Monday, March 26, 2012

Week 9 & 10: Midterm Projects Due and Presented

A copy of the video I took of my level playthrough is in my midterm folder. The link below will take you to where I posted the video on Youtube.

Week 7: Level Design Documents

Since this assignment relies heavily on images and supporting concept art, I will just briefly describe what I did and you can see the complete documents in my week 7 folder.

I took a three level progression approach to this assignment, where the first level design document focuses on a level that is an introduction to the entire stage and is pretty much just a prep level.

The second level design document focuses on the hideout and resupply area that the player can take advantage of, as well as continue planning for the final mission of the stage or chapter.

The third level design document focuses on the end of the chapter and the big stealth mission.

Week 6: Game Idea Pitch with Character Development

Player Character: Grant Heckler

Information:

What is this character’s job or role?
-
Master art thief for a crime Syndicate.

What is the back story for the character? (You’re not writing a novel here, but you do need at least two paragraphs of text.)

Heckler was in an orphanage until the age of 6 when he ran away and lived on the streets. At that time he met the Old Man, who took him under his protection and began to teach him a trade in exchange for having Grant in essence be his valet. In later years Grant became a full partner in the Old Man’s enterprise, and began working for the Syndicate.

What is the behavior or mannerism of this character? Why? (How does the character act? Do they have any special or unique mannerisms? What does this help convey about the character? How does this relate to what we know about them already?)

Quiet, collected and methodical. The whole point of Grant’s character is that he is unnervingly calm until the point where he snaps, and his rage surprises everyone in the game (and the player).

What is the importance of the character? (How or why is this character important in the game?)

He is the anti-hero and the protagonist.

What is the "play" of the character? (How do they play or act inside the game? What are their skills or abilities? A massive brute that poses a physical threat? Or a cunning planner who uses their wits to overcome? Other options or variants? How does this relate to what we know about them already?)

– Grant is mainly playable as a stealth character. This feel drives the game, as he is capable of fighting, but chooses not too unless strictly necessary. The player will have a feeling of always having to hold back instead of giving in to impulse (until the right moments).

What is the appearance of the character? (Give a brief written description and accompany this with reference images or concept artwork where available.)

Grant is asian/american, tall and slim.

What is the intended view for this character? What considerations have been made in regards to the character’s appearance from this view? (Looking for more than "We made his back/ arms look cooler!") – 1st person/3rd person. Like Deus Ex, the gameplay will determine what viewpoint the character is seen from.

What is the longevity of this character? Will people want to play him or play against him? Why or why not? – Players will want to play as him because it gives them the chance to play an anti-hero they feel has been wronged.

What is the character’s name? (Does he even have a name? What does this character’s name say about him or the game?)

Grant Heckler.

Player Character: The Old Man

Information:

What is this character’s job or role?
Grant Heckler’s mentor; Master Thief.

What is the back story for the character? (You’re not writing a novel here, but you do need at least two paragraphs of text.)

The Old Man was a thief in old world europe until he quit the game and came to America. While trying to live a quiet life here he was approached and coerced into working for the Syndicate. He has continued to do so for the past 20 years despite his attempts at extricating himself from their hold over him.

What is the behavior or mannerism of this character? Why? (How does the character act? Do they have any special or unique mannerisms? What does this help convey about the character? How does this relate to what we know about them already?)

He hides his cunning and intelligence under the mask of an old, clutsy man. Until he lets down his guard, he appears to be nothing more. But when that guard comes down, it is clear just from his eyes that he is not a man to be trifled with.

What is the importance of the character? (How or why is this character important in the game?)

He is the main antagonist, and Grant’s mentor and frame of reference for who he is as a person.

What is the "play" of the character? (How do they play or act inside the game? What are their skills or abilities? A massive brute that poses a physical threat? Or a cunning planner who uses their wits to overcome? Other options or variants? How does this relate to what we know about them already?)

– Masked physical aggression overlaid with quick wit and cunning.

What is the appearance of the character? (Give a brief written description and accompany this with reference images or concept artwork where available.)

He appears exactly as his moniker suggests, but in a sort of played-up way. Almost like he is too close to the stereotype that you wonder if it’s all an act.

What is the intended view for this character? What considerations have been made in regards to the character’s appearance from this view? (Looking for more than "We made his back/ arms look cooler!")

Since he is not a playable character he will be seen from Grant’s perspective.

What is the longevity of this character? Will people want to play him or play against him?Why or why not?

Players will want to interact with him because he is in a sense the old wise man, the seer. He has so much experience to share that he is integral to the progress of the game.

What is the character’s name? (Does he even have a name? What does this character’s name say about him or the game?)

The Old Man (real name unknown).

(For reference images see document in classfolders week 6).

Week 5: Game Pitch Idea

Protege
Team Members: Harrison Ferrone ESRB RATING: Teen

Protege at its core is a detective story with an old world feel. It deals with how the events of a two week period in the life of a skilled art thief named Grant Heckler leads to a greater conspiracy between unseen forces and Grant’s teacher, The Old Man. The goal of the game will be forcing the player to unravel the reasoning behind The Old Man’s actions, and the motives of the unseen forces/cabal. In this way the gamer will be able to play through several heist missions that will provide context and clues to The Old Man’s betrayal, all the while knowing that betrayal is imminent in the narrative.

High Level Concept:

Protege is a primarily stealth/adventure game with the elements and feel of a detective noir. The game will function on two levels. The first level will be the main narrative, while the second underlying level will be an ongoing chess game against your teacher. The first installment of the chess game will be at the beginning of the game, but will be taking place at the end of the narrative. It will be the structure for delivering the main plot points, and will be the jumping off point that the character will need to figure out how all the events leading up to that moment played out. Throughout the game the player will be brought back to the chess game where more and more of the conversation will be revealed.

High Level Goals:

Memorable Moments: There will be some amazing gameplay moments during the escape portions of the missions, where Grant will have to perform incredible stunts to get away clean.

Objective: The purpose of Protege is to create tension and suspense through the completion of the story arc or loop that is set up at the beginning. It is also to get the playable character through each mission in order to physically get to the end of the narrative. At its simplest, the objective is to survive long enough to find the truth, whatever it may be.

Challenges: Most of the challenges in the game will be in the logistical and tactical areas of stealth and theft. These will include casing museums and private residences and compiling a plan for each mission. Challenges will also include the player putting together the pieces of the puzzle explaining why The Old Man betrayed Grant, but this is on a more intellectual rather than physical level.

Ending: The ending of the game will take place where it started, in the room where Grant and The Old Man play there last game of chess. Grant will win because he has nothing to lose and his strategy reflects that, a strategy which The Old Man is unable to counter. The Old Man will say he is sorry for the pain he has caused Grant, but not for what he did. Grant will shoot him or spare him (The Old Man will shoot himself if spared) and disappear.

Players/Character Setup:

Grant Heckler (Knight): The protagonist. Apprentice to The Old Man, he was a former low level enforcer for the syndicate until he was taken in.

The Old Man (Castle): Grant’s teacher and mentor. He was a world renowned thief until he retired from the spotlight. He has a considerable amount of money, but lives austerily.

Rook (real name unknown): Grant’s mission handler who works for Bishop. He is mainly a voice, rarely seen in the game, who acts as Grant’s real-time eyes, ears and support.

Bishop (real name unknown): The contact and fence for the pair. He acts as the go- between for Grant and The Old Man and the syndicate they work for.

Rules:

Killing: Killing is highly discouraged in the game space as it will draw serious unwanted attention that the player will not likely succeed in getting out of.

Mission Restrictions: Once a mission has been accepted and the plan finalized, the player must go through with it or resign from it until a later time.

Game Mechanics and Features:

Customizable Missions: The player will be able to choose what rare item to steal from a list of options. This will not affect the main story line, but will have small changes depending on the choice.

Hints/Help: These will mainly come from Rook while on missions. If you get stuck on a particular obstacle you will be able to request help. The level of help you get will depend on the difficulty setting you selected at the start of the game.

Stealth/Acrobatics: Mechanics will allow Grant to do many stealthy and athletic moves to overcome physical obstacles, but will still be realistic. If the player attempts to solve a problem using unrealistic means, he/she will fail.

Settings: Setting and environment will be modeled on accurate depictions of real cities, buildings etc.

Level Design Ideas:

The Louvre, Paris - The Vatican, Rome - The Metropolitan Museum, NY - The Guggenheim, Spain - The Smithsonian, Washington DC - The Syndicate Building

(see document in class folder week 5 for concept art)

Marketing:

Target Market: The target market for this game will be adults, male and female, who enjoy well developed story games with stealth and acrobatic heavy game mechanics. This will appeal to fans of Metal Gear Solid and Assassin’s Creed because of its heavy use of strategy to accomplish goals.

Marketing Position: Story and atmosphere are the distinguishing elements of this game, and are what will ultimately separate it from other similar titles. The game should be produced because of its unique focus on the emotive properties that the game allows the player to experience. Also, the attention to detail of the settings will be a major selling point (as if you’re really there but with a surreal/noir tint).