Tuesday, 28 February 2012

First Stage of Plants

Plants will grow through different stages in which players will recieve points from. I am currently looking at designing the flowers themselves but i have designed some level one plants in which players can find on the level before they grow. I have kept them simple and similar in which players will have to grow them before they will be able to tell what plant they are.

Here are the designs:


Monday, 27 February 2012

Bonus in game items

In-game players will be able to recieve random bonuses in which will help the player and keep the player feeling that they are achieveing something over long periods of gaming. I already had mentioned and had a couple of different Bonus powers for the older game document, what i have done is expanded on them and created a range in which bonus the player in different ways and different abilitys.

Friday, 24 February 2012

Access to Music

Today i went down to Access to Music in order to colaborate with music students in which can develop a soundtrack for my game 'Nimbo' I went with 4 other students and had to firstly meet at 10 and then give the students and the teacher a brief presentation of what i am doing, what my game is and what i am looking for in the form of a soundtrack. It was a good day out and was able to meet a couple of other students in which seems capiable of making some great soundtracks. After having a good talk and a discussion on what is needed and how they will go about designing the sound i now have to wait to here back from them to see what they have created. This means we will work together again and hopefully be able to communicate strongly to acheive the best outcome.

I am looking forward to what will be created for my game and will continue with my own sound work with recording sounds for voices and attempt creating a soundtrack with another nuca student.

I also spent half the day working as student ambassidor taking tours for new students around the uni.

Thursday, 23 February 2012

Extra Credits

I have been invited to attend a collabiration meeting with Access to Music along with 5 other pupils to get help from professional musicans as well as music students. The idea is that we show our work for BA and discuss how and what music we need and would like for our work and/or showreel in which they would try to experienment and create sounds for us to freely use. This is a great chance to get some experienced artists to create us some great soundtracks and potentially more in which will help us with understanding how to create music.

As i also was going to be creating a soundtrack to use for the prototype of nimbo and the animation this will firstly help learn how to go about the design of the music as well as have some great people create my music (potentially alot great music in which i would of made in the time i have) What i am doing im prepiration is to look at different soundtracks of music in relation to my game, so games like farmville and angry birds and listen to what they include and how it makes you feel.

I also will then try to find examples of songs and sound to take or reference to be able to explain what want from access to music. It will also make me clear of what i am looking for and why.

Farmville soundtrack:
http://www.youtube.com/watch?v=7dF96UFfGrw

Angry Birds Soundtrack:
http://www.youtube.com/watch?v=cZJheq_a-T0&NR=1&feature=endscreen

Tiny Wings Soundtrack:
http://www.youtube.com/watch?v=7afcpk8TV_c

Scribblenauts Soundtrack:
http://www.youtube.com/watch?v=7nCOi1Aflso

Jetpack Joyride Soundtrack:
http://www.youtube.com/watch?v=6LfIh8Cqu8s

I have also re-watched Soundworks Video on Angrybirds in which i watched earlier durin my project. The video is helpful and shows how the song in which is now many started as a simple catchy beat in which has been modifided in many ways to create different good soundtracks.This would be good to get a catchy beat or noise in which people will remember and reconize after playing, even potentially get stuck in there head.

I like the feel and sound of country and folk music on the acuostic but i feel like that it will nimbo feel to country rather than bubbly and fun, hopefully finding a compromise will between a digitalize sounds with country or folk.

Monday, 20 February 2012

Credit Design

I completed the Credit and information screen today labeling simple information about the game as well as the credits for who has done what currently for the prototype of the game.
Shown here:



I have also talked to Cian McNabola in which to discuss music and audio for nimbo. My though on the game was that it could have a light acustic sound which could play quitely in the background of the main game as well as maybe the menu screen.

I also designed a potential loading screen for John incase needed, it also makes the game feel more complete and have the components that other Iphone games have. Here is the loading screen design:



The idea was that this screen would appear after the logo screen, this screen shows the game name, character and each small bubble cloud below the name would pop up as the game loads. When all three appear the game has loading and the menu would appear shortly. the first cloud would appear at 25% loaded, then the next at 50% and then the 3rd at 75%.

Sound Design and Credits

Today i spend looking at making sounds for my game concept 'Nimbo'. I wanted to create buttons sounds and a simple voice sound in which to use potentially in the game demo in which is being put together by john. I started today working in sound looking at loops and prerecorded sounds in Logic in which i can use and edit for the button noises, after playing around changing different sounds, cutting and whiching noises i was unsure of what would work for my game in terms of sounds. I had a strong idea in which i want Nimbo to sound (squeeky and young). With my loading opening screen i thought i could have someone voice over the word nimbo telling players how it sounds and people wil understand the cloud as a child.

I recorded Ryan Pentney preforming the voice saying nimbo in which to use. I like how it turned out although i may have to test it with john and get other oppinions of the sound. From this sound i thought that some buttons may have voices in which say words rather than simple typical button sounds. Because of nibmo moving as a anamatic for the menus i recorded 'Here we go' as the sound that could be used for the items, play and buy buttons because it will look and sound like nimbo is moving to the next area.

I also got some simple mummbled versions of nimbo and nimbos fathers voice in which i could place over the speech bubbles during the simple introduction anamatic.

Saturday, 18 February 2012

First finished menu Design

I have spent the last couple of days designing the different menu screens as one image in which should be in the correct size and format to be transfered to gamesalad. I had to design many different layers and elements to create buttons and elements to make it appear strongly refined. I will take this to john and see what he can do with the assets and hopefuly create a really good working animated menu.

Thursday, 16 February 2012

Menu Design

After meeting with john again to discuss how to create layout for the menus in design to fit gamesalad and potential Ios devices. He had designed a new way of animating the menu design, orginally i was having the menus appear over the last when buttons are selected but john learnt that if a large screen image was designed it could be anmaticaly moved which would give the apparence of sliding menus. This in the demo form looked more orginal and exciting than appearing menus. He also intergrated the concept of nimbo being on the main menu by making nimbo move to the other menu screens through animation. The prototype shows a box move from one secton to the other but when the character is added it would appear like he is flying from one menu to another.



Video of demo menu in gamesalad created by john:

Thursday, 9 February 2012

Flowchart Edit

This is my updated flowchart:



I also have spent my time designing my own personal company name and logo to make the game have a feel of realism, as it will look like a company has made the game.

Design:



Because i am designing the game and creating the assets but john is creating the playable game i have asked if him if he has a company idea or logo in which he has. I will also be adding his logo next to mine to show that is was a joint effort in making the game.

Wednesday, 8 February 2012

Flow Chart edits

After getting in touch with john, he was happy to continue working on the Nimbo prototype. He is happy to have a least a simple full level working prototype which may include menu's and buttons to navagate. This would allow me and him to both show a working game as well as show that we have the ability to create a product.

We sat to discuss what i am currently doing and were i am up to in the re-design of the game document. One main topic was the menu design in which i have started to draw out. John had a look at the flowchart and pointed out different ways i could improve the flowchart to make a more practical design in which could be made by him as well as general observations. I took his advise and we looked at how improve the design in which worked for me and for him.

this is the image we worked on in context of redesign, the red indcates changes i could and should make:

Sunday, 5 February 2012

This is my first attempt at the design layout of my potential menus for Nimbo. I created it in theme with nimbo to make it more presentable as well as trying to keep practical and simple.



After getting some feedback from other students and teacher there were a few adjustments that would make it more understandable and readable. The lines needed changing to understand the direction as well as what it on what menu. I also changed the text to make it more plesant to the eyes and readable. This is the updated version.

Saturday, 4 February 2012

Menu layouts

As i am currently designing and painting environments for my game refining the art style and look i was thinking what i could design for the game menu's. During resent sound inductions i have been thinking about hopefully using and recording sound to get some early practice and i thought having a quickly animated menu system might be worth trying soon so i can try using sound. Firstly before i can design my menu screens i must know the layout of how my menu system will work. This would take the form of a flowchart, to enable me and others to see were the different screens lead on from each other. As early preparation for this i have had a look at games on the Iphone to see how they have laid there game menu's out. There is a recurring theme with similar buttons on the main screen as well has similar looking buttons and layouts.

Brief notes made by me:

Angry Birds -

Click Gamer - Revio - Loading screen image - Menu screen

Play - settings and credits/info - leader boards - Achievements - buy eagle - connect to online.

Play - Chapters on scroll - levels - Pick level.

Jetpack Joyride

Half-brick loading - menu screen

Play - stash - missions - home - leader board - connect to Facebook.

play = play.

stash - clothing, jet packs, vechicles, utilities, profile, achevements, get coins, also shows total coins on this page.

Mega Jump

Get set - Play - Free MP - Store - Facebook - Twitter - Youtube - Mega Code - Help - settings

Settings - faint, game centre - sound - screen.

Store - Characters to buy - Buy star - wallpaper - buy coins.

Play - Level

Minigore

Loading screen image

Play - Options - Leaderboards - Achievements - Communities - Credits - Encyclopaedia

Play = Choose character - play

Options = Music, SFX, Voice, Show Pads, Show Radar, Game centre.

Encyclopaedia = Images of different characters and enemies.


These notes are for my to remember how these games have laid out there menu screens, I will look over these games and others again when i design my flowchart of the menu system. I will also look at how games have also used mechanics to save space on menus as well as the artist direction and the typical layouts of menus in the iphone.

Tuesday, 31 January 2012

Nimbo Coins


I did a series of designs looking at what would be the best design for the credits players would receive in game. I made a different series of designs to see what would visibly look best but i also had to consider what credits might look like as they tend to have the iconic coin look and i didn't want to confuse players to what they are. I like the seed design along with the Numbered leaf and Numbered Gold coin, i feel like the coin is a great way to make players already recognise that it can be used to buy items. The seed design shows money and might inform players that it needs to be bought with real world money.

I think that i will be using the coin due to its iconic look and that having a number on the coin i can then make it a way to showing how much an item can cost as well as use the N gold coin as a base for a totalled number of coins players have earnt. I can then add in a way of making players by numbered coins showing there value.



Monday, 30 January 2012

More Enviroments

I have been working on more enviroment designs for my game project, these are just simple selections of what the possiable scrolling background.

Wednesday, 25 January 2012

New enviroments.

I have been designing new enviroment designs which i entend to improve on and use for my game project. These new areas are based on locations as i talked about in my last post. The areas i have done are rural england, alaska, Amazon jungle and a enviroment based on new yorks centeral park. Before i did my designs i looked at basic online images to get a grasp of what these areas look like then combining those ideas to what typically you expect from those locations.

For rural england you expect fields, bushs and things like gloomy weather and haybails in which i tryed to include to make it feel more like the location.

Images i looked at:







By looking at images of the locations it gave me a better idea of what people might expect and how i should design my game level enviroments. These are the 2 early designs i have made:

Sunday, 22 January 2012

Game Levels

As part of my design of my previous game document i have been designing new concepts for my levels in which the player could play in and/or potentially buy as extras. My orginal plan to create changes to the levels and enviroment was to have the Nimbo travel to new locations around the world. it would also allow for more new opitunites for new enemys and plants that also fit into the location and theme.

In the first game document i had one other level in which was in the desert. I also mentioned how maybe in certian locations it could change due to the area of the location such as urban or rural. The main other areas i said were if the levels could be beach, mountain or desert based.

My early designs looked like this:





I liked this images because it allowed for a simple background which was easy to understand what was foreground and what was background. They were also easy to recreate quickly. I also designed them to be simple to re-tile meaning i could use the same layers to create a large re-tiling background in which the player could scroll through. I tryed to recreated the game in my new designed but i also wanted to make them more aesthetically pleasing. I did this by firstly choosing a location in which to base the area of, i then also looked at images from the area to understand what the player might expect to see there if they were in that location. I have created my own versions of these real world places.

These level concepts are based on if the location of Egpyt:

Friday, 20 January 2012

Designing Nimbo Merch

I have been looking at creating merchendise for my game, i want to allow players to buy gifts codes for the game in which they can then buy virtual items in game with. I looked at various if different ways that the games market does this. The most popular method is by selling plastic cards that people buy and scrach off that reveils a code that gives them the virtual goods, usually in game currency.

The most popular known version of this method is the Itune gift cards in which people can buy and then when the code is entered it transfers the cost into the Itunes market place.



In games usually extras for pre-ordering items players recieve a similar item but its more paper based and the code allows players to access a download which gives them certian items. These are usually in the game case. If i was going to allow this i could create cards with speical virtual items on in which customers might potentionally buy from stores.



As a quick example i created what one might appear like as a early concept in which i will later go back to and consentrate on details and will create a prototype version of.

Wednesday, 18 January 2012

Story Screenshots


This is a storyboard I have designed that shows a potential opening scene for the game, what it is showing is Nimbo racing forward, thus showing the character at the start. It next shows Nimbo with a larger cloud (its father Nimbus) at this point there are speech bubbles that show there will be text dialog in the scene, it starts with Nimbus telling nimbo to calm down and nimbo asking how he can be big.
Next its the same but from another perspective as Nimbus tells Nimbo if he wants to be big he needs to travel the world and help grow and save plant, thus starting his mission.








Designs and Materials

I was able to buy some wadding for my plush toys for when i create them as well as another type of fabric in which can use to help me print the characters face on. I might even made two versions using both types of fabric.

I also thought today i could potentially sell Nimbo seeds, in which parents of kids can buy them packs of seeds from the nimbo series which connects the game to real life as well brings an ecologoal sence to the game. Also from the research i feel that they could also be included as a merchendise pack were the buyer would get a small plush toy, postcards, seeds and a in-game item vouchers. here is a simple package design in which the seeds would come in.

Nimbo Seeds design:

Tuesday, 17 January 2012

Buying materials

Today i have been working on my dissertation but i was also able to have a short look around town to look at what fabric options are available to me to help create merchandise. Again it is early in the project but i want to create a prototype early in design to see if i can improve and create a good looking plush toy of Nimbo. I managed to by a sheet of white fleece in which i feel was the best material to feel and look cloud like, there is an issue in which how will i be able to print or show the face on the surface. I though that i could originally print the characters face onto the fabric before sowing it together to make the character but i feel like i will have to invest in another material that will be a sheet that will hold the printed face. I will be looking at and showing the creation of the first prototype plush toy and the original design.

Monday, 16 January 2012

Sound induction and story design

Today we had our second sound induction in which we looked at foley recording. Foley is when objects are used to create sound in which this then recorded and placed into a video or game. Simple objects for a long time have been used and recorded to replace sounds lost in recording and also to enhance sounds, especially when the sounds don't exist and have to be created out of serval different sounds. One of the most popular known foley ways of creating a sound is coconut shells to create a sound like a horses shoes. We also watched a video on http://soundworkscollection.com/ which is a great site for looking at the creation of sound for different films and games. Last week we looked at how some sounds were created for the popular game series halo and how they created a special in game sound room to help speed up the process of seeing how it sounds in game without having to play the game until you reach the right sound. Today in the sound induction i was able to record a couple of sounds during my time in which during the next induction i will be refining. The sounds i recorded were based around my project as i tried to record water and rain sounds as well as thunder.

As i am interested in sound design and it will be a part of my project for BA8 i had a look at the video on soundworkscollection of the sounds and theme created for Angry Birds. Link: http://soundworkscollection.com/angrybirds . The sounds were created by the designer as well as real people from the rodeo in which found interesting. Angry birds use a lot of realistic sounds for environment like breaking wood and crumbling stone just the sounds are enhanced and but the birds are very cartoon squawk like.

Today i also wrote out the final story concept of Nimbo for my game document. I chose the story to follow Nimbo wanting to become an adult in which plays on Propps rules of 'Departure' and 'Difficult Task' as nimbo has to leave his home/family in order to complete a task to grow up. In this case he is leaving to prove himself by saving plants over the world. I thought this is a better concept as it gives the character a reason for traveling afar and doesn't have a solid ending as the player may never grow up allowing for more space to create extra levels and games in which to increase the profits as a designer.

I also started designing the animatic pictures in which the player would be told the story at the start of level 1. There will be 3 images in which show Nimbo and Nimbos father Nimbus. The player will be shown these at the start of level 1 and the first i designed to be showing nimbo so the player firstly knows who he is playing. The second image then shows nimbo with nimbus in which they have a discussion about nimbo wanting to grow. This talk is carried out through speech bubbles that appear when the screen is tapped. The speech bubbles will appear in order for the characters to complete there talk which tells the story. The last image you see numbus allowing Nimbo to leave to complete the task of saving plants which would lead directly into level 1 which would be the tutorial level.

Sunday, 15 January 2012

Game Merchandise

Although the thought of creating merchandise is early i have already got the character and full concept finished in which i can think of what might be most appropriate to make as merchandise. My first thoughts were to create plush toys in of the character in which players can buy. I also thought of plant related products like plant feeders in the shape of Nimbo.

In a quick look across the internet i found that a lot of game merchandise for a young audience are simple buy fun items. Moshi monsters is a massively popular game in which i have noticed a lot of different merchandise in games stores. I had a look at what they typically sell as merchandise to their young audience.

On the Toys r Us website i found many different toy items they sell to a young audience audience as well as soft plush toys. Example below:



The toy above as well as being a soft plush like toy has motion sensitive chat speaker in which the character can talk. This allows that extra enjoyment and play with the toy rather just being a soft toy. I also liked the simple soft toy on a hook (image below) as it is designed for kids to carry with them on bags to school which for the buyer is a fun item to show off to friends but for the company its a simple way to advertise. It would be simple to pull off for my character.



I also like how they have implemented gift packs which include different toy based items as well as simple items like postcards, bands, soft toy, in-game items, stickers,trading cards and membership. This means that the buyer will be receiving in game items and stuff that will effect the game as well as real life merchandise to play with. These are all possible to design for my game Nimbo as i could offer, in game items, postcards of different level locations, soft toy of the cloud and maybe other items like plant seeds and related gifts.

Thursday, 12 January 2012

Presentation and Bishops Art Contest

Firstly today i develived my presentation to my tutors, this included how i researched and developed my BA7 idea and how i would continue the project through BA8. I believed i did well dispite needing to improve on my confidence and my speech but the overall feedback was good. Areas in which were mention to look at for BA8 was 'designing' and 'making' merchendise' as well as to look into charaty based virtual goods in game.

I also attended a lecture today about a open competition for NUCA students to design work for the bishop of norwich. The competition is themed 'I have a dream' which we ahve to particually design too, although there is a lot of room for different and creative design as dreams are varst. I have to enter before the 9th of febuary so i will research on dreams and try to see if there is an appealing idea i can come up with. The competition ends in may in which i must sibmit the final work but i partiucally want to have a strong concept before entering.

Tuesday, 10 January 2012

Website Design

As part of BA8 i have to design a website to pressionally show my work online to help get a job in the future. Today i spent some time thinking of different ways of doing so. My last project i also designed a website. I have chosen to take a different aproch than last time and have designed a new enterance page to my website making it more profesional.

Although i like this design it still is a early concept and is most likely to change in the coming weeks.

Monday, 9 January 2012

Sound Induction

Today we had a sound induction into the sound recording rooms. To be able to the use the rooms we must attend the inductions thurther more it is more important to me to learn sound designing during these inductions to prepare myself for designing sound for my animation. Today was the first of 4 which lasted 45 mins, it was to breifly show were the rooms are, what equipment the university has and how to book the rooms.

Our next session takes part next week in which we will be learning how to use equipment to record sound from various objects and transfer them into software to then edit. This part of the induction will be very usful for my project has i will be recording multiple sounds later in my project to help represent many of the assets of my game and abilitys.

I will be trying to find objects ready for next week to use to start to make noises i feel i might use or similar sounds to what i want in my animation of my game.

Friday, 6 January 2012

Final Cut Pro

Today we had a taught session that looked into the new version of final cut pro. Although we have already been taugh the software with the new update the program has alot more to it and looks alot differently. We went across the basics again ready so that we can use it for our show reels. I found this lesson particually helpful as i will be doing alot of animation work later in the term.

Today i have also found various information for my research report, mostly revoleing around 'Virtual goods' with Team Fortress having a trading system that allows players to swap and bargin with other players to get virtual items instead of paying. Also how Diablo 3 allows players to trade items for real life money using a in-game auction house.

I also noted how the issue with 'Virtual Goods' is the loss in value as players once bought the item usually can't trade or reclaim money if the item isnt what they wanted.

Wednesday, 4 January 2012

Starting new game document

I started working on my new game document yesterday as well as my up-coming presenation based around my BA7 research. I started my document by designing the title page on photoshop keeping it in theme with the orginal design.

Title Page Design:



I also have started a Development document that will show my thoughts and help me re arange and design nimbo into a better and more refined design. The idea is that i can show others how i got to conclusions of concepts and where i had to re-design aspects or create more assets for the design.

Tuesday, 3 January 2012

Pulling Apart BA7

My BA7 unit was based around designing a game document that lots of different choices and oppunities for my concept. The overall idea was to then pull the better pieces of design out of BA7 and recreate a smaller and finshed game document that would be followed by an animation showing the gameplay.

I will be creating a development document to show my progression of thoughts and show why i am choosing certain aspects of my design over other designs. This will show the creative outlet and help also show progression of the same elements through redesign and help with extra research. It will also allow me to note and show areas in which i can create more assets and designs for in the new game document.

My first thoughts of my orginal game document is that my character is my selling point and that its design i feel is the biggest influence that is why i am choosing to start my project by keeping that character as it is along with its possiable animation designs/power designs. This will serve as a base for my new game document and allow me to know what direction i will be going.

There are also serveal areas that have a discussed in my game document like enviroments and objectives that will stay the same but will be added to and redesigned to look more pleasing and more in style with the characters. The overall look and way it they have been structored will be the same.

Monday, 2 January 2012

Animation Thoughts

I watched the making of Lee Evans entrance animation to his newest dvd 'Roadrunner'. Although the dvd nor the theme of the animation isn't based around what i am currently after i enjoyed learning about the process of the animation and it reminded me of aspects of animations i haven't thought about, such as 'sound and music'.

The animation for this dvd was to help show a comedy moment that would introduce the comedian Lee Evans and therefor could be referred to more of a trailer. What i liked about the animation is that moments were in time with the music e.g. text would appear with a sound and music would quieten down. Also any parts of the animation was in sync with music and live action.

This had lead me to think about a couple of ideas i could do for my animation although its too early to choose what to do i would like to write out my current ideas for later.

1) Include live action scene maybe at the beginning of the animation to make it look like players are about to be playing the game which then becomes the animation of the gameplay.

2) A animation that builds the game in front of the viewer with text notes showing characters and elements.

3) a story driven animation were the game intro is show first then a animated explorer version of the game with voice over.

Friday, 30 December 2011

Starting BA8

I am currently in my final project of university and carrying on from were i left off at the end of BA7. During BA7 i came up with and fleshed out a game design that had lots of possible ideas and mechanics that i can now refine and display in a finalised Game Document with an animation showing 'How to play' and potential 'Gameplay'.

I will be starting BA8 by looking over my current Game Document and refining the concept into a more finalised concept, this would mean choosing certain game-mechanics, designs, choosing the platform, game elements, assets and extras. Each choice will needed to explained for the choice and this could also mean re-designing or designing further the idea.

My next step would be to then design and create my refined game document and add and design all the necessary elements that may then be included and designs that wasn't in the previous document. (these would include extra character designs, character assets, enemies, objectives and environments)

During this stage i will also have to be preparing for animating the concept with storyboards to show how i will get my game concept across in animation. Storyboarding will allow me to refine what will be shown and when. Also it would help with the timing and production of the animation.

There are many other aspects which i would like add to my project as well.

Here is a list of the work i hopefully will be able to do and complete to a high standard:

- Refined Game Document
- 'How to Play' Animation
- (Possible) 'trailer/gameplay' animation
- Website
- Show Real
- Blog
- Flow Chart of Menu Screens with (potential) 'designed menu screens'