General Environment Research
(to be added)
Wildlife Reserve
(to be completed after Interim presentation if I decide to do 3 environments)
May 31, 2010
General Environment Research
(to be added)
Wildlife Reserve
(to be completed after Interim presentation if I decide to do 3 environments)
May 31, 2010
General Research
My supervisor Tanya suggested that I look at short snippet character intros. Two character intros from the Borderlands video game. The narration is the same but the character intros are told in very different ways using different storytelling techniques.
Zhang Lian (main character)
Here’s some images of clothing, hair, bracelet, swords, medicine gourd etc which I used as reference material in the development of Zhang Lian (Chinese Herbalist).
Wambua Odayo (main character)
Dressed in military camo colours, wearing either a ranger-style floppy hat or beret and armed with a semi-automatic rifle. The rangers also use jeeps to cover large distances or to transport the dead remains of poached game or captured poachers.
Tomas Van Buren (main character)
I want this character to be big, brutish and have an anger management problem. I am modelling Tomas on a para-military/mercenary soldier/special forces type character.
Here’s some links to his military background and the endangered species his wife was protecting.
Maritime Special Operations Forces (MARSOF) are part of the Netherlands Marine Corps
Rhino poaching in South Africa
Northern White Rhino pushed toward extinction
Northern White Rhino Info on IFAW
International Rhino Foundation
White Rhino Conservation Project
May 31, 2010
My chosen aesthetic
After researching the aesthetic of fighting games from the ’80’s to the present, I conclude that many of these types of games:
– use non-realistic character and environment portrayal (often either anime or comicbook styled)
– have a rich and vibrant colour palette
Other Aesthetics
I looked into other various aesthetic treatments as well, such as Anime, Semi-realistic, Fantasy. I may draw on elements of these in my game aesthetic although I’m trying to avoiding mixing and matching in case I confuse the target audience. Some examples follow.
May 31, 2010
Shot List
Here’s my draft camera shot list for my storyboard for my 3D modelling showreel pitching a video game demo.
Storyboard
Here’s my storyboard for my 3D modelling showreel pitching a video game demo (wireframe menus, game interface layout, camera shot sketches etc).
(to be added)
Research for Shotlist and Storyboard
Here’s some materials I drew on in preparing my shotlist and storyboard.
Camera angles
From looking at the screen captures below, I’ve worked out that their are about 4 – 5 different camera angles used in the one environment. I am considering using this technique for my showreel.
Character Vs Character
Character Profiling
May 31, 2010
Video Game Title
I researched titles of fighting genre video games currently on the market. I found the following:
I also researched other video game titles including first person shooters, sandbox-styled games, serious games etc. During this process I decided that I wanted a title which reflected the social issue being presented in my game.
I came up with the working title “Endangered” because it reflects my social issue (endangered species), it’s a punchy one-word title and it has a connection to the concept of dying/mortality/combat that suggests it’s a fighting game.
I researched whether there were any video games on the market with this title. I only found “Zoo Tycoon 2” which has an expansion pack called “Endangered Species“.
Video Game Narrative
Here is the basic narrative for my video game.
Narrative
Game Character Brainstorming
Here’s my initial brainstorming on my characters based on indepth research into authentic names, physical appearance, attire and possessions, historic and geographic references and martial art styles. My characters’ profiles may change as I move into detailed Research, Development and Production.
Here’s my concept drawings for some of my characters.
(to be added)
I found the following videos useful when I was writing my characters’ backstories.
Game Environment Planning
Tanya and I agreed that my modelling showreel should include 4 highly detailed modelled characters, 2 of which will appear in their highly detailed “home” environments. The other 2 highly detailed modelled characters will appear in their rivals home environments. The other 6 characters in my game will appear only as waist-high 3/4 profiled models. Here’s my initial planning on which characters will be highly detailed and appear in their home environments.
Here’s my concept drawings for my environments
(to be added)
May 25, 2010
Having refined my Research Project scope and clarified my objectives, I have updated my Design Brief and Timeline.
May 25, 2010
I reflected on my 222.453 VCD Research design brief (see page 16 of my Working Paper http://brobeee.files.wordpress.com/2010/06/working-paper-final-revised.pdf) and further refined the scope and clarified the objectives of my Research Project. My conclusions follow:
Audience
My target audience:
Game Genre
My game genre:
Game Play
My game play will:
Narrative
My game narrative will:
Characters and Environment
My game characters will:
My tournament environments will:
Game Mechanics
May 19, 2010
The aim of 222.454 Research Project is to produce a final design solution to the research initiated in 222.453 VCD Research in the first half of this year (see my blog http://brobeee.wordpress.com/ for my 222.453 research).
My final design solution will be a 3D modelling showreel which will pitch a video game demo, in the fighting game genre, addressing the issue of endangered species. The working title of the video game is “Endangered”.