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.