Saturday, 27 October 2012

A better focus. . .

So after thinking about what would work best for my dissertation I have another idea that could be worth considering. Basically, I was worried that my previous idea, the horror game, wasn't specific enough and wouldn't justify a particular skill set I need to show off. As the game would involve all areas of game design, it would be a poor example of showing off one particular ability. However I was aware a few other people on the course had the same fear, and I heard through the grapevine that a good format for displaying an aptitude with 3D modelling would be re-creating scenes, or environments, from films or books etc. I found this idea rather appealing and after some consideration I think I found a good environment to emulate in a 3D level.

Since I was a little boy, I have been in love with a film called "The Nightmare Before Christmas". A film by Tim Burton, and produced by using stop motion, the film and it's environments are incredibly stylistic and unique. Any fan of Tim Burton will appreciate his almost child-friendly macabre still, an eery and gothic, yet inviting, style. The film is set in 'Halloween Town', where all manner of monsters and creatures live to celebrate Halloween. The entire town should be a frightening place with it's dark stonework, dim lights and odd organic elements but is still very engaging with the audience. To re-create the center of Halloween Town could be striking and an interesting build. Use of lights, shadows, 3D modelling and particle effects could accurately convey the atmosphere of the area. Several building circle the iconic fountain in the middle of the scene, so the workload is realistic, and there is always more that be achieved if I find myself ahead of time. In my mind I see it as a potential and realistically achievable project but will speak to tutors to get a second opinion. Here is a screen shot of the proposed area to re-create for those not familiar with Burtons work.


The other thing that makes the project unique is the fact that this environment has already been re-created and published, in the game Kingdom Hearts. However I felt that in the game, the existing 3D modelled level was not as true to the original film. Since having been bought by Disney, and the game being a Disney product, the style was less gothic than the original Burton style suggests. If I were to create this town, I would make sure to make it true to the original and darker than how Kingdom Hearts portrays the town.



Again, this is just an idea, but one that I feel could be successful if I end up creating it. In the mean time I will continue to think about how this could be accepted as a dissertation, and what I could add to it to accurately convey my skills as a games designer.

Sunday, 21 October 2012

The Original Idea. . .

So here we are, re-calling the fun and lessons of the last two years to produce the most bad ass thing we have ever made. The dissertation is something I fear, but also something I want to grab by the horns and tame. And come the end of the year when I have a prize winning bull to take to employers, hopefully it will knock them all down and respectively prove that I can come up with some pretty awesome products.

Since the end of second year I have been deep in thought about the endless possibilities of the dissertation and finally decided upon a game. A horror game, to be exact, where I could show off my skills as a 3D modeller and designer, whilst displaying an understanding of coding, which is not my forte. In fact, the minimal use of code combined with design aspects (in my mind) could prove that a great game could still be made, if designed well.

The general idea of the game was that the player would exploring an abandoned hotel, solving puzzles and experiencing (and avoiding) really horribly scary things. . .
The players oldest friend and love interest is an investigative journalist who has gotten leads that something 'funny' has been happening at the hotel. After some time of not hearing from, or being able to contact her, the player decides to go check out the hotel for himself. This basic plot line would be explained in a voice over during an introductory cut-scene which is pictured here.
After entering the hotel, the player would find notes left by the love interest explaining her journey through the hotel, also acting as a guide for the player. If a note explained that she was heading to room 101, the player would know that is where they too, should go.

I managed to achieve this effect fairly early on in development, using GUI textures to neatly represent an old, grubby note that might be left lying around.
I also investigated articles on horror games from today; what is enjoyed, expected, and things that should be avoided when writing effective horror elements in games. To my delight, I seemed to share some of the right ideas with Mike Birkhead on Gamasutra, who said:
"Being alone we are exposed and weak. We have no protection, so our potential for loss is greater. To turn this from unsettling to suspenseful, though, we must demand action from the player. Being forced to cross this deserted amusement park is going to be a nail-biting experience."
This pretty accurately correlates with my game, as the player must carry on, through the scary experiences to progress in the game.

However having started back at uni, I am not sure whether this game is the best way to go with my dissertation. The scope of the project is do-able, as I have created a lot of the assets, and a lot of assets can be re-used, and I understand how to put the project together. However I feel this game may not be specific enough for employers. Of course I am having ideas every day, but I'm also trying to be strict and only let the best ideas through. In some time, and hopefully a few words with Tutors will put me on the right track. Until then, I will keep recording ideas, and may even post some more on this game. . .which I will make someday, if not for dissertation. Any comments, feedback or ideas would be great though :)

Bibliography:

Mike Birkhead: Opinion: How To Make A Scary Game, (September 8th, 2011) Available:

http://www.gamasutra.com/view/news/37075/Opinion_How_To_Make_A_Scary_Game.php#.UIS7iGc8G7x  
Last accessed 22nd October 2012