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Lost in Teddy
Overview
• To design an adventure game in first person
  perspective of a character walking through a
  dream-like maze and collecting gold ‘token’
  bears. The bears are ‘portals’ into different
  realities and time-scapes which are
  represented by the different levels.
The player enters the maze on the screen with
the objective of finding the golden bear
The player has to reach the golden bear before
the topiary bears catch the player.

The topiary bears wander around the maze
hunting the player.
The real toy teddy bear must be scanned in order to
show the bear on the screen when prompted.
• The bear should show up on
  the screen if it’s there.
• If it’s not, a message will
  pop up and they have to
  scan somewhere else.
• The scan will use up ‘energy’
  on a meter, which will refill
  periodically as the player
  walks in the maze.
• The scan will cause the
  player to lose honey and the
  scent makes them more
  susceptible to attack by the
  lumbering bears
• If a bear does show up, and it’s a Wooden
  bear like the one shown, the maze will be
  altered.
The outside of the maze would be shown in an
aerial view, appearing to change in its structure.
Paths would close up and others open.
Should the player scan in the right spot of the
maze, the golden bear will show, and they can
advance to the next level.
After which the player would be transported to
a different time and an alternative world
represented by another level.
In this instance, the cloud level.
• If the player is caught by one of the topiary bears,
  the game’s over.
• If the player reaches the top level and finds the
  final golden bear, they can scan it- it takes them
  to a website and they can receive a prize.
• In development, I have considered multiple
  levels including fire, buildings, cityscape and
  ice mazes.
• Another level of complexity will involve more
  players being in the maze in the same game
  but different time frames. The other online
  players would appear as ghosts in the maze
  coming and going through the fabric of the
  maze.
• Teddy scanned in
  ScanEx
• Animated test in
  Unity
• Modelled maze
  in 3DstudioMax
• Clips trimmed in
  Sony Vegas
• Animated in
  Flash

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Lost in teddy

  • 2. Overview • To design an adventure game in first person perspective of a character walking through a dream-like maze and collecting gold ‘token’ bears. The bears are ‘portals’ into different realities and time-scapes which are represented by the different levels.
  • 3. The player enters the maze on the screen with the objective of finding the golden bear
  • 4. The player has to reach the golden bear before the topiary bears catch the player. The topiary bears wander around the maze hunting the player.
  • 5. The real toy teddy bear must be scanned in order to show the bear on the screen when prompted.
  • 6. • The bear should show up on the screen if it’s there. • If it’s not, a message will pop up and they have to scan somewhere else. • The scan will use up ‘energy’ on a meter, which will refill periodically as the player walks in the maze. • The scan will cause the player to lose honey and the scent makes them more susceptible to attack by the lumbering bears
  • 7. • If a bear does show up, and it’s a Wooden bear like the one shown, the maze will be altered.
  • 8. The outside of the maze would be shown in an aerial view, appearing to change in its structure. Paths would close up and others open.
  • 9. Should the player scan in the right spot of the maze, the golden bear will show, and they can advance to the next level.
  • 10. After which the player would be transported to a different time and an alternative world represented by another level. In this instance, the cloud level.
  • 11. • If the player is caught by one of the topiary bears, the game’s over. • If the player reaches the top level and finds the final golden bear, they can scan it- it takes them to a website and they can receive a prize.
  • 12. • In development, I have considered multiple levels including fire, buildings, cityscape and ice mazes. • Another level of complexity will involve more players being in the maze in the same game but different time frames. The other online players would appear as ghosts in the maze coming and going through the fabric of the maze.
  • 13. • Teddy scanned in ScanEx • Animated test in Unity • Modelled maze in 3DstudioMax • Clips trimmed in Sony Vegas • Animated in Flash