For this week’s challenge, create a plan for how to finish and publish your game. Following Brush and career coach Rick Davidson 5 tips on the mindset needed to finish a game. VisualisationStay organisedAccountability friendKeep it simple Prioritise all remaining features, content and bugs – ruthlessly cut all but the most important Ruthless cutting: I … Continue reading Shipping
Category: Game Development
For this week’s challenge, run a QA test and playtest of your game: Test your game extensively and log all bugs you find.Prioritise bugs and fix any that will interfere with a playtest.Distribute your game to playtesters, along with a survey to record their experiences. Advice on creating a survey can be found here (Links to … Continue reading Playtesting Phorkys
Jotun How does the audio aesthetic support the visual aesthetic? My favourite audio aesthetic in Jotun is the icelandic voice-overs. The words immerse you into a norse-fantasy world and surrounds you with magic and drama. Pixel Audio discuss in detail how originally they were inspired by norse mythology but then found the game suited a … Continue reading Sound Design
Inspiration Level Design Heavens Vault Are levels open and nonlinear, or tightly controlled and scripted? The levels are open and non-linear, you act as a detective and archeologist finding out pieces of information and then returning with that information for more of the story. "And what we have now is this system where you’re walking … Continue reading Level Design
For this week’s challenge, please create at least two key animations for your game project, and integrate them into your game engine. You can create more if you have time. The kinds of animation you make will depend on your gameplay and art style, but could include a character run cycle, jump or attack, a … Continue reading Week 7: Challenge Activity – Key Animations WIP
For this week’s warm-up activity, we analyse how animation is used in our favourite games. Please choose a game you feel has impactful animation, and analyse it in relation to the following criteria: Luna and the Shadow Dust, a hand-drawn traditionally animated point and click adventure Methods of animation used (2D bones, 3D motion capture … Continue reading Week 7: Spark Forum
An art direction document is a visual guide to the look and feel of a game, made to establish a common vision during production. Create an art direction document for your game, using mood boards, original concept art and mocked-up screenshots. Illustrate the environments and characters defined in your narrative design document, and plan the … Continue reading Week 5 Art Direction
To get this week started, we would like you to tell us about two games – one of which might require a bit of research. Firstly, what is the most visually interesting game you have seen or played? Explain how the art direction (character and environment design, colour palette, post-processing, etc) supports the gameplay and … Continue reading Week 5 Spark Forum
Challenge Brief Narrative Design Document Feel free to add illustrations, diagrams and samples of dialogue, quest design, or anything else you feel would play an important part in the storytelling. In a professional context, this would make up part of the game design document (GDD). Setting: What kind of world does the game take place … Continue reading Narrative Design Document WIP
Gorogoa has no dialogue, incredibly simple controls and unique gameplay but it tells a deep story through illustration and gameplay. I'm hoping to design my narrative in my illustration so chose to think about Gorogoa. The player has no influence over the linear story, except that Gorogoa is a game that inspires our own imagination. … Continue reading Narrative Design in Gorogoa