This document provides a concept for a 2-player platformer game where one player controls a woman and the other controls her sentient reflection trapped in a mirror. They are trying to progress through different levels and fight enemies to find an oracle that can free the reflection. There will be collectibles, environmental interactions, boss fights between levels, and conversations between the characters. The art style will be pixel art. The creator believes this concept has potential for emotional connection and gameplay elements. Their strengths include art skills, animation experience, and video editing skills, while their weaknesses are time management and organization. The goal is to intrigue audiences with the mystery of the game.
Pig-faced Orcs: What designers can learn from old-school role-playing gamesJamie Reffell
Can designers learn anything from old-school role-playing games like Dungeons & Dragons and Traveller? Sure!
Designers of all kinds are getting comfortable applying principles of game design to non-game applications. Many of those principles date back to the early days of role-playing games, from Gary Gygax and Dave Arneson's first edition of D&D in 1974 to less well-known games like Runequest and Traveller. Game designers have been revisiting these early works and extracting wisdom from them, and I'd like to bring some of those lessons to the user experience community.
In this deliciously nerdy talk, I'll present user-experience lessons from old-school gaming, including the role of showmanship in constructing an experience, how imperfections and missing pieces can increase engagement, and the difference between sandbox and railroad designs.
Talk given as IA Summit 11 in Denver CO.
Pig-faced Orcs: What designers can learn from old-school role-playing games (...Jamie Reffell
Can designers learn anything from old-school role-playing games like Dungeons & Dragons and Traveller? Sure!
Talk given at WebVisions 11 in Portland, OR.
Pig-faced Orcs: What designers can learn from old-school role-playing gamesJamie Reffell
Can designers learn anything from old-school role-playing games like Dungeons & Dragons and Traveller? Sure!
Designers of all kinds are getting comfortable applying principles of game design to non-game applications. Many of those principles date back to the early days of role-playing games, from Gary Gygax and Dave Arneson's first edition of D&D in 1974 to less well-known games like Runequest and Traveller. Game designers have been revisiting these early works and extracting wisdom from them, and I'd like to bring some of those lessons to the user experience community.
In this deliciously nerdy talk, I'll present user-experience lessons from old-school gaming, including the role of showmanship in constructing an experience, how imperfections and missing pieces can increase engagement, and the difference between sandbox and railroad designs.
Talk given as IA Summit 11 in Denver CO.
Pig-faced Orcs: What designers can learn from old-school role-playing games (...Jamie Reffell
Can designers learn anything from old-school role-playing games like Dungeons & Dragons and Traveller? Sure!
Talk given at WebVisions 11 in Portland, OR.
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2137ad Merindol Colony Interiors where refugee try to build a seemengly norm...luforfor
This are the interiors of the Merindol Colony in 2137ad after the Climate Change Collapse and the Apocalipse Wars. Merindol is a small Colony in the Italian Alps where there are around 4000 humans. The Colony values mainly around meritocracy and selection by effort.
thGAP - BAbyss in Moderno!! Transgenic Human Germline Alternatives ProjectMarc Dusseiller Dusjagr
thGAP - Transgenic Human Germline Alternatives Project, presents an evening of input lectures, discussions and a performative workshop on artistic interventions for future scenarios of human genetic and inheritable modifications.
To begin our lecturers, Marc Dusseiller aka "dusjagr" and Rodrigo Martin Iglesias, will give an overview of their transdisciplinary practices, including the history of hackteria, a global network for sharing knowledge to involve artists in hands-on and Do-It-With-Others (DIWO) working with the lifesciences, and reflections on future scenarios from the 8-bit computer games of the 80ies to current real-world endeavous of genetically modifiying the human species.
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Kurgan is a russian expatriate that is secretly in love with Sonia Contado. Henry is a british soldier that took refuge in Merindol Colony in 2137ad. He is the lover of Sonia Contado.
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1. Contextual Statement
For my FMP I am goingto create a game conceptwithan animatedtrailer,myideaisaplatform, 2
playergame that basesaroundthe story of a womenwhorealisesherrelflection isasentientperson
trappedinthe mirror, theyare trappedina shadow world(thisname isinthe works) thatis dark and
distorted.One of youplaysthe normal womenandthe otherplaysthe one inthe mirror.You are
progressingtofindanoracle that has the capabilitytofree yourreflection/partner.Youmusthelp
each otherprogressbetweenlevelsbyputtingboxesforexample infrontof the mirrorandthen
theypickit upand use it to progress.Youalsomust fightenemies,theydifferfromwhatside of the
mirroryou are on,for example youwill fightdarkspritesif youplaythe shadow realmandthe
oracleshenchmen(humans)if youplaythe normal side.There will alsobe differentvariationsof the
enemies,the mainoneswill be the small onesthattake 3 hitsto kill,mediumonesthattake 6 and
biggeronesthattake 9 to kill,Ialsowant to include mini bossesatthe endof each level tomark
your progression,these fightswillincreaseyourdamage andincrease yourhealth.
Collectables/environmentalinteractionswill alsobe apart of my game,these will featureitemsthat
have sentimentalvalue tothe characterslike afamilyphotoora keythatopensa secretdoor.
Environmental interactionswill include seeingabuildingthroughthe mirrorthathas a memory.I
wantto include talkingpointsaswell,like whenyoufinishabossfightyouwill have aconversation
aboutit or whenyouare justwalkingaboutone will askhow the otheris.By doingthisitwill take it
forma run andgun game to userexperience,itwill give itmore substance andmake people connect
withthe characters.Seeingcharactersina vulnerable state canmake themrelatable causing
connectionwiththe characters.
At the endof the game,youmeetthe oracle,youtalkwith them, and itturns outthe onlywayto
free yourreflectionistodefeatthem,the fighthas5levelsall differentfromthe lastandyouboth
mustfightthemfromeitherside of the mirror.At the endof the fightthe oracle theyturnto dust
and getblownawaywithwind,there will be acutscene where youbothapproachthe mirrorand
hesitantlygrabeachother'shand,yougrab theirarm and pull themthrough,theyhugand the
image fadesawayto white,the title appearsandthe credit’srole.
Whenit comesto the art style of the game,I initiallywantedtomake itcartoonybut semi-realistic
but at my currentlevel of animationandartskill Idonot believethisispossible andhave instead
optedto use pixel art.Ihave usedthisinthe paston my adventure projectinyear1 and foundit
quite simple andeasytoworkwith.Ihave since thenbetteredmyart skillsandhave avisionof what
my characters,layoutsandbackgroundslooklike soIwill be able tocreate them.
I have chosento dothis ideaas it has real potential,Ihave notheardanythingwiththe conceptI
have createdbefore andthinkitcouldreallybe somethinggreat.Ithasthe emotional connectionto
characters that playerswant,ithascombat and a rewardssystem, eastereggsandsecrets.Ialso
love videogamesandtheyare a massive passionof mine;Iamalwaysproducingconceptsand
visualisingwhattheycouldlooklikeinmyhead,makingartfor them, writingscriptsinmyhead,and
makingplaylistsof musicforeachconcept.I want to create videogamesasacareer anddoingthis
projectisgoingto get me one stepcloserto makingthatdream come true.
Whenit comesto mystrengthsand weaknessesitvaries.FormystrengthsIwouldsayI am decent
at art andhave creative eye,Ialsohave knowledgeinanimationandhave createdanimationsinthe
past that have turnedoutwell.Anotherstrengthof mine ismyskillswithPremiere Pro,overthe
time I have done thiscourse I have usedpremiere proalotfrom puttingtogetheranimation shotsto
editingamusicvideo.Itisone of the programmesIhave usedmost andhave gainedthe mostskill
2. in.Procreate isalsoa programme Ihave a lotof knowledge on,Iuse itall the time onmy iPadand
has beenastaple inmy worksince I got itlast year.These strengthswill allow me tomake a good
project,theyall have theiruses,andwill Ibe usingthemasmuch as a I can.
I alsohave weaknesses,Photoshop,timemanagementandorganisation.AlthoughIhave used
Photoshopoverthe course,Iam not that greatat itas I have not reallyhada use for itas I make
everythingmyselfonmyiPad,due to thisI have nothad a lot of time to use it,I do not thinkthisis
reallythatdetrimental tomyprojectasI know the basicsandcan alwaysaskif I needhelp.Time
management,Ialwaysgetthingsinontime,butI tendto leave itto the lastminute,whichisnot
great forstress,and itconstantlyhappens.Ithinktoimprove thisIneeda timetable of sortssoI can
keepontrack and not letthingsoverwhelmme atthe lastmoment.Itry to keeporganised,butI
lose track of everythingafterawhile whichisnotideal foranFMP, to combatthisI am goingto
make designatedfoldersforeverythingandmake sure whenIfinishanythingitgoesonmywebsite
straightaway or if I am writingsomethingIwill addthe source to the bibliographyimmediately,soI
do nothave to do it all inone sitting.
My hope forthe FMP is to create somethingthatintriguespeopleandmakesthemcurious,sothey
wantto playit, itis an interestingconcept,soIwant to playthatup as much as possible.Ihope to
captivate the audience withthe mysteryof the game,Iwantthemto wonderwhatisgoingto
happen,whothe charactersare, whatmade her reflectioncome tolife.