Friday, December 5, 2014
Thursday, December 4, 2014
Wednesday, December 3, 2014
Monday, December 1, 2014
Sunday, November 30, 2014
Saturday, November 29, 2014
Friday, November 28, 2014
Thursday, November 27, 2014
Commercial Thumbnails
One of my last assignments is to make a commercial advertising my board game for my game Design class, these are the thumbnails.
Wednesday, November 26, 2014
Thursday, October 30, 2014
Kompetiig Final Print and Play
Trapped in a haunted forest, will you be the first one to make it out?
My Print and Play for my game design class is finally completed, you can download it here:
Sunday, October 26, 2014
Friday, October 17, 2014
Wednesday, October 15, 2014
Sunday, October 12, 2014
Level Design
Beauty shots from my level that I was working on for my CA1 class. The theme was a futuristic alien excavation site, but I went for a more 20th century modern architecture look.
Monday, October 6, 2014
Theme
"Can you escape the forest?"
Art Style:
The setting for my game is in a tropical forest somewhere in the America's. I want the characters and enemies to reference certain mythological creatures and different folklore. The time period will be in the early 1900s. I want the colours of the characters to be warm and vibrant, contrasted with darker and gloomy colours for the enemies and the environment.
My game will have 1-4 players, the map will be made of tiles which you draw randomly, which will make the game unique with each play. Some of the tiles will have a monster encounter, when you pick one of those tiles you will have to draw a monster card and enter a short battle mode. To win, one of the players will have to defeat a certain amount of monsters and find the exit card.
My game will have 1-4 players, the map will be made of tiles which you draw randomly, which will make the game unique with each play. Some of the tiles will have a monster encounter, when you pick one of those tiles you will have to draw a monster card and enter a short battle mode. To win, one of the players will have to defeat a certain amount of monsters and find the exit card.
Art Style:
I want the art style to be similar to the concept art from Pixar's canceled movie "Newt"
Thursday, October 2, 2014
Game Brainstorming
In the games that I have played so far, I found out that I really like games that are short, easy to set up, and have great art direction. I also like the fact that most of the games that I've played draw heavily from an older classic board game. Thus, making the rules easier to understand since I already have some basis in the mechanics of the game. I want to create a game that is quick to set and play, that also has a good theme or story to go along with it.
Brainstorming List:
- What if my game had a racing mechanic, where the players needed to get to a goal first in order to win
- What if my game didn't end with just the one person getting to the finish line
- What if my game was very quick so the true winner would be chosen through multiple rounds
- What if my game had an exploration aspect to it
- What if my game had the players lost in forest
- What if my game had a buildable map where experience was different each time it was played
- What id my game had characters that had different pros and cons that affect game-play
- What if my game had a big boss that the players could team up against
- What if my game had an undercover player looking to sabotage the others
- What if my game had an economy that the players could alter to their benefit
- What if my game took a spin on classic board games
- What if my game allowed the players to create or choose their own adventures
- What if the rules of my game changed over time
- What if my game was easy to learn and hard to master
- What if my game had a high risk factor to it
- What if my game had a drawing aspect to it
- What if my game required a lot of skill to win
- What if my game needed players to rely on luck and chance to win
- What if players in my game needed find a way to sabotage each other in order to win
- What if players in my game could break the rules
My favourite ideas out of this list are 1, 6, and 7. I would like for my game to have a map that changes each time you play it like in "10,000 In My Pocket". I would also like for my game to have some sort of racing aspect and for it to have different characters that affect game-play. My current idea is to have a game with different characters with various skills or attributes that need to escape their current surroundings on a changing game map.
Monday, September 29, 2014
Deconstruction: 10,000 In My Pocket
To get a better understanding of game design, I had to deconstruct a different print and play game, this time it was "10,000 In My Pocket" by Pak Cormier.
You play as the Spartan soldiers tasked with defeating the Persian soldiers from the Achaemenid Empire. You need to obtain the White Sword and defeat the Persians before nightfall.
The player starts on the Main Square card and draws a city tile from the deck. After drawing this tile, the player then draws an event card and decides if they want to use an item from the card or not.
There are 16 tiles, eight City tiles and eight Outdoor tiles. Nine event cards, and a cutout pawn to represent the hero. You start the game with 10 Braves, 3 Morale, and 1 Favour. The amount of Persian soldiers are 10,000. There are special City and Outdoor tiles that can affect gameplay. The special City tiles are Athena's Temple, where you can get the White Sword in exchange for 3 Favours. The Market where you can buy one of the two items shown on the card for 1 Favour, and Agora where you can add more Braves to your party for 1 Favour. To go outside, you need to reach the City Gate. Once you reach outside you have a chance of swimming in the Enchanted Lake which restores 1 Morale point. You may also come across a Hard Pass, where you might lose 5 Braves. The Throne is the hideout for the Persian troops, once you reach there you start the final combat, or you can move one tile back and lose 1 Morale point. The role of chance plays a big role in the game. The map and event cards are all chose by chance.
There are nine different items in the game, excluding the White Sword, which you obtain at Athena's Temple.
With the Heralds you can look at the card or tile you'll draw next and decide if you want to keep it or draw a new card.
The Ring, allows you to cancel a card and draw a new one.
The Bow, which allows you to start first in the Final Combat
The Shield which subtracts 5 from the number of braves you lose each turn during final combat
The Horse allows you to move your hero as far as you want to a different tile.
The Flag allows you to add 5 more braves to your party each time you enlist braves
The Lightning allows you to destroy 100 Persian soldiers during Final Combat
The Hand gives you 2 Morale points.
The Black Curse adds 500 Persians to the enemies troops.
If I were to make this a multi-player game, I would map the map much larger to allow other players to explore different areas. I would also give the players different starting points and increase the amount of cards and tiles available. I would add more soldiers to the Persian enemies and extend the time limit. The player that defeats the Persian troops first will be the winner. If a player fails at the final combat, I would have them restart the game with a reduced number of Braves and Morale, instead of having them lose instantly and be out of the game entirely.
Thursday, September 25, 2014
Print and Play
I played a few print and play games in order to prepare myself for our next assignment. The three I'm going to examine are "Muses" by Adam Taylor, "Amontillado" by Daniel Isom, and "Adaman" by P.D. Magnus. They were all presented well, however Muses was my favourite in terms of presentation because of the paintings on each card. None of the games were too complex, they could all be set up in a few minutes, with Muses being the shortest. Each of the games seemed to be a variation of classic card games, Adaman and Muses were similar to solitaire, while Amontillado was a memory game. They all had variations to distinguish themselves from classic card games, but while playing it was very easy to see which games they were based off of.
Links:
Amontillado: http://boardgamegeek.com/boardgame/162393/amontillado
Muses: http://www.goodlittlegames.co.uk/games/04-muses.html
Adaman: http://boardgamegeek.com/boardgame/88147/adaman
Links:
Amontillado: http://boardgamegeek.com/boardgame/162393/amontillado
Muses: http://www.goodlittlegames.co.uk/games/04-muses.html
Adaman: http://boardgamegeek.com/boardgame/88147/adaman
Monday, September 8, 2014
Modular Kit
Here's a few of my modular kit pieces that I've been working on for my Computer Animation 1 class (I don't why it's called that, I don't think we do any animating this year). Now I just need to add a few details and get rid of n-gons.
Wednesday, August 27, 2014
Stuff From Freshman Year
Some assignments I did during freshman year. I learned so much about drawing figures, composition, rendering and sculpting last year, but there's always more to study.
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