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Isaac	
  Tingey	
  &	
  William	
  Cafferkey	
   	
   02/04/14	
  
Mr	
  Monocle	
  –	
  Pipeline	
  
	
  
Ideation	
  
	
  
Mr	
  Monocle	
  is	
  an	
  original	
  IP	
  (Intellectual	
  Property),	
  before	
  we	
  even	
  created	
  characters	
  or	
  gameplay	
  our	
  initial	
  
idea	
  was	
  always	
  to	
  make	
  the	
  game	
  a	
  Mario/Temple	
  Run	
  cross	
  over,	
  a	
  2D	
  8-­‐bit	
  side	
  scrolling	
  endless	
  runner,	
  we	
  
then	
  randomly	
  came	
  across	
  the	
  idea	
  of	
  a	
  pig	
  running	
  from	
  butchers	
  because	
  it	
  was	
  abstract	
  and	
  hadn’t	
  been	
  
done	
  before,	
  however	
  we	
  wanted	
  to	
  add	
  a	
  random	
  twist	
  to	
  it	
  so	
  we	
  decided	
  the	
  game	
  should	
  be	
  a	
  fantasy	
  and	
  
the	
  pig	
  should	
  wear	
  classy	
  clothes	
  (A	
  top	
  hat	
  and	
  a	
  monocle)	
  this	
  is	
  where	
  we	
  thought	
  of	
  the	
  game	
  Mr	
  Monocle.	
  
We	
  then	
  thought	
  that	
  there	
  should	
  be	
  a	
  lead	
  evil	
  butcher	
  that	
  sent	
  out	
  his	
  evil	
  minion	
  butchers	
  and	
  also	
  floating	
  
strips	
  of	
  bacon.	
  We	
  did	
  lots	
  of	
  research	
  in	
  to	
  modern	
  8-­‐bit	
  games	
  such	
  as	
  Canabalt	
  and	
  Flappy	
  Bird,	
  which	
  were	
  
both	
  highly	
  popular	
  side	
  scrolling	
  2D	
  endless	
  runners.	
  Both	
  of	
  these	
  games	
  gave	
  us	
  inspiration	
  for	
  how	
  our	
  
character	
  will	
  move	
  and	
  how	
  our	
  other	
  game	
  mechanics	
  will	
  work.	
  We	
  also	
  did	
  research	
  in	
  to	
  GameSalad	
  and	
  
got	
  a	
  basic	
  idea	
  of	
  how	
  to	
  work	
  the	
  software	
  and	
  how	
  it	
  will	
  fit	
  to	
  our	
  games	
  ideas.	
  
	
  
Pre-­‐Production	
  
	
  
In	
  pre-­‐production	
  we	
  began	
  work	
  on	
  character	
  design	
  and	
  
concept	
  art.	
  	
  We	
  began	
  by	
  designing	
  the	
  pig	
  and	
  what	
  
features	
  he	
  would	
  have,	
  originally	
  he	
  was	
  never	
  going	
  to	
  
have	
  a	
  top	
  hat	
  but	
  we	
  thought	
  it	
  would	
  give	
  the	
  pig	
  more	
  
class,	
  as	
  he	
  was	
  a	
  ‘classy’	
  character.	
  We	
  began	
  work	
  on	
  the	
  
music	
  in	
  Garageband	
  in	
  pre-­‐production	
  because	
  we	
  did	
  not	
  
think	
  it	
  would	
  be	
  that	
  great	
  of	
  a	
  feature	
  in	
  the	
  game,	
  we	
  also	
  
had	
  our	
  mind	
  set	
  on	
  how	
  we	
  wanted	
  the	
  music	
  to	
  sound.	
  We	
  
also	
  created	
  a	
  digital	
  flow	
  chart	
  on	
  how	
  the	
  game	
  would	
  
work	
  in	
  theory	
  because	
  it	
  helped	
  us	
  to	
  understand	
  how	
  our	
  
game	
  mechanics	
  would	
  work.	
  Finally	
  with	
  the	
  solid	
  idea	
  of	
  
how	
  our	
  game	
  was	
  going	
  to	
  work	
  we	
  made	
  a	
  paper	
  
prototype	
  video.	
  	
  
	
  
Production	
  
	
  
In	
  the	
  production	
  stage	
  we	
  first	
  used	
  an	
  online	
  programme	
  called	
  
‘piq.codus.net’	
  to	
  bring	
  our	
  concept	
  art	
  into	
  the	
  game.	
  We	
  used	
  the	
  8-­‐bit	
  style	
  
to	
  create	
  all	
  of	
  our	
  characters	
  and	
  the	
  game	
  world.	
  Next	
  we	
  put	
  our	
  characters	
  
into	
  Gamesalad	
  and	
  started	
  to	
  create	
  the	
  game	
  with	
  the	
  help	
  of	
  tutorials.	
  
Whilst	
  creating	
  the	
  game	
  we	
  were	
  always	
  making	
  slight	
  changes	
  to	
  how	
  the	
  
game	
  looked	
  and	
  played,	
  for	
  example	
  we	
  originally	
  had	
  two	
  jumps,	
  however	
  
to	
  make	
  the	
  game	
  work	
  better	
  we	
  implemented	
  a	
  third	
  save	
  jump.	
  We	
  added	
  
menu	
  screens	
  and	
  animated	
  various	
  features	
  within	
  the	
  game.	
  For	
  example	
  
making	
  the	
  legs	
  move	
  of	
  Mr	
  Monocle	
  and	
  the	
  coin	
  spin	
  round.	
  	
  	
  	
  
	
  
Post-­‐Production	
  
	
  
Once	
  we	
  had	
  our	
  initial	
  game	
  controls	
  and	
  functions	
  we	
  then	
  started	
  to	
  test	
  our	
  game	
  to	
  see	
  if	
  it	
  was	
  fair.	
  We	
  
came	
  to	
  a	
  conclusion	
  through	
  feedback	
  that	
  the	
  game	
  
needed	
  to	
  be	
  less	
  of	
  a	
  challenge	
  at	
  the	
  start	
  and	
  get	
  
gradually	
  harder	
  as	
  the	
  player	
  progressed,	
  for	
  example	
  we	
  
added	
  a	
  third	
  jump	
  mechanic	
  that	
  we	
  called	
  the	
  ‘save	
  jump’.	
  
Once	
  the	
  game	
  was	
  pretty	
  much	
  on	
  its	
  way	
  to	
  being	
  
complete,	
  we	
  released	
  a	
  
gameplay	
  video	
  as	
  well	
  as	
  
screen	
  shots.	
  We	
  also	
  gave	
  
the	
  player	
  an	
  option	
  of	
  
weather	
  or	
  not	
  they	
  wanted	
  
the	
  music	
  to	
  play	
  in	
  the	
  
game,	
  we	
  did	
  this	
  by	
  making	
  
a	
  sound	
  icon	
  that	
  you	
  can	
  
click	
  to	
  turn	
  the	
  music	
  on	
  or	
  
off.	
  	
  	
  	
  
Isaac	
  Tingey	
  &	
  William	
  Cafferkey	
   	
   02/04/14	
  
Post-­‐Mortem	
  
	
  
Once	
  the	
  game	
  was	
  completed	
  and	
  playable	
  we	
  then	
  had	
  
to	
  think	
  of	
  ways	
  to	
  better	
  it	
  even	
  more,	
  one	
  way	
  we	
  did	
  
this	
  was	
  to	
  create	
  a	
  walkthrough	
  for	
  the	
  game,	
  a	
  two-­‐page	
  
document	
  to	
  help	
  the	
  player	
  understand	
  the	
  best	
  way	
  to	
  
play	
  Mr	
  Monocle.	
  Another	
  thing	
  we	
  did	
  was	
  create	
  a	
  
document	
  of	
  the	
  gradual	
  progress	
  and	
  transformation	
  of	
  
the	
  game	
  world.	
  We	
  spent	
  time	
  getting	
  final	
  feedback	
  on	
  
the	
  game	
  from	
  our	
  peers,	
  once	
  they	
  had	
  mainly	
  agreed	
  
that	
  the	
  game	
  was	
  fun,	
  challenging	
  and	
  most	
  importantly	
  
now	
  playable	
  without	
  a	
  level	
  of	
  impossibility	
  we	
  decided	
  
that	
  the	
  game	
  was	
  ready	
  to	
  be	
  released,	
  before	
  we	
  
released	
  it	
  we	
  created	
  a	
  10	
  page	
  pitch	
  document	
  for	
  the	
  
game	
  that	
  put	
  across	
  all	
  of	
  the	
  games	
  features	
  and	
  
processes	
  to	
  an	
  audience	
  of	
  game	
  publishers.	
  
	
  
	
  
	
  

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Mr monocle – pipeline pdf

  • 1. Isaac  Tingey  &  William  Cafferkey     02/04/14   Mr  Monocle  –  Pipeline     Ideation     Mr  Monocle  is  an  original  IP  (Intellectual  Property),  before  we  even  created  characters  or  gameplay  our  initial   idea  was  always  to  make  the  game  a  Mario/Temple  Run  cross  over,  a  2D  8-­‐bit  side  scrolling  endless  runner,  we   then  randomly  came  across  the  idea  of  a  pig  running  from  butchers  because  it  was  abstract  and  hadn’t  been   done  before,  however  we  wanted  to  add  a  random  twist  to  it  so  we  decided  the  game  should  be  a  fantasy  and   the  pig  should  wear  classy  clothes  (A  top  hat  and  a  monocle)  this  is  where  we  thought  of  the  game  Mr  Monocle.   We  then  thought  that  there  should  be  a  lead  evil  butcher  that  sent  out  his  evil  minion  butchers  and  also  floating   strips  of  bacon.  We  did  lots  of  research  in  to  modern  8-­‐bit  games  such  as  Canabalt  and  Flappy  Bird,  which  were   both  highly  popular  side  scrolling  2D  endless  runners.  Both  of  these  games  gave  us  inspiration  for  how  our   character  will  move  and  how  our  other  game  mechanics  will  work.  We  also  did  research  in  to  GameSalad  and   got  a  basic  idea  of  how  to  work  the  software  and  how  it  will  fit  to  our  games  ideas.     Pre-­‐Production     In  pre-­‐production  we  began  work  on  character  design  and   concept  art.    We  began  by  designing  the  pig  and  what   features  he  would  have,  originally  he  was  never  going  to   have  a  top  hat  but  we  thought  it  would  give  the  pig  more   class,  as  he  was  a  ‘classy’  character.  We  began  work  on  the   music  in  Garageband  in  pre-­‐production  because  we  did  not   think  it  would  be  that  great  of  a  feature  in  the  game,  we  also   had  our  mind  set  on  how  we  wanted  the  music  to  sound.  We   also  created  a  digital  flow  chart  on  how  the  game  would   work  in  theory  because  it  helped  us  to  understand  how  our   game  mechanics  would  work.  Finally  with  the  solid  idea  of   how  our  game  was  going  to  work  we  made  a  paper   prototype  video.       Production     In  the  production  stage  we  first  used  an  online  programme  called   ‘piq.codus.net’  to  bring  our  concept  art  into  the  game.  We  used  the  8-­‐bit  style   to  create  all  of  our  characters  and  the  game  world.  Next  we  put  our  characters   into  Gamesalad  and  started  to  create  the  game  with  the  help  of  tutorials.   Whilst  creating  the  game  we  were  always  making  slight  changes  to  how  the   game  looked  and  played,  for  example  we  originally  had  two  jumps,  however   to  make  the  game  work  better  we  implemented  a  third  save  jump.  We  added   menu  screens  and  animated  various  features  within  the  game.  For  example   making  the  legs  move  of  Mr  Monocle  and  the  coin  spin  round.           Post-­‐Production     Once  we  had  our  initial  game  controls  and  functions  we  then  started  to  test  our  game  to  see  if  it  was  fair.  We   came  to  a  conclusion  through  feedback  that  the  game   needed  to  be  less  of  a  challenge  at  the  start  and  get   gradually  harder  as  the  player  progressed,  for  example  we   added  a  third  jump  mechanic  that  we  called  the  ‘save  jump’.   Once  the  game  was  pretty  much  on  its  way  to  being   complete,  we  released  a   gameplay  video  as  well  as   screen  shots.  We  also  gave   the  player  an  option  of   weather  or  not  they  wanted   the  music  to  play  in  the   game,  we  did  this  by  making   a  sound  icon  that  you  can   click  to  turn  the  music  on  or   off.        
  • 2. Isaac  Tingey  &  William  Cafferkey     02/04/14   Post-­‐Mortem     Once  the  game  was  completed  and  playable  we  then  had   to  think  of  ways  to  better  it  even  more,  one  way  we  did   this  was  to  create  a  walkthrough  for  the  game,  a  two-­‐page   document  to  help  the  player  understand  the  best  way  to   play  Mr  Monocle.  Another  thing  we  did  was  create  a   document  of  the  gradual  progress  and  transformation  of   the  game  world.  We  spent  time  getting  final  feedback  on   the  game  from  our  peers,  once  they  had  mainly  agreed   that  the  game  was  fun,  challenging  and  most  importantly   now  playable  without  a  level  of  impossibility  we  decided   that  the  game  was  ready  to  be  released,  before  we   released  it  we  created  a  10  page  pitch  document  for  the   game  that  put  across  all  of  the  games  features  and   processes  to  an  audience  of  game  publishers.