This is the first of many updates documenting the creation of this pitch document (how very exciting for everyone!). This is just a short one where I show you the first draft of the front cover for my document.
I'm not too sure I like the font yet and if I change anything it's probably going to be that. One thing I'm worried about with this document is trying to capture the essence of the game using the art side of things. The setting is kind of mundane and serious and it's going to be hard for me to get it into the document but I'll try my best! That's all I've got to show for now anyway, so until next time!
Tuesday, 23 October 2012
Monday, 22 October 2012
"Continuum" and "The Anomaly" Concept Documents
I finally have some spare time to put my concept documents from my design assignment! The first is for "Continuum". Take a read, they're not too long and (hopefully) not too boring! If you have any feedback, criticisms or anything at all to say about them, feel free to leave a comment!
The second concept document I did is for "The Anomaly". I don't feel this document is as strong and easy to grasp as my first but here it is.
I've begun work on the next stage of this assignment which is to write a pitch document for one of my concepts. I've chosen to do it on Continuum and I'll be posting my progress on here as I'm working on it. All within the next two weeks. Lots of work to be done!
I will also be posting the long promised stuff that me and some of the guys from my class did on "The Alchemist" sometime in the near future!
The second concept document I did is for "The Anomaly". I don't feel this document is as strong and easy to grasp as my first but here it is.
I've begun work on the next stage of this assignment which is to write a pitch document for one of my concepts. I've chosen to do it on Continuum and I'll be posting my progress on here as I'm working on it. All within the next two weeks. Lots of work to be done!
I will also be posting the long promised stuff that me and some of the guys from my class did on "The Alchemist" sometime in the near future!
Tuesday, 16 October 2012
Design Assignment - The Anomaly
The Second Idea I had for this assignment was inspired by comic book heroes and how the games are never really that good (with a few exceptions). Everyone has a different answer for what super power they'd ask for if they were given the choice, mine would be to be able to teleport. I was trying to think outside the box and I thought how cool it would be if you could give yourself the powers you'd like to play the game with.
This is where the idea of The Anomaly came from but it didn't end up exactly as I had first imagined it. It didn't end up as an idea for a super hero game, you sort of get the choice to do bad or good without ever being branded as a hero or a villain. I found this idea particularly hard to get down on paper and make it understandable. However, here is my initial mind map when I was generating ideas.
The main feature of this game idea is the process of interacting with the environment in different ways and the effect it has on your character and the way you play the game. Different types of players will get to play the game in completely different ways. I go into this in way more detail in the document itself. Check back later on today and the documents for Continuum and The Anomaly should both be up where you can read them! Although, I feel I didn't do The Anomaly justice in the document. I felt it sounded a lot cooler when I was describing it to friends! It does explain the game a lot better than the mind map though so if you're interested please check it out!
More to come very soon!
This is where the idea of The Anomaly came from but it didn't end up exactly as I had first imagined it. It didn't end up as an idea for a super hero game, you sort of get the choice to do bad or good without ever being branded as a hero or a villain. I found this idea particularly hard to get down on paper and make it understandable. However, here is my initial mind map when I was generating ideas.
The main feature of this game idea is the process of interacting with the environment in different ways and the effect it has on your character and the way you play the game. Different types of players will get to play the game in completely different ways. I go into this in way more detail in the document itself. Check back later on today and the documents for Continuum and The Anomaly should both be up where you can read them! Although, I feel I didn't do The Anomaly justice in the document. I felt it sounded a lot cooler when I was describing it to friends! It does explain the game a lot better than the mind map though so if you're interested please check it out!
More to come very soon!
Saturday, 13 October 2012
Design Assignment - Continuum
So, with the Production assignment out of the way (More posts to come on the Alchemist). I've been working on ideas for the first Design Assignment of the year.
Our assignment was to complete two concept documents around 3 pages long and to show our research and idea generation process. I don't normally use spider diagrams to work on ideas as I usually just make notes in my note pad. However, I transferred my notes into spider diagram format and it did help me in terms of expanding on a few ideas I originally had for the game idea.
Basically this idea was inspired by two things, The Legend of Zelda: Majora's Mask and Groundhog Day.
In particular it was the 3 day system from Majora's Mask that inspired my idea. I believe it created some truly interesting gameplay which left a lasting impression on myself as a gamer. The way that what you did in one day affected the next day and so on is something that could offer very interesting ideas for gameplay. However, this got me thinking about Groundhog Day, which is a film I re-watched recently. If you haven't seen the film it's a movie about a guy who is trapped in a day that is repeated from morning to night and follows his attempts to break the cycle. I thought that changing the 3 day cycle to a single day being repeated over and over would open up doors for some unique gameplay.
This is how the idea for Continuum was born. Part of the assignment was to post the finished concept document on here so I will be doing that within the next few days, I'll also be posting my idea generation process and the document for my second game idea too. So, many more posts to follow!
Until next time, Ryan out!
Our assignment was to complete two concept documents around 3 pages long and to show our research and idea generation process. I don't normally use spider diagrams to work on ideas as I usually just make notes in my note pad. However, I transferred my notes into spider diagram format and it did help me in terms of expanding on a few ideas I originally had for the game idea.
Basically this idea was inspired by two things, The Legend of Zelda: Majora's Mask and Groundhog Day.
In particular it was the 3 day system from Majora's Mask that inspired my idea. I believe it created some truly interesting gameplay which left a lasting impression on myself as a gamer. The way that what you did in one day affected the next day and so on is something that could offer very interesting ideas for gameplay. However, this got me thinking about Groundhog Day, which is a film I re-watched recently. If you haven't seen the film it's a movie about a guy who is trapped in a day that is repeated from morning to night and follows his attempts to break the cycle. I thought that changing the 3 day cycle to a single day being repeated over and over would open up doors for some unique gameplay.
This is how the idea for Continuum was born. Part of the assignment was to post the finished concept document on here so I will be doing that within the next few days, I'll also be posting my idea generation process and the document for my second game idea too. So, many more posts to follow!
Until next time, Ryan out!
Friday, 5 October 2012
The Alchemist
Today is the last full day I have to work on the second assignment for the Production part of my course. Basically, the assignment was a workshop to help us come to grips with Scrum.
I won't explain what Scrum is here because its much more complicated to explain than it actually is to carry out. It's what's known as an agile software development method used to manage large development teams containing smaller independent development teams. Basically, it's used to make sure everyone is up to date with the project and that everyone's tasks are being completed in time. It involves meetings, meetings to plan meetings and then some more meetings to make sure the first meetings went well.
In short, it's a lot of meetings.
The main part of the assignment was to document a few of the meetings that we had to make sure we understand how Scrum works. However, our production tutor couldn't help throwing in some design work (understandable with him being the Creative Director of his own indie studio "White Paper Games") and the other part of the assignment was to create a Game Concept Document using the Scrum method to dish out roles and and make sure everyone was doing what they were supposed to be doing in the review meetings (Scrum of Scrums for those savvy with Scrum).
The game we came up with is called "The Alchemist" and I'm really proud of how it's turning out. The document is shaping up nicely, I just need to finish the mechanics section and I'm done until the final meeting on Sunday night. It's just a shame we won't actually be making this game!
I plan on posting some of it right here on this blog so if you're even slightly interested then keep an eye out for more updates. I'll post some of the document itself and even some of the pretty concept art that I played no part in because I have very limited artistic ability.
To be continued..
I won't explain what Scrum is here because its much more complicated to explain than it actually is to carry out. It's what's known as an agile software development method used to manage large development teams containing smaller independent development teams. Basically, it's used to make sure everyone is up to date with the project and that everyone's tasks are being completed in time. It involves meetings, meetings to plan meetings and then some more meetings to make sure the first meetings went well.
In short, it's a lot of meetings.
The main part of the assignment was to document a few of the meetings that we had to make sure we understand how Scrum works. However, our production tutor couldn't help throwing in some design work (understandable with him being the Creative Director of his own indie studio "White Paper Games") and the other part of the assignment was to create a Game Concept Document using the Scrum method to dish out roles and and make sure everyone was doing what they were supposed to be doing in the review meetings (Scrum of Scrums for those savvy with Scrum).
The game we came up with is called "The Alchemist" and I'm really proud of how it's turning out. The document is shaping up nicely, I just need to finish the mechanics section and I'm done until the final meeting on Sunday night. It's just a shame we won't actually be making this game!
I plan on posting some of it right here on this blog so if you're even slightly interested then keep an eye out for more updates. I'll post some of the document itself and even some of the pretty concept art that I played no part in because I have very limited artistic ability.
To be continued..
Tuesday, 2 October 2012
Twitter?
I just created a Twitter account so follow me if you fancy some occasionally interesting and insightful tweeting! Maybe..
@RJ_Roper
Peace out!
@RJ_Roper
Peace out!
Monday, 1 October 2012
Design Research
Okay, as part of an assignment for the Production Track we had to choose a key discipline from Game Development (Art, Design or Programming) and had to research key roles within that discipline and average salaries. I chose to research Design as it's the discipline I'd hope to find a career in one day. I started my research like everyone else, with a quick google search and by typing Game Design into Wikipedia.
I found that the International Game Developers Association (IGDA) lists four types of Game Designers:
• Lead Designer
• Level Designer
• Basic Game Designers
• Fiction/Screen Writers
However, these roles can be broken down further to cover a wider range of responsibilities that each role covers:
• World Design – This focuses on the backstory, setting and theme of the game.
• System Design – This is the creation of the games rules and underlying mathematical patterns.
• Content Design – This focuses on the creation of characters, puzzles, missions and items for the game.
• Game Writing – This involves writing text, dialogue and the story of the game.
• Level Design – This focuses on creating levels and environments and their features.
• User Interface Design – This is the construction of the user interactions and feedback interface, like menus or heads-up displays.
Finding the average salary for each role was a little more difficult. However, this was only because there were so many different valuations available and of course this is expected as salaries in an industry as dynamic as the Video Game industry can be affected by a number of factors.
I found that, in the UK, A new Video Game Designer with previous industry experience could earn around £19,000 per year. After two or three years in the industry this could rise to around £25,000 - £35,000. A Lead Designer may earn between £35,000 and £55,000 per year.
The final part of the assignment was to make a list of some of the individuals who were most successful in their discipline. It's a designers job to make games fun. If games weren't fun, the industry would collapse. This list includes some designers that are a personal inspiration and key figures in the industry. There are a couple that I didn't know about until I researched them but they are all successful designers nonetheless.
• Shigeru Miyamoto (Shigsy) – Video Game Designer and producer. He is credited with creating legendary franchises such as The Legend of Zelda, Super Mario Bros, Donkey Kong, Star Fox and Pikmin.
• Christian Allen – Lead Designer on the Ghost Recon series and Halo Reach.
• Naoto Oshima – Video Game designer that formally worked for Sega. He created the characters of Sonic The Hedgehog and Dr. Eggman.
• Ken Rolston – Lead designer on Elder Scrolls III: Morrowind and Elder Scrolls IV: Oblivion. He is also credited with being the Lead Creative Visionary for Kingdoms of Amalur: Reckoning.
• Fumito Ueda – Lead Designer for Ico and Shadow of the Colossus.
• Jenell Jaquays – Leader of Game Design for Coleco in the 1980’s and a designer/level designer on the Quake series.
• Marc Laidlaw – Designer/Writer at Valve for the Half-Life series.
In terms of my personal preference on a job role and responsibilities. I'm still unsure. I've enjoyed every aspect of design that we've covered in lectures and on projects so far and I think I need to keep learning and trying my hand at covering multiple responsibilities and seeing where I excel and where I maybe need to improve before I can even think about making an informed decision on where my future lies. However, I'm pretty sure my future is in design.
More updates to follow shortly.
Keep it real!
I found that the International Game Developers Association (IGDA) lists four types of Game Designers:
• Lead Designer
• Level Designer
• Basic Game Designers
• Fiction/Screen Writers
However, these roles can be broken down further to cover a wider range of responsibilities that each role covers:
• World Design – This focuses on the backstory, setting and theme of the game.
• System Design – This is the creation of the games rules and underlying mathematical patterns.
• Content Design – This focuses on the creation of characters, puzzles, missions and items for the game.
• Game Writing – This involves writing text, dialogue and the story of the game.
• Level Design – This focuses on creating levels and environments and their features.
• User Interface Design – This is the construction of the user interactions and feedback interface, like menus or heads-up displays.
Finding the average salary for each role was a little more difficult. However, this was only because there were so many different valuations available and of course this is expected as salaries in an industry as dynamic as the Video Game industry can be affected by a number of factors.
I found that, in the UK, A new Video Game Designer with previous industry experience could earn around £19,000 per year. After two or three years in the industry this could rise to around £25,000 - £35,000. A Lead Designer may earn between £35,000 and £55,000 per year.
The final part of the assignment was to make a list of some of the individuals who were most successful in their discipline. It's a designers job to make games fun. If games weren't fun, the industry would collapse. This list includes some designers that are a personal inspiration and key figures in the industry. There are a couple that I didn't know about until I researched them but they are all successful designers nonetheless.
• Shigeru Miyamoto (Shigsy) – Video Game Designer and producer. He is credited with creating legendary franchises such as The Legend of Zelda, Super Mario Bros, Donkey Kong, Star Fox and Pikmin.
• Christian Allen – Lead Designer on the Ghost Recon series and Halo Reach.
• Naoto Oshima – Video Game designer that formally worked for Sega. He created the characters of Sonic The Hedgehog and Dr. Eggman.
• Ken Rolston – Lead designer on Elder Scrolls III: Morrowind and Elder Scrolls IV: Oblivion. He is also credited with being the Lead Creative Visionary for Kingdoms of Amalur: Reckoning.
• Fumito Ueda – Lead Designer for Ico and Shadow of the Colossus.
• Jenell Jaquays – Leader of Game Design for Coleco in the 1980’s and a designer/level designer on the Quake series.
• Marc Laidlaw – Designer/Writer at Valve for the Half-Life series.
In terms of my personal preference on a job role and responsibilities. I'm still unsure. I've enjoyed every aspect of design that we've covered in lectures and on projects so far and I think I need to keep learning and trying my hand at covering multiple responsibilities and seeing where I excel and where I maybe need to improve before I can even think about making an informed decision on where my future lies. However, I'm pretty sure my future is in design.
More updates to follow shortly.
Keep it real!
Back in blog
I have to admit that even after the first year of my Video Game Development course, where I was required to keep a blog, I still haven't gotten used to translating my thoughts into a blog format. Who am I talking to? Who's reading this? It still feels quite new to me. Now, I'm in my second year of study and I've re-booted this blog with a less boring title in the hopes that it will help me bring some more personality to my blog posts! I now realise that it probably won't!
I'm really looking forward to getting stuck in to this year's work. In particular, I'm really excited to be a part of the group work where we actually work on a project and have the prospect of making a completed game and possibly releasing it. As anyone who has ever looked for a job ever will tell you, experience in your field is invaluable. By the end of this year, I will have more experience than the average degree student. It's really exciting and of course should help with the job search in two years time.
The new tutors seem great and of course the tutors that we had last year are still working with us and I have as much faith in those guys as ever.
I'll give it my best shot and hopefully have something I can be proud of being a part of at the end of the year.
I'll be documenting the journey and anybody that cares to follow this blog will have a keen insight into the life of a second year Game Development student.
Peace out!
I'm really looking forward to getting stuck in to this year's work. In particular, I'm really excited to be a part of the group work where we actually work on a project and have the prospect of making a completed game and possibly releasing it. As anyone who has ever looked for a job ever will tell you, experience in your field is invaluable. By the end of this year, I will have more experience than the average degree student. It's really exciting and of course should help with the job search in two years time.
The new tutors seem great and of course the tutors that we had last year are still working with us and I have as much faith in those guys as ever.
I'll give it my best shot and hopefully have something I can be proud of being a part of at the end of the year.
I'll be documenting the journey and anybody that cares to follow this blog will have a keen insight into the life of a second year Game Development student.
Peace out!
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