Difference between revisions of "Presentation"

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Revision as of 01:42, 16 March 2011

First Presentation

CORE IDEAS, 30 seconds each:


INTRODUCTION (50-100 words)

Hi everyone, We're Team Rainbow Projectiles. We're comprised of three designers: Andey, John and Carla, three artists: Jacob, Dylan and Logan and one programmer: Tim.

This year we will be creating "Reverie". As a production for the iPad, Riviere will focus on touch touch-screen mechanics that allow the player to interact with a rich physics-object based environment.

The game will progress as players move room to room using these objects to solve puzzles, revealing a powerful narrative The target audience is casual and experienced gamers between the ages of 10 and around 30 looking for a more cerebral game experience than most other touch screen games offer.

31 SECONDS


MECHANICS (50-100 words)

In terms of mechanics, our core idea is play.

In the game, players act as a guardian for the protagonist named 'Lost', this role allows the player power to interact with objects in a game scene that would be unreachable to the protagonist.

Using the touch-screen to pick up, drop, throw and interact by many other means, allows players to freely explore the scene and play with interactive objects in whatever manner they wish.

Whether a player chooses to solve puzzles and progress, or simply enjoy interactions between the physics objects is entirely up to them.

27 SECONDS


AESTHETICS (50-100 words)

Story Overview - 30-50 words

Art style - 25 words

Dream sequence - 25 words

Relevant phrases: artful level design this poor little girl who IS in danger


GOALS/MILESTONES (50-100 words)

Our goal for this semester is to create a working prototype of our game.

Making the base mechanics of the game intrinsically fun is a major goal for us, that's why we intend to spend a lot of time this semester perfecting the game objects and their interactivity.

Ensuring the game looks great with highly developed art assets and animations, while being comfortable and easy to play will be key to our success.

Therefore we hope to generate all of our game objects this semester, and implement them in a working test environment.

This way we can explore the game internally rather than assess it externally and make crucial design decisions.

32 SECONDS


RISKS (50-100 words)

Our major long term concern for the project, is failing to handle the meaningful storytelling, character development and level design necessary to achieve the kind of enthralling player experience we're aiming for.

Focusing on game functionality at first allows us to properly gauge our progress and potential for the game as a whole. Each member of our team has clear objectives to ensure thorough completion of each task .

We're hoping to play test the game with a variety of members of the target audience at several points in development. That way we can take note of how they actually experience the game and see what we're doing right and where we're going wrong.

30 SCEONDS


HARDWARE/SOFTWARE (50-100 words)

All those interactive objects mean we also have to keep a close eye on how heavily the game wears on the hardware, particularly if we're intending it for a tablet computer. We've been looking into that quite a bit the past week or so.

Unity >physics and physics objects

iPad

2.5D


CONCLUSION (<80 words)

All in all, we're very excited about making Reverie. We're confident that we can overcome any difficulties and work hard to achieve a polished final result.

The team has already shown that they're reliable and we've each been working hard on specific tasks. We know there's going to be a lot of work in the future for us, but we're certain we can tackle it.

Thank you.

20 SECONDS