Neon Odyssey Trailer!
‘Neon Odyssey’ is finally done and dusted its time to do a little marketing, check out this little trailer of the game I whipped up!
A huge thank you to Green Jellyfish for all the hard work on the game.
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Today's Document

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@mickey-seamark
Neon Odyssey Trailer!
‘Neon Odyssey’ is finally done and dusted its time to do a little marketing, check out this little trailer of the game I whipped up!
A huge thank you to Green Jellyfish for all the hard work on the game.
Gone Home Analysis
The Full Bright Company’s 2013 game ‘Gone Home’ is an interesting look into Narrative and Level design. Where the player arrives at home after being left some concerning messages from their sister being, told not to investigate.
Flower - Game Analysis
ThatGameCompany’s ‘Flower’ is a breath of fresh air in video game story telling, where you control the wind itself in an interesting and unique game play experience. Blowing flower petals around the world to revive the dead fauna in this truly beautiful and unique game.
Making the game more accessible.
One of the trickiest parts of game development is making sure that its able to be played by everyone. Right from the get go Green Jellyfish was keen to make it so our game was accessible to as possible to people as possible, in particular looking at making it playable for people with color blindness.
Because our game ‘Neon Odyssey‘ is so heavily reliant on color, we went through many iterations at the start of the project to find a color palette that worked for the most common forms of color blindness. Here is a picture of the game using a CV Simulator an app that allows you to see in real time how a person with three different forms of color blindness sees the same image with the top left being unaffected by the app.
this was a huge asset to us through out development. While far from perfect, for a first attempt I don't think we did okay overall.
Mickey Out!
Heavy Rain - Game Analysis:
Heavy Rain is Quantic Dreams multi-protagonist story, based on solving the crimes of The Origami Killer. Initially following Ethan Mars, and his journey to recover his son, Shaun from the Killer who only has a few days to live.
The other side of the coin. MIGW - PAX 2017
today has been a very new experience for me and hopefully a small glimpse into my future. walking into PAX not as a consumer, but as someone trying to promote a game (Shadowverse), lead to an entirely different experience that gave me a new perspective on the community of gaming. https://shadowverse.com/
GCAP 2017
So Ive just come back from my first ever GCAP (Games Connect Asia Pacific) and words can barley explain the experience i just had, Getting to talk and learn from fellow game developers and a few of my personal hero’s was truly amazing.
The double edged sword of working with the best.
Like with any team it has a list of pros and cons. but this however is a problem I didn't anticipate. I have an amazing team who produces high quality work at an alarmingly fast rate, which is a problem because it leaves them with little to do. Meaning the producer of the game (myself) has to find more and more things to add.
Neon Odyssey Sell Sheets, Makes explaining easier.
As part of the assessment for our presentation we needed to make a few sell sheets to help explain the game and as a hand out, like you'd get a convention.
But what exactly is a sell sheet? what does it need? what makes it good?
Industry Panel Jitters
going from the comfort of explaining the game to our teachers who knew the game and have seen all the bumps in the road, to a panel of industry professionals was a little more then nerve racking. But it definitely gave us as a team a few things to think about.
Getting Motivated.
Green Jellyfishes artists have started to take the teams idea of what the game could be, and whipped up some concept art.
this little art piece was sent to our team by one of our artist Jess Murphy. Watching both myself and my designer @lockylab jaws drop as we saw what only a few weeks ago was an idea, start to become a reality.
Pointing in the right direction.
Team Green Jellyfish are in the thick of pre production right now. which means as producer of the project I’m starting to get busy in the best way. When I’m not typing away at a document I’m talking to the artists with the designer about the concepts they coming up with, or the programmers about how different elements need to be implemented.
Keeping me on my toes for sure but loving every second of it.
See the Jellyfish, Love the Jellyfish.
Now that we have an awesome logo, thanks to our talented Artists. We just need to work on making the game to tag it onto. if the speed and efficiency of the team making this logo is anything to go off its going to be smooth sailing on our way to Alpha.
Lock it in!
with our idea approved its go time! the beginning of a long road of writing document after document as we work our way through pre-production.
Things like GDD, Scope document, working with the artists to create an art bible and the programmers for a TDD. I’ll be spending the next couple of months tickling my keyboard.
INSIDE - Analysis
Playdeads 2016 puzzle-platformer ‘Inside’ is a game about a boy in a dystopic world. like the companies 2010 game ‘Limbo’ the objective is to solve puzzles to survive.
Team Green Jellyfish! Assemble!!!
So today was the beginning of the end of year project. I'll admit I was a little nervous going to meet my team. However my fears were quelled when I met with five awesome like minded individuals who are bursting with talent.
After we got introductions out of the way, we did a quick show and tell more to the point, blow my mind with your talent and watch me try to act casual about it.
A few mood boards and discussions later and some game ideas really started flowing. I'm really looking forward to working with our new game dev compadres, Green Jellyfish is going to be a riot.
Mickey out!
And after all..it begins...
with the testing module all wrapped up and in the bag we move onto the next module. Production. where ill be trying my hand at a producer role, while not my strong suit I’m hoping ill have expanded my skill set a little more by the end of the next two months. Ive been paired up with the talented game designer LockyLAB for the project. Tomorrow we’ll be Introduced to our artists and programmers and if I’m to be honest I can’t wait.
watch this space people, awesome games coming!
Mickey Out!