1. My Game
Set in the modern day
-dark forests
-off the city
-Buildings and houses
-busy people
-dark
-gloomy
-twilight like forest
-big trees separated by a
few metres
- Slightly moist, quite dry
Main Character
-Name: Jake
-Male
-tall
-powers
-confused
-Hoodie with big hood
which always covers his
head (like Jedi)
-Muscular
-super Strength
-super speed
-mind control (people
that take special herb
can prevent the mind
control)
Hear from longer
distances
Weapons
-Sword
-kills instantly if injected
into anyone's body (even
slightly)
-curved blade
Unit 1 Assignment 3
2.
3. MIND MAP & MOOD BOARD
The mind map helps me to specify exactly what I want in my game. It explores the different
concepts of the game and the content included in the game. It allowed me to see the
settings and characters in more detail and to have an idea of what my game is going to
include in more detail. I asked the class on the content that they will be happy with and also
I aske them what the would not be happy with. One of the results I got is that 70% of the
class proffered to have swords rather than guns. This helps me make my game better and is
good research for creating a game to the best that it possibly can be.
My mood board helps me to give myself an others a visual impression of what the game is
going to look like and the settings of the game. It helps specify the different things in the
game and gives a clearer visual image of the game and its content. The mood board gives
the game a personality and gives a better idea of the art style. It explores a inner story to
the game and helps go into depth with what the story about. After doing some primary
research I found out that more people would like to see dark mysterious forest type
background rather than just a city setting.
4. Game title FIFA 14
Publisher Electronic Arts (EA)
System PlayStation 3 PC
PlayStation 4 Nintendo Wii
Xbox 360 Nintendo 3DS
Xbox One
Genre Sport
Release date September 24
Graphical Style Photorealism
5. - FIFA is published by a worldwide company called Electronics Arts. FIFA 14 is one of the latest
series of games in the FIFA industry. Producing a new and improved series every year Electronic
Arts stand by one target which has helped there success in the past and present. They focus on
the feel and realism in the game. FIFA 14 is a simulation of the sport football.
- The main aim is to get the audience to feel the game and make it as real as possible. This is
because when people play the game they compare the resemblance of the game to real life and
want a perfect simulation of what they see in real life. The control they have over the game is
key because they want to control the game in a way were they see it in real life. Photorealism
gives that emphasis and excitement in the game
This shows the photorealism in the
game. This can help me because its
show the players emotions and how
they are acting. Emotions are one of
the keys to realism
There is close contact between the
players in the game. This helps give the
audience and players have more of a
realistic feeling because the game is less
of a glitch when there us contact
6. My Sketch
This will help me with my sketch because I can see the
contact between characters and the visual representation
of all the characters in the game and that will help me
create a concept with clear cut detail or as much detail as
possible.
Also this will help with my sketch because the I can see that
the clothing is very detailed which gives a visual effect to
the player. This effects makes the player feel more part of
the game and feel that the game is a real life simulation.
7. Game title Final Fantasy XIII (13)
Publisher Square Enix
System PlayStation 3 Nintendo 3DS
Nintendo Wii PC
Xbox 360
Genre Role Playing Game
Release date 27 January 2010
Graphical Style Exaggerated
8. Final fantasy is a game played worldwide. This falls under the genre of Role Playing games. Final fantasy was
produced by Square Enix who have also produced titles such as Chaos rings and sleeping dogs. They focus on
the exaggerative side of games. E.g. in Final fantasy is full of characters with wild hairstyles and extremely
large weapons. One of the things the focus is on the cool combat and the movement of characters. As a
tactical game final fantasy is mainly played by experienced gamers so the variety of combat is important. The
style of the graphics compliments the game because the game is about magical powers in combat so
exaggeration gives that crazy animate world feeling.
The effect this has on the tone and feel of the game is that it is more dramatic and noticeable. The combat
and powers is exaggerated to a point where the gamers will visually enjoy what they are playing rather than
getting bored after playing the game a few times.
Exaggerated weapons are used in
the game. This can help me to learn
how to make weapons look real yet
dangerously big at the same time
Exaggerated characters will
help me because I can see
what features are most
needed for my character to
visually stand out.
9. My Sketch
This will help in my sketch because I can see that when
characters have powers (which they will do in my game)
the should have a bit of exaggerated features because it
creates a visual emphasis on the characters an also gives
the feeling of magic and power.
Also there are exaggerated weapons which makes the
combat visually more interesting. This helps because now
in my sketch I am aware of exaggerating the appearance of
each weapon.
10. Game title Grand Theft Auto V
Publisher Rockstar
System PlayStation 3
PC
Xbox 360
Genre Action-Adventure, Crime, Role Playing
Game
Release date 17 September 2013
Graphical Style Photorealistic
11. Grand Theft Auto V is a action packed role playing game which gives gamers a virtual experience of the
real world of crime in a game. This game simulates the life of a criminal and enhances in a long story
with three characters, fighting through intense missions to accomplish what all criminal minds want to
accomplish. The publisher, Rockstar Games have created this game with clear purpose of giving a
precise simulation of real-life. The game uses photorealism so that the game can come to life and the
player can feel that they are simulating something that is possible in real life. As the 5th series of the
game, Grand Theft Auto has changed significantly throughout the years. It has turned from a 2D
simulation to a clear cut 3D photorealistic animation of the real world.
Grand Theft Auto uses photorealism because they want players to have a perfect simulation of real life.
To do so they have to make the world and the characters look as close to real as possible. This has a big
effect on the feel of the game because the gamers feel more part of the game because it’s a real life
simulation and it looks very similar to real life and also the physics of the game makes it more pleasant
to believe the simulation.
12. There is a large depth of photorealism in the images of the
gameplay in gta V. For example the hair on the heads are precise
and detailed which help the player feel more apart of the game
because it seems real. I should do that in my sketch to make the
photorealism really come to life
This shows the photorealistic car. The
car contains reflections which is
realistic because in a real life scenario,
there will be reflections on cars on
sunny days
The logo is appealing because it has all the
characters behind the words and some
gameplay features such as a cars, jet ski’s
and guns. This will help because in my logo
and banner I will include my character and
in my sketches I will know what weapons to
include for a realistic game.
13. I can use this information to help my sketches because the art style is quite
similar to my game. Im making a photorealistic game so Grand Theft Auto V is
a good example because it is mainly based on its realism and violence which
my game relates to. Also some of the environments in Grand Theft Auto V are
similar, for example the woods with rarely seen houses and open areas.
14. Questionnaire Data and Answers
I have created a few question regarding my own game. I
asked these questions to my classmates and I collected
all the answers and data and put all of it into a pie chart.
In the next few slides I have presented the results to
these questions.
17. A. Photorealistic
B. Exaggerative
C. Cell Shaded
D. Abstract
1. I asked this question because I
wanted peoples opinions on the best
art style to use. This is one of the
main aspects of the game and the
main feature that attracts the
audience.
2. The Data shows that most people
picked the exaggerative art style
following photorealism. I believe they
picked this because in a open world
game they want a form of realism to
resemble to real life and also in such a
game full of combat and violence they
would like to see characters that look
powerful and exaggerated.
3. This is useful because I will be aware of what is the most suitable art style to attract a
larger audience and so that more people would play my game. It helps give a brief idea of
what my game should look like.
18. A. Sword
B. Gun
C. Hidden Blades
D. Crossbow
1. The reason I asked this question is
because I need to know what item is
most suitable for my game. This is
because one of the other main parts
of my game is the intense combat. To
make the combat as exciting and jaw
dropping as possible there needs to
be good and interesting weapons
used in the game so that the player is
satisfied with the items they are
playing with.
2. The data shows that the sword is the weapon of choice for the game. This may be
because the sword can cause more gruesome scenes and the is a variety of different
forms of combat with a sword rather than a gun.
3. This is useful because I can have an idea of what weapon is best for the audience
to experience perfect combat without getting bored.
19. A. No visual damage, players are
just acting hurt
B. Stabbing and gunshots
straight at character with them
groaning and a hint of blood
C. Fatal Stabbing with excessive
blood and gore
D. Ripping characters apart with
swords and guns showing flesh
and some bone.
1. The reason I asked the
question is because I needed
to know how suitable the
game was for the right age
group. I also wanted to
discover what people are
most comfortable with
because I did not want to
exclude certain target
audiences.
2.The data shows that most people would want fatal stabbing and excessive blood and
gore in the game. This may be because that the game is targeted at older teens and it is
suitable to put a bit of gore to make the game more exciting.
3. This is useful because I need to make the combat and gore as suitable for the
audience as possible so that nobody is offended by the content of the game.
20. A. City
B. Woods
C. Open fields and
deserts
D. Oceans and seas
1. The reason I chose this question is
because the environment of the
game gives most of the what the
game feels like to the player. This is
important because the player has to
play in an environment that blends
with the style and time of the game
otherwise the game would seem
very unbalanced and would not be as
enjoyable to play.
2. The data shows that most people want my game to be held in the woods. This may
be because the game is mainly based around sword combat and that has more of a
feel from a previous generation which was filled with mostly woods and open areas.
3. This is useful because I will have a clear view on what people may feel comfortable
in playing in and what the theme of the game may suit best.
21. A. Early morning sunrise
B. Afternoon, bright sky, many
people
C. Twilight theme, dark,
gloomy and misty
D. Pitch black night, dark
forest
1. The reason I asked this
question is because I needed to
set the right tone and feel to the
game. This is important because
without the right tone and feel,
the game wouldn’t be as good or
interesting. For example, if you
had Super Mario in a Call of Duty
game then the two concepts
would not go together which will
push the audience away.
2. The data shows that most people wanted the theme to be set in a forest. This is because
my game is set with a lot of sword combat which was very big in the past. A city theme will
not be very suitable because if the theme is too modern then it will not suit the tone of
the game which is sword battles with enemies and fist combat.
3. This is useful because I know what the audience will most enjoy and the colour scheme
is what sets the feel of the game and the twilight atmosphere that I have in my game must
make the player feel intimidation and fear and put them in a combat mood rather than
make them feel joyful, and comedic.
22. To conclude, this data has helped me develop my game
because I have a good understanding of what concepts to use.
Such as, for my weapons, I will be sketch out a sword, because
that causes the most gruesome combat. For my environment
concept, I will create a design where its mainly a woodland
theme with very few building. My character will be tall and will
be very mysterious. To do so he will be wearing a cloak with a
big dark wood shadowing half his face.