Throughout the project I have had my ups and downs with the idea. I have started with a resolve and excitement to have it all withered by week 5. I have pushed my way through it and come back in week 8 with a new energy. I hope that the final result seems workable and…
Presentation
These are the slides I have made for the pitch presentation that I have given for this project. The pitch presentation was concluded with a survey for the audience that had gathered feedback, opinions and questions from the room. I have compiled it to get answers to what is unclear in my game and where…
Week 10 – The GGD barebones
Time has come to start putting the barebones of theGame Overview Welcome to Those Left Behind’s Game Design Document. In here I will be laying the groundwork for the game’s themes, characters and story as well as outlining the resources and audiovisual elements that I think would suit it best. If you are tasked with…
Context 6 – King of the Castle
King of the Castle is a party game, where one player becomes a sovreign ruling over a land designed after Game of Thrones series – other players become the lords and ladies of different realms within the land and create a ruling body. The quasi-council of Lords and the King make decisions regarding differnt events…
Visual Context – Mad Max
Mad Max captures what postapocalytpic settings are all about probably in the best way. Scarce resources that serve as plot points and personal motivators, haphazardly and precariously contructed vehicles and shelters and the vast, uninhabited land that is contrary to our understading of biodiversity. I have selected those few frames, to ilustrate my ideas and…
Week 9 – UI concept finalisation
This week I have focused on making my UI concept more lifelike. I have started with a very rudimentary sketch that needed some colours and more in-depth explanantions. In my game the UI is the most vital element. As a management game it should rely on the numbers, statuses and visual clarity of available assets….
Visual Context – Alien franchise computer interfaces
A very specific title and a very specific type of interface. For my game I would love to stray from science fiction aesthetics where technological advancement uses VR or AR or even quasi nanotechnological, granular interfaces such as seen in Apple’s Foundation TV series. Small screens, the simplest font and reduced graphic interface (or non-existant),…
Visual Context – Elysium
In Elysium, the cities are not abandoned, by they are dilapidated. The people are still living in them but their life is a constant struggle, desperation and primitive in a way. I would take those two things and use them apart from one another. First, the cities themsleves. They are amaizing in their shape. Partially…
Visual context – Blade Runner 2049
Blade Runner portrays the rural areas with a dark, grey pallete. It evokes a sense of loss, loss of greenery and life. Specifically the white tree, leafless and lifeless is a great example of how I imagine the Otherworld to look like. It should not be exactly like this. The memory of previous life, previous…
Week 8 – Why do choices stick with us?
Meaningful choices seem to be the golden grail of narrative games. It is an elusive topic and many writers struggle with that. The main problem seems to be the word “meaningful”. Because, how the choices in the story can be meaningful if the story is already written, predetermined? There is no real choice in narrative…