XB3001 - Professional Games Practice Blog
Now that all 3 initial prototypes have been completed, myself and my group have reflected upon each and decided which one we wish to expand upon as our major project. We have tried to fit the project going forward to all the wants of each member so they can have the most fully realised portfolio tailored to their specific interests and future aims while still creating a fully realised game.
Prototype 1:
The first project took the theme of Transcendence. Rather than view this in a purely descriptive way, looking at spiritual evolution, we chose to look at the idea from a biological perspective and somewhat invert the conventional perception. It would be a stealth game focused around body horror ideas like self-deformation and alteration. The main mechanic we built the prototype around was the letting the player character deform from a human figure into a blob that could squeeze though small areas. I was tasked with designing a small level that would allow us to show off the different way the player could use this.
All members of the group were happy with the outcome of this prototype. Of the three produced it was the most fully realised and complex, however when it came time to examine or options for going forward we saw some issues that would arise from carrying on this project.
To carry on with this project would have required a large amount of time and effort to be given over to tasks that none of the group members felt fitted with their intended outcomes for the year. A large focus would have to be placed upon modelling, animation, rigging, texturing. Since none of the group members wish to specialise in any of these areas, we felt that a project that would require less of a focus upon these areas would be better suited for us.
Prototype 2:
For the second prototype, we chose the theme of Fate. To change things up from the last prototype, we decided this time to go for a more narrative focused experience taking place in a flooded world that had suffered from a severe environmental collapse. The player would travel around this flooded world in a boat and find places on their map that they could dive down to explore using a diving suit. While exploring the sea bed, the player would find interactable objects that would take them into memories of people who died during the catastrophe the world had suffered. These collected memories would act as the currency for the player to buy more maps and upgrades for their boat and diving suit.
Of the three prototypes, this was the least well realised and the one the only one the group was unhappy with. One reason for this was that we had only a week to concept and work on it, as opposed to two weeks for the others. While I think it was the right choice to aim for something different I don’t think this resulted in
Prototype 3:
The game is a bullet hell game though in a break from tradition, is played from a third person perspective. The idea was to take elements from 3rd person action games, such as dodging enemy attacks and melee attacks from the player, and introduce them to a bullet hell boss rush type game.
Initially the chosen theme for this prototype was supposed to be Trade, but when we decided to go forward with an idea from me and Sean, myself and Sam discussed changing the theme to Transcendence. This way we could incorporate some ideas from the first prototype that we liked and incorporate some new concepts we had had since then.
This prototype faced some issues, as the group member tasked with coming up with the concept and design for it never produced the needed work. As a result, myself and Sean took it upon ourselves to produce something based around our own design and Sam later produced a narrative background and some art work. Despite the process of creating this prototype having some stumbling blocks and resulting in a lot of last minute changes, when it came time to choose which project to take forward it was the favoured option for all the group. We all felt that we could get what everyone wanted out of their work taking things forward, with minimal need to work upon areas that didn’t help in achieving those goals.
Going Forward:
The next major milestone for project is the end of semester presentation where we shall show the next stage of development on the project. For myself this means working on concept art, modelling and narrative work, along with designing the first boss battle for the game. This will involve working closely with all other members of the group, but the only one to face potential road blocks from my work would be Sean. This isn’t a worry for either myself or Sean, we have worked together on multiple projects and work well together. Unlike the other prototypes very little narrative or character work had been done by the time we presented the project. Since then myself and Sam have begun to fill in the blanks but there is still a lot of work to be done in this area over the first stage of development. So far on the project I’ve taken a leadership position when it comes to the group. It is likely that this will continue and as a result I’ll be taking responsibility for making sure everyone is fulfilling their parts of the project and avoid any problems that could impact upon others work.











