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Concept Development ,[object Object],Fun, Nostalgic 2D Arcade Adventure Game
(Working Title) “ A fun, nostalgic 2D arcade adventure game with additional in-browser features”
‘ pick up and play’ experiences Something that can draw you in within a matter of moments Something that catches your eye Something that is simple Something that is enjoyable
Games
Doodle Jump  (iPhone)
Octopult  (iPhone/iPad)
Wii Party  (Wii) Race against the clock Obstacle Puzzle Game types that draw you in
Key ideas Pick up and Play Arcade/Adventure game Large Audience
Mobile or Desktop/Web?
Stated they played arcade games when they were kids
The most important factor in an  arcade game?
Feedback and Reflection Mobile = Gave quick experiences with a basic narrative structure Desktop/Web = Gave immersive experiences with a more in-depth narrative structure
Quick experiences with a basic narrative structure Immersive experiences with a more in-depth narrative structure Mobile Desktop/Web
Key Points of Development Fun first, message second Nostalgia Rewards
Nostalgia
Website Rewards
Narrative Synopsis A time machine test experiment goes dramatically wrong, causing a droid to become stranded in the past. Now you must help Droid 266* through 8* treacherous levels and get back to the year 2022. *Working title
Game Structure Stone Age  19 th  Century:  Wild West 22 nd  Century: The Future  2 Levels 2 Levels 2 Levels 2 Levels Achievements Achievements Achievements Achievements Collectables Collectables Collectables Collectables Novice Moderate Difficult Very Difficult 20 th  Century: Modern Era
Development and Prototype
Schedule
Collaborators Ashley Firth & Ben Entwisle –  PHP Achievements Joe Wheater –  Unity Programming
Prototype Demonstration
Questions

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Graduate Project Presentation

Editor's Notes

  1. I’d like to present to you today…
  2. First Launch 2011 Narratives tiresome compared Pick up
  3. - Asked myself what does this?
  4. Looked at arcade games
  5. Simple Concept Jump on Platforms Also applied to...
  6. Minigames Fun easy to play Draws in large audience Simple game types
  7. P+P – Fun before the storyline Examples Arcade – Tetris/Space Invaders Appeal Large audience – Like Wii Party
  8. Led me to ask… Survey posted on…
  9. Majority survey my target audience Few said they played arcade games when kids Potentially apply 11-17 to target audience
  10. difficulty - storyline and appearance Increasingly important factors in desktop With a big interest in design and storytelling/Desktop
  11. My game plotted The middle man between Leant towards desktop and web
  12. Putting the fun before the narrative Will expand upon
  13. Nostalgia - 8bit character art comes to mind NOT wannable retro Incorporate best of both modern day 2d graphical art
  14. Player incentive – Achievements and rewards Design skills – make viewable on Website - counterpart to game View progress and awards Examples of this can be seen in
  15. Backbone story
  16. Game split into 4 parts 2 levels each – Could be extended; depends on time Achievements and collectables would vary depending on the theme
  17. Unity 3D Game engine using 2D toolkit Simplicity and feel comfortable using it compared
  18. Development till end of year Game production now till Mid-March > April Web dev – January till April Bug fixing – Mid march – end April
  19. Implementing styles