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Ideation:	
  
The	
  idea	
  for	
  first	
  impact	
  was	
  born	
  out	
  of	
  a	
  series	
  of	
  discussion,	
  we	
  
talked	
  about	
  our	
  target	
  audience	
  and	
  our	
  game	
  was	
  to	
  be	
  aimed	
  at	
  
children.	
  As	
  we	
  were	
  aiming	
  at	
  children	
  we	
  talked	
  about	
  what	
  
computer	
  games	
  we	
  liked	
  and	
  played	
  as	
  children.	
  We	
  all	
  loved	
  
playing	
  the	
  donkey	
  kong/Mario	
  bros.,	
  run	
  around	
  the	
  world	
  until	
  you	
  
reach	
  your	
  goal,	
  type	
  of	
  game.	
  To	
  decide	
  what	
  the	
  story	
  should	
  be	
  it	
  
was	
  suggested	
  to	
  us	
  that	
  we	
  talk	
  about	
  anything	
  and	
  not	
  even	
  in	
  a	
  
way	
  so	
  that	
  we	
  focus	
  on	
  making	
  a	
  story.	
  	
  
Our	
  conversation	
  was	
  in	
  the	
  sci-­‐fi	
  area	
  for	
  a	
  forgotten	
  reason	
  and	
  it	
  
moved	
  onto	
  the	
  subject	
  of	
  the	
  movie	
  ‘Paul’,	
  it	
  an	
  instant	
  I	
  
remembered	
  the	
  game	
  ‘alien	
  humanoid’.	
  So	
  I	
  suggested	
  the	
  alien	
  
crash	
  landing	
  and	
  the	
  FBI	
  capturing	
  him	
  only	
  to	
  have	
  to	
  chase	
  him	
  
when	
  he	
  escapes,	
  which	
  is	
  a	
  twist	
  on	
  the	
  plot	
  of	
  the	
  ‘alien	
  humanoid’	
  
game.	
  The	
  idea	
  of	
  the	
  levels	
  even	
  game	
  in	
  this	
  conversation	
  as	
  we	
  
built	
  the	
  story	
  of	
  ‘Jeremy	
  the	
  alien’	
  escaping	
  area	
  51	
  to	
  the	
  hillside	
  
where	
  his	
  ship	
  is	
  still	
  crash,	
  escaping	
  he	
  heads	
  into	
  space	
  but	
  is	
  
followed	
  by	
  an	
  FBI/NASA	
  shuttle.	
  
	
  
Pre-­production	
  
While	
  Will	
  the	
  project	
  leader	
  and	
  Sam	
  M	
  the	
  lead	
  programmer	
  made	
  
a	
  alpha	
  version	
  of	
  our	
  game	
  so	
  that	
  the	
  basic	
  code	
  was	
  already	
  
written	
  for	
  the	
  later	
  versions,	
  I	
  began	
  designing.	
  The	
  first	
  thing	
  I	
  
designed	
  (as	
  lead	
  art	
  designer)	
  was	
  a	
  	
  ‘game	
  in	
  a	
  frame’	
  cover	
  the	
  
cover	
  was	
  as	
  all	
  old	
  arcade	
  game	
  covers	
  
were	
  elaborate	
  and	
  a	
  completely	
  different	
  
thing	
  to	
  the	
  actual	
  game.	
  My	
  game	
  in	
  a	
  frame	
  
showed	
  the	
  FBI	
  like	
  an	
  army,	
  surrounding	
  
this	
  crashed	
  alien	
  and	
  his	
  ship.	
  	
  	
  
	
  
I	
  started	
  the	
  designs	
  for	
  Jeremy	
  first	
  using	
  
aliens	
  from	
  films	
  and	
  TV	
  programmes;	
  I	
  
ended	
  up	
  combing	
  Gizmo	
  from	
  the	
  gremlin	
  
film	
  series	
  and	
  Stitch	
  from	
  Lelo	
  &	
  Stitch	
  I	
  
threw	
  in	
  a	
  little	
  adaptation	
  so	
  the	
  parts	
  of	
  
the	
  two	
  combined	
  onto	
  my	
  base	
  model.	
  The	
  
design	
  of	
  Jeremy	
  was	
  done	
  with	
  two	
  
colour	
  variations,	
  yellow	
  and	
  blue,	
  
the	
  blue	
  proved	
  to	
  be	
  more	
  popular.	
  I	
  
also	
  designed	
  various	
  versions	
  of	
  the	
  
FBI	
  with	
  square	
  Minecraft	
  styles	
  and	
  
then	
  a	
  hand	
  drawn	
  style,	
  I	
  then	
  had	
  the	
  team	
  pick	
  a	
  favourite	
  suit	
  
colour;	
  black,	
  blue	
  or	
  grey.	
  
	
  
The	
  collectable	
  items	
  were	
  easy	
  enough	
  to	
  do	
  a	
  file	
  
document	
  for	
  level	
  one,	
  a	
  sheep	
  for	
  level	
  two	
  and	
  my	
  
personal	
  favourite	
  collectable	
  the	
  unused	
  level	
  three	
  
shattered	
  ship	
  part	
  with	
  glowing	
  orange	
  energy	
  stripes.	
  
There	
  was	
  also	
  the	
  designing	
  of	
  the	
  laser	
  traps	
  used	
  in	
  level	
  one	
  I	
  had	
  
several	
  different	
  shapes	
  and	
  then	
  got	
  the	
  idea	
  to	
  include	
  a	
  warning	
  
sign	
  for	
  those	
  who	
  didn’t	
  read	
  the	
  rules.	
  The	
  warning	
  sign	
  was	
  the	
  
best	
  out	
  of	
  the	
  lot	
  and	
  was	
  chosen	
  by	
  the	
  team	
  for	
  the	
  game.	
  	
  	
  
	
  
Sam	
  M	
  stepped	
  away	
  from	
  the	
  programming	
  for	
  a	
  while	
  and	
  designed	
  
the	
  buttons	
  we	
  would	
  use	
  for	
  our	
  menus,	
  while	
  I	
  started	
  designing	
  
the	
  level	
  backgrounds,	
  floors,	
  walls	
  and	
  ladders	
  as	
  well	
  their	
  
placement	
  in	
  the	
  levels	
  of	
  the	
  game	
  which	
  Will	
  and	
  Sam	
  M	
  could	
  use	
  
if	
  they	
  didn’t	
  have	
  a	
  better	
  idea	
  for	
  our	
  level	
  maze.	
  
	
  	
  
Production:	
  
The	
  production	
  of	
  the	
  game	
  was	
  done	
  by	
  Sam	
  M	
  and	
  Will	
  the	
  
programmers	
  of	
  the	
  team.	
  They	
  programmed	
  the	
  FBI	
  to	
  shot	
  their	
  
guns	
  on	
  a	
  regular	
  bases,	
  or	
  to	
  pace	
  their	
  area	
  in	
  search	
  of	
  Jeremy	
  and	
  
to	
  have	
  the	
  laser	
  traps	
  work	
  in	
  two	
  separate	
  functions.	
  
	
  
Sam	
  M	
  and	
  Will	
  began	
  to	
  build	
  level	
  
1,	
  level	
  1	
  was	
  a	
  lot	
  more	
  simple	
  at	
  the	
  
beginning	
  and	
  after	
  testing	
  the	
  level	
  
we	
  had	
  decided	
  it	
  was	
  too	
  easy,	
  and	
  
added	
  another	
  guard,	
  an	
  automatic	
  
laser	
  trap,	
  and	
  increased	
  the	
  speed	
  of	
  
the	
  guard’s	
  bullet.	
  
The	
  process	
  of	
  making	
  the	
  game	
  was	
  the	
  hardest	
  and	
  longest	
  part,	
  we	
  
spent	
  many	
  weeks	
  battling	
  frustrating	
  bugs	
  to	
  get	
  the	
  level	
  working	
  
(once	
  we	
  had	
  these	
  fixed,	
  creating	
  
level	
  2	
  was	
  a	
  lot	
  easier,	
  and	
  only	
  took	
  
just	
  over	
  a	
  week).	
  Along	
  the	
  way,	
  we	
  
added	
  and	
  removed	
  many	
  elements	
  
of	
  the	
  game,	
  such	
  as	
  the	
  death	
  sound	
  
effect,	
  after	
  a	
  while	
  we	
  decided	
  that	
  
the	
  noise	
  was	
  too	
  annoying,	
  so	
  we	
  
removed	
  it,	
  after	
  complaints	
  from	
  
the	
  Beta	
  Testing,	
  we	
  also	
  turned	
  down	
  the	
  volume	
  of	
  the	
  laser	
  sound	
  
effect.	
  	
  
At	
  one	
  point	
  we	
  also	
  had	
  no	
  main	
  menu	
  or	
  loading	
  screens,	
  so	
  I	
  
designed	
  an	
  animated	
  menu	
  showing	
  the	
  spaceship	
  crash	
  &	
  Sam	
  M	
  
designed	
  buttons	
  and	
  Will	
  made	
  a	
  soundtrack	
  for	
  it.	
  	
  
	
  
Post-­Production:	
  
After	
  the	
  game	
  was	
  built	
  we	
  collected	
  our	
  sound	
  effects	
  and	
  
composed	
  some	
  music	
  for	
  the	
  levels.	
  Will	
  and	
  Sam	
  M	
  had	
  left	
  the	
  in	
  
slots	
  in	
  the	
  programming	
  for	
  us	
  to	
  add	
  sound	
  effects	
  and	
  music	
  
easily.	
  While	
  I	
  composed	
  the	
  soundtrack	
  for	
  level	
  two,	
  which	
  was	
  
happy	
  suited	
  for	
  the	
  outdoors	
  aspect	
  of	
  the	
  level	
  and	
  slightly	
  
irritating	
  to	
  make	
  the	
  player	
  get	
  angry	
  in	
  love	
  with	
  the	
  game.	
  I	
  wrote	
  
the	
  song	
  using	
  Garageband	
  on	
  my	
  
iPad	
  using	
  the	
  sound	
  presets	
  and	
  
the	
  instrument	
  in	
  the	
  app.	
  Whilst	
  I	
  
was	
  composing	
  level	
  two’s	
  
soundtrack	
  Will	
  was	
  composing	
  
level	
  one’s	
  soundtrack	
  in	
  
Garageband,	
  Will	
  made	
  a	
  sci-­‐fi	
  fast	
  
paced	
  soundtrack	
  which	
  fit	
  the	
  
level’s	
  atmosphere	
  perfectly.	
  Will	
  
then	
  went	
  online	
  to	
  freesounds.org	
  
and	
  found	
  the	
  sound	
  for	
  the	
  lasers,	
  the	
  guns	
  and	
  the	
  sound	
  for	
  
collecting	
  level	
  two’s	
  collectable.	
  While	
  Will	
  collected	
  those	
  sounds	
  I	
  
made	
  the	
  sounds	
  for	
  the	
  character’s	
  death	
  and	
  the	
  sound	
  for	
  
collecting	
  level	
  one’s	
  collectable.	
  
	
  
Postmortem:	
  
There	
  are	
  several	
  aspects	
  to	
  our	
  game	
  that	
  could	
  be	
  improved.	
  For	
  
instance	
  the	
  ladders	
  caused	
  an	
  issue	
  with	
  how	
  the	
  game	
  should	
  work,	
  
the	
  game	
  has	
  it’s	
  own	
  gravity	
  pull	
  the	
  player	
  down	
  to	
  the	
  ground	
  
however	
  when	
  on	
  a	
  ladder	
  he	
  should	
  be	
  able	
  to	
  sit	
  there	
  without	
  
gravity	
  pulling	
  him	
  down,	
  making	
  the	
  only	
  way	
  down	
  to	
  fall	
  off	
  the	
  
side	
  or	
  press	
  the	
  ‘S’	
  key	
  and	
  climb	
  down.	
  Another	
  bug	
  with	
  the	
  
ladders	
  is	
  that	
  its	
  ability	
  to	
  move	
  Jeremy	
  up	
  the	
  ladders	
  when	
  ‘W’	
  is	
  
pressed	
  stretches	
  past	
  its	
  borders,	
  on	
  level	
  two	
  this	
  apparent	
  more	
  as	
  
the	
  ladders	
  are	
  taller.	
  
The	
  floor	
  on	
  level	
  two	
  also	
  has	
  a	
  reach	
  that	
  goes	
  past	
  it’s	
  borders	
  and	
  
leaves	
  Jeremy	
  floating	
  in	
  the	
  air	
  until	
  the	
  end	
  of	
  that	
  reach.	
  Jeremy	
  
can	
  also	
  deify	
  gravity	
  for	
  a	
  short	
  time	
  if	
  he	
  continuously	
  runs	
  and	
  
keeps	
  running	
  when	
  you	
  expect	
  him	
  to	
  fall	
  he	
  does	
  fall	
  he	
  just	
  runs	
  in	
  
mid	
  air.	
  
I	
  do	
  regret	
  not	
  being	
  able	
  to	
  include	
  level	
  three,	
  as	
  the	
  collectable	
  I	
  
designed	
  was	
  very	
  cool,	
  I	
  also	
  feel	
  that	
  my	
  designed	
  placement	
  of	
  
level	
  one	
  was	
  better	
  then	
  what	
  we	
  used	
  but	
  it	
  was	
  designed	
  too	
  late	
  
unfortunately.	
  

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My game development pipeline

  • 1. Ideation:   The  idea  for  first  impact  was  born  out  of  a  series  of  discussion,  we   talked  about  our  target  audience  and  our  game  was  to  be  aimed  at   children.  As  we  were  aiming  at  children  we  talked  about  what   computer  games  we  liked  and  played  as  children.  We  all  loved   playing  the  donkey  kong/Mario  bros.,  run  around  the  world  until  you   reach  your  goal,  type  of  game.  To  decide  what  the  story  should  be  it   was  suggested  to  us  that  we  talk  about  anything  and  not  even  in  a   way  so  that  we  focus  on  making  a  story.     Our  conversation  was  in  the  sci-­‐fi  area  for  a  forgotten  reason  and  it   moved  onto  the  subject  of  the  movie  ‘Paul’,  it  an  instant  I   remembered  the  game  ‘alien  humanoid’.  So  I  suggested  the  alien   crash  landing  and  the  FBI  capturing  him  only  to  have  to  chase  him   when  he  escapes,  which  is  a  twist  on  the  plot  of  the  ‘alien  humanoid’   game.  The  idea  of  the  levels  even  game  in  this  conversation  as  we   built  the  story  of  ‘Jeremy  the  alien’  escaping  area  51  to  the  hillside   where  his  ship  is  still  crash,  escaping  he  heads  into  space  but  is   followed  by  an  FBI/NASA  shuttle.     Pre-­production   While  Will  the  project  leader  and  Sam  M  the  lead  programmer  made   a  alpha  version  of  our  game  so  that  the  basic  code  was  already   written  for  the  later  versions,  I  began  designing.  The  first  thing  I   designed  (as  lead  art  designer)  was  a    ‘game  in  a  frame’  cover  the   cover  was  as  all  old  arcade  game  covers   were  elaborate  and  a  completely  different   thing  to  the  actual  game.  My  game  in  a  frame   showed  the  FBI  like  an  army,  surrounding   this  crashed  alien  and  his  ship.         I  started  the  designs  for  Jeremy  first  using   aliens  from  films  and  TV  programmes;  I   ended  up  combing  Gizmo  from  the  gremlin   film  series  and  Stitch  from  Lelo  &  Stitch  I   threw  in  a  little  adaptation  so  the  parts  of   the  two  combined  onto  my  base  model.  The   design  of  Jeremy  was  done  with  two   colour  variations,  yellow  and  blue,   the  blue  proved  to  be  more  popular.  I   also  designed  various  versions  of  the   FBI  with  square  Minecraft  styles  and  
  • 2. then  a  hand  drawn  style,  I  then  had  the  team  pick  a  favourite  suit   colour;  black,  blue  or  grey.     The  collectable  items  were  easy  enough  to  do  a  file   document  for  level  one,  a  sheep  for  level  two  and  my   personal  favourite  collectable  the  unused  level  three   shattered  ship  part  with  glowing  orange  energy  stripes.   There  was  also  the  designing  of  the  laser  traps  used  in  level  one  I  had   several  different  shapes  and  then  got  the  idea  to  include  a  warning   sign  for  those  who  didn’t  read  the  rules.  The  warning  sign  was  the   best  out  of  the  lot  and  was  chosen  by  the  team  for  the  game.         Sam  M  stepped  away  from  the  programming  for  a  while  and  designed   the  buttons  we  would  use  for  our  menus,  while  I  started  designing   the  level  backgrounds,  floors,  walls  and  ladders  as  well  their   placement  in  the  levels  of  the  game  which  Will  and  Sam  M  could  use   if  they  didn’t  have  a  better  idea  for  our  level  maze.       Production:   The  production  of  the  game  was  done  by  Sam  M  and  Will  the   programmers  of  the  team.  They  programmed  the  FBI  to  shot  their   guns  on  a  regular  bases,  or  to  pace  their  area  in  search  of  Jeremy  and   to  have  the  laser  traps  work  in  two  separate  functions.     Sam  M  and  Will  began  to  build  level   1,  level  1  was  a  lot  more  simple  at  the   beginning  and  after  testing  the  level   we  had  decided  it  was  too  easy,  and   added  another  guard,  an  automatic   laser  trap,  and  increased  the  speed  of   the  guard’s  bullet.   The  process  of  making  the  game  was  the  hardest  and  longest  part,  we   spent  many  weeks  battling  frustrating  bugs  to  get  the  level  working   (once  we  had  these  fixed,  creating   level  2  was  a  lot  easier,  and  only  took   just  over  a  week).  Along  the  way,  we   added  and  removed  many  elements   of  the  game,  such  as  the  death  sound   effect,  after  a  while  we  decided  that   the  noise  was  too  annoying,  so  we   removed  it,  after  complaints  from  
  • 3. the  Beta  Testing,  we  also  turned  down  the  volume  of  the  laser  sound   effect.     At  one  point  we  also  had  no  main  menu  or  loading  screens,  so  I   designed  an  animated  menu  showing  the  spaceship  crash  &  Sam  M   designed  buttons  and  Will  made  a  soundtrack  for  it.       Post-­Production:   After  the  game  was  built  we  collected  our  sound  effects  and   composed  some  music  for  the  levels.  Will  and  Sam  M  had  left  the  in   slots  in  the  programming  for  us  to  add  sound  effects  and  music   easily.  While  I  composed  the  soundtrack  for  level  two,  which  was   happy  suited  for  the  outdoors  aspect  of  the  level  and  slightly   irritating  to  make  the  player  get  angry  in  love  with  the  game.  I  wrote   the  song  using  Garageband  on  my   iPad  using  the  sound  presets  and   the  instrument  in  the  app.  Whilst  I   was  composing  level  two’s   soundtrack  Will  was  composing   level  one’s  soundtrack  in   Garageband,  Will  made  a  sci-­‐fi  fast   paced  soundtrack  which  fit  the   level’s  atmosphere  perfectly.  Will   then  went  online  to  freesounds.org   and  found  the  sound  for  the  lasers,  the  guns  and  the  sound  for   collecting  level  two’s  collectable.  While  Will  collected  those  sounds  I   made  the  sounds  for  the  character’s  death  and  the  sound  for   collecting  level  one’s  collectable.     Postmortem:   There  are  several  aspects  to  our  game  that  could  be  improved.  For   instance  the  ladders  caused  an  issue  with  how  the  game  should  work,   the  game  has  it’s  own  gravity  pull  the  player  down  to  the  ground   however  when  on  a  ladder  he  should  be  able  to  sit  there  without   gravity  pulling  him  down,  making  the  only  way  down  to  fall  off  the   side  or  press  the  ‘S’  key  and  climb  down.  Another  bug  with  the   ladders  is  that  its  ability  to  move  Jeremy  up  the  ladders  when  ‘W’  is   pressed  stretches  past  its  borders,  on  level  two  this  apparent  more  as   the  ladders  are  taller.   The  floor  on  level  two  also  has  a  reach  that  goes  past  it’s  borders  and   leaves  Jeremy  floating  in  the  air  until  the  end  of  that  reach.  Jeremy  
  • 4. can  also  deify  gravity  for  a  short  time  if  he  continuously  runs  and   keeps  running  when  you  expect  him  to  fall  he  does  fall  he  just  runs  in   mid  air.   I  do  regret  not  being  able  to  include  level  three,  as  the  collectable  I   designed  was  very  cool,  I  also  feel  that  my  designed  placement  of   level  one  was  better  then  what  we  used  but  it  was  designed  too  late   unfortunately.