- The document outlines a game design project that requires developing an original IP game with interactive environments created in 3D modeling software and a game engine.
- It discusses genres, target audiences, gameplay mechanics, platforms, and unique selling points of focusing on two different characters and gameplay styles.
- Market research shows competitors like Assassin's Creed and Splinter Cell have declining sales, leaving an opening for a new stealth/combat game, though Heavy Rain remains a top seller.
Video game rotation case study v1.3 (current state)Will Cave
Assassin's Creed Brotherhood is critically discussed based on criteria from a lecture. It is summarized that the game:
1. Uses terminology like game world, characters, feedback interface, and perspectives from the lecture.
2. Effectively uses audio like music, sound effects, and dialogue to create tone and mood.
3. Is representative of the wider open world action-adventure genre by sharing characteristics like customizable protagonists and side missions.
4. Had graphics that compared well to similar games from 2010 through the use of an in-game interface and background graphics.
5. Used game engines and console capabilities suitable for the time through balanced gameplay systems.
Tekken Tag Tournament 2 is a fighting game released in 2012 that emphasizes fast-paced 2 vs 2 tag team combat. It features 59 playable characters that can be paired into teams, with stages featuring destructible environments. The game includes various single player and multiplayer modes like story mode, arcade ladder challenges, online play, and customization options to provide extensive gameplay content.
The document analyzes the front and back covers of the video game Call of Duty: Modern Warfare 2. It discusses the imagery, colors, fonts and other design elements used and how they help set the tone for the game's story and themes of war. Key points include how the contrasting colors on the front cover represent the chaos of war, and how images on the back cover depict different environments and perspectives to immerse the player in the action.
The document summarizes the presenter's experience playing Resident Evil 4. It discusses the game's history, story, gameplay, and how it compares to previous Resident Evil games. It also describes the presenter's emotional reactions to playing the game, including fear, anxiety and happiness upon completing challenges. The presenter felt they became more of a hardcore gamer based on the amount of time spent replaying Resident Evil 4 to expand their understanding of the story and gameplay.
This document analyzes the Flash game Desktop Tower Defense. It discusses factors that define casual and core games according to various sources. Desktop Tower Defense has elements of both casual and core games - it is easy to learn but also attracted a dedicated fan following who made strategy guides and videos. The game succeeded in appealing to both casual and core gamers through features like multiple ways to compete and compare scores.
1) The game Silent Hill 2 revolutionized horror games by focusing on the protagonist's personal trauma and making the player feel vulnerable as an ordinary person rather than an action hero.
2) P.T. builds fear through an unfamiliar yet familiar haunted hallway that loops endlessly, trapping the player and challenging their sense of reality and autonomy. Strange sights and sounds gradually increase the unease.
3) The game leaves many aspects intentionally unresolved and unexplained, forcing the player to use their imagination and leaving them questioning what happened even after finishing, continuing the psychological effect.
Video game rotation case study v1.3 (current state)Will Cave
Assassin's Creed Brotherhood is critically discussed based on criteria from a lecture. It is summarized that the game:
1. Uses terminology like game world, characters, feedback interface, and perspectives from the lecture.
2. Effectively uses audio like music, sound effects, and dialogue to create tone and mood.
3. Is representative of the wider open world action-adventure genre by sharing characteristics like customizable protagonists and side missions.
4. Had graphics that compared well to similar games from 2010 through the use of an in-game interface and background graphics.
5. Used game engines and console capabilities suitable for the time through balanced gameplay systems.
Tekken Tag Tournament 2 is a fighting game released in 2012 that emphasizes fast-paced 2 vs 2 tag team combat. It features 59 playable characters that can be paired into teams, with stages featuring destructible environments. The game includes various single player and multiplayer modes like story mode, arcade ladder challenges, online play, and customization options to provide extensive gameplay content.
The document analyzes the front and back covers of the video game Call of Duty: Modern Warfare 2. It discusses the imagery, colors, fonts and other design elements used and how they help set the tone for the game's story and themes of war. Key points include how the contrasting colors on the front cover represent the chaos of war, and how images on the back cover depict different environments and perspectives to immerse the player in the action.
The document summarizes the presenter's experience playing Resident Evil 4. It discusses the game's history, story, gameplay, and how it compares to previous Resident Evil games. It also describes the presenter's emotional reactions to playing the game, including fear, anxiety and happiness upon completing challenges. The presenter felt they became more of a hardcore gamer based on the amount of time spent replaying Resident Evil 4 to expand their understanding of the story and gameplay.
This document analyzes the Flash game Desktop Tower Defense. It discusses factors that define casual and core games according to various sources. Desktop Tower Defense has elements of both casual and core games - it is easy to learn but also attracted a dedicated fan following who made strategy guides and videos. The game succeeded in appealing to both casual and core gamers through features like multiple ways to compete and compare scores.
1) The game Silent Hill 2 revolutionized horror games by focusing on the protagonist's personal trauma and making the player feel vulnerable as an ordinary person rather than an action hero.
2) P.T. builds fear through an unfamiliar yet familiar haunted hallway that loops endlessly, trapping the player and challenging their sense of reality and autonomy. Strange sights and sounds gradually increase the unease.
3) The game leaves many aspects intentionally unresolved and unexplained, forcing the player to use their imagination and leaving them questioning what happened even after finishing, continuing the psychological effect.
The document describes the characters, locations, costumes, and props for a game. There are eight main characters and several secondary characters, though only two are introduced in the first level for mystery. The main character's name is not revealed until the end. Motion capture could be used to animate characters but manual animation may be needed instead. The six initial locations include an arcade, future street, teleport station, warehouse, and moon landscape. Costumes include a casual long coat and armored time assassin outfit. Important props are a futuristic portal, weapons, an arcade machine, and a teleportation panel.
The Legend of Zelda: A Link to the Past was a successful and influential 1991 game that introduced concepts still used in the franchise today, such as an alternate "dark world" version of the overworld. It sold over 4.6 million units and is treasured by many who played it as children. The game's combat mechanics are flawed, with limited directional attacking, but charges attacks provide 360-degree range. The interconnected overworld segments and varied landscapes to explore. While the music lacks variation and enemy AI is predictable, the game brings nostalgia to original players.
The document describes the layouts of five different areas in a video game level: an arcade, streets, a teleport store, a warehouse, and the moon. Each area contains different objects, buildings, and terrain to immerse the player in the setting. For example, the streets area includes several buildings, cars, trash cans holding collectibles, and background images to give the illusion of a larger cityscape. Soundtracks, sound effects, and minimal dialogue are also outlined to enhance the gameplay experience in each unique environment.
This document summarizes information about video games and gaming consoles. It discusses major game companies like Bungie, Activation, and EA. It provides a timeline of early consoles from 1972-2006. It also answers questions about the first video game (Pong), its creators, and popular consoles before the Xbox 360 and PS3. Modern consoles discussed include the Xbox 360 and PS3. Top games currently and their publishers are also listed. The document concludes with information about the growth of the game industry in recent years.
Dead Rising is a third-person survival horror game released in 2006 by Capcom for the Xbox 360. The game takes place in a shopping mall overrun by zombies. Players control photojournalist Frank West, who must survive for three days by completing missions and saving survivors. The game was inspired by zombie films like Dawn of the Dead and includes horror, gore, and dark humor. It received a PEGI 18 rating for its graphic violence and references to cults. Players can get different endings depending on their choices and how many survivors they rescue. Effort is required to complete missions and find weapons/items to aid survival. Players become attached to characters and invested in Frank's goal of discovering the outbreak's cause.
Psychological Deconstruction of Angry BirdsHershey Desai
Never before has there been a moment where using different species of grimacing birds as projectiles to knock down and destroy grunting diseased looking green pigs been so very addictive. Angry Birds has become one of the rare video game sensations that jumped from being a game on your phone to a huge multiplatform franchise.
But what makes the game a success? Why is Angry Birds a masterpiece of addictiveness? Is it the simple gameplay, or the visual graphics used? Could it be just a hype that exists simply because everyone is playing it or is there any substantial techniques and theories behind the game?
By analysing the gameplay from a psychological perspective this essay aims to understand the reason behind the addictiveness of Angry Birds.
The document discusses the history and evolution of arcade games and home gaming consoles. It describes how arcade games in the 1970s-1980s were coin-operated and had large cabinets with joysticks and buttons. It notes Japan had a coin shortage due to the popularity of Space Invaders. Modern arcade games mentioned include Time Crisis and House of the Dead. It also discusses the transition to home gaming consoles in the 1980s which allowed playing games at home without inserting coins. Consoles now connect to the internet and include currency systems for purchasing in-game items. System and title updates help fix bugs and combat hackers, though some older games now suffer from hacking due to lack of support.
The document provides an overview of the game Undertale, including a description of the game world which is split into seven different areas with varying terrain and objects. It also describes the main characters including Frisk and Chara, how different NPCs react depending on the player's choices, and how bosses change in different routes. Additional topics covered include the feedback interface which tracks the player's actions, cut scenes, perspectives, gameplay type, complex narrative with different endings, and setting in the Underground beneath Mt. Ebott.
The document discusses potential inspirations for a retro-style superhero game. It analyzes Scott Pilgrim vs the World and X-Men for their artistic style and cooperative gameplay. Sonic the Hedgehog and Life is Strange are examined for inspiration regarding an 8-bit soundtrack with modern influences. Interviews suggest audiences prefer RPG elements, futuristic settings, and puzzle/adventure gameplay. The summaries aim to capture key aspects and potential directions for the game's design.
LEGO Lord of the Rings is an adventure game based on the Lord of the Rings franchise that allows players to relive the story of the films using LEGO characters and worlds. It was developed for younger audiences and published across multiple platforms in 2012. The game retains the visual style of the LEGO games with characters, weapons, and environments made of LEGO blocks. It follows the main plot of the Lord of the Rings books in a simplified and shortened form while adding some humorous moments typical of LEGO games.
The document provides research on three video games: Dragon Age, Age of Empires II, and Dante's Inferno. For each game, it describes the title, publisher, system, genre, release date, graphical style, and includes an evaluation, collage, and review section. The evaluations describe how the graphical styles support each game's genre. The collages and reviews explain how aspects of the games could inform the design of the student's own cel-shaded game.
Comparison of Donkey Kong and Black Opsjoaodias4994
Call of Duty: Black Ops is a first person shooter game released in 2010 that follows the story of Alex Mason during the Cold War and Vietnam War as he tries to uncover what "the numbers mean" and stop the plans of the antagonist Nikita Dragovich. Donkey Kong is an early platforming game from 1981 where the player controls Jumpman Mario to rescue Lady from the antagonist Donkey Kong by jumping between platforms to reach the top of levels. While very different in terms of graphics, gameplay, and target audiences, both games made important contributions to their genres and the gaming industry during their eras.
The document discusses 5 notable events in gaming history:
1) Brown v. EMA - A Supreme Court case that established video games as protected free speech.
2) Formation and closing of Irrational Games - The creators of Bioshock known for story-rich games.
3) The EVE War - An accidental in-game battle involving 28,000 ships, the largest in EVE Online's history.
4) The Corrupted Blood epidemic - A virus in World of Warcraft that spread beyond the game's boundaries.
5) The assassination of Lord British - When a glitch allowed a player to kill an invincible NPC in Ultima Online.
Middle Earth Shadow of Mordor is an action RPG set between The Hobbit and Lord of the Rings. The game features a nemesis system that tracks enemies and has them develop personalities and strengths based on past encounters with the player. Reviews praised the fun combat and nemesis system, saying the game feels like a blend of Assassin's Creed and the Arkham series. The story follows Talion seeking revenge after his family is killed, as he works to understand the uruk hierarchy and defeat the three Black Captains leading Sauron's forces.
The document provides research on several existing video game products, including Dark Souls, Devil May Cry, Assassin's Creed IV: Black Flag, Skyrim, and their key features. It analyzes the commonalities between the games, such as mythical settings, engaging stories, and adventure/action genres. It also notes which aspects will be incorporated into the researcher's own work, such as action gameplay, exploration/story elements, and health/stamina bars. A scoring system involving time taken, enemies killed, or kill methods is also considered.
Far cry 4 10 essential features it must have www.gamebasin.comGameBasin.com
This document provides a summary of 10 essential features that should be included in Far Cry 4 based on the successes of previous games in the series. These include: more licensed music to set the tone; improved takedown mechanics; creative means of transportation like riding elephants; destructible environments; a progression of increasingly difficult side missions and activities; narrative restraint without being too silly; encouraging improvisation in combat; more drug-induced hallucinations; inclusion of a mythical yeti character; and most importantly, developing a truly captivating and memorable villain like Vaas from Far Cry 3.
This document provides instructions and rules for playing the roleplaying game "The World of Our Lord Joe". Players take on the roles of main characters who adventure through a fantasy world created by the gamemaster (Our Lord Joe). The gamemaster is responsible for creating maps, towns, castles, and detailed event lists that describe encounters for the main characters. Main characters advance in levels by gaining experience through their adventures. The objective is for one player to be the first to reach the 10th level of ability.
The plot and visuals of the Assassin's Creed movie closely match the video game series, with similarities in characters, animus use, and historical settings and weapons. However, the film received poor critical reviews in contrast to the well-received games, possibly because movies lack the interactivity that makes games enjoyable and give players agency over the story. While faithful to the source material, watching a pre-determined story unfold on screen may disappoint fans accustomed to directing their own experience in the games.
Just Cause 3 is an action-adventure video game developed by Avalanche Studios and published by Square Enix. It was released in 2015 for multiple platforms. The game is set on the fictional Mediterranean island of Medici, which is under the control of the dictator General Di Ravello. The player controls Rico Rodriguez as he works to liberate Medici from Di Ravello's rule. Rico does this through completing missions and causing widespread destruction across the open world. The game explores themes of war, violence, and freedom through its narrative and visuals. However, it received some criticism for its unrealistic graphics and focus on destruction over story.
The document discusses existing video game products including Cuphead, Ōkami, The Legend of Zelda, and Chrono Trigger. It provides overviews of each game's gameplay, story, art style, and music. Research analysis identifies common RPG elements across the games that could be included in the author's own work, such as monsters, weapons, magic, and compelling characters.
This PowerPoint goes over research for unit 4. Research mainly goes over analyzing existing products which helps to get a sense of what to expect for the product.
The document describes the characters, locations, costumes, and props for a game. There are eight main characters and several secondary characters, though only two are introduced in the first level for mystery. The main character's name is not revealed until the end. Motion capture could be used to animate characters but manual animation may be needed instead. The six initial locations include an arcade, future street, teleport station, warehouse, and moon landscape. Costumes include a casual long coat and armored time assassin outfit. Important props are a futuristic portal, weapons, an arcade machine, and a teleportation panel.
The Legend of Zelda: A Link to the Past was a successful and influential 1991 game that introduced concepts still used in the franchise today, such as an alternate "dark world" version of the overworld. It sold over 4.6 million units and is treasured by many who played it as children. The game's combat mechanics are flawed, with limited directional attacking, but charges attacks provide 360-degree range. The interconnected overworld segments and varied landscapes to explore. While the music lacks variation and enemy AI is predictable, the game brings nostalgia to original players.
The document describes the layouts of five different areas in a video game level: an arcade, streets, a teleport store, a warehouse, and the moon. Each area contains different objects, buildings, and terrain to immerse the player in the setting. For example, the streets area includes several buildings, cars, trash cans holding collectibles, and background images to give the illusion of a larger cityscape. Soundtracks, sound effects, and minimal dialogue are also outlined to enhance the gameplay experience in each unique environment.
This document summarizes information about video games and gaming consoles. It discusses major game companies like Bungie, Activation, and EA. It provides a timeline of early consoles from 1972-2006. It also answers questions about the first video game (Pong), its creators, and popular consoles before the Xbox 360 and PS3. Modern consoles discussed include the Xbox 360 and PS3. Top games currently and their publishers are also listed. The document concludes with information about the growth of the game industry in recent years.
Dead Rising is a third-person survival horror game released in 2006 by Capcom for the Xbox 360. The game takes place in a shopping mall overrun by zombies. Players control photojournalist Frank West, who must survive for three days by completing missions and saving survivors. The game was inspired by zombie films like Dawn of the Dead and includes horror, gore, and dark humor. It received a PEGI 18 rating for its graphic violence and references to cults. Players can get different endings depending on their choices and how many survivors they rescue. Effort is required to complete missions and find weapons/items to aid survival. Players become attached to characters and invested in Frank's goal of discovering the outbreak's cause.
Psychological Deconstruction of Angry BirdsHershey Desai
Never before has there been a moment where using different species of grimacing birds as projectiles to knock down and destroy grunting diseased looking green pigs been so very addictive. Angry Birds has become one of the rare video game sensations that jumped from being a game on your phone to a huge multiplatform franchise.
But what makes the game a success? Why is Angry Birds a masterpiece of addictiveness? Is it the simple gameplay, or the visual graphics used? Could it be just a hype that exists simply because everyone is playing it or is there any substantial techniques and theories behind the game?
By analysing the gameplay from a psychological perspective this essay aims to understand the reason behind the addictiveness of Angry Birds.
The document discusses the history and evolution of arcade games and home gaming consoles. It describes how arcade games in the 1970s-1980s were coin-operated and had large cabinets with joysticks and buttons. It notes Japan had a coin shortage due to the popularity of Space Invaders. Modern arcade games mentioned include Time Crisis and House of the Dead. It also discusses the transition to home gaming consoles in the 1980s which allowed playing games at home without inserting coins. Consoles now connect to the internet and include currency systems for purchasing in-game items. System and title updates help fix bugs and combat hackers, though some older games now suffer from hacking due to lack of support.
The document provides an overview of the game Undertale, including a description of the game world which is split into seven different areas with varying terrain and objects. It also describes the main characters including Frisk and Chara, how different NPCs react depending on the player's choices, and how bosses change in different routes. Additional topics covered include the feedback interface which tracks the player's actions, cut scenes, perspectives, gameplay type, complex narrative with different endings, and setting in the Underground beneath Mt. Ebott.
The document discusses potential inspirations for a retro-style superhero game. It analyzes Scott Pilgrim vs the World and X-Men for their artistic style and cooperative gameplay. Sonic the Hedgehog and Life is Strange are examined for inspiration regarding an 8-bit soundtrack with modern influences. Interviews suggest audiences prefer RPG elements, futuristic settings, and puzzle/adventure gameplay. The summaries aim to capture key aspects and potential directions for the game's design.
LEGO Lord of the Rings is an adventure game based on the Lord of the Rings franchise that allows players to relive the story of the films using LEGO characters and worlds. It was developed for younger audiences and published across multiple platforms in 2012. The game retains the visual style of the LEGO games with characters, weapons, and environments made of LEGO blocks. It follows the main plot of the Lord of the Rings books in a simplified and shortened form while adding some humorous moments typical of LEGO games.
The document provides research on three video games: Dragon Age, Age of Empires II, and Dante's Inferno. For each game, it describes the title, publisher, system, genre, release date, graphical style, and includes an evaluation, collage, and review section. The evaluations describe how the graphical styles support each game's genre. The collages and reviews explain how aspects of the games could inform the design of the student's own cel-shaded game.
Comparison of Donkey Kong and Black Opsjoaodias4994
Call of Duty: Black Ops is a first person shooter game released in 2010 that follows the story of Alex Mason during the Cold War and Vietnam War as he tries to uncover what "the numbers mean" and stop the plans of the antagonist Nikita Dragovich. Donkey Kong is an early platforming game from 1981 where the player controls Jumpman Mario to rescue Lady from the antagonist Donkey Kong by jumping between platforms to reach the top of levels. While very different in terms of graphics, gameplay, and target audiences, both games made important contributions to their genres and the gaming industry during their eras.
The document discusses 5 notable events in gaming history:
1) Brown v. EMA - A Supreme Court case that established video games as protected free speech.
2) Formation and closing of Irrational Games - The creators of Bioshock known for story-rich games.
3) The EVE War - An accidental in-game battle involving 28,000 ships, the largest in EVE Online's history.
4) The Corrupted Blood epidemic - A virus in World of Warcraft that spread beyond the game's boundaries.
5) The assassination of Lord British - When a glitch allowed a player to kill an invincible NPC in Ultima Online.
Middle Earth Shadow of Mordor is an action RPG set between The Hobbit and Lord of the Rings. The game features a nemesis system that tracks enemies and has them develop personalities and strengths based on past encounters with the player. Reviews praised the fun combat and nemesis system, saying the game feels like a blend of Assassin's Creed and the Arkham series. The story follows Talion seeking revenge after his family is killed, as he works to understand the uruk hierarchy and defeat the three Black Captains leading Sauron's forces.
The document provides research on several existing video game products, including Dark Souls, Devil May Cry, Assassin's Creed IV: Black Flag, Skyrim, and their key features. It analyzes the commonalities between the games, such as mythical settings, engaging stories, and adventure/action genres. It also notes which aspects will be incorporated into the researcher's own work, such as action gameplay, exploration/story elements, and health/stamina bars. A scoring system involving time taken, enemies killed, or kill methods is also considered.
Far cry 4 10 essential features it must have www.gamebasin.comGameBasin.com
This document provides a summary of 10 essential features that should be included in Far Cry 4 based on the successes of previous games in the series. These include: more licensed music to set the tone; improved takedown mechanics; creative means of transportation like riding elephants; destructible environments; a progression of increasingly difficult side missions and activities; narrative restraint without being too silly; encouraging improvisation in combat; more drug-induced hallucinations; inclusion of a mythical yeti character; and most importantly, developing a truly captivating and memorable villain like Vaas from Far Cry 3.
This document provides instructions and rules for playing the roleplaying game "The World of Our Lord Joe". Players take on the roles of main characters who adventure through a fantasy world created by the gamemaster (Our Lord Joe). The gamemaster is responsible for creating maps, towns, castles, and detailed event lists that describe encounters for the main characters. Main characters advance in levels by gaining experience through their adventures. The objective is for one player to be the first to reach the 10th level of ability.
The plot and visuals of the Assassin's Creed movie closely match the video game series, with similarities in characters, animus use, and historical settings and weapons. However, the film received poor critical reviews in contrast to the well-received games, possibly because movies lack the interactivity that makes games enjoyable and give players agency over the story. While faithful to the source material, watching a pre-determined story unfold on screen may disappoint fans accustomed to directing their own experience in the games.
Just Cause 3 is an action-adventure video game developed by Avalanche Studios and published by Square Enix. It was released in 2015 for multiple platforms. The game is set on the fictional Mediterranean island of Medici, which is under the control of the dictator General Di Ravello. The player controls Rico Rodriguez as he works to liberate Medici from Di Ravello's rule. Rico does this through completing missions and causing widespread destruction across the open world. The game explores themes of war, violence, and freedom through its narrative and visuals. However, it received some criticism for its unrealistic graphics and focus on destruction over story.
The document discusses existing video game products including Cuphead, Ōkami, The Legend of Zelda, and Chrono Trigger. It provides overviews of each game's gameplay, story, art style, and music. Research analysis identifies common RPG elements across the games that could be included in the author's own work, such as monsters, weapons, magic, and compelling characters.
This PowerPoint goes over research for unit 4. Research mainly goes over analyzing existing products which helps to get a sense of what to expect for the product.
Counter Strike: Global Offensive is a first person shooter multiplayer game. The maps feature 3D, photorealistic terrain and some enterable buildings. Players can interact with guns, bodies, barrels, and other players. The game interface displays information like health, ammo, money, and the mini map. The art style aims for photorealism but uses cell shading to create a needed disconnect from reality given the violent gameplay. The competitive multiplayer focuses on skill, tactics, and teamwork without special abilities. It is considered a high skill game at high levels due to relying only on aim and communication.
The document discusses several existing video games related to disease outbreaks and horror themes:
- The Plague allows players to control a plague and spread diseases to kill as many people as possible. It was released in 2012 for iOS.
- Tom Clancy's The Division is set in a dystopian future New York City after a smallpox pandemic. Released in 2016, players work to contain the disease and rebuild society.
- Ninja Blade is set in Tokyo where unknown creatures attack. Released in 2009 for Xbox 360 and Windows, players battle fantasy creatures using swords and guns.
- Zombies Ate My Neighbours challenges players to rescue neighbors from horror movie monsters like zombies and werew
The document provides a game synopsis for a sci-fi first person shooter RPG video game set in a parallel ancient Greece-inspired world. The player controls a warrior on a quest to rescue their family from the capital city, gaining upgrades throughout their journey. Bosses are based on Greek mythology. The goal is to defeat the final boss in the capital city using technology acquired. The target audience is those aged 15 and up, with a dramatic steel and blue color style. The creator will design and model two weapons to be selected for the final game using 3D modeling software, practicing concept art, modeling, UV mapping, texturing, and lighting skills. The end product will be character designs and a detailed posed and textured 3
The document provides a game synopsis for a sci-fi first person shooter RPG video game set in a parallel ancient Greece-inspired world. The player controls a warrior on a quest to rescue their family from the capital city, gaining upgrades throughout their journey. Bosses are based on Greek mythology. The goal is to defeat the final boss in the capital city using technology acquired. The target audience is those aged 15 and up, with a dramatic steel and blue color style. The creator will design and model two weapons to be selected for the final game using 3D software, practicing concept art, modeling, UV mapping, texturing, and lighting skills. The end product will be character designs and a detailed posed and textured 3D
Sly Cooper 2: Band of Thieves is a 2004 stealth platformer video game developed by Sucker Punch for the PlayStation 2. Players control Sly, Murray, or Bentley to complete missions and collect pieces of the villain Clockwerk. The cel-shaded graphics use anthropomorphic animals in an isometric 3D style. The single-player game has a linear narrative and the goal is to complete missions, collect valuables to buy upgrades, and find all clue bottles to unlock skills. It was praised for its gameplay but criticized for inconsistencies in character art style.
The document outlines ideas for a first-person zombie apocalypse survival horror game set in a post-apocalyptic open world version of London. The protagonist is Jason Blake, a 27-year old working class man who must scavenge for weapons and supplies while interacting with other survivors. Gameplay will involve exploring the open world map to complete missions and level up skills like weapon usage and stamina. Choices will determine whether the character becomes more heroic or renegade over the course of the story. Mood boards showcase the gritty, desolate atmosphere and include images of weapons, vehicles, and the infected to bring the game vision to life.
This document provides a case study analysis of The Legend of Zelda: Breath of the Wild game. It discusses key terminology from lectures and how they are used in the game. It analyzes the game's audio, including music, sound effects, and how it creates mood. It examines how the game represents the wider open-world adventure genre and how it develops gameplay. Graphics are compared to similar games from the franchise and time period. The game engine and system requirements are also outlined. Screenshots and box art are annotated. A paragraph discusses the issue of video game addiction and quotes an article on the subject.
The Mortal Kombat series uses a photorealistic 3D art style for its characters, though they can only move forward, backward, jump and crouch. It features both single player and multiplayer modes to increase replayability. The interface includes character names and health bars. While similar to other fighting games, Mortal Kombat stands out through its use of brutal finishing moves like fatalities and x-ray attacks. Some weaknesses include its lack of true 3D movement, and changing its core style could alienate fans.
The document provides details for a proposed first-person zombie survival horror game. The game would be set in a post-apocalyptic version of London and the English countryside. Players would control Jason Blake, a 27-year old working-class survivor, as he searches for his family. Gameplay would involve scavenging for weapons and supplies, encountering other survivors and hostile infected humans, and exploring the open-world environment. Key elements include the use of photorealistic graphics to create an immersive atmosphere, a focus on themes of isolation and declining mental state, and character customization through experience points.
This document provides details for a video game concept, including:
- The setting takes place in modern day forests and isolated buildings at twilight.
- The main character, named Jake, is a tall and muscular man with superpowers like super strength and speed who always wears a hooded sweatshirt.
- Weapons include an instantly lethal curved sword.
- A mind map and mood board were created to flesh out the game's concepts, characters, and dark, mysterious forest aesthetic.
- A questionnaire was given to classmates about preferred art style, weapons, and violence level to inform the game's design. Most preferred an exaggerated style and swords over guns, and showed interest in visible damage from attacks.
The document proposes an online flash game called "Warfare of Ages" that will entertain bored people. The game will be a scrolling defense strategy game set in a fantasy medieval world resembling our own, where the player builds an army to battle against enemies through different time periods. Key elements will include units from the stone age through medieval age that work in a "rock paper scissors" system. The target audience is teenage males interested in war and strategy games with open minds to fantasy. Research into similar defense games will inform the design and merged fanbases. No offensive content is anticipated as the game does not depict humans or blood, only fantasy objects and monsters, avoiding potential issues.
This document provides instructions for a case study assignment on a video game released within the last 5 years. It instructs the student to discuss key terminology from the lecture and how it is used in the game, the game's use of audio, how the game represents its genre, graphics comparisons to similar games, the game engines and required hardware, annotated screenshots, and a paragraph on video game addiction quoting an article on the topic. It also provides instructions on compressing images and includes example discussions of terminology, characters and avatars, game types and narrative, perspective and inventory, and the game world for a level in Counter-Strike: Global Offensive.
The document provides an analysis of the fighting video game Mortal Kombat X. It discusses several key elements of the game including the cover art, characters, terrain, objects, gameplay, feedback interface, game type, and narrative. The cover art uses bold fonts and dark colors to reflect the violence in the game. Players can interact with the terrain and use objects as weapons. The gameplay involves fighting opponents within a time limit to deplete their life bars using special attacks. Feedback from the controller adds to the realistic experience. The single-player story mode allows players to learn each character's background.
The document discusses four different art styles used in games: photorealism, cel shading, abstraction, and exaggeration. It provides instructions to find three examples for each style that demonstrate how the style sets the tone, theme, and feel of the game. Photorealism aims to make games look as realistic as possible, while cel shading mimics the style of manga/anime. Abstract games have no clear purpose or story. Exaggeration is common in cartoons and makes characters appear unnaturally tall or proportions. The styles help set the mood and target audience for each game.
The document discusses four different art styles used in games: photorealism, cel shading, abstraction, and exaggeration. It provides instructions to find three examples for each style that demonstrate how the style sets the tone, theme, and feel of the game. Photorealism aims to make games look as realistic as possible, while cel shading mimics the style of manga/anime. Abstract games have no clear purpose or story. Exaggeration is common in cartoons and makes characters appear unnaturally tall or proportions. The styles help set the mood and target audience for each game.
The document researches existing strategy and role-playing games like XCOM, Mass Effect, and Ghostbusters: The Video Game to inform the development of a new turn-based strategy game about fighting ghosts in space. Common elements that will be included are a choice-driven story, good sound design, dark lighting and colors to set mood, and strategy-based turn-based gameplay. The audience for this new game will be 14-25 year olds of any gender who enjoy turn-based strategy and role-playing games that allow choosing different story paths.
The document discusses research done on three games - Far Cry 3, State of Decay, and Mass Effect 3 - to help inform the design of the author's own zombie survival game. The games demonstrated how using photorealistic graphics can make the environment feel real and intense. This research helped the author decide on design elements for their game like having a photorealistic art style, realistic weapons like shotguns, and focusing concept art on detailed environments. The author created a mind map and mood board to further develop their game ideas around these insights from existing titles.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
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Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
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Decormart Studio is widely recognized as one of the best interior designers in Bangalore, known for their exceptional design expertise and ability to create stunning, functional spaces. With a strong focus on client preferences and timely project delivery, Decormart Studio has built a solid reputation for their innovative and personalized approach to interior design.
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Coordinate and oversee all technical activities relating to architectural and construction projects,
including directing the design team, reviewing drafts and computer models, and approving design
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Organize and typically develop, and review building plans, ensuring that a project meets all safety and
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Prepare feasibility studies, construction contracts, and tender documents with specifications and
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Game Concept Presentation for Ukrainian Mythology Based Game With Designs
Project proposal
1. You are required to design your own game, it must be your own
individual IP and not someone elses work
Artist Pathway = An interactive element from a game. Produce part of
an environment for your games design using a combination of 3D
Studio Max, and a games engine, either UDK, CryEngine or Unity to
allow user exploration
3. Target audience
-Core gamers
-18+ years old
-people who own consoles and gaming PC’s and are regular players, people who show an interest in events such as gamescon
and Eurogamer
- It will mostly appeal to the male audience although there will be females that will enjoy this if they enjoyed metal gear
solid and splinter cell.
- People who tend to follow a series such as Halo, Call of duty etc.
My main demographic that I am aiming for Is the O section
of the mosaic chart. More along the lines of 066 aka the
student. This type of demographic tend to follow gaming
trends and a franchise. Also the fact that students tend to
get student loans and will more than likely spend most of
their money on entertainment (Games).
In terms of the gaming community. The community I am
aiming for is the assassins creed audience. This is because
they are following a franchise and prefer stealth games,
They are core gamers and usually play on consoles which
suits the fact that I am aiming for a mostly console release.
4. Summery of content
The game content that will be put into the final version of the game will be based around a major stealth system. The game will take a large inspiration from Tom Clancy’s Splinter cell
when you are in stealth mode, turning off lights and staying in the darkness is the best way to progress. When it comes to combat however the combat system is best compared to
the game Assassins creed. The fighting system requires a number of different controls for different actions in combat. One of the buttons will initiate a parry when an enemy attacks;
from there the player is prompted to then press a random button in order to then follow up with an execution.
The story, will follow two main characters, the first is Exo. A genetically modified soldier who uses stealth to get around the level. The second character is Michael who uses third
person shooting small amounts of Freerunning to complete his tasks.
5. Platforms
The different types of platforms that it will run on will be PC’s and next generation consoles such as the ps4
and xbox one, this is because the engine I would use would be very graphics and memory intensive, it would
be a 3d photorealistic graphics, the character models would be best relatable to the quantic dream engine.
It would also have a large amount of content within the game and so would require a good amount of
memory.
6. Core gameplay mechanics
The core gameplay mechanics for my game will focus on two different styles of gameplay, the first will be stealth during the missions with Exo, so
this will be most of the time, other times there will be a third person shooting mechanic not only with Exo but with Michael as well as he comes
into contact with enemy forces he will be forced to fight.
Stealth is the biggest mechanic in the game and Exo will be the main character in the game so will have the largest role to play, the stealth
mechanic within the game will be similar to that of splinter cell where the darkness will be Exo’s greatest ally as he stalks his way through the
level.
Overall Exo will carry out his task with efficiency and without mercy, if he is given a target he will kill it, this means he isn’t afraid to get his hands
dirty is necessary, there will be a number of different types of stealth kill animation so as not to make it feel recycled and become boring, as well as
that Exo has a number of face to face combat options, Exo can utilize a number of weapons, including heavy weapons, I want the game to have
that killzone feel, where you can pick up some of the most ridiculous sized guns and shoot everything with massive explosions.
Michael’s gameplay mechanics will focus on the whole puzzle solving and 3rd person shooting mechanic, the puzzle solving mechanic will takes
inspiration from batman and heavy rain, and the third person shooting will take inspiration from Ghost recon: FS with the whole cover to cover
systems with different animation types for each.
Overall the game will have two different types of gameplay offering a variety of different missions and appeal, this also makes Exo and Michael
stand apart from each other and seem very different from themselves.
7. Unique selling point
My games unique selling point is the two types of game genre in my game for two different characters. The game will switch between the two
characters during different missions and different points of the game, the game will also use different types of game mechanics; the crime
scene investigating with Michael and the stealth based system with Exo.
I have taken inspiration from games such as Assassins creed; Splinter cell and other types of stealth based game. In terms of Michaels
mechanic the third person shooting will be based off of games such as ghost recon future soldier.
The main unique selling point is how the game I shown through the two different perspectives of the characters, Exo’s story will be more about
revenge, whereas Michael’s side will be about discovery. Exo will use his superior stealth skills and combat to go through any level he wishes,
the player has the choice to completely stealth the level, this will make Michaels mission harder but Exo's becoming more easy, but Exo can
instead go through the level destroying everything in his path, this will make Michaels levels easier but Exo's missions and overall goal will
become harder to reach seeing as he is not only facing the enemies he sent himself to kill but he will also find that MI7 will try to hunt him
down.
8. Mood boards
Visual style
The visual style that I am aiming for in
my game is to have a photorealistic
game that has a light green hue over the
gameplay. Much like battlefield uses a
blue hue I believe that using the colour
green will create a good Connection to
the game. When you ask people about
what colour relates to battlefield 3 they
will answer blue. I hope to have this
reaction with my game and associate
green with Shinobi.
This means that as I go through with my
artwork I will need to focus on green
colours and Hues when Focusing on my
art style.
9. Audio
Audio is a incredibly effective and powerful way of making a good game. I want to have a powerful soundtrack that people will remember.
The type of game that I want to tale inspiration from in terms of audio is Halo. Halo had a full orchestra of sound and this gave the player a sense of awe before even
playing.
This type of music means that the player is getting a sense of undertaking a journey or quest, maybe even a hardship before they are even playing.
While the player is playing however I want music that when being played creates an atmosphere like COD: WAW
This atmospheric music creates a sense of excitement and urgency.
10. Surveys
Next on the agenda is to find out
how popular stealth and action
games are, both from an overall
perspective and also a personal
survey I did myself.
Q1. How often do you play stealth games
a. Very often 2
b. Every now and then 3
c. Not at all 1
Q2. Do you believe that a story is
important in games
a. Yes 6
b. No 0
Q3. Do you like games that just focus on one
character
a. Yes 2
b. No I like multiple character stories 4
11. Market research
The Games that are currently on the market that I have to compete with are games such
as Splinter cell, Assassins creed and even games such as heavy rain.
Splinter cell and assassins creed all have a stealth and combat based game. They also all
have a series that loyal fans follow. They are also the two leading games in the market in
terms of the stealth based genre. Next is heavy rain which may be a competitor in terms
of the crime scene investigation mechanic. Seeing as Michael's main role is to solve the
scene and find out where Exo has gone as well as the third person shooting mechanic,
Hopefully my game would make this superior to heavy rain.
Assassins creed is currently in a franchise. And the overall Franchise has shifted massive
sales; Although the recently released AC 4 sales have gone done 60% with only
1,313,813 sales on all platforms. Compared to AC3 which had a much larger sales.
Although this is a good thing as it frees up more space in the market for a new game aka.
Mine. There is still a large following of the franchise and will be hard to win them over.
Splinter cell has also recently released Black list which made an overall sale of 2 million,
this has also been a large decrease in sales than before. Which means that both of the
main competitors are loosing a foothold on the market. This says to me that the market
is waiting for a new stealth and combat game to come along with a new story.
However another competitor heavy rain may although a couple of years old now still
poses a problem. Heavy rains sales rocketed in the massive 100 million dollars which
still is an amazing sales, this can be quite worrying as if I try to compete with these sales
I can see myself fall short.
Overall I can see my game doing very well in the market. It’s a new fresh story and idea.
It has an original storyline which has two unique storylines, the graphics will be of very
good quality and the game mechanics will be well made. I believe a market and following
will grow for this game. I can imagine the overall game sales reaching over 5 million
sales.