Our new brief is up! It’s a group project which I’m always
excited for, we more or less reassembled the dream team (Mash Potato Murder
Mystery) which was our older Film Room (CTRL ALT DEFEAT) group with the
addition of one lucky extra. It’s a nice ensemble where everyone is a similar skill
and dedication level so I’d be surprised if we had any issues arise from the group
itself.
‘The brief focuses on
creating a game level where a player will begin at a fixed starting point then
journey through the level to a fixed destination.
The player must experience some interaction with the level to
allow them to progress to the goal. This interaction could be as simple as
opening a door but it must be included.
The main focus of this brief is to:
1.
Make this journey interesting and rewarding for
the player
2.
Create a visually interesting environment
working within rigid size constraints of shipping containers.’
So this is a whole level
project, we are allowed to choose between sci fi containers and dystopian.
My initials thoughts on this weren’t particularly strong for either side,
dystopian meant we could probably have something totally messed up looking with
an abundance of plant life and clutter, sci fi in my mind was a more techy,
clean and shiny dynamic. I flicked
between which one I preferred for the entirety of the first day like yo-yo in
constant flux.
As a group we came up with loads of different theme ideas,
these were some of our strongest:
A journey through a
scifi bank
Creepy science
(Dystopian transition into hard scifi)
A dystopian washed
up, stranded beach city,
Insect infestation,
with eggs and what not, that could be applicable to dystopian or scifi.
A dystopian container palace, trashy made nice sort of
thing.
We decided the best way for us to quickly explore the
potential of all of our ideas was to divvy them up and have everyone
responsible for making a mind map geared towards one specific idea. So we
shortly reconvened and still didn’t come to any definable answer. As a team we
started to quickly sketch our journey and map ideas instead, with very little
regard for our themes just to see what shape of level we leant towards and what
would adapt well into the design shape. We very quickly grew attached to a cylindrical
path. This was naturally more acquitted for a scifi genre map, so we then
revisited out original themes and see which one fitted best. The bank was the
natural choice, although we did experiment with combining some, like putting
the bug infestation or creep science inside the bank, but decided against it.
This is an early iteration of the map I made based on the
sketches, the idea is that it would be a structure with 3 accessible layers,
the third layer being the goal, which is blocked by a locked door, and the
player must find a way to the lower floor which hides the key. This was our
interactive gameplay point, picking up an object to unlock another and proceed
to ‘complete’ the level. We also made sure to have blocked corridors to steer
you in the right direction and make the player need to backtrack through so
that the level feels bigger just by making the most out of what we modelled.
This was a white box made based on the map and sketches. All
of the rooms are on the inside because it didn’t make structural sense to have them
on the outside, however the corridor on the outside looks jaunty and out of
place, luckily since you don’t go outside, it isn’t really to much of an issue
what it looks like, as long as it feels right from the inside.
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