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welcome! to suzi’s indie-game-input-output-cinematic-experience development-project. suzdigital.wordpress.com
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BADMP Specialist Project Pecha kucha

Aug 29, 2014

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My Pecha Kucha presentation for the BA DMP Specialist Project.
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Page 1: BADMP Specialist Project Pecha kucha

welcome!

to suzi’s indie-game-input-output-cinematic-experience development-project.

suzdigital.wordpress.com

Page 2: BADMP Specialist Project Pecha kucha

intro:What is input output cinema?

outputinput cinema1. Something that is put in.2. The act or process of putting in.3. The power of energy supplied to a machine.4. The current or voltage supplied to an electric or electronic circuit or device.5. Computers:a. Data to be entered into a computer for processing.b. The process of introducing data into the internal storage of a computer.

1. The act of turning out; production: The factory’s output of cars; artistic output2. The quantity or amount produced, as in a given time: to increase one’s daily output3. The material produced or yield: product.4. The current, voltage, power, or signal produced by an electrical or electronic circuit or device.5. Computers:a. Information in a form suitable for transmission from internal to external units of a computer, or to an outside medium.b. The process of transferring from internal storage to an external medium.

1. Motion Picture.2. The cinema, motion pictures collectively, as an art.3. A motion picture theatre.4. Computers:a. ???b. ?????

Page 3: BADMP Specialist Project Pecha kucha

inspiration:superbrothers: Sword & sworcery ep

superbrothers sword & sworcery eprefers to a style of pixel artwork dubbed

‘rustic 21st century minimalism’.refers to a fantasy subgenre

characterized by swashbuckling heroes.refers to a vinyl record containing up to

37 minutes of music.

It’s a mix of laid-back exploration, careful investigation & mysterious musical problem-solving occasionally punctuated by hard-hitting combat encounters. S:S&S

EP is an unusual genre-bending effort with an emphasis on sound, music & audiovisual style that has been positioned as ‘a brave experiment in Input Output Cinema’.

Page 4: BADMP Specialist Project Pecha kucha

why??Nathan Vella- Capy Games

I think iOS has taught developers to try and make games for everyone, but by focusing on everyone it means that you’re really not focusing on anything at all.

A game is forever cursed by being called a game. Mechanics are not the be-all and end-all of a project. I believe that Sworcery would have been just as successful if it had no puzzles or combat and was less linear. Those things are almost strictly there because we felt we had to put that kind of thing in the game.

“If your game is made for players, it’s probably not made for anyone else.”

Page 5: BADMP Specialist Project Pecha kucha

gravity concept

360° gravity for a 360° world

Screenshot from a gravity test made in Game Maker.

point=point_direction(x,y,1850,1850);image_angle=point+90;

Page 6: BADMP Specialist Project Pecha kucha

early “game” concepts:doodles, drawings & diagrams

Codename ORBIS: Latin for World

This image is an early game-world concept depecting the layout of the and objects contained within the overall game.

game design document:

The game follows a young forest sprite as he journeys across a strange dream world...

Page 7: BADMP Specialist Project Pecha kucha

specifically specialist(so what am I actually doing?)

For the specialist project, I will be creating an interactive demo, which will act as a trailer for a game for Windows. The

type of game created will be inspired by Craig D Adams’ cryptic “input-output cinema” genre-a user-controlled experience with emphasis on narrative, dialogue and visual importance rather

than using typical game-play elements.

Page 8: BADMP Specialist Project Pecha kucha

“(...and how am i doing it?)

game makerGame Maker was initially developed by Prof Mark Overmars in 1999. GameMaker is the world’s most widely used Game Development product and has been downloaded more than 10 million times. The demand continues to increase and Game Maker downloads more than 5,000 times every day from the YoYo Games website.

Page 9: BADMP Specialist Project Pecha kucha

“inspiration:

treesthe lower part of the long face was covered with a sweeping grey beard, bushy,

almost twiggy at the roots, thin and mossy at the ends. the deep eyes were slow and solemn, but very penetrating. They were brown, shot with green light.

description of treebeard from lord of the rings: the two towers

famous video game trees:

Iifa Tree Final Fantasy IXMana Tree Secret of ManaTree of Life Prince of PersiaWhispy Woods Kirby’s Dreamland

Great Deku Tree Legend of ZeldaHarold Fallout seriesMoney Tree Animal CrossingSudowoodo Pokemon Gold/Silver

Page 10: BADMP Specialist Project Pecha kucha

inspiration: trees

photos & sketches

Page 11: BADMP Specialist Project Pecha kucha

design:trees

sketch one sketch two

““A project starts with an idea, a vision, something that is hard to define, something kind of magic and amazing. This is gold. This is

beautiful. You can’t yet see the details, but you have a sense for thing you want to make, and hopefully you’re swept away by it.

craig d adams aka superbrothers

Page 12: BADMP Specialist Project Pecha kucha

design:trees

stage 1: stage 2: stage 3:

By creating a game world, you are creating an “imaginary reality.” Light is very important, and should always be used with meaning, whether strong or weak. The colour choices for the game

represent somewhere between a real colour scheme and a fantasy range.Toshikatta matsuda

Page 13: BADMP Specialist Project Pecha kucha

navigating the demoplayable level exploration

Page 14: BADMP Specialist Project Pecha kucha

““

what next?tree development

scale layers pathsImage needs to be scaled in relation to screen/window size & character size.

More layers need to be added to compensate for boring areas and add depth to areas with small branches.

A path needs to be set to add in Game Maker to stop the player from venturing off the tree!

Usually in the creative process, the next step is to think about the project intellectually, to talk about it, to look at it from various angles, to plan it out, maybe to second guess it or to

problem solve it, maybe reconsider it a bit.craig d adams aka supoerbrothers

Page 15: BADMP Specialist Project Pecha kucha

“ “S:S&S EP is a 21st century interpretation of the archetypical old school videogame adventure, designed exclusively for Apple’s touchtronic machinery.S:S&S EP features the internationally recognized art & design style of Superbrothers, whose illustrations & short films have appeared in a variety of exhibitions & publications.

what next?pixel art

Page 16: BADMP Specialist Project Pecha kucha

““

character inspiration:Brian Froud

“the faeries were a tangible aspect of the landscape, pulses of spirit, emotion, and light. They insisted on taking form under my pencil.”

game design document:

The game begins at the very top of the tree, where the forest sprite is born from an opening flower. The sprite talks to the heart of the tree, which tells it to travel the extent of the planet. The forest sprite must then make its safe descent down the tree, to the ground of the dream world below.

Page 17: BADMP Specialist Project Pecha kucha

character inspiration:kodamas

“tree spirit” “small spirit” “small ball!”

Kodamas exist in Japanese folklore, believed to live in certain trees. It is thought to be unlucky to cut down a tree which is home to a Kodama. Kodamas appear in many forms: some resembling people, some resembling plant-like creatures, some depicted as dryads or nymphs. The most well-known version is probably the one created by Hayao Miyazaki in his film Princess Mononoke.

Page 18: BADMP Specialist Project Pecha kucha

design:main character

something familiar? A ghost/spirit? a scary rabbit?

I originally went for the human-like doll style character...

...but wanted to stick to something simple and spirit-like...

...yet something that resembled something from nature.

Page 19: BADMP Specialist Project Pecha kucha

what next?

finished concept scale & create animationFinalise the character design, work on details, characteristics & colour scheme etc. Give it a name!

How big will the character be in relation to the other objects in the game? How many pixels will it be made of What will the character look like in pixel-art form?

Work out what animations will be needed to be able to control the character, and how the character will move.

The next step is to actually make this thing, to get down to it. This is the rock.

Page 20: BADMP Specialist Project Pecha kucha

““what next?

everything else...pixel drawingA videogame is a staggeringly beautiful

canvas. It’s a window into another world. A world that lives only as long as the machine is on. A living breathing world with depth and soul that actually exists, right there onscreen, limited only by the vision and imagination of its creators. Seize that thought, and don’t let it go.

animating

programming

sound & audio

All artwork must be converted to in-game imagery using a pixel style.

Pixel images must then be animated using sprite sequences.

Everything must be added to the Game Maker library so that the actual game can be made.

Sounds and background music must be added to finish off the experience.