of  weather  or  not  they  wanted  the  music  to  play  in  the  game,  we  did  this  by  making  a  sound  icon  that  you  can  click  to  turn  the  music  on  or  off.        

Page 2: Mr monocle – pipeline pdf

Isaac  Tingey  &  William  Cafferkey     02/04/14  

Post-­‐Mortem    Once  the  game  was  completed  and  playable  we  then  had  to  think  of  ways  to  better  it  even  more,  one  way  we  did  this  was  to  create  a  walkthrough  for  the  game,  a  two-­‐page  document  to  help  the  player  understand  the  best  way  to  play  Mr  Monocle.  Another  thing  we  did  was  create  a  document  of  the  gradual  progress  and  transformation  of  the  game  world.  We  spent  time  getting  final  feedback  on  the  game  from  our  peers,  once  they  had  mainly  agreed  that  the  game  was  fun,  challenging  and  most  importantly  now  playable  without  a  level  of  impossibility  we  decided  that  the  game  was  ready  to  be  released,  before  we  released  it  we  created  a  10  page  pitch  document  for  the  game  that  put  across  all  of  the  games  features  and  processes  to  an  audience  of  game  publishers.