week 3 – visuals

For week 3, I considered my game’s elements, but I still haven’t decided on a real name, so I’ll call it ‘blind dates’ for the time being, I also considered important elements of my game, such as its goal, mechanics, and objectives :

  • Objectives: Going and surviving all three dates
  • Goal: To find a significant other
  • Mechanics: Point and click to interact

If you do not complete some dates, it may result in alternative endings; nonetheless, I want to give the player a chance to retry the date.

  • Start developing mood boards, art bible, using Miro to create a moldboard (Tech session to support this) Use library resources
  • Connect the essential experience keywords with your visual research and other areas to develop. You can use Miro for that.

In Monday’s lecture, we learned about the defined meanings of experiences, how to capture experience within a game and what is essential for that experience…

Exercise 1: Behaviours and experiences:

Exercise 4: Play structures:

Exercise 5 – concept art :

Always consider

  • Emotion: what emotion is conveyed?
  • Scale: is the character tall, is the building small..?
  • Style: photorealistic? Comic book?
  • Art Period: A few words describing the overall artistic style of the world

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