This next project is actually an external competition, the
‘Off the Map’ project made my Gamecity in conjunction with the British Library
to create ‘exciting interactive digital media’. Our source material is Lewis
Carrols’ classic Alice in Wonderland. Now, Alice and Wonderland is riddled with
potential and creative opportunities, perhaps the only limit was our anchor to
Oxford and the original text- which is very different to the popular retelling
of the story. Loosely, our game had to be based in a fundamental world we
recognize in the context of the story. But this is fine, Alice is a fantastic
subject matter and I couldn't be happier to be making a game on it. I’m also
very relieved to break away from my sci-fi streak, time to do some natural
form! It really has been too long since I've modeled a bush...
This week was actually pretty controversial in terms of our
years unrest, the first offender was our groups were set for us. While I’m not
opposed to this in the slightest (I think it resembles industry working
conditions more accurately) it was jarring. In our two years at DMU there’s
never been a project where we’ve been set groups. I think the real problem is
this project is by far our longest
project of the year, almost tripling the length of our previous ‘longest’ time
allowed for a project. It’s also our final project and an external completion
so the stakes are fundamentally higher- it matters far more than any other
group project that we are able to work well with our group. I think it would
have made more logical sense to have randomized groups in every project but
this one. Either way, I’m at lest somewhat familiar with the members of my
group and am looking forward to working with them more closely- time to build
some bridges.
The second aforementioned controversy was that during our introduction
lecture to this project, it was mentioned that our projects would have to be a
side scroller. I think I went through a very brief but dramatic roller coaster
of emotions in the following two minutes; at first I was alarmed, then annoyed,
then interested, then finally- excited. It was different and new and there are
some fantastic 2d side scroller games I adore. Some people didn't have the same
reaction and student battled staff for a day or so, before our staff relented
and decided we could do anything, including the much desired 1st
person 3d world that most of us are accustomed to. Thing is though- by this
time most groups (and I’m relieved to include mine in that statistic) had
already warmed to the idea of a side scroller. If I had to guess, I’d say
around two thirds of the year decided to do a side scroller.
Our groups weren’t entirely random though, the week prior to
this we were asked to fill in a form where we chose our primary and secondary specializations.
I was quite uncertain filling this o ut because I’m really not sure what I want
to do, or be shoe horned into a job for this project. I think it was a defining
moment where I had to choose between what I should and could do, verses what I
wanted to do. I chose environmental artist, with a back up as an engine person.
I think these are m,y strongest comparative suits and it would be unfair to any
group I might have been put in to not sign up as mmy strongest roles.
Ironically however I needn’t have worried so much, our group in particular (I can’t speak for other groups,) was terribly imbalanced. Out of five os us, we
had three character artist, no concept
artists and no engine person. This
has knock on negative effects because then during job distribution we felt
obligated to adhere to everyone’s jobs, which means we doled out three
character jobs instead of an ideal one character- Alice. It also meant myself
and Jake (who both had engine as our secondary preference) to do engine work,
instead of any dedicated single person.
Right, so after deciding on a side scroller, we talked as a
group about what category we wanted to go into out of the provided ones: Oxford,
Garden and Underground. We decided that while we more more inclined towards the
Garden and Underground which both had a written place in the book, we would
read the source material before making any decisions. As I read the book I made
a detailed document on all events and how they could potentially translate into
game mechanics, like the dog, or chasing the rabbit, or chasing the animals to
get dry. When we reconvened we decided instead of basing a game around a single
one of these areas, we would just recreate certain sections of the book that
would make worthy gameplay areas, and retell the story based on the events that
happened in the book. We also made the conscious decision to try and align
ourselves as closely with the book as possible, partially to please the British
Library but also to make a streamline game experience. In regards to the
inclusion of Oxford we decided to scatter referenced abstractly into the
scenes, or include it in any architecture on the basis that because the world
that Alice explores is her dream, that what she finds would be familiar. So all trees and fauna and anything else
would be based on things you find strictly in Britain. The rest of this week
was spent concepting and making stylistic decisions which I’ll go into more
detail with next week.
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