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Initial Plans
Your Name
Pre-proposal
Skills Audit
Mood Board, exisiting products. Story
and character based producst
Environmental
Enemy types
Main character
Mood Board Analysis
How does your mood board inspire your project?
The mood board inspires my project because its all forms of media that focuses on
character and story and not on mechanics and popular themes. For example, the Dark
knight had some of the best world building and dialogue in film history, yet it was
released as a risk when superheroes weren't that popular in cinema, especially after
the flop of batman and robin. This was heightened by there never had been a
superhero movie in a realistic world, meant to depict our would.
How will your mood board influence your final product?
It will remind me to focus on story and make sure it has the right amount of detail inside of it to
help immerse the player. In my project for my game, I will write some lore to give the dedicated
player extra information outside of the game, making them have a more personal connection to
the characters and the world they play in.
Key Influences
• Identify at least 3 key influences and discuss how and why they will influence your
project.
One major influence for me is christopher nolan and the films he has directed such as The dark knight trilogy
and Dunkirk. This is because of the incredible detail he puts into the world itself and lore behind it. This makes
the world feel more lived in and immerses the viewer incredibly, giving them an emotional connection t the
characters and story. The reason it influences me so much is because of how it takes a fantasy/superhero
character and puts them in a real world setting and scenarios and it accurately shows the consequences and
actions of the public, showing batman in a world that is meant to symbolise modern day society.
Another influence is tom clancys the division franchise. This is because of its atmosphere it creates with new
york city and manhattan covered in snow and how deescalate it is, it has a eery yet justified feeling of
loneliness and you feel how the city is on the brink of collapse, seeing rubbish and crashed cars everywhere,
people scavenging and fighting over food and seeing people robbing others. This immerses the viewer and puts
them in the eyes of the character, seeing everyone around them struggling which motivates the player to do
the missions and feel invested in the story.
Key Influences
• My reasons I will use the division as influence is because of its ability to let the player decide how they want to
play, having different skills, specializations, guns, abilities, perks etc to fit each persons play style and allows the
player to have maximum enjoyment out of the game. As the game is a looter shooter, the loot and guns the player
picks up are noticeable different from one another and change the character drastically, changing the game
completely and I want to incorporate this aspect into my game and give it replayability.
• The last piece of influence I had was from the franchise called xcom. This game focuses solely on its turn based
shooter gameplay mechanics, as it was the first of its kind to realise and leads the genre completely. Apart from its
unique mechanics based on strategy yet also having hints of luck, keeping the game ever evolving and forcing the
player to adept to situations, it also has a diverse yet deep array of characters that grows with every mission you
take them on, if they survive but has been injured, they will not be able to partake in the next mission but will be
more experienced and stronger. On the other hand, if they die during the mission, theyre lost forever, and after
plenty of missions with a character, this can hit the player emotionally, losing their favourite character forever.
These mechanics are what I want to incorporate into my game to create a strong connection to the characters
themselves and every decision and mission changing the character and making every gameplay different. I also
think the turn based aspect would work well in my apocolyptic setting due to it being able to produce multiple
pieces of cover while also being diverse enough to keep the player interested.
Ideas for characters and story

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Initial Plans and Influences (38 characters

  • 4. Mood Board, exisiting products. Story and character based producst
  • 8. Mood Board Analysis How does your mood board inspire your project? The mood board inspires my project because its all forms of media that focuses on character and story and not on mechanics and popular themes. For example, the Dark knight had some of the best world building and dialogue in film history, yet it was released as a risk when superheroes weren't that popular in cinema, especially after the flop of batman and robin. This was heightened by there never had been a superhero movie in a realistic world, meant to depict our would. How will your mood board influence your final product? It will remind me to focus on story and make sure it has the right amount of detail inside of it to help immerse the player. In my project for my game, I will write some lore to give the dedicated player extra information outside of the game, making them have a more personal connection to the characters and the world they play in.
  • 9. Key Influences • Identify at least 3 key influences and discuss how and why they will influence your project. One major influence for me is christopher nolan and the films he has directed such as The dark knight trilogy and Dunkirk. This is because of the incredible detail he puts into the world itself and lore behind it. This makes the world feel more lived in and immerses the viewer incredibly, giving them an emotional connection t the characters and story. The reason it influences me so much is because of how it takes a fantasy/superhero character and puts them in a real world setting and scenarios and it accurately shows the consequences and actions of the public, showing batman in a world that is meant to symbolise modern day society. Another influence is tom clancys the division franchise. This is because of its atmosphere it creates with new york city and manhattan covered in snow and how deescalate it is, it has a eery yet justified feeling of loneliness and you feel how the city is on the brink of collapse, seeing rubbish and crashed cars everywhere, people scavenging and fighting over food and seeing people robbing others. This immerses the viewer and puts them in the eyes of the character, seeing everyone around them struggling which motivates the player to do the missions and feel invested in the story.
  • 10. Key Influences • My reasons I will use the division as influence is because of its ability to let the player decide how they want to play, having different skills, specializations, guns, abilities, perks etc to fit each persons play style and allows the player to have maximum enjoyment out of the game. As the game is a looter shooter, the loot and guns the player picks up are noticeable different from one another and change the character drastically, changing the game completely and I want to incorporate this aspect into my game and give it replayability. • The last piece of influence I had was from the franchise called xcom. This game focuses solely on its turn based shooter gameplay mechanics, as it was the first of its kind to realise and leads the genre completely. Apart from its unique mechanics based on strategy yet also having hints of luck, keeping the game ever evolving and forcing the player to adept to situations, it also has a diverse yet deep array of characters that grows with every mission you take them on, if they survive but has been injured, they will not be able to partake in the next mission but will be more experienced and stronger. On the other hand, if they die during the mission, theyre lost forever, and after plenty of missions with a character, this can hit the player emotionally, losing their favourite character forever. These mechanics are what I want to incorporate into my game to create a strong connection to the characters themselves and every decision and mission changing the character and making every gameplay different. I also think the turn based aspect would work well in my apocolyptic setting due to it being able to produce multiple pieces of cover while also being diverse enough to keep the player interested.
  • 11. Ideas for characters and story

Editor's Notes

  1. Collection of images related to your product/inspirational/visually interesting At least 15 needed. These should not just be just existing products. Anything and everything that inspires this project should be here. Make the theme obvious – make it clear what you’re trying to get across Use a combination of images sizes – or build around a larger central image Incorporate text Look beyond the internet – use books, your own photos, etc Be a curator – create links between the content, the ‘thread’ will make it easier to understand Make more than one! If you want to examine different themes or cover different aspects of the possible outcomes of your project, create multiple boards to convey you thoughts and intentions
  2. Identify at least 3 key influences and discuss how and why they will influence your project.