Report by Aarron Gledhill

11
 TEAM PROJECT ¶Insomnis· (cover example) By Arron Gledhill U0765347

Transcript of Report by Aarron Gledhill

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TEAM PROJECT

¶Insomnis·

(cover example)

By Arron Gledhill 

U0765347

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µGame history and report¶

Fi stl , t  t of 8 of us met to dis uss each and every one of our skills that maybe contr i bute towards developing our game. All of us wor k ed together and

networ k ed to generate wor k and show at our weekly meetings. The meetings star ted

running on a Fr iday which followed af ter our project lecture. Towards the end of 

 production, we moved our meeting time to Tuesdays for ease of other member s.

DREAM GAME

In the beginning I star ted mocking up idea¶s for a side scrolling game about dreams. These ideas was generated in our weekly meetings where I created game play

mock-ups with the ideas from all the team. Below are the f ir st f lash f iles (.f la) from me, 

these was to give the rest of the team an insight to an idea I had about using slow motionand some physics  such has rain.

Here I was using a sof tware called µFlash cs ¶ a animation designing tool. I

was also mocking up collectables and s pecial abilities the 2d character could have.

These where uploaded to our online forum so I could get the team to generate game

 play tactics that the user could have.

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FIGHTING GAME

Through the 3rd

of the development stage the team sounded lik e they was tak ena more of a µStreets of rage¶ type of feel, developed by a company called µSaga¶. A

2d side scrolling action game was the idea next, All of us ar tists in our team was having

a tough decision of a 2d side scrolling action game about dreams or a side

scrolling game about a business man and an epic adventure in his life., I mock ed up afew more idea¶s with the sof tware¶s discussed ear lier. Yet again I did this so the team

could get a few more idea for the f inal result.

Moving on from the dream game idea, we moved onto this idea of a business 

man having to break  into the bank and rescue his wife, or collect a golden tick et of a lifeof luxury«. Ect«..

My idea was formulated by watching the f ilm called µ the matr ix¶ looking

through my storyboarded scenar io below you will see the inf luence por trayed in this 

shor t 20 second animated cli p.

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3rd

PERSON PUZZLE GAME

Oscar Mullins is our lead programmer using skills from mainly the µUnreal 

Development K it¶ ,µ I wor k ed close with Oscar on designing the menu screens and thein game mini games such as the ¶Lock  pick ¶. Hal Black  burn is another programmer with

similar skills to Oscar , I rendezvoused with Hal to discuss the look of our game and

other game ideas I managed to branch of from our main game. A man called Andy was 

another programmer , I didn¶t have much networ king from this team member but k ept intouch via meetings and the online blog. Ellie Mcbr ide was our lead designer , tasks 

given from Ellie was great for my input to the game. Mathew f inch was our lead ar tist, 

he wor k ed on a lot of the character and landscape concepts as well as some assets for 

me to use in the interface design. Adam Smith and Chr is Bowland wor k ed close on the

3d side of design as that was there f ield of chose. Waseen Ahmed wor k ed on the video

as pects towards our game, video¶s such has the game introduction.

And f inally me, I wor k ed on inputting as much f lash f iles has I could into the game.

This was the to give the user s a different vision of the game play, combining f lash

(shock wave video format) with our team decision of using µU.D.K¶ to develop our 

game.

The insane asylum idea for the game elevated into a 3rd per son per s pective puzzle game with the idea of the camera beenin a f ixed position and pans towards the

 player s movement. None violent was a k ey issue mentioned by Oscar the team leader , our mar k et was for the teenager s but having no explicate content (breach of parental 

guidance) the mar k et was opened up to quite a large scope of the games mar k et this enabled us to implement assets with an eye for the atmos phere and tension build up and

not the incorrect style we was looking for.

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These four images are ver sions of the game case I was wor king on. These

examples were created before the name changed to µInsomnis¶ rather then µInsomnius¶.

The edited images were so we could look  into merchandising methods and other ways 

to show our game.

The next three images are comic storyboards, designed throughout thedevelopment stage. The f ir st two are of random idea¶s generating and the third was 

drawn up with the µinsane asylum¶ as one of the inf luence but still using the dream idea.

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K eywords used for our game µINSOMNIS¶, Atmospheric, storey driven, puzzler

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The above images represent the mini games. Top lef t is a lock pick game whichoccur s at the beginning of the game. The r ight is a concept movie of the idea for the

second mini game. Other mini games would also tak e place throughout the game but for 

our project guidelines we delivered what we said.

These are the menu screens, using assets generated by myself and Matt Finch I

was able to create a great comic style menu. These f iles are 640x480 and intended

screen size was much bigger so the f inal could have been distor ted to a noticeable

extent, thanks to Oscar he managed to amend this in U.D.K for the f inal content.

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In summary, we have been looking through the way our team has developed andgone through cer tain phases that I, has an ar tist wanted to br ing up. All of us 

collaborated as a team and ensured tasks were done on time. The f inal demonstration of the game was very relieving and was great to see all of our wor k up and on show. The

ideas for fur ther development to the game sits in the decision of possi ble tournament 

entry and me as well as a couple of other member s are thinking of doing this. Seeing the

f inal on screen and playing was an accomplishment, the game had every as pect that Iwanted it to have. This was a great project to be involved with, through the 7-8 months 

 preparation and development the whole team has wor k  to be proud of and hope we all 

have something to tak e from this wor k .

If I was to do this in future I would mak e the development stage have a more

equal time structure to it in compar ison to the production. With us wor king different to

this I found that sometimes member s was having wor k  to do and other s were having to

wait, and def initely meeting up to wor k more together , apar t from that the team was 

great and well-structured with the necessary jobs given to the relative member s.

µFuture game plays, features and character actions¶

Repor ted by Aarron Gledhill