Friday 5 February 2010

Character Design





I've been doing a lot of research into how the Roman Legionnaires and Centurions dress and have been thinking of ways to fit it all in without over complicating the characters and whilst keeping a dominant Silhouette.
I did a mock up of a Roman Legionnaire and was trying to design a brutish looking character, upside down Triangular body, small legs etc - I looked at characters such as johnny Bravo and Taz whilst keeping in mind TF2.


Feedback

Only the programmers and Dan actually gave me feedback which is disappointing but one of the issues brought up was to do with the size of the legs, and how that would/could make animating a walk cycle harder. I think the programmers want a realistic feel which I personally completely disagree on, I don't really know where everyone else apart from Dan stands on that issue. But I will bring out the legs and see what happens. Also another issue raised was to do with the waist, possibly to low down and didn't quite look right, the more I look at it the more I see what they mean.
The positive feedback was that they liked the body shape, the helmet over the eyes and style.

I also finished a mock up of a Centurion but haven't had much feedback on it.
I was aiming for a tall, lanky feel to the character, the guy who controls the small brutish Legionnaires. I asked a friend of mine who is also on the course (Henry Hoffman) And he suggested bringing up the hips and maybe arching the back a little. Have has arms slightly dangle down and bigger hands. Based on that feedback I'll edit him and see what happens.

The Plan

After a few group meetings we have a few basic ideas on how we think this game will look/feel. We have agreed that it will be a "stealth" based game and have been asking the Programmers what they can and can't do so we can set some boundaries.
Things that have been set in stone :

Main character : Bran - A young male Celt
Location : South Wales - The Canabae – a town directly outside the Roman Fortress of Isca (Caerleon) in AD 100.
Genre : hybrid action adventure / RPG genre
Background: Bran is part of a tribe who are plotting against the Romans. His father was killed by the Roman Army and he has a strong personal hatred of the Romans that will be challenged later in the game. He has been sent on a mission to steal important documents from the Fortress that will help them get an important advantage over the Romans
Level : 2/10
Objective:To gather information / weapons / items that will enable the Celt to get inside the Fortress.
Mechanics: Navigation / problem solving / basic interaction/Stealth

We have all been assigned different tasks which you will be able to see here: http://sites.google.com/site/theravensrevengeproject/to-dos

Me and Dan Stas are in charge of the character design.

The Raven's Revenge (2nd Year CGD project)

You work for a game developer who has received interest in a commission from the National Roman Legion Museum. As a member of the design team you are expected to start fleshing out this high concept document and producing a prototype quickly before the Museum’s interest grows cold and possible funding is lost.


The concept has been green lit on the premise that it holds true to the proposed hybrid action adventure / RPG genre but the Museum has said that the concept is open to interpretation. The game is based around the exploits of Bran (Welsh for Raven), a young male Celt living in a small settlement outside the Roman Fortress of Isca (Caerleon) in AD 100.


Caerleon - the “fortress of the Legion” - was one of the most important military sites in Britain under the Roman Empire. It was the home of the 2nd Augustan Legion, housing 5,500 soldiers and horsemen, with an amphitheatre and baths inside the Fortress. There was also a thriving settlement called the Canabae outside the Fortress walls.


Background:
Bran is part of a tribe who are plotting against the Romans. His father was killed by the Roman Army and he has a strong personal hatred of the Romans that will be challenged later in the game. He has been sent on a mission to steal important documents from the Fortress that will help them get an important advantage over the Romans.


Level No:
2 of 10


Location:
The Canabae – a town directly outside the walls of the Fortress.


Objective:
To gather information / weapons / items that will enable the Celt to get inside the Fortress.


Mechanics:
Navigation / problem solving / basic interaction


Difficulty:
Easy - Moderate




From this game concept, work up the following:


Develop one of the game mechanics:
Take one of the game mechanics outlined above and develop it further. When developing the mechanic you will need to discuss and pin down what’s needed to make it work. You are free to take the idea in any direction that appears strong but must adhere to the core concept of the game.
Controls – What system are you using, why, what are the benefits over the others.
Camera system – How to keep the action visually immediate while still allowing clear understanding of the battle as a whole.
H.U.D – How will you communicate the various information needed to keep the player informed.
Character feedback – How do you communicate the status of your health, allies, updating mission goals and objectives.
Environment – How does the nature of the environment effect gameplay.


Write a Mission Walkthrough:
Write the walkthrough for one of the main missions of the game. Describe the mission step-by-step. How will you structure the mission? Take into account the ebb and flow of missions, the need to save and frustration reliving check points on achieved goals. Are there any set pieces that need to be triggered and completed or is the missions’ tactics open to interpretation?


Location:
Describe the location. Are there areas of significant advantage or areas that should be avoided like the plague?


Characters:
Who are the key characters in the game?


Set Pieces:
Describe any spectacular, Wow! moments that will make an amazing experience for the player. Do certain actions set off set pieces? Do they trigger non-interactive cut scenes or do you still keep control of your character as the cut scene plays out? Do you need to keep certain characters alive to trigger set conversations or tactics?


Above all, games ask the player to invest their time and energy, and as such should be equally rewarded for their efforts. Although the game should reward the player with items or special skills, it is these sections that visually spoil the player and should make the most memorable parts of the game.


References:
http://www.roman-britain.org/maps/settlement_intro.htm
http://www.britarch.ac.uk/caf/wikka.php?wakka=CLFBackground
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Monday 2 March 2009

Angry Tech Support Customer




This is the concept design of the Angry Tech Support Customer, please dont take to much notice of the shoes, they were very rushed, I will hopefully get some time to rework into them later on.
I will post my other sketches next time I visit the Scanning Room.

Horror Themed Flash Project - Designs.

For the second semester we were given a 6 week group flash project with the theme “Horror”. We were to work in pairs and I will be working with Charlotte, you can find her blog her:
http://www.geezmun.blogspot.com
Dave (our lecturer) gave each group two words each to give us some sort of “restriction”. We were given the words “Rusty Sculpture” and “Angry Tech Support Customer” Yeah, I know – the angry tech support customer was a mean one.
Me and Charlotte started off with brainstorming some ideas, we came up with:

1.Fat alien crashes into a palace owned by a clown who has big sculptures that come alive (Very random, She wanted an alien and I wanted a clown, but where is the angry tech support customer?)
2.Angry ghost possesses rusty armour and wants refund on the armour. (this was aimed to be a humorous)
3.Set in tech office, angry tech support customer wants to kill the tech guy (he spoke to behind the phone) Rusty sculpture on desk.
4.(The Idea we went for) Swimming pool setting, Rusty sculpture is a cursed and is killing people through tech issues, Manager = Angry tech support customer.
We then decided to google “Ways to kill people” which was amusing. So after researching a few ways to kill people via tech issues we dished out the work, I was to be in charge of designing the angry tech support customer (yay) and Charlotte was to design the sculpture.