Initial Plans
Patrick Colman
Initial Reaction
• Due to being limited to a 2 dimensional plane I think I will make rather a
overhead game where the top of the sprite is visible, or a side scrolling
game where the character moves along left and right.
• An idea I have is a over the top game similar to the original X-com games.
• I Think it would be good to try a larger game resolution to last to add more
detail and make it bigger.
• I take a lot of time and put sometimes too much detail into the animation
and background, however this makes my work more detailed and quality
over quantity.
• I feel like I am better at making exaggerated art style over realistic
therefore I think I will look for more cartoony games.
Mind Map
Mood Board
Scale and distance
between the world and
camera
Layout but with
a 2d overhead
view
Mood Board Analysis
Most of the images I have collected are mainly opaque colours and are
dull and less vibrant than other games. This is because most of the RTS
and other genres of games are serious in tone and do not have cartoon
based graphics. This also lines in with the mood of all of these games
that are a dark and gritty tone making the player feel more immersed.
There is a lot of brown and green colours repetitively used this is
because the games are mainly outside and in barren areas and contain
a large amount of flora. The units and structures in the screenshots are
all further away from the camera and at a birds eye point of view.
This will influence my final product by showing me the types of colours
that are most common for top town games and what is proved to be
effective in this type of genres. In addition the mood board showed me
that many games colour schemes while are consistent throughout
game play can change with different stages or areas to add contrast as
seen in X-com.
Schedule
WEEK OVERALL PLAN SPECIFIC TASKS
1 Case Study, Initial
Response, Product
Research

2 Audience Research,
Production Experiments,
Proposal, Planning

3 Production 
4 Production 
5 Evaluation 
Bibliography
1. Interviewees, Name. (2018) Target Audience Interviews (conducted on
DATE)
2. . https://en.wikipedia.org/wiki/Main_Page
3. . https://www.youtube.com/channel/UCvYV-T-iMTuaLOPMyOQGFzw
4. . https://steamcommunity.com/
5. . http://uk.ign.com/reviews/games
6. . https://store.ubi.com/uk?ncid=287-3---1-pdsc-6-11-
Store_Branding_Search_101016--2-5--1016-4----
UBISOFT_WC___Store_Branding_Search_101016_ID36101&gclid=Cj0KC
QiA-qDTBRD-ARIsAJ_10yKo3CzjU5MwUDljmdpvIjig-
Us2gv0O7CMwD3IAJtJ1m4RYX4A5TQoaAloqEALw_wcB
7. . http://www.gameinformer.com/

2. initial plans (1)

  • 1.
  • 2.
    Initial Reaction • Dueto being limited to a 2 dimensional plane I think I will make rather a overhead game where the top of the sprite is visible, or a side scrolling game where the character moves along left and right. • An idea I have is a over the top game similar to the original X-com games. • I Think it would be good to try a larger game resolution to last to add more detail and make it bigger. • I take a lot of time and put sometimes too much detail into the animation and background, however this makes my work more detailed and quality over quantity. • I feel like I am better at making exaggerated art style over realistic therefore I think I will look for more cartoony games.
  • 3.
  • 5.
    Mood Board Scale anddistance between the world and camera Layout but with a 2d overhead view
  • 6.
    Mood Board Analysis Mostof the images I have collected are mainly opaque colours and are dull and less vibrant than other games. This is because most of the RTS and other genres of games are serious in tone and do not have cartoon based graphics. This also lines in with the mood of all of these games that are a dark and gritty tone making the player feel more immersed. There is a lot of brown and green colours repetitively used this is because the games are mainly outside and in barren areas and contain a large amount of flora. The units and structures in the screenshots are all further away from the camera and at a birds eye point of view. This will influence my final product by showing me the types of colours that are most common for top town games and what is proved to be effective in this type of genres. In addition the mood board showed me that many games colour schemes while are consistent throughout game play can change with different stages or areas to add contrast as seen in X-com.
  • 7.
    Schedule WEEK OVERALL PLANSPECIFIC TASKS 1 Case Study, Initial Response, Product Research  2 Audience Research, Production Experiments, Proposal, Planning  3 Production  4 Production  5 Evaluation 
  • 8.
    Bibliography 1. Interviewees, Name.(2018) Target Audience Interviews (conducted on DATE) 2. . https://en.wikipedia.org/wiki/Main_Page 3. . https://www.youtube.com/channel/UCvYV-T-iMTuaLOPMyOQGFzw 4. . https://steamcommunity.com/ 5. . http://uk.ign.com/reviews/games 6. . https://store.ubi.com/uk?ncid=287-3---1-pdsc-6-11- Store_Branding_Search_101016--2-5--1016-4---- UBISOFT_WC___Store_Branding_Search_101016_ID36101&gclid=Cj0KC QiA-qDTBRD-ARIsAJ_10yKo3CzjU5MwUDljmdpvIjig- Us2gv0O7CMwD3IAJtJ1m4RYX4A5TQoaAloqEALw_wcB 7. . http://www.gameinformer.com/

Editor's Notes

  • #3 Log your initial thoughts regarding the set brief- What could you make? What are you good at? Your opinions? Can be a list of bullet points of reactions- does not have to be full prose. Can be hand written/drawn and scanned in.
  • #4 Bubbl.us or hand drawn-scanned using college printers exploring 3 potential ideas
  • #5 Collection of images related to your product/inspirational/visually interesting At least 15 needed
  • #6 Collection of images related to your product/inspirational/visually interesting At least 15 needed