Shot by Cecy Young for Narka hair care ౨ৎ
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Shot by Cecy Young for Narka hair care ౨ৎ
Meet Narka! Narka was surrendered to the rescue because her owner developed a lung condition and couldn't keep her any more. She was fed a diet of seeds, mostly sunflower, and drank things like coke 😐 notice her lack of tail? The owner told us she cut it off so she wouldn't fly. But the fact that they're all growing back at the same time tells me that they were either pulled out, or Narka dropped them in fear. Either way, not good. We were told she's a biter and I was warned not to pick her up. She stepped up no problem and is the sweetest little thing! @murranikus and I spent about 45 minutes preening her head, she was covered in pins. She leans into your hand and begs for scritches. I already love her. Welcome to Wings of Hope, Narka!
Commission for Narka Zirkus, of their Eastern Sergal character =) Character is © to Lance_Draken Vilous - Artwork and Design @ mick39 Vilous - Story and Lore @ Kiki-UMA Mick39's Patreon | Kiki's Patreon | Vilous official website
"Nükhet Vardar'ın hem fikir hem de isim anneliğini yaptığı MARKALAR FISILDIYOR'da, marka sahipleri pazarlama problemlerini ve çözümlerini çektiğimiz videolar yardımıyla aktarıyorlar." - Murat Çolakoğlu. Türkiye Araştırmacılar Derneği 19.Araştırma Zirvesi, 27 Nisan 2016 #narka #marketing #elearning #pazarlama
Above please see the task allotment and schedule for the development team of the Dungeons of Narka prototype, as well as sketches for level design.
See the Audio Design Asset List by clicking here.
All documents by Michael Doucet.
Dungeons of Narka - Prototype (2012)
Deliverable: A 3D game prototype crafted in Unity using C#, 3DSMax, GarageBand and Illustrator with approximately 10 minutes of gameplay and a targeted ESRB rating of T for teen
Timeframe: 3 months
Team Size: 8 (2 programmers, 1 artist, 1 documentation writer, 4 audio designers)
Description: Dungeons of Narka is a 3d Unity-based first person perspective dungeon crawler about a nameless prisoner trying to escape a maze-like dungeon filled with fiendish traps and deadly robotic sentries. Players progress by solving lever-based puzzles, moving and jumping to avoid obstacles, and defeating enemies with melee combat. Deliverables were met on schedule (3 months) culminating in a working prototype of two early levels. The final build will encompass 3 more levels, expand on key gameplay features and address performance issues. Dungeons of Narka was also shown at Toronto’s FanExpo in August of 2012 as part of RAC’s demonstration booth.
The game features a blend of both first person platforming and combat mechanics. The player uses the keyboard and mouse to navigate the dungeon, and defeat enemies. The game features gritty but detailed visuals that players can easily identify while still providing a claustrophobic atmosphere. The sound design provides jarring sound effects for traps as well as modified voice recordings for enemies, and a moody score subtly plays over gameplay, giving the game world a medieval and surreal tone.
Production Notes: During development, personnel issues arose when a member of the art department resigned from the project due to family emergency. Since this member of the team was responsible for a significant part of visual assets for the game's established setting, it was decided some alterations to project scope would occur but at no loss of key features or gameplay mechanics. I scheduled a meeting where remaining team members and I discussed how visual assets were to be prioritized. I created a new schedule identifying re-assigned roles and tasks with their input, and followed up consistently to ensure that remaining members felt their concerns were addressed and progress continued. I also kept administration up to date on both the issue and its resolution every step of the way. The result was the completion of all necessary art assets at no cost to schedule or scope of gameplay.
Disclaimer: Since the current version is a prototype, players should be aware that some elements of the game may not be complete or performing in maximal capacity. All issues will be rectified in the coming months.
Appendice: For a more detailed look at my contribution to Dungeons of Narka, such as audio design documentation, scheduling, and level design sketches, please visit the Dungeons of Narka page.
Download Dungeons of Narka - Prototype (ideal res. at 1280 x 800)