How can game mechanics be used to create immersive narratives in games Abstract What is at the core of a games appeal and how can such an appeal be used to harness a player’s investment in a games story to create an immersive narrative that the player feels committed to a game. How a players makes decisions within a game conflict with the desired … Continue reading Entry twenty four – Dissertation.
Conducted some research into Backgrounds and character sprite for my animatic to gain an understanding of how these are used in games as well as how to represent environment & characters in games. Using this I began to seek inspiration from Snes era games to gain a guide for my art design using the pixel art styles from that time and using the details from … Continue reading Entry Twenty one –
Went over the Spy design to better develop it. Researched into what is expected out of two art styles I’m interest in using for the production of the art assets. Based on the time I have I think the Pixel art style is the one I’m going to go with as have some experience with creating and working with it. Continue reading Entry Twenty – Art Style
How can game mechanics be used to create immersive narratives in games? Abstract This project explores the use of games mechanics to create narrative which immerse the player in the experience of the game. What defines the game experience? Rather than the system the mechanics exist in or the plot the game follows games are defined by the experiences they give to the player and … Continue reading Entry Fourteen – Research presentation
The Last Boss – Concept development document My project focuses on the “End Boss” common to most Action/Adventure games where, instead of the Hero, the player controls the last boss commonly met In the last room of the game. Inspiration Game design Extra Credits One if the first sources of inspiration I researched was the video series by game designer James … Continue reading Entry twelve – Concept Development document.
Some reference and research into Storyboards & thumbnails. Continue reading Entry Eleven – Visaul and animtatic research
A rough outline of how the game-play mechanics work in relation to the players overall goals. Transcript from above Stage one Stage one of each section will start with the dark lord on his throne. With an animation in will walk his advisers and the dark lord will come down to address them. The player will be able to walk freely in the throne room but must … Continue reading Entry Nine – Rough Stages of gameplay.