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First	
  Impact	
  -­	
  Making	
  Of	
  ‘Pipeline’	
  
	
  
Ideation:	
  
	
  
From	
  the	
  start	
  we	
  wanted	
  to	
  do	
  a	
  game	
  with	
  a	
  Sci-­‐Fi	
  feel	
  to	
  it,	
  we	
  
weren’t	
  decided	
  on	
  what	
  genre	
  it	
  would	
  be,	
  however.	
  (Platform,	
  
shooter,	
  RPG,	
  etc.)	
  I	
  suggested	
  the	
  initial	
  idea	
  of	
  a	
  small	
  alien	
  
escaping	
  from	
  the	
  FBI	
  and	
  trying	
  to	
  return	
  to	
  his	
  spaceship,	
  so	
  with	
  
this	
  idea	
  only,	
  Sam	
  Hayman	
  began	
  to	
  draw	
  some	
  concept	
  designs	
  
whilst	
  Sam	
  McCourt	
  and	
  I	
  began	
  outlining	
  the	
  basic	
  story.	
  We	
  agreed	
  
from	
  the	
  start	
  to	
  have	
  a	
  small,	
  peaceful	
  alien	
  that	
  would	
  not	
  be	
  using	
  
any	
  forms	
  of	
  weapons	
  (so	
  this	
  ruled	
  out	
  the	
  chance	
  of	
  making	
  a	
  
shooter).	
  
Early	
  concepts	
  for	
  Jeremy	
  (on	
  the	
  left),	
  first	
  design	
  for	
  Jeremy	
  with	
  
two	
  colours	
  (on	
  the	
  right).	
  Drawn	
  by	
  Sam	
  H.	
  
	
  
Once	
  we	
  had	
  the	
  alien’s	
  basic	
  look	
  and	
  name	
  decided,	
  we	
  focused	
  on	
  
the	
  genre,	
  me	
  and	
  Sam	
  M	
  had	
  come	
  to	
  the	
  conclusion	
  that	
  it	
  would	
  be	
  
best	
  to	
  make	
  a	
  platform	
  game,	
  we	
  took	
  inspiration	
  from	
  games	
  such	
  
as	
  Super	
  Mario	
  Bros	
  and	
  Braid.	
  Sam	
  H’s	
  main	
  inspiration	
  for	
  the	
  
Jeremy’s	
  look	
  came	
  from	
  the	
  character	
  Stitch	
  from	
  the	
  film	
  Lilo	
  &	
  
Stitch,	
  and	
  the	
  character	
  Gizmo	
  from	
  the	
  film	
  Gremlins.	
  	
  
	
  
I	
  suggested	
  “First	
  Impact”	
  as	
  a	
  working	
  title,	
  and	
  we	
  decided	
  to	
  stick	
  
with	
  it	
  throughout	
  the	
  entire	
  production	
  of	
  the	
  game.	
  
	
  
I	
  was	
  appointed	
  Project	
  Lead,	
  Sam	
  H	
  as	
  the	
  Art	
  Designer,	
  and	
  Sam	
  M	
  
as	
  Lead	
  Programmer.	
  	
  
Pre-­Production:	
  
	
  
Before	
  we	
  began	
  making	
  the	
  game,	
  we	
  began	
  to	
  design	
  assets	
  such	
  as	
  
the	
  laser	
  traps,	
  buttons,	
  and	
  collectables.	
  As	
  they	
  were	
  quite	
  easy	
  to	
  
make,	
  Sam	
  M	
  and	
  I	
  made	
  a	
  lot	
  of	
  these	
  whilst	
  Sam	
  H	
  worked	
  on	
  the	
  
background	
  for	
  the	
  levels,	
  he	
  also	
  designed	
  a	
  concept	
  layout	
  of	
  what	
  
level	
  2	
  may	
  look	
  like	
  when	
  it	
  was	
  done,	
  we	
  referred	
  to	
  this	
  quite	
  often	
  
when	
  building	
  the	
  level.	
  
	
  
	
  
The	
  background	
  design	
  used	
  for	
  
level	
  1.	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
Left:	
  The	
  concept	
  for	
  level	
  2.	
  
Right:	
  The	
  final	
  version	
  of	
  level	
  2.	
  
	
  
	
  
While	
  Sam	
  M	
  and	
  I	
  the	
  built	
  the	
  alpha	
  version	
  of	
  our	
  game	
  so	
  that	
  the	
  
basic	
  code	
  was	
  already	
  written	
  for	
  the	
  later	
  versions,	
  Sam	
  H	
  began	
  
designing.	
  The	
  first	
  thing	
  he	
  designed	
  was	
  a	
  	
  ‘game	
  in	
  a	
  frame’	
  cover	
  
the	
  cover	
  was	
  as	
  all	
  old	
  arcade	
  game	
  covers	
  were	
  elaborate	
  and	
  a	
  
completely	
  different	
  thing	
  to	
  the	
  actual	
  game.	
  His	
  game	
  in	
  a	
  frame	
  
showed	
  the	
  FBI	
  agents	
  surrounding	
  this	
  crashed	
  alien	
  and	
  his	
  ship.	
  	
  
Sam	
  then	
  started	
  the	
  designs	
  for	
  Jeremy	
  first	
  using	
  aliens	
  from	
  films	
  
and	
  TV	
  programs.	
  	
  
	
  
The	
  design	
  of	
  Jeremy	
  was	
  done	
  with	
  two	
  colour	
  variations,	
  yellow	
  
and	
  blue,	
  the	
  blue	
  proved	
  to	
  be	
  more	
  popular.	
  Sam	
  also	
  designed	
  
various	
  versions	
  of	
  the	
  FBI	
  with	
  square	
  Minecraft	
  styles	
  and	
  then	
  a	
  
hand	
  drawn	
  style,	
  he	
  then	
  had	
  Sam	
  M	
  &	
  I	
  pick	
  a	
  favourite	
  suit	
  colour;	
  
black,	
  blue	
  or	
  grey.	
  
	
  
The	
  collectable	
  items	
  were	
  easy	
  enough	
  to	
  do	
  a	
  file	
  document	
  for	
  
level	
  one,	
  a	
  sheep	
  for	
  level	
  two,	
  and	
  three	
  shattered	
  ship	
  part	
  with	
  
glowing	
  orange	
  energy	
  stripes	
  for	
  the	
  unused	
  third	
  level.	
  There	
  was	
  
also	
  the	
  designing	
  of	
  the	
  laser	
  traps	
  used	
  in	
  level	
  one,	
  there	
  several	
  
different	
  designs	
  and	
  then	
  Sam	
  H	
  had	
  the	
  idea	
  to	
  include	
  a	
  warning	
  
sign	
  for	
  those	
  who	
  didn’t	
  read	
  the	
  rules.	
  The	
  warning	
  sign	
  was	
  the	
  
best	
  out	
  of	
  the	
  lot	
  and	
  was	
  chosen	
  by	
  the	
  team	
  for	
  the	
  game.	
  	
  	
  
	
  
Sam	
  M	
  stepped	
  away	
  from	
  the	
  programming	
  for	
  a	
  while	
  and	
  designed	
  
the	
  buttons	
  we	
  would	
  use	
  for	
  our	
  menus,	
  while	
  Sam	
  H	
  started	
  
designing	
  the	
  level	
  backgrounds,	
  floors,	
  walls	
  and	
  ladders	
  as	
  well	
  
their	
  placement	
  in	
  the	
  levels	
  of	
  the	
  game	
  which	
  Sam	
  M	
  and	
  I	
  could	
  
use	
  if	
  they	
  didn’t	
  have	
  a	
  better	
  idea	
  for	
  our	
  level	
  maze.	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
 
	
  
Production:	
  
	
  
Whilst	
  Sam	
  Hayman	
  continued	
  to	
  work	
  on	
  more	
  art	
  for	
  the	
  game,	
  
Sam	
  M	
  and	
  I	
  began	
  to	
  build	
  level	
  1,	
  level	
  1	
  was	
  a	
  lot	
  more	
  simple	
  at	
  
the	
  beginning	
  and	
  after	
  testing	
  the	
  level	
  we	
  had	
  decided	
  it	
  was	
  too	
  
easy,	
  and	
  added	
  another	
  guard,	
  an	
  automatic	
  laser	
  trap,	
  and	
  
increased	
  the	
  speed	
  the	
  guard	
  fired	
  his	
  gun	
  at.	
  	
  
	
  
The	
  process	
  of	
  making	
  the	
  game	
  was	
  the	
  hardest	
  and	
  longest	
  part,	
  we	
  
spent	
  many	
  weeks	
  battling	
  frustrating	
  bugs	
  to	
  get	
  the	
  level	
  working	
  
(once	
  we	
  had	
  these	
  fixed,	
  creating	
  level	
  2	
  was	
  a	
  lot	
  easier,	
  and	
  only	
  
took	
  just	
  over	
  a	
  week).	
  Along	
  the	
  way,	
  we	
  added	
  and	
  removed	
  many	
  
elements	
  of	
  the	
  game,	
  such	
  as	
  the	
  death	
  sound	
  effect,	
  after	
  a	
  while	
  we	
  
decided	
  that	
  the	
  noise	
  was	
  too	
  annoying,	
  so	
  we	
  removed	
  it,	
  after	
  
complaints	
  from	
  the	
  Beta	
  Testing,	
  we	
  also	
  turned	
  down	
  the	
  volume	
  of	
  
the	
  laser	
  sound	
  effect.	
  	
  
	
  
At	
  one	
  point	
  we	
  also	
  had	
  no	
  main	
  menu	
  or	
  loading	
  screens,	
  so	
  Sam	
  H	
  
&	
  Sam	
  M	
  designed	
  a	
  menu	
  screen	
  and	
  buttons	
  and	
  I	
  made	
  a	
  
soundtrack	
  for	
  it.	
  	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
Sam	
  McCourt	
  designing	
  the	
  main	
  menu.	
  	
  
Post-­Production:	
  
	
  
As	
  we	
  built	
  the	
  game,	
  we	
  also	
  began	
  to	
  collect	
  a	
  variety	
  of	
  sound	
  
effects	
  for	
  the	
  game,	
  such	
  as	
  laser	
  sounds,	
  buttons,	
  and	
  gunshots.	
  Sam	
  
H	
  also	
  made	
  a	
  few	
  sound	
  effects	
  such	
  as	
  the	
  noise	
  that	
  plays	
  when	
  the	
  
player	
  obtained	
  a	
  collectable,	
  and	
  the	
  death	
  sound	
  effect.	
  I	
  designed	
  a	
  
soundtrack	
  for	
  the	
  main	
  menu	
  and	
  level	
  1,	
  and	
  Sam	
  Hayman	
  made	
  
the	
  soundtrack	
  for	
  level	
  2.	
  	
  
Screenshot	
  of	
  the	
  Garage	
  Band	
  file	
  for	
  the	
  level	
  1	
  soundtrack.	
  
	
  
	
  
For	
  the	
  main	
  menu	
  and	
  level	
  one	
  pieces,	
  I	
  took	
  inspiration	
  from	
  
composers	
  such	
  as	
  Sam	
  Hulick	
  and	
  Jack	
  Wall,	
  and	
  their	
  work	
  on	
  the	
  
Mass	
  Effect	
  Trilogy,	
  the	
  soundtrack	
  for	
  those	
  games	
  had	
  the	
  80s	
  Sci-­‐Fi	
  
that	
  I	
  wanted	
  to	
  emulate	
  in	
  the	
  soundtrack	
  for	
  the	
  main	
  menu	
  and	
  
level	
  1	
  of	
  First	
  Impact.	
  	
  
	
  
For	
  level	
  2,	
  we	
  needed	
  a	
  very	
  different	
  soundtrack,	
  as	
  the	
  
environment	
  it	
  was	
  set	
  in	
  was	
  very	
  different.	
  Being	
  as	
  heavily	
  
influenced	
  by	
  Sci-­‐Fi	
  as	
  I	
  am,	
  I	
  knew	
  I	
  would	
  not	
  be	
  able	
  t	
  make	
  a	
  very	
  
good	
  soundtrack	
  for	
  it,	
  so	
  I	
  handed	
  the	
  task	
  to	
  Sam	
  Hayman,	
  who	
  
created	
  a	
  much	
  more	
  up-­‐beat,	
  cheery	
  score.	
  	
  
	
  
Post-­mortem:	
  
	
  
While	
  I	
  am	
  very	
  proud	
  of	
  the	
  work	
  the	
  three	
  of	
  us	
  have	
  done	
  for	
  this	
  
game,	
  I	
  do	
  I	
  have	
  two	
  regrets	
  about	
  the	
  game;	
  the	
  first	
  being	
  not	
  able	
  
to	
  have	
  a	
  third	
  level,	
  we	
  had	
  planned	
  from	
  then	
  start	
  to	
  have	
  a	
  three	
  
level	
  structure,	
  (three	
  acts),	
  that	
  were	
  to	
  increase	
  in	
  difficulty.	
  It	
  is	
  
only	
  due	
  to	
  time	
  constraints	
  that	
  we	
  had	
  to	
  cut	
  level	
  3,	
  it’s	
  not	
  as	
  if	
  we	
  
decided	
  “let’s	
  make	
  a	
  third	
  level	
  now”,	
  we	
  had	
  decided	
  from	
  the	
  
beginning	
  to	
  do	
  so,	
  Sam	
  had	
  made	
  concept	
  art	
  for	
  it	
  and	
  designed	
  the	
  
collectables	
  for	
  the	
  level.	
  The	
  second	
  regret	
  is	
  not	
  having	
  enough	
  
time	
  to	
  squash	
  all	
  the	
  bugs,	
  such	
  as	
  the	
  glitchy	
  ladders,	
  this	
  ties	
  into	
  
my	
  point;	
  not	
  having	
  enough	
  time.	
  
	
  
I	
  also	
  wish	
  that	
  we	
  could	
  of	
  found	
  a	
  way	
  to	
  make	
  the	
  game	
  slightly	
  
more	
  innovative,	
  and	
  offer	
  more	
  replayability.	
  	
  
	
  
We	
  are	
  still	
  not	
  entirely	
  sure	
  what	
  causes	
  the	
  problem	
  with	
  the	
  
ladders,	
  when	
  Jeremy	
  climbs	
  on	
  a	
  ladder,	
  if	
  the	
  player	
  lets	
  go	
  of	
  the	
  W	
  
key,	
  Jeremy	
  will	
  drop	
  to	
  the	
  bottom	
  of	
  the	
  ladder,	
  we	
  determined	
  this	
  
was	
  something	
  to	
  do	
  with	
  the	
  gravity	
  effect	
  we	
  had	
  in	
  place.	
  We	
  tried	
  
turning	
  gravity	
  off	
  (this	
  caused	
  a	
  variety	
  of	
  glitches,	
  such	
  as	
  Jeremy	
  
flying	
  off	
  screen	
  at	
  one	
  point),	
  making	
  exceptions	
  when	
  he	
  was	
  on	
  the	
  
ladder,	
  and	
  so	
  on,	
  yet	
  the	
  problem	
  persisted.	
  
	
  
There	
  was	
  also	
  a	
  conflict	
  of	
  rules	
  about	
  his	
  movement	
  when	
  he	
  
reached	
  the	
  top	
  of	
  the	
  ladder,	
  so	
  having	
  to	
  hold	
  down	
  W	
  and	
  either	
  A	
  
or	
  D	
  to	
  get	
  off	
  the	
  ladder	
  created	
  animation	
  glitches.	
  Problems	
  such	
  
as	
  this	
  could	
  have	
  been	
  fixed	
  if	
  we	
  had	
  more	
  time	
  creating	
  the	
  game.	
  
	
  
	
  
	
  
	
  
	
  

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First impact making of ‘pipeline’

  • 1. First  Impact  -­  Making  Of  ‘Pipeline’     Ideation:     From  the  start  we  wanted  to  do  a  game  with  a  Sci-­‐Fi  feel  to  it,  we   weren’t  decided  on  what  genre  it  would  be,  however.  (Platform,   shooter,  RPG,  etc.)  I  suggested  the  initial  idea  of  a  small  alien   escaping  from  the  FBI  and  trying  to  return  to  his  spaceship,  so  with   this  idea  only,  Sam  Hayman  began  to  draw  some  concept  designs   whilst  Sam  McCourt  and  I  began  outlining  the  basic  story.  We  agreed   from  the  start  to  have  a  small,  peaceful  alien  that  would  not  be  using   any  forms  of  weapons  (so  this  ruled  out  the  chance  of  making  a   shooter).   Early  concepts  for  Jeremy  (on  the  left),  first  design  for  Jeremy  with   two  colours  (on  the  right).  Drawn  by  Sam  H.     Once  we  had  the  alien’s  basic  look  and  name  decided,  we  focused  on   the  genre,  me  and  Sam  M  had  come  to  the  conclusion  that  it  would  be   best  to  make  a  platform  game,  we  took  inspiration  from  games  such   as  Super  Mario  Bros  and  Braid.  Sam  H’s  main  inspiration  for  the   Jeremy’s  look  came  from  the  character  Stitch  from  the  film  Lilo  &   Stitch,  and  the  character  Gizmo  from  the  film  Gremlins.       I  suggested  “First  Impact”  as  a  working  title,  and  we  decided  to  stick   with  it  throughout  the  entire  production  of  the  game.     I  was  appointed  Project  Lead,  Sam  H  as  the  Art  Designer,  and  Sam  M   as  Lead  Programmer.    
  • 2. Pre-­Production:     Before  we  began  making  the  game,  we  began  to  design  assets  such  as   the  laser  traps,  buttons,  and  collectables.  As  they  were  quite  easy  to   make,  Sam  M  and  I  made  a  lot  of  these  whilst  Sam  H  worked  on  the   background  for  the  levels,  he  also  designed  a  concept  layout  of  what   level  2  may  look  like  when  it  was  done,  we  referred  to  this  quite  often   when  building  the  level.       The  background  design  used  for   level  1.                             Left:  The  concept  for  level  2.   Right:  The  final  version  of  level  2.      
  • 3. While  Sam  M  and  I  the  built  the  alpha  version  of  our  game  so  that  the   basic  code  was  already  written  for  the  later  versions,  Sam  H  began   designing.  The  first  thing  he  designed  was  a    ‘game  in  a  frame’  cover   the  cover  was  as  all  old  arcade  game  covers  were  elaborate  and  a   completely  different  thing  to  the  actual  game.  His  game  in  a  frame   showed  the  FBI  agents  surrounding  this  crashed  alien  and  his  ship.     Sam  then  started  the  designs  for  Jeremy  first  using  aliens  from  films   and  TV  programs.       The  design  of  Jeremy  was  done  with  two  colour  variations,  yellow   and  blue,  the  blue  proved  to  be  more  popular.  Sam  also  designed   various  versions  of  the  FBI  with  square  Minecraft  styles  and  then  a   hand  drawn  style,  he  then  had  Sam  M  &  I  pick  a  favourite  suit  colour;   black,  blue  or  grey.     The  collectable  items  were  easy  enough  to  do  a  file  document  for   level  one,  a  sheep  for  level  two,  and  three  shattered  ship  part  with   glowing  orange  energy  stripes  for  the  unused  third  level.  There  was   also  the  designing  of  the  laser  traps  used  in  level  one,  there  several   different  designs  and  then  Sam  H  had  the  idea  to  include  a  warning   sign  for  those  who  didn’t  read  the  rules.  The  warning  sign  was  the   best  out  of  the  lot  and  was  chosen  by  the  team  for  the  game.         Sam  M  stepped  away  from  the  programming  for  a  while  and  designed   the  buttons  we  would  use  for  our  menus,  while  Sam  H  started   designing  the  level  backgrounds,  floors,  walls  and  ladders  as  well   their  placement  in  the  levels  of  the  game  which  Sam  M  and  I  could   use  if  they  didn’t  have  a  better  idea  for  our  level  maze.                              
  • 4.     Production:     Whilst  Sam  Hayman  continued  to  work  on  more  art  for  the  game,   Sam  M  and  I  began  to  build  level  1,  level  1  was  a  lot  more  simple  at   the  beginning  and  after  testing  the  level  we  had  decided  it  was  too   easy,  and  added  another  guard,  an  automatic  laser  trap,  and   increased  the  speed  the  guard  fired  his  gun  at.       The  process  of  making  the  game  was  the  hardest  and  longest  part,  we   spent  many  weeks  battling  frustrating  bugs  to  get  the  level  working   (once  we  had  these  fixed,  creating  level  2  was  a  lot  easier,  and  only   took  just  over  a  week).  Along  the  way,  we  added  and  removed  many   elements  of  the  game,  such  as  the  death  sound  effect,  after  a  while  we   decided  that  the  noise  was  too  annoying,  so  we  removed  it,  after   complaints  from  the  Beta  Testing,  we  also  turned  down  the  volume  of   the  laser  sound  effect.       At  one  point  we  also  had  no  main  menu  or  loading  screens,  so  Sam  H   &  Sam  M  designed  a  menu  screen  and  buttons  and  I  made  a   soundtrack  for  it.                                       Sam  McCourt  designing  the  main  menu.    
  • 5. Post-­Production:     As  we  built  the  game,  we  also  began  to  collect  a  variety  of  sound   effects  for  the  game,  such  as  laser  sounds,  buttons,  and  gunshots.  Sam   H  also  made  a  few  sound  effects  such  as  the  noise  that  plays  when  the   player  obtained  a  collectable,  and  the  death  sound  effect.  I  designed  a   soundtrack  for  the  main  menu  and  level  1,  and  Sam  Hayman  made   the  soundtrack  for  level  2.     Screenshot  of  the  Garage  Band  file  for  the  level  1  soundtrack.       For  the  main  menu  and  level  one  pieces,  I  took  inspiration  from   composers  such  as  Sam  Hulick  and  Jack  Wall,  and  their  work  on  the   Mass  Effect  Trilogy,  the  soundtrack  for  those  games  had  the  80s  Sci-­‐Fi   that  I  wanted  to  emulate  in  the  soundtrack  for  the  main  menu  and   level  1  of  First  Impact.       For  level  2,  we  needed  a  very  different  soundtrack,  as  the   environment  it  was  set  in  was  very  different.  Being  as  heavily   influenced  by  Sci-­‐Fi  as  I  am,  I  knew  I  would  not  be  able  t  make  a  very   good  soundtrack  for  it,  so  I  handed  the  task  to  Sam  Hayman,  who   created  a  much  more  up-­‐beat,  cheery  score.      
  • 6. Post-­mortem:     While  I  am  very  proud  of  the  work  the  three  of  us  have  done  for  this   game,  I  do  I  have  two  regrets  about  the  game;  the  first  being  not  able   to  have  a  third  level,  we  had  planned  from  then  start  to  have  a  three   level  structure,  (three  acts),  that  were  to  increase  in  difficulty.  It  is   only  due  to  time  constraints  that  we  had  to  cut  level  3,  it’s  not  as  if  we   decided  “let’s  make  a  third  level  now”,  we  had  decided  from  the   beginning  to  do  so,  Sam  had  made  concept  art  for  it  and  designed  the   collectables  for  the  level.  The  second  regret  is  not  having  enough   time  to  squash  all  the  bugs,  such  as  the  glitchy  ladders,  this  ties  into   my  point;  not  having  enough  time.     I  also  wish  that  we  could  of  found  a  way  to  make  the  game  slightly   more  innovative,  and  offer  more  replayability.       We  are  still  not  entirely  sure  what  causes  the  problem  with  the   ladders,  when  Jeremy  climbs  on  a  ladder,  if  the  player  lets  go  of  the  W   key,  Jeremy  will  drop  to  the  bottom  of  the  ladder,  we  determined  this   was  something  to  do  with  the  gravity  effect  we  had  in  place.  We  tried   turning  gravity  off  (this  caused  a  variety  of  glitches,  such  as  Jeremy   flying  off  screen  at  one  point),  making  exceptions  when  he  was  on  the   ladder,  and  so  on,  yet  the  problem  persisted.     There  was  also  a  conflict  of  rules  about  his  movement  when  he   reached  the  top  of  the  ladder,  so  having  to  hold  down  W  and  either  A   or  D  to  get  off  the  ladder  created  animation  glitches.  Problems  such   as  this  could  have  been  fixed  if  we  had  more  time  creating  the  game.