Summer Project

For the summer project, we had to look at three games and recreate what we thought might make up the original GDD. I did a lot of research into GDDs before deciding to focus on three different app games. What I wanted to look at was the Design Doccument similarities between different games on the same platform. This also led me to look at different theories in Games. I explored these and found here is the final GDDs I created and the Powerpoint presentation to show my research.

(You can view the slideshow using the arrows or play button)

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And the following is my interpretation of a GDD for my chosen games, including flowcharts etc that I created.


Adventure Capitalist

1 OVERVIEW

AdVenture Capitalist is a “classic”-style Idle Game. The game allows you to invest in different businesses and gain revenue. It has a few interesting twists that make it unique, and an adorable, attractive art style and catchy soundtrack that never gets old! The goal of the game is to get the most amount of money possible.

1.1 Target Platform/Minimum Hardware
Windows
OS: Windows XP
Memory: 512 MB RAM
DirectX: Version 9.0
Storage: 60 MB available space
Mac OS X
OS: Mac OS X 10.6
Memory: 512 MB RAM
Storage: 60 MB available space
Steam OS and Linux
OS: Ubuntu 10.10+, Mint 17.1+
Memory: 512 MB RAM
Storage: 80 MB available space
Additional Notes: 32- and 64-bit both supported
Android
Android 2.3 and up
iOS
Requires iOS 8.0 or later. Compatible with iPhone, iPad, and iPod touch.

1.2 Visual Style
A cartoon-inspired visual style. Taking inspiration from print media and notable magazine gag cartoonists.

2 STARTING OUT

2.1 Game Start and Intro
You start with a single investment: a lemonade stand. Tapping it gives you money over time. When you earn enough money, you can buy another stand, or a different investment at the cost of more time until the payout. Once the player has purchased the manager for said investment, it will run automatically, which means you can successfully idle, even offline. Upgrades can be spent to add multipliers to any investment.

3 UI

3.1 Main Menu

adcap main menu

3.2 Store

3.2.1 Gold
55 Gold: $3.59
115 Gold: $8.39 * Free Gold Suit
240 Gold: $16.79 * Free Gold Suit
625 Gold: $41.99 * Free Gold Suit
1300 Gold: $83.99 * Free Gold Suit
310 Gold Daily Subscription: $9.99 per day * Free Gold Suit

3.2.2 Boosts
Time Traveller Pack: 3x 14 day time-warps for the price of 1: 40 Gold
1 Time Warp: Get 1 day worth of profits instantly: 10 Gold
7 Time Warps: Get 7 days worth of profits instantly: 25 Gold
14 Time Warps: Get 14 days worth of profiles instantly: 40 Gold
x3 Multiplier: Apply a permanent x3 profit multiplier: 20 Gold
x12 Multiplier: Apply a permanent x12 profit multiplier: 50 Gold
x27 Multiplier: Apply a permanent x27 profit multiplier: 100 Gold
Flux Capitalor: Permanently boost your profile speed by x1.21: 40 Gold
Flux Capitalor Deluxe: Get three for the prince of two: 80 Gold
Ad Watch Boost: Permanently adds x2 to your Ad Boost: 30 Gold
Angel Claim: Claim ALL of your angel investors without restarting: 20 Gold

3.2.3 Items
Micro- Manager: Tap the ‘Run’ button to triple the payout speed of your investments: 45 Gold
Micro-Manager Upgrade: Adds a x2 Speed Buff to your Micro-Manager: 10 Gold
Gold Suit: Apply a x2 Profit Multiplier: 40 Gold
Blue Suit: Apply a x3 Profit Multiplier: 40 Gold
White Suit: Apply a x2 Profit Speed Boost: 140 Gold
Green Suit: Get +10% Angel Effectiveness: 240 Gold

3.3 In-game Options Menu

Adcap in-game menu

4 GAMEPLAY

4.1 Mechanics

4.1.2 Businesses and Managers
Lemonade Stand: Manager, Cabe Johnson (1000 Money)
Newspaper Delivery: Manager, Perry Black (15,000 Money)
Car Wash: Manager, W.W Heisenbird (100,000 Money)
Pizza Delivery: Manager, Mama Sean (500,000 Money)
Donut Shop: Manager, Jim Thorton (1,200,000 Money)
Shrimp Boat: Manager, Forest Trump (10,000,000 Money)
Hockey Team: Manager, Dawn Cheri (111,111,111 Money)
Movie Studio: Manager, Stefani Spielburger (555,555,555 Money)
Bank: Manager, The Dark Lord (10 Billion Money)
Oil Company: Manager, Derrick Plainview (100 Billion Money)

4.1.3 Angel Investors
Putting the ‘holy’ back in ‘Holy smokes, look at those profits!’

The more money you earn, the more Angel Investors you can attract. These angels increase profits and unlock new upgrades. But you’ll need to sell your businesses and start over to get them on board.

There is a 2% bonus per angel.

4.2 Controls
Tap to interact

4.3 Winning
There is no ultimate way to win. The goal is to obtain as much money as possible.

4.4 Currency

4.4.1 Gold
Gold is the premium currency in AdVenture Capitalist. Gold is not required to play the game. It merely makes the game a little easier/faster, via Gold Upgrades. It also sometimes adds small aesthetic changes along with the boosts.

4.4.2 Money
Money is the base currency in AdVenture Capitalist. It is used for all business-related upgrades, managers, and angel investor accumulation.


Bitcoin Billionaire 

1 OVERVIEW

Bitcoin Billionaire is an idle clicker that’s all about raking in bitcoins and building up a massive fortune! You start with almost nothing: a run-down office, a rickety old desk, a crummy computer. By tapping the screen you can mine virtual bitcoins and slowly increase your wealth. Spend digital dough to upgrade that awful furniture into swanky things like entertainment centres and priceless works of art. If you’re smart (which, you are!), you’ll spend some of that money on investments to help you earn while you’re away. And don’t worry, investments aren’t as boring as in real life. How could robot butlers, virtual reality, and holographic dating be anything but awesome?

1.1 Target Platform/Minimum Hardware

iOS; Requires iOS 8.2 or later. Compatible with iPhone, iPad and iPod touch.
Android; Requires Android 4.0.3 and up

1.2 Visual Style
Isometric pixel art style

1.3 Audio Style
Retro arcade style music plays over the game.
Ref; Youtube Wintergatan – Marble Machine (music instrument using 2000 marbles)

1.4 Game Start – Main Menu – Character Selection/Creation
The game begins with a short tutorial, teaching the basics of gameplay and allowing the player to customize their character. Players can customize their name, gender, hair, skin, face and clothing. The name and gender chosen will be reflected in the Fizz News Feed whenever the player’s character is referenced. The character will provide commentary whenever you purchase new Investments, change locations, room items, clothes, receive uncommon bonus, tap on them or are idle for too long.

1.5 In-Game HUD and Menus
Mobile Phone access
Current Bitcoins and Hyperbits displayed

2 UI

2.1 Menus

2.1.1 The Mobile Phone
The Mobile Phone can be found in the bottom left corner.

bb mobile phone

2.2 Player Customization/Store
After completing the tutorial, the player may customize their character at any time from the Store for a small fee of 1 Hyperbit.

Hyberbits
50 Hb – $2.29
150 Hb – $5.79
350 Hb – $11.99
1000 Hb – $28.99
2200 Hb – $57.99
5000 Hb – $119.99

 3 GAMEPLAY

3.1 Mechanics

3.1.1 Controls
Tap to Interact

3.1.2 Investments
There are 25 Investments which help the player earn Bitcoins without the need to tap. Investments produce Bitcoins per second (b/sec) while the game is open.

Lottery Tickets – +4 b/sec
Comic Books – +26 b/sec
Collectable Toys – +158 b/sec
Medical Herb Farms – +950 b/sec
Video Game Industry – +5.69 Kb/sec
eSports – +34.2 Kb/sec
Wearable Health Tech – +204 Kb/sec
Energy Drink Factory – +1.22 Mb/sec
Bitcoin Casinos  – +7.38 Mb/sec
Virtual Reality – +44.3 Mb/sec
3D Printed Housing – +265 Mb/sec
Hoverboards – +1.59 Gb/sec
Solar Roads – +9.56 Gb/sec
Theme Parks – +57.4 Gb/sec
Robot Butlers – +344 Gb/sec
Self-Driving Cars – +2.06 Tb/sec
Social Networks – +12.3 Tb/sec
Electric Car Factory – +74.4 Tb/sec
Holographic Dating – +446 Tb/sec
Hyperloop Transportation – +2.67 Pb/sec
Private Space Travel – +16 Pb/sec
Martian Spa and Resort – +96.4 Pb/sec
Zero-point Energy – +578 Pb/sec
Stargate Technology – +3.46 Eb/sec
Time Travel – +20.7 Eb/sec

3.1.3 Boxes
Boxes are items that are periodically delivered to the player’s room, and contain various rewards. Boxes will float above the player via a delivery system until tapped, dropping the box onto the floor. If the player does not do this, the box will disappear. After the box is on the floor, the player may then tap and hold to open it, revealing the reward inside.

Boxes contain various rewards, as listed below from most common to least common.

30x Coin Blast
150x Coin Blast
50x Tap Speed for 20 sec
1-3 Hyperbits

3.1.4 Emails
Emails are messages from various characters that the player will periodically receive in game. These messages will prompt players to either view advertisements or perform social actions in exchange for rewards. It is entirely up to the player to accept these offers.

The player will be prompted to perform an action before a reward is received.
Watch a Video
Enable Banner Ads for 30 Seconds
View an Ad
Share a selfie (A screenshot of your game)
Invite Facebook Friends to Play

3.1.5 The Casino
The Casino can be played once a day for free. Addition spins will cost 10 Hyperbits. Prize vary from money to hyperbits.

4.2 Currency
Bitcoins are the primary currency in Bitcoin Billionaire. They are earned primarily via tapping and Investments, but can also be earned through boxes, emails, the Casino, tasks and cards. They can be used to purchase Investments, BitMiner improvements and upgrades. Bitcoins are measured in bytes.
Hyperbits are the premium currency used in Bitcoin Billionaire. They can be purchased from the Store or earned in-game via boxes, emails, the Casino, tasks, cards and in the Free Stuff menu of the Store. Hidden Hyperbits can also be found in the Achievements menu. Hyperbits can be used to purchase Offline Investments, Supercharge abilities, standard Casino spins and various other special features and items. The unit symbol for the Hyperbit is Hb.
4.3 Characters

You tap on your character –
“Quit it! What are you, a woodpecker?”
“Just so you know, I don’t giggle when poked.”

You stop tapping for some time –
“What’s the matter? Were people looking at you like you’re some kind of crazy phone-tapping maniac?”
“You know, this isn’t what they mean by “passive income”.”
“Well, at least you’re not tapping me in the face over and over again.”
“You ok out there, buddy? Need some coffee?”
“Did you fall and you can’t get up?”

You complete a task –
“Somewhere, some trans-dimensional space being is giving me a high-five.”

Fizz News Channel
The Fizz News Feed is a news ticker that displays stories about the latest events in the Bitcoin Billionaire world. It displays news about the player’s latest Investments and Upgrades, as well as the rising fame of the player’s character.


Candy Crush Saga (Kill me)

1 OVERVIEW
Candy Crush Saga is a free-to-play match-three puzzle game for Facebook, iOS, Android, Windows Phone.
In the game, players can complete levels by swapping coloured pieces of candy on a game board to make a match of three or more of the same colour. Eliminating candies from the board, new ones will replace them, which could potentially make further matches. Matches of four or more can create unique candies that act as power-ups with larger board clearing abilities.
In this game, you will join two characters, Tiffi and Mr. Toffee on an adventure through Candy Kingdom. On your way, you will encounter new characters and stories.

1.1 Target Platform/Minimum Hardware
Facebook; Latest version of flash player
Windows; Windows 10, Windows 10 Mobile, Windows Phone 8.1, Windows Phone 8
Apple; iOS 5.1.1 or later. iPhone, iPad and iPod touch
Android; Android 2.3 and up

1.2 Audio Style
Candy Crush Saga currently has 13 pieces. These pieces play at various times during the game, such as level-type-specific tracks, level selecting etc. Level-type-specific tracks play on a 15-20 second loop with the sound on, whereas other tracks, such as level failed, will play once.
Style Guide; Waltz, Melodical, Majestic, Hypnotic, Mysterious
Instrument Guide; Harp, Symbals, Piano, Drums, Tropical Drums, Strings, Whistling

2 STARTING OUT

2.1 Game Start – Main Menu
The main menu offers two options; Start/Continue Game or Connect to facebook.

2.2 Game Start and Intro
When you first start the game, Mr Toffi directs you through the first ten levels, set in Candy Town, the first Episode.
Level One; Player taught how to make basic moves
Level Two; Player taught how to create striped candies
Level Three; Player taught how to create wrapped candies
Level Four; Player taught how to create striped/wrapped combination
Level Five; Player taught how to create colour bombs
Level Six; Jellies levels are introduced
Level Seven; Lollypop Hammer Booster
Level Eight; Extra Moves Booster
Level Nine; Jelly Fish Booster
Level Ten; Leave on adventure!

3 UI

3.1 Main Menu

CCS Main menu

The Main menu options appear on the map before starting a level in the lower left corner. Press the cog logo to open or close menu.

3.2 Store

CSS Store

Content and prices:
Beginners Bundle; £1.99 (Only available to new players)
– x20 Gold, x1 Lollipop Hammer, x1 Jelly Fish, x1 Candy Booster, x1 Free Switch, x1 Colour Bomb, x1 Coconut Wheel, x1 Lucky Candy
Dainty Bundle; £6.99
– x50 Gold, x1 Lollipop Hammer, x1 Jelly Fish, x1 Candy Booster, x1 Free Switch, x1 Colour Bomb, x1 Coconut Wheel, x1 Lucky Candy
Sweet Bundle; £15.99
– x100 Gold, x3 Lollipop Hammer, x3 Jelly Fish, x3 Candy Booster, x3 Free Switch, x3 Colour Bomb, x3 Coconut Wheel, x3 Lucky Candy
Tasty Bundle; £34.99
– x250 Gold, x5 Lollipop Hammer, x5 Jelly Fish, x5 Candy Booster, x5 Free Switch, x5 Colour Bomb, x5 Coconut Wheel, x5 Lucky Candy, Six hours of unlimited lives
Delicious Bundle; £54.99
– x500 Gold, x20 Lollipop Hammer, x20 Jelly Fish, x20 Candy Booster, x20 Free Switch, x20 Colour Bomb, x20 Coconut Wheel, x20 Lucky Candy, Twelve hours of unlimited lives
Luscious Bundle; £99.99
– x1000 Gold, x20 Lollipop Hammer, x20 Jelly Fish, x20 Candy Booster, x20 Free Switch, x20 Colour Bomb, x20 Coconut Wheel, x20 Lucky Candy, Twenty-four hours of unlimited lives
15 Gold; £1.99
50 Gold; £5.99
100 Gold; £9.99
250 Gold; £21.99
500 Gold; £38.99
1000 Gold; £74.99

3.3 In-Game Options Menu

css in game options

3.4 Game Over Screencss game over

3.5 Level Selection
Levels are on a linear pathway consisting of different unlockable areas and stories.

3.5.1 Level Types
There are five different level types in the game.
Moves – These levels are coloured yellow. In these levels, the objective is to reach the amount of given points to progress. Moves levels are irregularly distributed and any leftover special candies will be activated during ‘Sugar Rush’
Jellies – These levels are coloured blue. The only way to pass these is to clear the amount of jelly in a certain number of moves needed to pass. The only jelly types are single jelly and double jelly. When ‘Sugar Crush’ occurs, you will get some bonus points, and three Jelly Fish will come out to eat candies at random for every remaining move
Ingredients – These levels are coloured green. To pass, the player must get the amount of ingredients in a number of moves. When ‘Sugar Crush’ occurs, a striped candy for each move leftover will take place and activate. Any special candies left will also be activated.
Timed – These levels are coloured purple. The only way to pass is to collect a set amount of points in each amounted time. Timed levels are irregularly distributed. When ‘Sugar Crush’ occurs, any +5 candies on the board will be activated and act like wrapped candy. Any other special candies left will also be activated.
Candy Order – These levels ae coloured pink and do not appear until level 126. To progress, the player has to collect an amount of certain types of candy, and/or make a number of combinations. When ‘Sugar Crush’ occurs, any moves remaining will create a striped candy and activate. This may also happen to any leftover special candy.

3.5.2 Full Level List
Candy Crush Saga holds over 2000 levels in 179 episodes. Every episode has 15 levels except for one (Candy Town) and episode two (Candy Factory), which only has 10.

Moves Levels first appear at level 1, with 145 appearances throughout the whole game.

Jelly Levels first appear at level 6, with 1000 appearances throughout the whole game.

Ingredients Levels first appear at level 11, with 580 appearances throughout the whole game.

Timed Levels first appear at level 20, with 130 appearances throughout the whole game.

4 GAMEPLAY
The core gameplay is based on swapping two adjacent candies among several on the gameboard as to make a row or column of at least 3 matching-colored candies. On this match, the matched candies are removed from the board, and candies above them fall into the empty spaces, with new candies appearing from the top of the board. This may create a new matched set of candies, which is automatically cleared in the same manner. The player scores points for these matches and gains progressively more points for chain reactions. Additionally, creating matches of four or more candies will create a special candy that, when matched, can clear a row, column, or other section of the board.

The game is primarily monetized through in-app purchases (through either a credit card, iTunes credits or Google Play credits); players begin with five “lives”, lost whenever a level is failed. This applies to all of King’s games. When they are exhausted, users can either send requests to their Facebook friends for more lives, wait for them to replenish themselves (a life is restored every half-hour), or purchase them.

4.1 Lives
Lives appear in the top-left corner in a pink heart. When you start playing for the first time, or resuming play after a few hours, you will have 5 lives, which is the maximum.

4.2 Basic Candy and Special Candy

4.2.1 Basic Candy; Red Sausage
Orange Oval
Yellow Teardrop
Green Pillow
Blue Planet
Purple Hex

4.2.2 Special Candy;
Striped Candy
Appearance: Horizontal or vertical white stripes on a regular candy.
Effect: Clears an entire row or column, depending on the direction of the stripes.
Formation: Exactly 4 regular candies in a row. The most common special candy, often created accidentally (not meant to be) through cascades. This is the easiest Special Candy to make.

Wrapped Candy
Appearance: A regular candy in a same-coloured square wrapper.
Effect: Clears the surrounding 8 candies, activates twice.
Formation: 5 or 6 regular candies in a T, L, or + shape (or in some cases, any intersecting matches with none being a match of five or more). Only comes out if the formation cannot create a Colour Bomb.

Colour Bomb
Appearance: A chocolate ball with sprinkles on it. Known as “freckles”.
Effect: When switched with a regular candy, it will clear all candies of that colour from the board. When switched with a striped candy it will turn all candies of that colour into striped candies and immediately clear each line according to the striped candy’s direction. When switched with a wrapped candy, it will remove all candies of that colour from the board. Once the board settles, it will then remove all candies of another colour from the board. When switched with another colour bomb, it will clear all candy on the board. When blown up by a special candy or falling candies, it will remove all candies of one colour.
Formation: 5 or more in a row. This will always come out even if a single formation meets condition of other special candies.

Jelly Fish
Appearance: A candy fish. Colours vary.
Effect: Creates 3 Jelly Fish that target and eat one random candy each (preferring squares with jelly), activating special candies if they are targeted.
Formation: Can only be used as a booster in Jelly Levels. It may appear on start screen in later levels, or appear in Sugar Crush of Jelly levels, where each move that you have left becomes 3 Fish.

Coconut Wheel
Appearance: Pink coconut Wheel with a liquorice centre.
Effect: When switched with a regular candy, it continues on in that direction, clearing the first candy and converting the first 3 candies to Striped Candies.
Formation: Can only be used as a booster in Ingredients Levels. It may appear on start screen or Mystery Candies in later levels.

4.3 Controls
Swipe to move candies. Tap to Interact

4.4 Winning the Game
A single game will usually last two to five minutes, depending on amount of moves available to the player. If the player wins the level, they have access to the next, and so on. To win the complete game players must make it to the final level.

A new episode is added to the game each week, each episode consists of around fifteen levels.

4.5 Scores
Score (or Points) is the fundamental element in Candy Crush Saga. It is a stat that is calculated during and after a level. Score will vary every time you complete a level, and every level has a score requirement to pass.

Stars are obtained based on the score the player has at the end of the level. One is the minimum and is mandatory to pass the level, while three is the maximum.

4.6 Currency
The in-game currency for Candy Crush Saga is gold. They are represented by gold bars. Gold can be won via certain levels or purchased in the store.

4.7 Characters

Tiffi – Tiffi is the main protagonist, and the character that players play as.
Mr Toffee –
Mr. Toffee helps along the way. He’s the man who will tell you to do a level type. He walks the player through the tutorial in the beginning of the game, and introduces each level.
Bubblegum Troll – Bubblegum Troll is the main antagonist of Candy Crush Saga
Mr. Yeti – Mr. Yeti runs the Yeti Shop, where you can purchase gifts and boosters.
Misty – A close friend to Tiffi

4.8 Backstory

Tiffi, short of Toffette is the main protagonist in the game. This is who the player plays as. Sweet little Tiffi was found in a candy bag and was brought up by Mr. Toffee in his Candy Store. Tiffi loves to explore so she sets off through the Chocolate Mountains to begin her magical, candylicious adventures. Along her journey she stops to help some quirky characters and meets some even kookier animals, not to mention the mischievous Bubblegum Troll who always keeps her on her toes!

A voice is an element in Candy Crush Saga present in all levels. The voice is always aided by onscreen text and announces when the player has done something worthy of congratulating, for example when one gets a large cascade or completes the level’s tasks.

Sweet! When a player gets a small cascade. Usually around 12 candies should be destroyed.
Tasty! When the player gets a larger cascade, but still relatively small.
Delicious! When a player gets a large cascade, usually destroying around 24-30 candies.
Divine! The largest cascade announcement Mr. Toffee can make when a player gets an extremely large cascade destroying tons of candies.
Sugar Crush! When a player finishes the level tasks and the Sugar Crush is announced.

 

 

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From Storybook to Paper

My initial thoughts and ideas are documented in my sketchbook in greater detail, however from my insights into the book, I decided to go forward with the theme of Hunting and Conservation. I looked into animal conservation, which led me to more specific avenues including things like Eco tourism, sea life conservation and general animal conservation. All of which are briefly looked at within this story.

 

I looked into each theme in greater detail, also taking notes from David Attenborough’s Blue Planet 2, which was quite helpful for giving me more research avenues and ideas. I branched out and researched the aspects of animal conservation and sea life that really interested me, that includes theories like ‘the Bambi Effect’ and the ideas around “charismatic mega-fauna”.

 

I took my research further by looking at other things like mass extinction, habitat loss and destruction, as well as moral statuses of various religions towards animals and animal conservation.

From this, I started thinking about possible ideas for my game. I knew I wanted to create an app game as my summer project revolved around apps and how they interact with the mobile phone consumer market. I thought it would be a good start, as I had already created three GDDs on app games and how they are created. So with this in mind, I started to consider what kind of app I wanted to create. I began ideating world ideas throughout the sculpture week and after the sculpture week had finished.

Games Design Doccument

TITLE

PITCH

Science tells us that humans have ingrained in our genes an instinctive bond with nature and the living organisms we share our planet with. It also tells us that nature in its self is possible of giving us an overwhelming sense of tranquility.

Through this educational and meditative app game, discover the importance of our oceans and animal conservation, all the while relieving stress from your day-to-day life. Grow new flora and fauna to inhabit your island, come and go as you please and learn to manage your stress more efficiently in this peaceful getaway.

OVERVIEW
Story Overview
◦ Characters, plot points, setting, etc.
• Core mechanics
• Gameplay experiences
• UI designs
• Target audience for the game
• Platform (PC, mobile computing, console, etc.)
◦ Controller mapping

DESIGN GOALS 

MINOR/MAJOR FOCUS 

Sculpture Jam

For the sculpture jam, the aim was to create an artifact in line with our current research into our given stories. Much of my research primarily revolved around sea-life and conservation, so I wanted to create what could be considered a level design for an app about animal conservation. My initial drawings were made to illustrate the overall look I wanted to have. I also knew I wanted to the art style to be influenced by low poly games.

To start, I cut out a basic circular shape and mapped out how I would design the artifact using Styrofoam, wire, and glue. This would serve as a foundation for my island onto which I would add other items to build it up into a small world.

Going forward, I used polystyrene to carve a rock formation. I used broken up polystyrene and painted it grey to give the illusion of pebbles or small rocks. I also added a small amount of clay to the palm tree’s to give it the signature trunk. I also painted small pieces of Styrofoam black and added those to a circle of small stones to create a burnt out fire.

 

To add the finishing touches to my small island, I covered the base with clay after a very unfortunate mishap with industrial glue and the polystyrene base. (It melts it, go figure!) I then painted the remainder of the model, and added tissue paper for a water effect, as well as grass. To make it stand, I added a see through plastic cup to the base. This was to visualize how the world might look in the app, floating in midair.

RPG Jam

For the RPG Jam, I worked with Samantha to create an RPG style game using tarot cards. Having been off due to my severe inability to co-ordinate my feet, we got together to try and come up with a solid concept.

The following are the initial notes Samantha and I made:

Our game is based around tarot cards (meaning and images) where the DM must create a story from three cards (Not including death, the world, or any aces) These three cards contain the main journey for the DM to use in their narrative. The DM can pick cards randomly, or chosen.

To start the game, ten cards must be placed in an upside-down triangle formation. With the cards Death and the World placed at the bottom of the pyramid. The DM must then pick six minor cards and four major cards. The first card MUST BE A MINOR CARD.

DM will also need to place a coin (50p to 2 pound, for players to use) on the table.

Each ace card has a clan associated with it, there are four clans (Wands, Cups, Pentacles, Swords)
Wands = Wizard
Cups = Drunkard
Swords = Knights
Pentacles = Hunters

ALL CARDS MUST BE PLACED FACE DOWN.

During set up all players that are not dungeon masters must leave the room.

The remaining major and minor cards should be shuffled into two decks. Place both decks next to the death and world cards.

To begin each player picks up a random ace card to be assigned their role. Once roles are assigned, the DM can hand out stat sheets. The sheet will include items the player can use during the game.

Wizard Clan: Wand, Cloak, Star Dust, Healing Potion.
Drunkard Clan: Cup, Booze, A Map, Poison
Knight Clan: Sword, Armour, Shield, Banner
Hunter Clan: Knife, Axe, Bow and Arrows, Fur Skin.

Certain items can be used by the whole group: Fur skin, banner, healing potion, map.

Fur Skin: Normally used to keep the cold out when in chilly climates
Knights Banner: Used when in enemy territory to disguise as one of their own kind.
Map: A map of the kingdom, showing the path to the end.
Healing Potion: This potion can be applied to anyone to gain an extra life or resurrect from death.

These items can only be used ONCE during the game. If the team want an item back, they can get it with one life from each player being forfeited.

As the games goes along the player must mark their lives, equipment etc on their stat sheet.

Narrative Jam

During the narrative Jam, our aim was to create a 1000-word non-linear story. I had considered writing a story based on my character and animation, but as I had been working on the same character for two weeks, I was running out of ideas for her. So, instead, I decided to create my narrative around two new characters.

My research started by looking at different types of non-linear story design, and which one I might want to take forward. At first, I wanted to design a branching story that could, in theory, be transferred into a text adventure game. However, given our limited time to work on this, I decided to scrap this idea, and possibly return to it later.

Instead, I decided I would like to write two 500 word pieces, of one event, in one short amount of time, but from two different perspectives. The idea would be that you could read each piece individually, or both pieces in either order. So, to go forward with this I began designing my two characters that would feature. I liked the idea of having two neighbours (perhaps in an apartment building) passing each other on the way to the garbage shoot. No verbal interactions would take place, everything written would be in their first-person perspective, with their opinions on the other person being explored.

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About the Characters
Miss Alba: Is an old, widowed, sour lady. She has her own children, but Ian has never once seen them visit. In fact, he constantly hears her being nasty to the local children, which upsets him. Alba is a heavy smoker with stage two lung cancer (causing her to have lots of coughing fits) She hates animals, particularly dogs and despises anyone making noise after 8pm.
Ian: Ian is a young adult, he has never smoked, taken alcohol or taken any other form of drugs. He has lost 95% of his vision in a car accident, as such must have a support dog. His support dog is a girl called Taffee. Ian is also an avid painter, but since the accident, his style has changed from emphasis on colour to emphasis on touch and feel. He often listens to classical music to inspire him, and his work can keep him up late at night. Ian would love to one day have a family of his own. 

 

Animation Jam

Animation…thou art a heartless b*tch.
(If you got that reference, you’re in my good books.)

Seriously though, animation isn’t that hard. It might take hours to get enough good stills to create a one-second animation, but the outcome is kind of worth it… that is, if you don’t mind putting in the man-hours.

We started the animation workshop by drawing a scene that we wanted to replicate in our animation 22662777_1948848745330979_757545343_o

After drawing my first draft I thought it would be too complex to do in the space of a few days, so I cut down the scene to a basic movement of my character. This being my first attempt at animating, I wanted to keep it simple so that I could improve on it after the animation jam.

I started the animation by drawing the starting and finishing poses and then going through with a light box to slightly edit each frame until they eventually all created a somewhat smooth animation.

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With all of my frames in place, I scanned them in to the computer and began compiling them in a gif maker. I lined up my drawings and then looped it back to create one seamless gif.

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So this is my final animation following the one week workshop, I am quite happy with the outcome I was able to create.