XD5004 Design Document - Matthew Howell
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Contents
Individual Task
Digital vs.
Physical
Market Research
Initial Concepts
Idea Evaluation
XD5004 - Games Design
Individual Design
Document
Tutor:
Andrew Richardson
Design Concept by:
Matthew Howell
Paper
Prototyping
Finalised
Concept
Final Structure
Visual Style
Production
Process
Group Task
Ideation
Sketches
Idea Evaluation
Working with
Unity
Short Video
Working as a
team
Critical
Reflection
Digital vs. Physical Games
Cities Skylines (PC, Mac & Linux)
Cities Skylines is a sandbox simulator game where the player’s task
is to build a city of their own creation. There are different options
for gameplay including Mission based, where the user follows a
certain set of objectives (such as reaching a certain population level
or completing certain mission paths, like Tourism or Industrial).
Additionally, the user can also play in a limitless sandbox mode by
unlocking all items and money at the start, allowing them to be able
to build a city at their own pace and by their own design, rather than
in accordance with the mechanics of the game.
Noughts and Crosses (Physical)
Formal Features:
• 2 Player Game
• Resources: Pen and Paper – 3x3 Grid
• Goal: To try and get either three noughts or crosses in a row before
the opponent.
• Rules: Take turns to place three noughts and crosses on the board,
whilst trying to block your opponent.
Modifications
• The game board has been increased to 4x4 or higher
• Additionally, players are required each round to create a different
shape (such as a square or triangle)
Market Research
In order to better understand my target market, the first
development stage I undertook was to conduct some market
research into existing Hypercasual games (to better understand the
needs and expectations of players).
Hole.io (Android)
In Hole.io, the game mechanic (Grow) involves the player playing as
a hole and swerving to try and ingest as many objects as possible. As
the player does this, the size of the hole increases – allowing them to
ingest larger objects.
The goal overall is to try and gain as much XP as possible compared
to the other players before the timer runs out.
In terms of user feedback, there is a leader board and live score
information as you play. In terms, of the rules, there are visual
explanations on how to move as you start each game – allowing new
players to become more familiar with the player experience. Unlike
other mobile games, there doesn’t appear to be any audio feedback
within this game, which could arguably hinder the immersion.
With regards to replay-ability, the game connects you with different
players each time, which in turn provides the opportunity for
different gameplay experiences. Additionally, this is furthered
through the inclusion of alternative game modes, such as a Solo
mode and a Battle mode.
Paint Hit (Android)
Paint Hit uses a Tap/Timing mechanic wherein the player is required
to tap the screen to fling paint at a spinning disc. When the player
has hit the disc enough times, another disc stacks on top. However,
the direction and speed of the spinning disc can change randomly,
and if the player hits an already painted area, the level is failed.
With regards to interactivity. Sound design is used in terms of having
calm and relaxed non-diegetic background music, alongside sound
effects, to add an extra layer of immersion through the auditory
response to the user’s actions.
Furthermore, in order to guide the user, instructional prompts are
offered, as well as messages and feedback to let the user know if
they have failed or passed the level.
In terms of replay-ability, the game features a variety of levels, and
attracts users to play for short play sessions at a time, before sending
the user notifications to the player after a certain period of inactivity
– to entice them back in. Furthermore, the use of microtransactions
and virtual currency for in-game items, also financially keeps players
in the realm of the game.
Market Research
Skiddy Car (Android)
Skiddy Car makes use of a swerving mechanic to navigate through the
level, wherein the user by default travels diagonally left, and can then
tap and hold to move diagonally right.
In terms of sound, the use of diegetic feedback, helps maintain a level
of immersion for the player to increase their involvement and overall
enjoyment when playing the level. Furthermore, on-screen information
such as the percentage of the level completed, helps players
understand their progress through the game, alongside encouraging
them to repeat the level if they fail.
With regards to the replay-ability of the game, the use of a level as well
as points-based system in the game, allows for further expansion of the
game environment, as well as encouragement to achieve the highest
possible score – thus providing added player engagement.
SpeedBall (Android)
SpeedBall makes use of a Tapping mechanic, to allow players to be
able to move to either side to dodge oncoming obstacles, depending
on the area of the screen they tap, until they reach the end of the level.
Visual prompts and feedback allow the player to be able to gain an
understanding of their progress throughout the level, in an attempt to
encourage the player to keep trying again – this works to increase user
involvement and engagement with the app (adding to its addictive
nature).
Notifications alongside the aforementioned feedback to the user, aim
to keep the player involved in the game – inviting them to frequently
return to the app, even if just to play a few levels at a time. These
notifications can also be linked to the microtransactions in the game,
which encourage the user to pay for extra in-game benefits (such as
No Ads), giving the player a financial connection to the game – making
them more likely to play, as a means of seeking a return to their
investment.
Color Road (Android)
Color Road utilises a Timing mechanic, requiring players to swipe
across and match their colour with the coloured orbs shown on the
fixed path. This colour changes over time adding a sense of challenge
to the game and keeping the player on their toes.
In terms of the user feedback, the game makes use of pleasant chime
effects to indicate when the user has been successful in passing
through the correct colour orb. However, the game does lack in any
other kind of sound effects – which if added could help aid with player
engagement.
Initial Concepts
As part of my initial ideation process, I decided on trying to come up
with a variety of different ideas for my game, each of which making use
of different game mechanics commonly noted in Hypercasual games
(such as Swerving, Tapping or Timing.
Fig. 1 - A screenshot of my initial notes taken through the idea
generation process.
Idea Evaluation
Part A: Initial Analysis
Idea 1: Cruise Ship Game
Relevance to the Brief
My idea behind the Cruise Ship Game is for a multi-level game involving
the player playing as a cruise ship and navigating through the levels,
whilst trying to avoid obstacles. This is relevant to the brief through
its utilisation of the swerve mechanic and its hyper casual nature. The
segmentation into various levels, which require points to be unlocked,
keeps players hooked due to the immersion and desire to make it to
the next stage. Additionally, due to their relatively small levels, the
game is ideal to be picked up and played in frequent, short bursts –
hence conforming to the key criterion of the hyper-casual brief.
Technical Feasibility
The technical feasibility is possible thanks to the use of Unity. The key
considerations, however, would be establishing background assets
(which are able to move around the player – to simulate a ship sailing
through the ocean), alongside a player asset, and other scenery
assets (which would need to be set to randomly spawn in – creating
obstacles). Furthermore, another requisite is enabling the swerve
mechanic – which would require the use of either the touch screen
or the accelerometers of the device (should it incorporate them). This
would need to be implemented appropriately, to ensure maximum
playability.
Artistic Considerations
In terms of Artistic Considerations, a key aspect to contend with is the
use of assets – these would include the backgrounds – which would
need to be designed for each level respectively and configured to
be large enough to move with the character sprite. Furthermore, the
actual sprite design would be a key factor as different starts (such
as a fixed, moving and crashed state for the ship) would need to be
developed and configured appropriately within Unity.
Playability/Originality
This idea does have a great deal of playability due to the expansive
level design (which can further be developed through updates or
expansion packs/DLC), alongside possible inclusions such as a leader
board, player rating system or also notifications – to encourage players
to return to the app after a set period of inactivity. With regards to the
originality of the game, the actual mechanics are similar to another
one of the listed ideas (Runaway Train), which is essentially a different
environment with a similar gameplay style.
Idea Evaluation
Idea 2: Traffic Simulator
Relevance to the Brief
Traffic Simulator follows a similar theme of a multi-level structure;
however, this time utilises a merging mechanic to vary up the style of
gameplay. This is relevant to the brief due to its use of touchscreen
gestures to control the movement of the player – hence tying into the
requisites of a hyper-casual game.
Technical Feasibility
Key requirements for the gameplay would include an endless and
movable background to navigate the player around, a variety of sprites
and animations for the player as well as other characters within the
game,
Artistic Considerations
A key issue to consider in terms of the art design would be the variation
of designs and assets. This is due to a key element of the game being
avoiding other vehicles – hence sufficient assets would need to be
generated as not to make the assets repeat too frequently – which
in turn would reduce the immersion and affect the overall player
experience with the game.
Playability/Originality
This game utilises a unique mechanic in the sense that it variates on
the typical runner game strategy (popularised by the mobile game
Temple Run) through the reduction in the number of lanes the player
can move around in. As such this adds a certain level of difficulty to the
game and means that it isn’t just another clone of Temple Run that has
been re-skinned.
Idea 3: Runaway Train
Relevance to the Brief
The idea behind this game is rather similar to that of Idea 1 in that
it uses either a tap or swerve mechanic to allow the player to drive
a runaway train to the end of the level. Key tasks in the gameplay
includes avoiding oncoming vehicles, changing tracks as well as
avoiding derailment. As such this concept is relevant due to its replayable
and casual nature – allowing it to be appropriate to be marketed
to the target demographic.
Technical Feasibility
From a technical standpoint, this idea makes use of similar requisites
as Idea 1, including aspects such as a level selector, structuring of
obstacles and the ability to swerve and switch tracks to avoid such
obstacles.
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Idea Evaluation
Artistic Considerations
In terms of the artistic aspect to the gameplay, it is important that each
level maintains a constant design theme (possibly utilising a clean
and modern aesthetic and interface). This not only provides a pleasing
interface to the audience (increasing the engagement of the design),
however, it also offers easy customisation and expandability between
levels – allowing for a consistent style with sufficient variation between
levels as not to appear overused.
Playability/Originality
The originality of this game is justified as it iterates and changes the
gameplay of similar existing hyper-casual games on the market, For
instance an inspiration of this particular idea is the game Subway
Surfers which involves playing as a character and swiping across the
screen to avoid oncoming obstacles (mostly subway trains). However,
my game design differs in that the person is playing as the train instead
and additionally has to contend with factors such as avoiding derailing
the train – which would end and fail the level.
Idea 4: Apocalypse Sandbox (Sandboxalypse)
Relevance to the Brief
This idea utilises a clicker mechanic to allow the player to be able to
spawn natural disasters in a virtualised environment (which can be
changed depending on the user’s preferences). As such this conforms
to the needs of the brief due to the use of the touch screen in a clicker
format (which is a conventional mechanic of certain mobile hyper
casual games).
Technical Feasibility
In terms of the technical requisites, spawning of assets would need
to be considered, in terms of being able to animate the characters as
well as the natural disasters. Furthermore, limitations would need to
be considered in terms of the number of events that can take place
simultaneously within the app as not to crash the game.
Artistic Considerations
With regards to the artistic elements, the theme for this app would
probably be best to utilise a sense of realism, due to the fact that it
would add to the player immersion. However, due to the mobile nature
of the game, a cartoonised version of this style might be more useful
(in terms of not making the gameplay experience feel as cheap or low
budget).
Idea Evaluation
Playability/Originality
In terms of the originality of this game, it is heavily inspired by the
Natural Disaster mode from the game Sim City. However, this game
can present a unique take on the game by offering alternative
environments, maps and biomes (hence allowing for a sense of
individuality).
Idea 5: DNA
Relevance to the Brief
The idea for a DNA game utilises the merging game mechanic in order
to allow the player to be able to merge different pieces of DNA together
to create a new species. This could take the route of an educational
game, however, to better meet the hyper-casual needs of the brief,
it could be better if the game to a more unlockable route, where the
player is tasked with unlocking certain traits and characteristics to play
with.
Technical Feasibility
The technical considerations would be to establish enough assets to
cover the various possible combinations that could be made (as not to
limit the game), as such the complexity of this task may not be the best
thing to pursue at the current time due to the issues involved.
Artistic Considerations
Furthermore, in terms of artistic considerations, it would probably be
wise to make use of a less realistic and anatomically correct design for
the sake of simplicity and design aesthetical consistency – particularly
given the relatively non-educational nature of the game.
Playability/Originality
In relation to the playability of the game, this particular concept follows
a Sandbox strategy similar to the Apocalypse Sandbox idea, and as
such would require alternative means to addictive level design in order
to maintain player interest. This could possibly take the form of app
notifications after a certain period of inactivity (in order to remind the
player to continue playing – hence maintaining player interest over
time).
Paper Prototyping
Scanned by CamScanner
Finalised Concept/Structure
Game Summary
My game idea is a Swerve-based game, called Don’t Crash, involving
driving various vehicles (such as trains, ships and lorries) around
various unlockable environments, while attempting to avoid obstacles
and collect points.
Game Concept
Furthering on from my initial summary, the user is guided through the
basic swerve based control system, and are introduced to the level
environment, as the user plays the level, they are able to collect points,
which can be used to gain access to the next levels, as well as buy
various other unlockable items (such as power-ups) to assist with the
gameplay.
Goals/Objectives
The main objectives of the gameplay are to navigate the series of
levels successfully and avoid obstacles (which are placed across the
play area). As each level is played through, points are accumulated to
unlock the proceeding level, as such the aim is to reach the end point
of each level without hitting obstacles or performing other actions
which would cost the player the level and their progress thus far.
Resources
As aforementioned, the player is set with the task of collecting as
many points as possible. The higher the number of points, the more
opportunities are available to the user – in terms of unlocking levels
and gaining extra rewards as they play. Additionally, the points score
can be viewed on a world leader-board from other players of each level
– adding a certain degree of replay-ability to the game – through the
desire to achieve as high a score and ranking as possible. Furthermore,
this could be expanded by providing power-ups and bonus items to
make the gameplay simpler, when users encounter more complicated
levels. This could include, removing all obstacles from the concourse
for 5 seconds; providing a boost when the user starts the level; an extra
life if they fail the level midway through etc.
Rules
The main rule of the game is to avoid hitting obstacles which are
stationed at randomised intervals on the level concourse, in order to
get to the end point of the level and complete each level successfully.
Final Structure
Play Space
The Play Space would ideally be a Third-Person camera view of the
player, which follows them through the level keeping up with them
at the same angle. The intended diagonal/overhead angle allows
for a clear view of the player alongside the upcoming sections of the
concourse – increasing the overall usability of my game.
Core Mechanic
The core mechanic of my game is swerving, which presents the
challenge of avoiding different obstacles in each environment to the
player. The swerving functionality utilises the device’s accelerometer,
to create a sense of immersion through being able to steer the vehicle.
Additionally, tap and swipe functionality may also be useful inclusions
for devices which don’t incorporate an accelerometer – therefore
allowing more players to be able to access the game.
Dramatic Elements
The game is kept challenging and interesting through the variety
of level designs and spontaneous spawning of obstacles which are
unpredictable for the player. This variety allows for enhanced replayability
for the player – through the desire and satisfaction that would
come with being able to complete each level. The environment theme
is user customisable – which offers them a sense of control and allows
for an improved experience as such.
Additionally, the changing of characters between levels depending on
the surroundings and scenarios the user faces, also provides a mode
of intrigue for them. For instance, in some of the levels the user is able
to play as a car, train, lorry, boat etc. which increases the novelty and
expandability of the game through the possibilities of further level
development and expansion packs for the game – adding to the overall
gratification provided from the Dramatic Elements within the game.
Visual Style
In-game Assets
With regards to my In-game assets, I have chosen to design a variety of
assets which can uniquely be designed and tailored to each individual
level. The idea behind this is to provide a significant enough sense
of variation, particularly when the player switches between different
gameplay environments (such as a highway, railway line or river for
example). In terms of my vehicle assets, I have selected a cartoonised
style making use of bright and vibrant colours, due to the fact that
they’re intriguing, identifiable to the target demographic, and provide
sufficient variation as not to get too repetitive through extended usage
throughout my game’s levels.
Furthermore, in relation to the collectables, I aimed to make use of
a style which complemented the prototype level I designed (which
utilises a city-centre street environment). As such I decided to go for
a style which resembles street warning signs for collectables such as
points and power-ups, which allows for a greater sense of relevancy
and cohesion in terms of my design choices and decisions.
Fig. 2 - Level 1 Vehicle Assets: Cars, Buses and Lorries
Fig. 3 - Level 2 Vehicle Assets: Electric Trains
Fig. 4 - Collectables Assets - Points, Remove All Cars, Speed Boost (2x)
Visual Style
Characters
In terms of the characters, the player plays as a new vehicle unique
to each level, however, distinguishable from the other vehicles in the
game. For example, in the first level, which as aforementioned is based
in a city centre, the player as such is a car. Furthermore, I have also
iterated on these designs to demonstrate some of the potential ideas
and opportunities for expansion for my overall game designs. This
includes using different colour schemes or body designs (to ensure
that the character complements the environment it is being placed in
and as such doesn’t feel out of place – which would affect the overall
immersion and gratification received by the player).
Fig. 5 - Level 1 Character Assets, Version 1.0, Car
Fig. 6 - Level 1 Character Assets, Version 2.0, Car
Fig. 7 - Level 2 Character Assets, Electric Train
Environmental Artwork
In terms of the environment, great consideration has been undertaken
to ensure that the surroundings for each level are appropriate and
reminisce the real-world in some way to enhance player engagement
and relevancy for the game. For example, between versions 1.0 and 2.0
of Level 1, which depicts a city street, I opted to include elements such
as plants, telephone boxes and streetlights. The idea behind this is to
enhance the sense of realism as well as to provide extra assets to help
make up and vary the composition of my level design – appealing to
the end-user desire for variation within the game in order to keep them
interested. In addition, these levels are seamless and/or can be
Visual Style
expanded onto to help stretch out the level to create a longer gameplay
experience for the actual game.
Fig. 8 - Background Assets, Level 1 v1.0, Level 1 v2.0 and Level 2 v1.0
Visual Style
UI Elements
In terms of the UI Elements, I have generated a points counter and a
High Score element to demonstrate the type of style I would strive for in
a final game submission of my idea. This could be expanded to further
encompass buttons (as featured in my screenshots). However, I have
utilised certain aspects such as a consistent font, sizing and colour
scheme in order to maintain a house style, as well as considering
aspects such as Opacity, which have been implemented, in order to
ensure that the UI does not obfuscate the actual game play - increasing
accessibility and playability overall.
Fig. 9 - UI Elements, Point Counter and High Score Information
Colour
The colour scheme of my game does have variations based on
the needs and requisites of each level (as demonstrated in my
aforementioned Background Assets). However, there is a consistent
usage of Black, Grey and White, which has been picked for its clarity,
accessibility and ability to blend in and not feel excessively out of place
within each potential desired level biome. This consideration has also
been taken into account with regards to choosing the main stylistic font
for the game (Dosis) in order to ensure legibility and modernity (a key
aspect given the transport and stylistic aspects of my game).
Production Process
Developing my Designs
The development process of my assets sought inspiration from
Moodboards that I had collated, to better allow me to visualise my
ideas. The style I chose with this was to go for a modern geometric style
with bright and vibrant colours (in order to meet the player’s needs
and expectations, as well as offer a pleasant design which the user can
easily get to grips with.
Fig. 10 - Pinterest Moodboard of Design Inspiration
Assets were later developed further and iterated using Adobe
Illustrator. This allowed me to develop and establish appropriate
swatches and designs (in order to fully flesh out my designs into
realistic and manageable assets).
Using Unity
With regards to Unity, I utilised some of the key components such as
Sprite Editor and Animator in order to better work with the designed
assets and enable them to function correctly in terms of providing a
clear representation of the prototype functioning as intended in a final
development scenario. As a future means of development, I aim to
explore C# Scripting functionality, in order to bring my designs to life
even further.
Ideation
This section explores the group work aspect
of the module explored by both myself and
Darja Kudrjavceva.
Research
The key first stage of our initial ideation was looking at existing games
on the market, to evaluate our possibilities when proceeding to
develop our game. This brought us to the website Games For Change,
who are an organisation which explore and feature games which are
designed to discuss an important topic. leading us to discovering the
following games:
- A Closed World – This game deals with queer issues by exploring the
challenges and hardships that queer people face - http://gambit.mit.
edu/loadgame/summer2011/aclosedworld_play.php
- Mainichi – This game follows the daily struggles of a transgender
woman as they go through their daily life - http://www.
gamesforchange.org/game/mainichi/
- Queerskins – This game seats the player in a car with the parents of a
son who has lost his life to AIDS. Players take a journey down a country
toad and get to explore the life of the man who has died - http://www.
gamesforchange.org/game/queerskins-a-love-story/
Defining our topic
Exploring these examples allowed us to decide on our theme for
our game. We wanted a game which delved into the issues and
troubles facing LGBT* young people today, in terms of discrimination,
harassment and abuse.
For our players we wanted to provide the following:
• Educate players on the issues facing LGBT* individuals.
• Demonstrate ways in which LGBT* people and those close to them
can help them overcome these issues.
• Allow players to empathise and understand these issues from a direct
perspective of the individuals themselves.
• Help those currently opposed to LGBT* individuals to understand the
impact of their actions and to potentially consider re-evaluating their
viewpoint.
Ideation
However, in order for this to be best appropriate and most effective, we
decided to construct the message of the game in terms of an analogy
and metaphor, taking inspiration from the ‘A Closed World’ game and
making the key mechanic focus around decision making. This was the
inspiration for the name of the game Chocolate vs. Strawberry as one
of the first analogies the player will have to deal with in the game is the
decision of Chocolate vs. Strawberry ice cream flavours.
Our Audience Demographics
When evaluating potential audiences for this game, we settled down on
two key demographic profiles as defined below. LGBT* questionning
youth and Parents of LGBT* Youth. We chose these as our primary
and secondary audiences respectively due to the fact that LGBT*
questionning youth may benefit from being able to build their selfconfidence
and awareness of issues in the community. We have also
selected parents as a key demographic as a game like this could help
them better understand issues that their children might be facing as
being members of the LGBT* community - allowing an opportunity for
dialogue and discourse.
Fig. 1 - A table setting out the key demographic profiling of our potrntial
target audiences
Our Game Idea - In Summary
Our game is a 2D Platformer wherein the player explores the daily life
of a character and the interactions that they have with people around
them (such as when they’re at home, on the bus or in a shop for
instance). The player is given a series of options in these interactions
with how they can respond, which in turn will give the player a
confidence boost allowing them to perform more actions. This is
indicated through the use of weather (such as a raincloud that follows
them around and gradually fades) alongside changes to their overall
demeanour as they move throughout the levels.
Sketches
Upon selecting the aforementioned idea brief, myself and Darja began
to plan and sketch the following assets for the characters, scenery
and other in-game assets. This was a key collaborative process, which
permitted us to evaluate the success, strengths and weaknesses of our
particular ideas in order to ensure that our proposed solution could
provide an enriched end-user experience.
For our game, the main assets that we ultimately required were items
to fill the level environment (such as buildings, furniture, accessories
etc.) in order to build a series of plausible level platforms for the player
to navigate through. This was achieved through the use of a cartoony
style, to not only appeal to our younger primary audience, but also to
provide a warm and inviting approach for new or inexperienced gamers
to our project.
This design philosophy translates through our main character designs,
which take a friendly and pleasant approach in terms of the physical
shape as well as demeanour of the character. Additionally, the
simplicity of the design allows for easy adaptation to gameplay-centric
factors such as player health – provisioning an informative as well as
aesthetical aspect to our designs.
Fig. 2 - Our initial sketch ideas for the main character of our game,
including iterations on health states for the character.
Sketches
Our environment takes the form of a cartoonised world that resembles
a real Urban/Suburban environment (containing streets, houses, shops
etc.) in order to provide a certain sense of context and backstory to the
realm in which our main character exists. Additionally, this helps to
provide a certain informality and invitingness to what typically some
may feel as a difficult or awkward topic to discuss – supporting our
overall message with the game.
Fig. 3 - Examples of some of the possible environments in which the
player can explore.
In terms of UI elements, we aim to use of elements such as Health
indicators, which would keep track of the player’s confidence level
from their interactions within the game and on-screen dialogue boxes,
to narrate the interactions as well as provide user input options to
allow the player to explore various gameplay paths. Additionally, we
feel that it would prove useful to also utilise UI elements to help explain
certain gameplay mechanics, in order to assist new or inexperienced
players in navigating and making the most of the gameplay.
Finally, with regards to the colours, we have used complimentary
and fun colours, in order to provide an aesthetically pleasing and
appropriate level design (in terms of the environments and objects we
aim to visualise). This also passes through to our game characters in
order to maintain player engagement, involvement and gratification
with the game.
Sketches
Fig. 4 - Examples of our initial work and utilisation of colour within our
game assets.
Idea Evaluation
In this section, I aim to explore in greater depth the intricacies of our
concept that we aim to design, in order to better showcase the needs
and goals that our design poses.
The overall aim for our game is for the player to follow the experience
of an animated character through a portion of their day (such as their
journey into the city). Along the way the player encounters various
situations and characters, which present an ethical challenge to
them, forcing them to either concede and give in to the opponent, or
challenge them.
Over the game as such, this will play into the game currency, which
is levels of confidence, increasing when the player feels empowered
and decreasing, when they have been set back. This in turn limits the
capabilities of the player when progressing through the game. Visually
this indicator is represented through the stature and facial expressions
of the main character, as well as environmental aspects of the level
such as the weather in addition to a typical health indicator bar.
The player is able to navigate the level in a 2D platformer style, which
allows them to follow the focal narrative of the game and adds a
logical sense to the structure of the game (by utilising universal game
mechanics – such as moving from left to right through a platformer
environment). This structure is further voiced through the controls,
which are W, A, S and D to run through the play environment, alongside
E to interact with objects in the player’s way – which encapsulate the
player’s primary actions and functions within the game.
The challenge within the game as previously stated is to make it
through to the end of the game with a high level of confidence points,
this challenge combines with the extensive narrative of the game
to maintain player interest as well as keep a sense of intrigue and
gratification as they continue to travel through the level. Furthermore,
the replayability of our game is supported thanks to the various
gameplay paths that the player can take, based upon options they
select during interactions.
Working with Unity
With regards to Working with Unity, the experience has undoubtedly
been a challenging but valuable learning experience. Through working
on this I have been able to further develop my technical skills that I
gained from the Individual project.
First of all, my knowledge of C# Scripting has improved. Through
tutorials and research, I have been able to get to grips with the
necessary coding needed in order to make certain functionality work
(including buttons, character movement and camera configurations.
This has allowed me to be able to further advance the game (in terms
of being able to control players, explore the onscreen environment and
engage with the environments.
Secondly, I have been able to work on multi-level environments and
Menu Screens within this project. This has expanded my familiarity with
methodologies and tasks required in Unity that would be expected in a
fully fledged game.
FInally, I have been able to work with a wide range of asset types (not
only players and backgrounds, but also scenery items). This further has
offered me opportunities to engage with the software better and has
allowed me to be able to make the most out of the resources I have
available to me.
A key part throughout all of this has been having the ability to persist
on in spite of the various issues I faced when coding some of the more
advanced features into this project. I actively sought out advice through
resources such as Lynda.com, Unity Forums, YouTube tutorials as well
as the support of my peers. This has influenced my own repetiore of
skills to better increase my confidence and success of working with the
software package.
As aforementioned, assets were a key part of the working with Unity
section of the project, which Darja was primarily responsible for
creating, these are featured as follows:
Working with Unity
Fig. 5 - Examples of the Level Environments from the game
Fig. 6 - Examples of the Character Assets and Sprites designed for the
game
Working with Unity
Fig. 7 - Examples of some of the Background Assets featured for the
game.
Short Video
Another one of the tasks that I accomplished with this project was to
create the video in order to promote the prototype game. I initially
started out by recording the gameplay using OBS Studio, in order to get
some footage for the video. Additionally, I sourced extra promotional
materials (such as the Steam and Epic Games Store logo), as well as
Copyright free music for a backing track - from the YouTube Audio
Library. These inclusions helped to better increase the immersion, user
engagement and professionality of my design.
The bulk of my editing took place within Adobe Premiere Pro 2020,
which allowed for easy integration of the required features of my video
as well as adding additional features such as transitions to better tie
the composition together. This again helped to fulfil the professionality
requisite of my task, and also helped to make the sequence flow a bit
better and ultimately seem less bodged together.
Fig. 8 - A screenshot of the Premiere Pro Workflow
Working as a Team
Overall, I feel that we were effective at successfully working as a team,
as we both were able to collaborate and take control of areas in which
we both excelled in, to allow us to make the best of the task. A key part
of this was designating tasks which could be done individually, areas
such as ideation were done collectively however, to allow us to be able
to check each other’s ideas and offer proposals and modifications (to
allow us to consider a greater number of possibilities to benefit our
end-user demographic).
In terms of my tasks for the project, my responsibilities included
generating write-ups and presentations (to firm and establish our ideas
for the module), constructing the actual game (using Unity and Visual
Studio 2017), as well as creating a suitable video (using Premiere Pro
2020). This split worked quite well, given the extensiveness and skill
required for the Art side (which Darja specialised in working with),
alongside my existing experience and technical understanding with
aspects such as Unity and Video Editing.
Overall, I feel our work has been benefitted significantly through this
arrangement, as it has enabled us to better prioritise our time and
create work of a far higher standard than what would otherwise be
possible - allowing us to better conform to the needs of the brief.
Critical Reflection
Overall, I feel our game concept has proved successful as it provides
a clear idea, mission and purpose, which has been explored using
high-fidelity prototypes, mock-ups and assets. Additionally, the idea
is successful as it exemplifies the use of key features within the Unity
system (such as C# Scripting, Sprite Editor and Animator), as well as
the use of industry-standard software like OBS and Premiere Pro, which
has allowed us to produce high-quality deliverables for this module,
that meet the needs of both my end-user demographics as well as the
assignment brief.
If I was to improve upon my work however, I would aim to rectify some
of the issues that still exist in my prototype. Due to issues out of my
control with Unity, certain C# scripts which should have worked to
allow for transitions between the levels and certain animations, weren’t
able to be rectified unfortunately, so for an actual end-product, I would
intend to have this fully operational (as not to negate the functionality
for the target audience).
However, in spite of these minor issues, the game is still functional, and
works in a sense to illustrate the impact and message that we intended
to go for, alongside the video and this design documentation.