After deciding on the year long theme, i wrote up a project plan for it, expressing my ideas and reasoning behind the choice of the teme "Whimsical worlds" here is that reasoning:
"Project Aims
I have chosen to base my Games Proposal around the phrase
“Whimsical Worlds”, this
theme was chosen to force myself out of comfort zone from an artistic point of
view, making me learn new ways of looking at styles to make my own more
versatile and less ridged. It was also a good opportunity to create different
aspects of a game that worked correctly around a theme where nonsense and spontaneity
were very apparent. This project theme is more geared towards the feelings the
end user will experience while watching or reading something of whimsical
value."
I then went on to give examples of ways of applying the theme throughout the four projects that will be undertaken this year, these are just ideas and may not be used:
"Professional Game Conception
·
Follow the rabbit - take inspiration from Alice in Wonderland and make
the player attempt to follow a white rabbit or something of similar effect
through a difficult to navigate forest, in an attempt to reach a goal with
items that can be collected along the way.
·
Riddle - have the player follow a set of whimsical riddles to lead them
to the next one to reach a goal.
·
Treasure hunt - combine the idea of the riddles with puzzles and have
the player decipher clues and puzzles to lead them to an end goal or item, even
an exit from a strange land.
Professional Character Conception
and 3d Modeling
·
Goblin style humanoid character
·
Haggard old man
·
Witch style woman or girl
·
Concept for death
Professional Level Design
·
A Labyrinth in which the player must solve puzzles to proceed through
gates, or the player must collect items or keys to proceed.
·
Creating a treasure style hunt that doesn’t allow the player to skip
ahead of the tasks.
Professional Environment Design
and 3D Modeling
·
Creating an environment that looks like an illustration without looking
too busy allowing the player to decipher the world, think backwater gospel line
work.
·
Creating a really colorful world that looks stereotypically fantasy.
·
Making the environment look like a watercolor illustration rather than
realistic."
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