Amy Brockbank presented on her research into classic game The Legend of Zelda: A Link to the Past and modern game Fallout: New Vegas. For Zelda, she used primarily primary research by playing the game for 45 minutes to understand controls, characters, and story. She found the combat repetitive, story cliche, and characters cut-and-paste. However, she enjoyed the navigation and soundtrack. For Fallout: New Vegas, she relied mainly on secondary research from online sources and her 100 hours of gameplay. She analyzed elements like combat styles, story branches, characters, navigation through an open world, and a soundtrack split between licensed and ambient music.
The document summarizes and analyzes research on existing game products. It discusses several games including Assassin's Creed: Chronicles, Thief, Fallout 4, and Mark of the Ninja. For each game, it describes key elements like visual style, mechanics, and story that provide inspiration for the design of the author's own game animation project. Overall, the research helped the author better understand how to effectively use lighting, color palettes, character design, and other visual elements to set atmosphere and appeal to target audiences.
The student's game animation was completed on time due to effective time management and adherence to a production schedule. Key strengths included focused research on popular games to inform design ideas and a varied initial planning process. However, the animation could be improved by adding more substantive gameplay features like combat, character progression, and exploration. Additional lighting, particle, and animation effects would also enhance the aesthetic experience. While the overall design was appealing, gameplay needed to be deeper and more skill-based to better engage the target audience.
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.
Joe Velikovsky talks about the Games industry and several film to game adaptations he has worked on - from a presentation at LAMPs Growing Worlds seminar in Hobart in May 2008
This document provides an overview of the characters, gameplay, and setting of the first-person shooter game Counterstrike: Global Offensive. It discusses the two opposing teams, terrorists and counter-terrorists, and how their avatars differ slightly in appearance. It also describes the first-person perspective used, the custom crosshairs for aiming, and the buying system where weapons are purchased with in-game money rather than being unlocked over time. Additionally, it notes that while the game has objectives and maps that provide context, it does not have a narrative in the traditional single-player sense. Levels take place in various modern settings meant to represent locations like the Middle East or Africa.
- Fallout: New Vegas is an action RPG set in a post-apocalyptic Nevada wasteland, where the player's character wakes up after being shot and seeks revenge.
- The game has character creation to determine play style, skills, and attributes. Players allocate points to attributes like Strength, Perception, and Endurance that impact gameplay.
- Combat utilizes VATS which allows targeting enemies by calculating hit probability, while drugs and alcohol can enhance abilities but risk addiction. The game has varied enemies across different locations that require different tactics.
The document summarizes key aspects of the gameplay in Fallout: New Vegas, an action RPG set in a post-apocalyptic Nevada. It describes the character creation system including SPECIAL attributes that determine skills. Combat utilizes VATS which allows targeting body parts. Health is tracked per body part, and consuming food or chems impacts attributes but risks addiction. Enemies include creatures, raiders, mutants, and invisible enemies. Leveling depends on experience, and perks are gained every two levels to further customize the character.
The document provides an overview of RPG games and their evolution over time. It discusses key features of RPGs like stats, menus, and questlines. It traces the history of RPGs from early text adventures in the 1980s to modern 3D games. Major franchises and influential RPGs are mentioned like The Legend of Zelda, Final Fantasy, Elder Scrolls, Fallout, Witcher, and Skyrim. The standard continues to be raised in terms of RPG elements, open worlds, character creation, and content.
The document summarizes and analyzes research on existing game products. It discusses several games including Assassin's Creed: Chronicles, Thief, Fallout 4, and Mark of the Ninja. For each game, it describes key elements like visual style, mechanics, and story that provide inspiration for the design of the author's own game animation project. Overall, the research helped the author better understand how to effectively use lighting, color palettes, character design, and other visual elements to set atmosphere and appeal to target audiences.
The student's game animation was completed on time due to effective time management and adherence to a production schedule. Key strengths included focused research on popular games to inform design ideas and a varied initial planning process. However, the animation could be improved by adding more substantive gameplay features like combat, character progression, and exploration. Additional lighting, particle, and animation effects would also enhance the aesthetic experience. While the overall design was appealing, gameplay needed to be deeper and more skill-based to better engage the target audience.
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.
Joe Velikovsky talks about the Games industry and several film to game adaptations he has worked on - from a presentation at LAMPs Growing Worlds seminar in Hobart in May 2008
This document provides an overview of the characters, gameplay, and setting of the first-person shooter game Counterstrike: Global Offensive. It discusses the two opposing teams, terrorists and counter-terrorists, and how their avatars differ slightly in appearance. It also describes the first-person perspective used, the custom crosshairs for aiming, and the buying system where weapons are purchased with in-game money rather than being unlocked over time. Additionally, it notes that while the game has objectives and maps that provide context, it does not have a narrative in the traditional single-player sense. Levels take place in various modern settings meant to represent locations like the Middle East or Africa.
- Fallout: New Vegas is an action RPG set in a post-apocalyptic Nevada wasteland, where the player's character wakes up after being shot and seeks revenge.
- The game has character creation to determine play style, skills, and attributes. Players allocate points to attributes like Strength, Perception, and Endurance that impact gameplay.
- Combat utilizes VATS which allows targeting enemies by calculating hit probability, while drugs and alcohol can enhance abilities but risk addiction. The game has varied enemies across different locations that require different tactics.
The document summarizes key aspects of the gameplay in Fallout: New Vegas, an action RPG set in a post-apocalyptic Nevada. It describes the character creation system including SPECIAL attributes that determine skills. Combat utilizes VATS which allows targeting body parts. Health is tracked per body part, and consuming food or chems impacts attributes but risks addiction. Enemies include creatures, raiders, mutants, and invisible enemies. Leveling depends on experience, and perks are gained every two levels to further customize the character.
The document provides an overview of RPG games and their evolution over time. It discusses key features of RPGs like stats, menus, and questlines. It traces the history of RPGs from early text adventures in the 1980s to modern 3D games. Major franchises and influential RPGs are mentioned like The Legend of Zelda, Final Fantasy, Elder Scrolls, Fallout, Witcher, and Skyrim. The standard continues to be raised in terms of RPG elements, open worlds, character creation, and content.
The document provides a mind map for a horror game that includes various characters (e.g. witch, monster, demon), environments (e.g. haunted house, grave, forest), weapons (e.g. gun, knife, magic cloth), treasures (e.g. gold, diamond) and other items (e.g. bomb, bullet). It notes that the game will be a cartoon horror hack and slash game where the player kills as many characters as possible to gain points. Research was conducted on themes, storyboards, weapons, characters and other elements to develop game ideas. The target audience is identified as young boys aged 9-12.
The document discusses various video game genres and titles. It provides descriptions of strategy games like Age of Empires and tactical games like Chess. It also outlines action games such as Batman, Contra, and Mega Man as well as role-playing games like Final Fantasy. Sports simulations like FIFA and life simulations like FarmVille are also covered. The document categorizes over 50 different games across multiple genres.
Amazing Feats of Daring - Uncharted Post MortemNaughty Dog
This summary provides an overview of the document:
1) The document discusses a talk given by Richard Lemarchand about the development of Naughty Dog's first PlayStation 3 game, Uncharted: Drake's Fortune.
2) It describes Naughty Dog's development process, including their open culture where all employees contribute ideas, lack of formal producers, iterative design process, and emphasis on playtesting.
3) It outlines the timeline for Uncharted, including one year of pre-production to determine design principles inspired by pulp fiction, and two years of full production. Key gameplay elements like traversal, exploration, gunplay, and puzzle solving were identified.
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.
Tiny Bird Garden is a mobile and PC game that involves caring for cartoon birds over time, using bright colors and relatable bird bios to create a joyful atmosphere aimed at pre-teen females; key aspects for the designer's own game include the open-ended gameplay, purchasable items to encourage engagement, and blending cute and spooky art styles. Observation of the game's target audience suggests a focus on stereotypically female imagery, diversity, and a positive tone to appeal to child and teen players.
The Legend of Zelda: The Wind Waker is an action-adventure game where the player controls Link to search for his kidnapped sister across a large, open-world ocean. Key elements include sailing between islands to explore dungeons and complete side quests, using different weapons and tools to defeat enemies, and advancing the story by gathering pieces of the Triforce. Fallout 3 is set in a post-apocalyptic Washington D.C. in 2277, where the player searches for their missing father after leaving their underground vault. Memorable aspects include starting as a child and seeing the character age, exploring the large wasteland environment, and engaging in first-person shooter combat using various firearms and weapons.
High concept document for 'The Nightmare'Sai Narayan
High concept document for a first person platformer game with horror elements called 'The Nightmare' made by a team of 20 students (including myself) in the HAN University, The Netherlands from April - June 2014.
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.
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.
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.
Dragon Age Inquisition is an open world, single-player role-playing game set in the fantasy world of Thedas. Players create a character to join the Inquisition and work to close rifts that are allowing demons into the world. The game features a large map made up of multiple regions, thousands of characters, and cutscenes that advance the narrative and interactive story. Players can choose to play as one of ten characters and customize their character's abilities, weapons, and armor to defeat enemies and complete objectives.
This guidebook provides information about Minecraft including basic gameplay instructions, shelter designs, mob descriptions, and potion recipes. It begins with an acknowledgement and table of contents section. The introduction provides a high-level overview of Minecraft as a sandbox game where players can mine, build, and craft without limitations. Subsequent sections cover rules, background on the game's creation, how to install it, and designs for basic emergency shelters and more advanced underground shelters. Later sections describe the different passive and hostile mobs in detail and provide recipes for common healing and buff potions. The guidebook aims to equip new players with essential knowledge about surviving and thriving in the Minecraft world.
Players take on the roles of small-scale thieves from the planet Adobe who have joined a rescue cruise ship called the S.S.O.S. in order to save their elderly mentor Jem Dreamweaver, who needs an expensive new heart. After being introduced to the strange ship, the players are encouraged to rob the crowded lobby, where they encounter unique challenges. They also must help Jem when she is harassed by punks, fighting them off. However, this lands the players in the ship's brig with their hands bound as punishment by service robots for the violence.
Legend of Zelda: A Link to the Past is a classic role-playing adventure game released for the Super Nintendo in the early 1990s. Players control Link as he rescues Princess Zelda from the evil wizard Agahnim. The game features pixelated graphics and a top-down perspective in a fantasy world filled with monsters, dungeons, and items to collect. Though basic by modern standards, its gameplay and story helped establish many conventions of the Zelda franchise and were praised for their creativity within the technical limitations of the time period.
Level design and devlopment part 2 stories and narrativeDurgesh Pandey
Topic covered:
Why Put Stories in Games?
Types of stories
Creating characters
Writing game design document
The C’s
Sing language
Combat elements
Nut and bolts of mechanic
Pre production blue print
Uncharted 4 is an action-adventure game set in present day featuring Nathan Drake. It has photorealistic graphics and focuses on Drake's mission to save his brother. The game uses cutscenes and third-person perspective to advance the narrative. It also features multiplayer modes where players can compete on leaderboards. Uncharted 4 is a PlayStation exclusive that aims to immerse players in the adventure genre through its detailed environments, characters, and gameplay.
Tiny Bird Garden is a mobile and PC game that involves caring for cartoon birds over time. It has a bright, cheerful color scheme and cute, relatable bird characters to create a stress-free experience unlike fighting games. The game mechanics allow for indefinite play through purchasing items for interaction and attachment. Elements like spooky characters are made cute and approachable. The game uses minimal text for freedom and focus on characters/environments.
The 1980s saw the introduction of fictional storytelling and characters in digital games. Pac-Man, designed to appeal to both genders, avoided violence and became a global phenomenon. Donkey Kong introduced cutscenes that advanced the narrative and gameplay. Role-playing games also became more popular and began to feature character attributes and customization. Adventure games transitioned to computer platforms and included both text-based and visually represented genres like roguelikes. The Ultima series established Richard Garriott's reputation for deep, ethically-themed RPGs.
The document provides a summary of the gameplay elements and systems in Fallout: New Vegas. It discusses the character creation system, combat mechanics including V.A.T.S and limb damage, leveling up through perks, the factions reputation system, companion characters, and different play styles including hardcore mode. It analyzes different aspects of the game and provides comparisons to previous Fallout games. Quotes from reviews are included that praise the game's role-playing depth and improved combat.
The document analyzes several existing video game products including Undertale, Shovel Knight, and Starbound. It discusses key features of each game's visual style, world design, combat mechanics, and how these aspects engage audiences. Common features across the games include bright, colorful visuals; side-scrolling 2D worlds; basic combat systems made engaging through variety of weapons, abilities, and gameplay styles; and exploration and customization elements that encourage replayability. The analysis provides insights into design priorities and techniques for appealing to broad audiences through approachable yet engaging mechanics.
Almost every idea has already been there in some way in the past 40 years of video gaming history. How can we still create unique, memorable and enjoyable gaming experiences without copying and cloning each others? How much inspiration from other games is ok? What are gamers expecting and when does cloning actually start? What are the do’s and don’ts?
This lecture will give insights in the development and idea finding processes at FDG Entertainment with examples from our projects as well as games of other developers.
Be creative, be successful!
The document provides a mind map for a horror game that includes various characters (e.g. witch, monster, demon), environments (e.g. haunted house, grave, forest), weapons (e.g. gun, knife, magic cloth), treasures (e.g. gold, diamond) and other items (e.g. bomb, bullet). It notes that the game will be a cartoon horror hack and slash game where the player kills as many characters as possible to gain points. Research was conducted on themes, storyboards, weapons, characters and other elements to develop game ideas. The target audience is identified as young boys aged 9-12.
The document discusses various video game genres and titles. It provides descriptions of strategy games like Age of Empires and tactical games like Chess. It also outlines action games such as Batman, Contra, and Mega Man as well as role-playing games like Final Fantasy. Sports simulations like FIFA and life simulations like FarmVille are also covered. The document categorizes over 50 different games across multiple genres.
Amazing Feats of Daring - Uncharted Post MortemNaughty Dog
This summary provides an overview of the document:
1) The document discusses a talk given by Richard Lemarchand about the development of Naughty Dog's first PlayStation 3 game, Uncharted: Drake's Fortune.
2) It describes Naughty Dog's development process, including their open culture where all employees contribute ideas, lack of formal producers, iterative design process, and emphasis on playtesting.
3) It outlines the timeline for Uncharted, including one year of pre-production to determine design principles inspired by pulp fiction, and two years of full production. Key gameplay elements like traversal, exploration, gunplay, and puzzle solving were identified.
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.
Tiny Bird Garden is a mobile and PC game that involves caring for cartoon birds over time, using bright colors and relatable bird bios to create a joyful atmosphere aimed at pre-teen females; key aspects for the designer's own game include the open-ended gameplay, purchasable items to encourage engagement, and blending cute and spooky art styles. Observation of the game's target audience suggests a focus on stereotypically female imagery, diversity, and a positive tone to appeal to child and teen players.
The Legend of Zelda: The Wind Waker is an action-adventure game where the player controls Link to search for his kidnapped sister across a large, open-world ocean. Key elements include sailing between islands to explore dungeons and complete side quests, using different weapons and tools to defeat enemies, and advancing the story by gathering pieces of the Triforce. Fallout 3 is set in a post-apocalyptic Washington D.C. in 2277, where the player searches for their missing father after leaving their underground vault. Memorable aspects include starting as a child and seeing the character age, exploring the large wasteland environment, and engaging in first-person shooter combat using various firearms and weapons.
High concept document for 'The Nightmare'Sai Narayan
High concept document for a first person platformer game with horror elements called 'The Nightmare' made by a team of 20 students (including myself) in the HAN University, The Netherlands from April - June 2014.
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.
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.
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.
Dragon Age Inquisition is an open world, single-player role-playing game set in the fantasy world of Thedas. Players create a character to join the Inquisition and work to close rifts that are allowing demons into the world. The game features a large map made up of multiple regions, thousands of characters, and cutscenes that advance the narrative and interactive story. Players can choose to play as one of ten characters and customize their character's abilities, weapons, and armor to defeat enemies and complete objectives.
This guidebook provides information about Minecraft including basic gameplay instructions, shelter designs, mob descriptions, and potion recipes. It begins with an acknowledgement and table of contents section. The introduction provides a high-level overview of Minecraft as a sandbox game where players can mine, build, and craft without limitations. Subsequent sections cover rules, background on the game's creation, how to install it, and designs for basic emergency shelters and more advanced underground shelters. Later sections describe the different passive and hostile mobs in detail and provide recipes for common healing and buff potions. The guidebook aims to equip new players with essential knowledge about surviving and thriving in the Minecraft world.
Players take on the roles of small-scale thieves from the planet Adobe who have joined a rescue cruise ship called the S.S.O.S. in order to save their elderly mentor Jem Dreamweaver, who needs an expensive new heart. After being introduced to the strange ship, the players are encouraged to rob the crowded lobby, where they encounter unique challenges. They also must help Jem when she is harassed by punks, fighting them off. However, this lands the players in the ship's brig with their hands bound as punishment by service robots for the violence.
Legend of Zelda: A Link to the Past is a classic role-playing adventure game released for the Super Nintendo in the early 1990s. Players control Link as he rescues Princess Zelda from the evil wizard Agahnim. The game features pixelated graphics and a top-down perspective in a fantasy world filled with monsters, dungeons, and items to collect. Though basic by modern standards, its gameplay and story helped establish many conventions of the Zelda franchise and were praised for their creativity within the technical limitations of the time period.
Level design and devlopment part 2 stories and narrativeDurgesh Pandey
Topic covered:
Why Put Stories in Games?
Types of stories
Creating characters
Writing game design document
The C’s
Sing language
Combat elements
Nut and bolts of mechanic
Pre production blue print
Uncharted 4 is an action-adventure game set in present day featuring Nathan Drake. It has photorealistic graphics and focuses on Drake's mission to save his brother. The game uses cutscenes and third-person perspective to advance the narrative. It also features multiplayer modes where players can compete on leaderboards. Uncharted 4 is a PlayStation exclusive that aims to immerse players in the adventure genre through its detailed environments, characters, and gameplay.
Tiny Bird Garden is a mobile and PC game that involves caring for cartoon birds over time. It has a bright, cheerful color scheme and cute, relatable bird characters to create a stress-free experience unlike fighting games. The game mechanics allow for indefinite play through purchasing items for interaction and attachment. Elements like spooky characters are made cute and approachable. The game uses minimal text for freedom and focus on characters/environments.
The 1980s saw the introduction of fictional storytelling and characters in digital games. Pac-Man, designed to appeal to both genders, avoided violence and became a global phenomenon. Donkey Kong introduced cutscenes that advanced the narrative and gameplay. Role-playing games also became more popular and began to feature character attributes and customization. Adventure games transitioned to computer platforms and included both text-based and visually represented genres like roguelikes. The Ultima series established Richard Garriott's reputation for deep, ethically-themed RPGs.
The document provides a summary of the gameplay elements and systems in Fallout: New Vegas. It discusses the character creation system, combat mechanics including V.A.T.S and limb damage, leveling up through perks, the factions reputation system, companion characters, and different play styles including hardcore mode. It analyzes different aspects of the game and provides comparisons to previous Fallout games. Quotes from reviews are included that praise the game's role-playing depth and improved combat.
The document analyzes several existing video game products including Undertale, Shovel Knight, and Starbound. It discusses key features of each game's visual style, world design, combat mechanics, and how these aspects engage audiences. Common features across the games include bright, colorful visuals; side-scrolling 2D worlds; basic combat systems made engaging through variety of weapons, abilities, and gameplay styles; and exploration and customization elements that encourage replayability. The analysis provides insights into design priorities and techniques for appealing to broad audiences through approachable yet engaging mechanics.
Almost every idea has already been there in some way in the past 40 years of video gaming history. How can we still create unique, memorable and enjoyable gaming experiences without copying and cloning each others? How much inspiration from other games is ok? What are gamers expecting and when does cloning actually start? What are the do’s and don’ts?
This lecture will give insights in the development and idea finding processes at FDG Entertainment with examples from our projects as well as games of other developers.
Be creative, be successful!
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.
This document discusses various graphic styles in games including color theory, cel shading, and exaggeration. It analyzes several games like Legend of Zelda: Wind Waker, Borderlands 2, and Disney Castle of Illusion in terms of genre and evaluation. Graphic styles are described for Final Fantasy, Pokémon, Devil May Cry and more. The document concludes that researching graphic styles from games provided useful information and could be improved with more detailed analysis.
The document provides information about the video games Uncharted 3 and Donkey Kong. Uncharted 3 is an action-adventure third-person shooter released in 2011 for PlayStation. It follows the story of Nathan Drake and features gameplay of combat, puzzles and exploration. Donkey Kong is one of the earliest video games from 1981. It is a 2D platformer where the player controls Jumpman to rescue Pauline from Donkey Kong. While the games have different genres, eras of release, and levels of technological capability between consoles, they both helped establish foundations for their genres.
The document provides information about the video games Uncharted 3 and Donkey Kong. Uncharted 3 is an action-adventure third-person shooter released in 2011 for PlayStation. It follows the story of Nathan Drake and features gameplay of combat, puzzles and exploration. Donkey Kong is one of the earliest video games from 1981. It is a 2D platformer where the player controls Jumpman to rescue Pauline from Donkey Kong. While the games have different genres, eras of release, and levels of technological capability between consoles, they both helped establish foundations for their genres.
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 discusses using videogames in education and describes the author's experience playing and creating games. It provides background on the author's interest in games from a young age. He taught himself programming by playing games in arcades and on early home computers. Despite opposition from older generations, he continued developing his skills in game design and has now created games played by millions. The document advocates for using games in education and provides an example of planning an interactive fiction adventure game by mapping locations and encounters.
Suzi's indie game project focuses on creating an interactive demo that acts as a trailer for a game inspired by input-output cinema. The demo will be created using Game Maker and feature exploration of a fantastical tree world with narrative elements rather than traditional gameplay. Inspiration comes from artists like Brian Froud and games like Sword & Sorcery EP that emphasize visuals, sound, and story over mechanics.
Mike Acton gave a keynote presentation at the Nordic Game Stockholm Summit in 2010 where he discussed his vision for the future of game engines and game development. He argued that games are an important art form that can augment dreams, foster creativity, and reflect culture. While acknowledging the business aspects of games, he emphasized that understanding player perspectives is what makes games a meaningful pop art. He also discussed how game development provides a safe playground to experiment with new technologies, ideas, and areas of study.
The document proposes several game ideas, focusing on a side-scrolling action game with varied bosses as the main enemies. It discusses researching Cuphead, Shovel Knight, Megaman, and The Binding of Isaac for boss design inspiration, difficulty level, art style, and randomized elements. The game would feature creatively designed bosses drawn from pop culture to defeat using problem-solving and knowledge of the source material.
This document provides instructions and examples for researching three games with similar graphical styles and genres to the concept being developed. It includes a table to detail each game along with evaluations, collages, and reviews. The first game analyzed is Black Ops, which uses photorealism to provide realistic details. Images from the games inspire sketches for weapons like swords. Information from Call of Duty: Ghosts and Modern Warfare 3, which also use photorealistic styles, further support idea generation and skill development.
This document provides instructions and examples for researching three games with similar graphical styles and genres to the student's concept art project. The student is asked to complete a table with game details, write an evaluation of each game's graphical style and genre, and include annotated collages of game images. The student provides this information for three first-person shooter games - Black Ops, COD Ghosts, and Modern Warfare 3. For each game, the student analyzes how the photorealistic style complements the action/adventure genre and selects relevant collage images. The student explains how the research helped inspire their own sketches and concept art development.
This document presents research for a game concept. The research included primary research through interviews and surveys to understand player preferences. Secondary research such as existing surveys was also used. A mindmap and moodboard were created showing inspiration for character, enemy, setting, and weapon ideas. Questionnaire results on pie charts provided additional data on player preferences to inform the game design. The research helped develop the game idea of an ancient warrior in a deserted forest who can throw knives and led to initial concept art sketches.
This document summarizes a game design workshop held in Gebze, Turkey in 2011. It introduces two game designers, Artur and Aleksander Sierżęga, and provides details about their game design experience and favorite games. It also discusses topics like prototyping games, what makes mobile games popular, different types of gamers, and developing game mechanics and aesthetics.
This document analyzes how the media product "Time Assassin" effectively uses conventions of real video games to introduce its science fiction narrative. It discusses how the opening level introduces characters and hooks audiences, similarly to films and books. It also explores how the game challenges conventions by having objectives displayed through short on-screen instructions rather than markers, requiring exploration. Collectible items provide backstory information to explain elements to players, mimicking techniques used in other games and media. The document examines how aspects of the game's design, such as its user interface, magazine advertisement, and cover art emulate real video games to attract audiences and integrate it into the science fiction genre.
The document discusses and evaluates four different graphic styles - cel-shading, photorealism, exaggeration, and abstraction. For each style, it provides examples of games that use that style along with a description of how the style is implemented in each game. It also discusses the genres each style is commonly used in and the effects the styles have on players. Overall, the document analyzes how each graphic style creates different types of visual experiences for game players.
This document provides instructions for an assignment to research three games with similar art styles and genres to the concept being developed. Students are asked to complete a table with details of three games, write an evaluation of each game's graphical style and how it complements the genre, and include annotated images from each game. The evaluations should explain how the information can be used to develop the student's own concept art and final design. Three sample games are then analyzed - Call of Duty: Black Ops Zombies using photorealism, Naruto Shippuden using exaggeration, and Dragon Ball Z using exaggeration.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
The document provides an assignment brief for a Level 3 Diploma in Creative Media Production for Games Design. Students must create a short comic or graphic novel exploring events in their own life, illustrated on an A2 storyboard. They will research storytelling techniques, write and refine their story, generate artwork, and develop their idea into a storyboard with dialogue. Students will present their comic to peers for feedback and evaluation. The goal is to understand storytelling for games, and create an original story and dialogue following industry practices and standards.
This document contains a learner assessment submission and declaration form for Amy Brockbank. It lists the tasks and evidence submitted for her Extended Diploma in Creative Media Production – Games Development unit on computer game story development. Amy declares that the evidence submitted on her blog for the seven tasks is her own work and that she has cited any sources used.
1. The document describes Amy Brockbank's progress in creating a 3D robot model over several sessions between May 8th and June 4th. Amy worked on different parts of the robot such as the body, antenna, speakers, wheels, and adding textures.
2. Amy created textures for the robot's face, grill, and custom speaker textures in Photoshop. She applied these and other textures from online sources to various components to complete the robot model.
3. By the end, Amy finished texturing all parts of the robot including the controllers using preset textures, and the robot model was completed.
This document is a learner assessment submission and declaration form for a student named Amy Brockbank. It lists the 11 tasks and evidence submitted for an assignment on computer game audio cut sequence production. Amy declares that the submitted work is her own and understands that false declarations are a form of malpractice. The evidence for each task is provided as links to blog posts describing audio methods, designs, scripts, costs, ideas, recordings, effects, and the final audio production and programming.
1) The document provides definitions and descriptions of various audio and sound design terms, sourced from online research. It includes terms related to sound file formats, audio recording systems, audio limitations, and more.
2) For each term, the document provides a short definition from an online source, as well as the student's own experience with that term in their production practice.
3) The student has experience using various sound file formats like .WAV and uncompressed formats for game sound programming. They have also used techniques like foley artistry and lossy compression for game audio.
Programming sounds into my game annotationamybrockbank
1) The document describes Amy Brockbank adding 6 sounds to her game, including explosions, lasers, hits and ambient music.
2) For each sound, Amy adds it to the game's sound library, renames it, selects compression options, and codes it into the game using audio commands to specify when it plays.
3) Amy tests each sound to ensure it works properly in the game, such as explosions playing for enemy hits and lasers firing when the player shoots. The ambient music loops as background music.
This document describes sound effects created by Amy Brockbank for an audio cut scene. It summarizes 12 different sound effects created using MIDI and VST plugins, including ambient music, alarms, alien voices, bangs, vent crawling, and hitting metal. Each sound effect is named and the VST instruments and effects used to create it are described.
Amy Brockbank experimented with applying VST effects to alter a bird singing sound drastically. Envelopes were used to add effects instead of the main UI, allowing edits to the sounds without using the UI. Effects like 'dblue Glitch' and 'BatteryAcid' were used to try and erase as much of the original sound as possible. Some effects also allow editing the sound using envelopes after being applied, giving the user greater control over the effect.
Amy Brockbank is a student studying BTEC Level 3 Games Design. In this document, she explains how she adjusted the pitch of a sound using sound properties by changing the 'pitch adjust' and 'playback rate' options. She notes that a positive number raises the pitch while a negative number lowers it, and adjusting the playback rate can speed up or slow down a sound while preserving its original pitch. She provides screenshots demonstrating adjusting sound pitch in the sound properties box.
This document discusses adjusting volume and panning of sounds at certain points using keyframes and envelopes in a games design task. Green lines indicate where volume was adjusted, yellow lines show where panning was changed, and dots signify keyframes. The author explains how the envelope tool can modify volume and panning of a sound over time by adding keyframes at points where the sound should change.
A student created a sound sequence for a game design task using sounds from a library on their college's network. The sequence features a person running and an explosion. The student imported the sounds into a media explorer and arranged them to put together the sequence, laying it out in the media explorer where all the sounds were originally imported from.
Amy and Luke discuss sound design for a third-person shooter video game. They talk about taking inspiration from other sci-fi and horror games like Dead Space and Half-Life that have atmospheric sound. They also discuss the narrative they created, which involves two characters arguing while on a rescue mission when alarms go off and they are attacked by intruders, with one character sacrificing themselves. Amy notes they will need more creative sounds to capture things like aliens, vents opening, and people being attacked compared to easier office environment sounds to record like keyboards.
The document appears to be a technical log from a game company discussing issues with characters Frankie and Alex, as there is an error mentioned and the system is rebooting. It does not provide enough contextual information to form a more descriptive 3 sentence summary.
1) The document outlines a proposed audio cut scene for a sci-fi third-person shooter game set on a spaceship.
2) The cut scene takes inspiration from games like Dead Space, Alien: Isolation, and Half-Life in terms of atmosphere and setting.
3) The characters of Alex and Frankie were developed based on characters from games like Half-Life 2 and Deus Ex: Human Revolution. Their relationship and personalities were revised from the original draft.
4) The cut scene involves the two characters arguing until alarms sound, revealing hostile aliens have boarded the ship. Frankie sacrifices herself to defend the ship, leaving Alex alone to deal with the threat.
- The document is a personal statement from Amy Brockbank discussing her dream job in the games industry doing concept art, animation, or 3D modelling.
- She aims to get a university degree to improve her chances of entering the industry and gain experience in her spare time through courses and experimenting with digital art techniques.
- Amy has experience using software like Photoshop, Illustrator, and Game Maker through art and design courses, and knowledge of Microsoft Office software from an IT course.
Frankie and Alex are stuck aboard a spaceship while a rescue mission to save others has gone wrong. Strange alien creatures have broken into the ship through the defenses. Frankie goes to fight them but is overpowered. Seeking revenge, Alex arms himself from the armory and prepares to battle the aliens, luring them out, hoping to avenge Frankie's death.
The document lists equipment and costs for recording a podcast. It includes microphones priced at £119 each, headphones at £164.99 that may require 3 sets, pop filters at £11.48 that may require 2, a MIDI keyboard for £100.19, studio monitors for £216.99, renting a recording studio for £120-£340, an audio interface for £72.77, audio software for £249.99, microphone stands at £17 each with 2 required, microphone cables at £3.96 each with 2 needed, and microphone clamps at £3.29 each with 2 required. The total equipment costs are estimated to be between £1000-£1500.
Audio cut sequence production costingsamybrockbank
The sound designer has many responsibilities in designing games. They work with the creative director to understand the desired atmosphere and provide input on the game's sound. They are responsible for composing music to match different scenes and provoke emotions. The sound designer also oversees outsourcing voice actors, musicians, and recording studios. They record voices and create or record sound effects, either digitally or on location. Sound designers must understand recording equipment and software to produce high quality sound for the game.
Rhythm thief and the emperor's treasure cutscene analysisamybrockbank
This document analyzes and describes the sound design techniques used in a cutscene from the video game RhythmThief & The Emperor’s Treasure. It identifies different sound effects and music used to set the scene in a high place in France, establish a tense mood during danger, and support the mystery genre. Dialogue was likely recorded by voice actors in a studio, while wind sounds may have been recorded on location. Music was probably recorded with a full orchestra or separately edited instruments. Foley artistry replicated armor sounds and objects represented items being rummaged through or gleaming.
This document provides an analysis of sound effects and music used in the cutscene introduction of the video game Another World: 20th Anniversary Edition. It analyzes three different settings depicted by the sounds, including Lester arriving by car at an outdoor lab, traveling by lift indoors, and entering a main lab room. Production techniques like foley artistry and synthesisers are identified. The mood set by the suspenseful synthesized music is described. Based on the sci-fi and machine-like sounds, the game genre is identified as sci-fi adventure. The narrative progression is summarized through the sounds of doors, lifts, machines, and a climactic explosion.
1. AmyBrockbank
BTEC Level 3 Games Design
Presentation Transcript
Slide 1:
“Hello,myname isAmyBrockbank,and todayI will be talkingaboutresearchtechniquesandhow
those techniqueshave aidedme whenresearchingtwogames;one classicandone modern.”
Slide 2:
“In thispresentation,I will be talkingaboutdifferenttypesof research,andhow Ican applythat
researchwhenlookingatbothclassicand moderngames.”
Slide 3:
2. AmyBrockbank
BTEC Level 3 Games Design
“The pointof thispresentationistoinformyouall of whatI have learnedaboutresearch techniques
and whatI have learnedfromthe gamesI have researched,byusingthese researchtechniques.”
Slide 4:
“Whenlookingatresearch,I thoughtitmightbe a goodideato take a stepback andlookat the
basicsof research.Researchisa goodway of findingoutmore abouta particularsubjector topic,
eitherbyconductingyourownresearch,or lookingatsomeone else’s.Ilookedat4 differenttypesof
researchforthis task,so I couldgeta goodideaof what bothgamesare about.I alsolookedintothe
importance of researchinthe industry,andfoundthatresearchis veryimportantwithinthe games
industry,especiallywhencreatingnewgames.”
Slide 5:
3. AmyBrockbank
BTEC Level 3 Games Design
“Here are the four typesof researchI lookedinto;Primaryresearch,secondaryresearch,
quantitative research,andqualitative research.”
Slide 6:
“Whenlookingatprimaryand secondaryresearch,Ilookedatthe differencesbetweenthem.
Primaryresearchisresearchthat the researcherhasgatheredthemselves;itisfirsthandresearch,
whereassecondaryresearchisresearchthatthe researcherhasgatheredfromothersources;itis
secondhandresearch.Examplesof primaryresearchinclude gatheringquestionnaires,and
examplesof secondaryresearchincludeinformationgatheredfromthe internet,aswell as
informationgatheredfrombooks.”
Slide 7:
4. AmyBrockbank
BTEC Level 3 Games Design
“I alsolookedatquantitative andqualitative researchandthe differencesbetweenthe two.
Quantitative researchisresearchthatismade upof facts andfigures,itisdata that has a clear
structure,andis easiertoput intographs.Qualitative researchisprettymuchthe opposite,itis
researchthat isunstructured,andisoftenpresentedinthe formof opinions.Thisformof research
isn’tas easyto putinto graphs and charts,but it iseasiertopresentinthe formof writing.”
Slide 8:
“Now,I will startlookingatmy chosenclassicgame,‘The Legendof Zelda:A Linkto the Past.’”
Slide 9:
5. AmyBrockbank
BTEC Level 3 Games Design
“WhenI was lookingatthisparticulargame,I usedmainlyprimaryresearch,whichmeantthatIhad
to play the game to geta general feel forthe controls,charactersandstory.”
Slide 10:
“Whenresearchingthisgame,Iplayeditonan original SNESconsole forroughly45minutes,soI
couldgeta roughideaof whatthe game playedlike.Mostof my researchforthispart of the task
was done here,whenplayingthe game.”
Slide 11:
6. AmyBrockbank
BTEC Level 3 Games Design
“In thispart of the task,I had to use mainlyprimaryresearch,althoughIdidhave tolookat some
secondarysourcestofindout howwell the game wasreceived,andthe kindof review scoresit
received.”
Slide 12:
“Whendoingsecondaryresearch,Ifoundoutthe game wasreleasedonthe SNESin1991, and is
consideredtobe one of the bestsellinggamesinthe ‘LegendOf Zelda’series. Ialsofoundthatthe
game was publishedanddevelopedbyNintendo,although,Ialreadyknew this.”
Slide 13:
“Whenlookingatthe game,I lookedatsome specificelementsof the game,suchascombat, story,
characters,navigation,soundtrack,aswell assome otherfeatureswithinthe game thatI pinpointed
that I thoughtwere quite interesting.”
Slide 14:
7. AmyBrockbank
BTEC Level 3 Games Design
“Whenlookingatthe combatin the game,I foundthatI wasn’tverykeenonthe combatin the
game.I feltthatthe combatwas veryrepetitive,anddidn’tworkverywell. Ifoundthatwhenthe
playerhitsthe ‘A’button,Link attacks directlyinfrontof him.I foundthistobe tiresome,especially
if there wasa guard behindLink.”
Slide 15:
“Much like the combat,Ialsowasn’tparticularlykeenonthe storyof the game.The story of the
game is basicallyaboutaboy whosetsoff on a questto rescue the princessZelda afterhis uncle is
killedbythe guards.The storycomesacross as a bitof a cliché,andseemsoverdonebytoday’s
standards.”
Slide 16:
8. AmyBrockbank
BTEC Level 3 Games Design
“Again,I wasn’tparticularly keenonthe characters,astheyall seema little bitcutand paste.Linkis
the quirkyadventurertype,PrincessZeldaisthe typical princesscharacter,Agahnimisthe typical
villain,andLink’suncle isthe typical deadfamilymember.Ididn’tlikethe charactersmuch,forthe
same reasonas the story.”
Slide 17:
“The navigationinthisgame feelsquite nice.The playerisgivenamapat the verystart of the game,
whichshowsthemwhere everythingisinthe worldis,andhow to getthere.The map feels
surprisinglybig,especiallygiventhe age of the game,and the game’slimitations.The mapfeelseasy
to navigate,whichisabig plusinthe game.”
Slide 18:
9. AmyBrockbank
BTEC Level 3 Games Design
“Thisgame alsohas a veryinterestingsoundtrack.Due tothe game’slimitations,the soundtrack
loops.The loopingsoundtrackisnotas badas itseems,though,asthe soundtrackstill soundsvery
goodeventoday,however,if the playerisstuckina particular area,the soundtrackcan become
tedious,whichisinevitable.”
Slide 19:
“While lookingatthe game,I alsolookedatotherfeaturesinthe game I thought were quite
interesting.Ipickeduponthe game’smagic system, whichallowsthe playerstodefeatenemiesby
castingspells,ratherthanusingthe sword.Ialso lookedatthe game’scurrencysystem, whichworks
inRupees,whichcanbe foundin vases,muchlike hearts.Rupeescanthenbe usedto purchase
itemssuchas weapons,toaidthe playerinthe game.”
Slide 20:
10. AmyBrockbank
BTEC Level 3 Games Design
“Overall,IthinkThe Legend of Zelda:A Link to the Pastis still averygoodgame,althoughsome
elementsof the game have notagedsowell. Iquite like the graphical style of the game,as,although
the game lookspixelated,itstill lookscleanandfresh.Ialsolikedthe game’ssoundtrack,even
thoughit can getrepetitive if the playerisstuckina particulararea. I didn’tlike the storylineorthe
characters,as I thoughttheywere cliché,andI didn’tlike the combat,asitfelta bittoo basic,and I
foundmyself buttonmashingwhenfacingenemies.”
Slide 21:
“Now,I will startto lookat my chosenmoderngame,‘Fallout:New Vegas’.”
Slide 22:
11. AmyBrockbank
BTEC Level 3 Games Design
“Whenlookingatmy chosenmoderngame,‘Fallout:New Vegas’,Iusedmainlysecondaryresearch
to researchthe game.”
Slide 23:
“AlthoughImainlyusedsecondaryresearch,itwasimportantthatI didsome primaryresearchand
actuallyplayedthe game.Before Istartedthisproject,Iputabout 100 hours intothe game,which
meantthat I had a lotof experience withthe game beforehand.Whenlookingintosecondary
research,I useda lotof sourcesfromthe internet,suchasreviews,andtrailers.”
Slide 24:
12. AmyBrockbank
BTEC Level 3 Games Design
“While doingsecondaryresearch,Ilookedintobasicinformationaboutthe game.Ifoundthat the
game was releasedin2010 for PC, PS3 andXbox 360, and was developedbyObsidian,whichwas
partlymade up of formerBlack Isle employees,whoworkedonthe original 2Falloutgames.Sofar,
the game isthe latestto be releasedinthe Falloutseries.”
Slide 25:
“Whenplayingthe game,Itook note of the same elementsIlookedatwhenlookingatThe Legend
Of Zelda:A LinkTo The Past.I lookedatcombat,story, characters,navigation,sound,aswell as
otherfeaturesIthoughtwere interesting.”
Slide 26:
13. AmyBrockbank
BTEC Level 3 Games Design
“Whenlookingatthe game,I foundthatthere were manydifferentcombatstylesthe playercould
use,5, to be precise.The 5 categoriesare melee,guns,energy,unarmedandexplosives.Each
change the way the game is playeddrastically,although,all combatstylesuse Fallout’s unique
combat system,V.A.T.S.,whichstandsforVault-TecAutomatedTargetingSystem,whichturnsthe
game from real time combat,to turnbasedcombat instead.”
Slide 27:
“The storyinFallout:NewVegasisquite basic,although,Istill foundthe basicstoryquite
interesting.Youplayasa courierwhoisshot inthe headafter attemptingtodeliverapackage,who
thenmustpiece togetherwhokilledthemandwhy.Ifoundthatthe storygetsbetteraftera while,
as there are manypotential branchesthe storycantake,whichmakeseachplaythroughcompletely
different.”
Slide 28:
14. AmyBrockbank
BTEC Level 3 Games Design
“In Fallout:NewVegas,thereare hundredsof characters;somany,that I can’t even begintotalk
aboutall of them.However,there are manydifferentfollowersthatthe playercanhave withthem,
whocan helpaidthemincombat,and helpraise XPquicker.”
Slide 29:
“I alsolookedatnavigationinthe game.The game isbasedinan openworld, meaningthatthe
playerhasan opportunitytoexplore the world. If the playerwishes,theycanfasttravel to locations
across the map, providedtheyhave alreadyvisitedthem.Thismakesgettingaroundthe ratherlarge
worldincredibly easy;however,if the playerwantstowalkeverywhere,fasttravel canbe ignored
altogether.”
Slide 30:
15. AmyBrockbank
BTEC Level 3 Games Design
“One of Fallout:NewVegas’more interestingpoints are itssoundtrack.The soundtrackissplitinto
twosections,the licencedmusicandthe ambientmusic.The licencedsoundtrackisplayedthrough
radiosand speakersthroughout the world,andismade upof musicfromthe 30’s, 40’s and 50’s,
whichisa theme carriedonfromthe previousFalloutgames;otherthanthe console Falloutgame,
‘BrotherhoodOf Steel’,which containedmusicfromartistswhoperformmetal music.Whenthe
licencedmusicstopsplaying,the ambientmusicstarts,whichismade upof musicwhichtakesmuch
of itsinfluencefromwesterns.”
Slide 31:
“WhenplayingthroughFallout:NewVegas,I noticedmanyotherfeatures,suchasthe game’s
hardcore mode,whichaddsmore survival elementsintothe game,suchasthirst,hungerandsleep.I
alsolikedFallout:New Vegas’implementationof drugsandalcohol inthe game,whichtemporarily
raisesstats,but increasesthe riskof anaddictionpenalty,whichlowersthe player’sstats.Ialsoliked
the game’shealthsystem,whichhasacrippledlimbsystemonthe side.Thissystemgradually
damagesthe limbsof the player’scharacter,whichincursdifferentpenaltiesdependingonwhich
limbsare injured.”
Slide 32:
16. AmyBrockbank
BTEC Level 3 Games Design
“Overall,IreallylikedFallout:NewVegas.The gameplayisfun,andhasmanydifferentpossibilities,
much like the storyline,whichbranchesoff inmanydifferentdirectionsdependingonthe player’s
actions.The worldislarge,and has manyinterestinglocationstoexplore anddiscover,some with
intriguingcharacterstomeet.The game alsofeaturesfantasticvoice acting,butthisalsobringsme
ontothe badpointsinthe game.The voice acting,althoughgood,getsrepetitive sometimes,with
characters havingthe same voice actorsagain andagain. The game alsolooksa bit drab inparts,due
to the size of the game,andthe engine itwasbuilton.The game isalsohorriblybuggy,with
graphical glitchesmakingthe game appeartolookevenworse,forexample,whenIvisitedone of
the casinosinthe game,the courtyardwas filledwithstretchedmodels,andtexturesthathadnot
loadedproperly.Although,justbecause the game hasthese badpointsdoesnotmeanthatI thought
the game wasfunand interesting.”
Slide 33:
“Whenlookingatboth of these games,Itook intoconsiderationthe genreof themboth,whichI
identifiedas‘actionRPG’.Icomparedthe two to puttogethera listof what workswithinthe genre,
and whatdoesn’t.Ifoundthat havingvariedcombatstyles makesthe game farmore interesting,
and allowsthe playermore freedom,givingthe playeranopportunitytobuildtheircharacter,and
make themunique.Ifoundthatinboth of the gamesI lookedat,soundtrackwasalsoa strong point,
givingthe worldfarmore character. I alsofoundthat bothgamesfeature wide openareasthatthe
playercan use to explore,givingthe playerasense thattheyare actuallymakinganimpact where
theytravel.Whenlookingatthe badpoints,I foundthatbasic combatmakesthe gamesrepetitive,
17. AmyBrockbank
BTEC Level 3 Games Design
and oftenquite boring.Ialsofoundthatthe story hasto be keptquite basic,tomake room forall
the choicesthe playercan make withinthe game,tostopit frombecomingtoocomplicatedlateron
downthe line.”
Slide 34:
“Afterlookingatbothgames,I thenlookedbackonthe researchtechniquesIusedthroughoutthe
project,andhowmuch I enjoyedusingthem.WhenlookingbackatwhatI likedaboutthe project,I
foundthat I generallylikedusingprimaryresearch;Ilikedplayingthe gamesfirsthand,andcreating
the questionnairestogeta lookat the opinionsof otherswhohadplayedthe gamesthatI was
researching.There were elementsof the projectIdidn’tlike,however,whichwere mainlysecondary
researchtechniques.Ididn’tlike goingthroughthe internettryingtofindsourcessuchasreviews
and trailers,andfindingscreenshotstoillustrate whatIwastryingto say,whenitcouldbe somuch
easiertofindmyown.”
Slide 35:
“Thank youfor listeningtomypresentation.Anyquestions?”