Thursday, November 30, 2017

Game Teaser Planning
As the last assignment to close up the semester we are tasked with developing a game teaser for out finished levels. I have been trying to find a balance between showing the gameplay and the environment with its beautiful vistas. However, i found it quite challenging to find the right balance between the two, because my level is action-packed, yet the environment is quite resting and heartwarming. 

With this being said, i am planning to start my teaser with a calm shot of the initial tomb room ( player spawn room), since the room is deem and the focus will be on the torch it will create the mystery and will give that feeling of the tomb. Then, i am thinking about slow transition to a different room, with a game footage to increase the phasing of the teaser, showing the abilities ( power-ups) that player can have. Basically, i want to start with a slow, calm and warm shots and go in to more intense and faster shots, to create the feeling that everything that around the shrine is calm, yet can be destroyed if you won't succeed.

For the script i have to change some of my in game lines, in addition to adding some extra information about the story.


I created some rough story boards to get me started on the teaser.

Monday, November 27, 2017

Dishonored 2 Game play teaser

The reference teaser for my game. I chose this trailer because of it's focus on different actions, which can be related to all the different abilities that a player can use in my level. In addition to the small glance on the environment.

Monday, October 16, 2017

Assassin creed origins.

Assassin’s Creed, perhaps more than any other modern game series, has suffered terribly with fatigue. Over time fans have grown tired of a formula that appears to have become stale, the clunky parkour mechanics and new releases that feel ever-more like what we’d played only a year before. After taking a year off, the series has returned with Origins, offering a much more refined experience wrapped in the brilliant setting of Ancient Egypt. It still plays very much like Assassin’s Creed, but Origins could be the best in the series. I honestly believe that this new expansion will be a new life energy into the series. 

https://www.youtube.com/watch?v=Myd33zH1NTc

Monday, September 25, 2017


This is the script for dialogues and game gating mechanisms that we had to make  for a game that we are currently working on. 


Stepan’s Exploration Game Script

szakhare_Level_intro
Background: The Sovereignty of Arisnople had won the long and drawn out war in the Outer Sea Region. Riches had been showered amongst them and there is now peace. In a decisive battle that had determined the turnout of the war, The King lost his highest ranked general who was also his close friend.

However, it was a long time ago, and people have forgotten about the past war. Therefore, the mausoleum that one was the icon of honor is now forgotten.

Scene: A Mausoleum built to honor a legendary general. A large cobblestone building which is meant to hold a decent amount of trophies and a few heroes of the legendary war.


Time: Nightfall

Conditions:
Heavy rain

Characters:
·       Theron: The Player, male.
·       A spirit (processed to sound like it’s echoing in the player’s head).


(szakhare_Level_1)
SECTION A1: Intro to characters and setting scene. 
Upon level load, the screen stays black. We hear massive storm sounds. Storm sounds are transforming into the sounds of glorious battles that are echoing. Suddenly, the lighting crushes through the sky followed by silence.

Spirit
Spi_szakhare_01
Wake up Theron!

Spirit
Spi_szakhare_02
Theron. Wake up. We don’t have anymore time to waste.

Fade up from black. We see the room. A few candles are the only light in the room.

Spirit
Spi_szakhare_03
You have to find your way out of here, Theron. Try to find anything that might help open the door.


Theron
The_szakhare_01
Where am i? (confused)
Who are you? ( terrified)

Spirit
Spi_szakhare_03
I am a spirit of those who died during the Outer Sea war. We were trapped in this mausoleum as our most valued belongings were trapped in the vault.



We are free to explore the room. We can see a visible representation of the richness and abandons of this place. It felt so alone, so empty. The oldest residents of that abandoned space were the spiders. Many generations had laced the walls with cobwebs of intricate beauty, though now even they lay in dusty rags. It had been three decades since a footstep had echoed within those walls, since the dust had been disturbed and the ghosts awoken. The only furniture was an antique table carved of marble and upon it a few lightened candles and a vase.


We hear the sound of someone walking and talking and the sound of a DOOR OPENING and CLOSING.

The door to the next room is locked. When we walk up to it, it checks to see if we have the key using our GATING MECHANISM. We don’t have the key yet so it gives us a NEGATIVE BEEP.


The player character talks to himself...

Theron
The_szakhare_02
Now, how do I get myself out of here?


SET OBJECTIVE: Objective text pops up in the middle of the screen,

Spirit
Spi_szakhare_03
Find the key.

The player must walk around the room until he finds the key  by getting close enough to activate the trigger around it. Once he does…



Theron
The_szakhare_03
Found it!


SET OBJECTIVE: Objective text pops up in the middle of the screen.

Spirit
Spi_szakhare_04
Try opening the door and investigating the next room.


The door to the next room is locked. When we walk up to it, it checks to see if we have the key using our GATING MECHANISM. It gives us a POSITIVE BEEP (sound of opening the lock).

When the player goes to a different room. The room is really dark, there are a few candles in order to help a player to navigate. There are some voices in the darkness echoing.

Theron
The_szakhare_04
It is really dark in here, I have to find a way to put more lights up!

A player has to find a torch and lighten up more candles. Meanwhile a player has to dodge/ hide from ghosts that are just movers with triggers on them that match the shape of the light. If the player touches one he is caught.

When the player puts up the light, the movers go in a new pattern (towards the player).

There is an obvious pattern to the ghost movement, therefore they can be easily dodged.




By escaping the light movers player will stay infront of a staits leading to a vault. However, the entrance will be blocked. 


Spirit
Spi_szakhare_05
The entrance is blocked. Let’s try to find a different way in. There should be a cave entrance that can be used to get into the vault.


When player will find the entrance after going in  a player will see the vault with all the treasures and trophies left after the war. There is a round room with a cache in the middle with an unusual amulet.

Spirit
Spi_szakhare_06
Theron! Take the amulet and destroy it.


Player interacts with the amulet.
Theron
The_szakhare_05
I can feel it! I can feel the great power! The amulet, is the true way to the greatest power! I cannot destroy it! It is mine now!

The screen goes black and the sound of human screams and bites are heard.


THE END
References








Column Reference




The shape of the window


This is a good reference for the shape/lighting of my final room

Sunday, September 17, 2017

Game Analysis - Diablo III; Reaper of Souls


Core mechanics:

Diablo III; Reaper of Souls is the first expansion to the hack and slash action role-playing video game Diablo III developed and published by Blizzard Entertainment. The combat and game engine of the Diablo III are core mechanics of the game. This is because by slaying computer controlled enemies player gains experience and ability to loot enemies which allows to acquire better items and using more powerful abilities by reaching a certain rank. Each enemy is exclusive in both it's fighting style and abilities. Therefore a player must approach every enemy decisively, because it is possible that even the weakest enemy can one shot a player. It becomes even a greater challenge when a player is faced with a crowd of enemies at a tight location. The game engine allows destructible environments to be created that can be interacted with and even destroy the enemies.

Enemies are gathered around a player and attacking him.

Look of the inventory, equipment and stat mechanics.

Gating mechanisms:

Diablo III, Reaper of Souls has multiple gating mechanisms. While this game is the hack and slash action role-playing  game a player still has to explore different areas in order to find new quests, enemies, tropies and different events that rewards various items and experience that allows player to progress.

Quest completion is required to progress. Video

Another gating mechanism is the epic monsters ( bosses). These bosses prevent the player from passage to the next zone and challenging them.

Final boss encounter for Act IV. Video


The positive and negative feedback:

Positive feedback comes primarily from successfully executing enemies, especially a really strong enemy that drops a lot of items.
Rewards after defeating the Rift Guardian. Video of the full ran

Negative feedback comes from the player losing health and dying.  This leads to a text on a screen saying : You have Died. Your deeds of valor will be remembered.
Getting killed.


Player learning:

Diablo III is challenging but doesn't leave the player completely on his own. The player starts out in the New Tristram and is given small hints and quests that make the game flow.  However, players have to find their own way to combine and chose various types of items, skills and talents in order to become stronger.

Story integration:

The game takes place in Sanctuary, the dark fantasy world of the Diablo Series, twenty years after the events of Diablo II. Diablo III; Reaper of Souls provides player with 5 different Act, V being the last one and the hardest one. 

A player starts in the town of New Tristram to investigate the falling star which struck the cathedral, which is now emanating risen undead. The protagonist accompanies Leah to the cathedral in order to rescue Cain from the crater created by a mysterious star falling from the sky that struck the Cathedral.

Items discover  throughout the game will give explonations and insight on the game's lore and world.

Interaction with the NPCs through quests will enhance the narrative, in addition to providing a player with the information about surrounding and what happened. 



















Wednesday, August 30, 2017


Did the presentation for Game Design class where we had to do the research about various roles in game production. The presentation will help to better understand my goals and expectations for my work in the major of Game Art. I had to research the duties, responsibilities and qualifications for a game industry role that i picked, which is Concept Artist. I also had to interview a Ringling Alumni, or someone else who currently works, or who has worked in the game industry.


The link for the presentation is provided below:
Concept Artist game role

Sunday, August 27, 2017

Concept art for a game level

As part of our first assignment for 3D for Games class we were asked to come up with the idea and create a concept art for a game level, that will be carried through all my studio classes during the first semester of my sophomore year.