Animation for the Creative Industries – Assignment 1 – Vertical Slice Project Development

TITTLE: ETERNITY

CONCEPT AND IDEA:

The concept of this game is as a playable mysterious character connected to nature and a fantasy based race unknown to you and your character, you traverse this platformer game in search for answers to uncover the story tied to the events as to why you were left on this island. through each level you battle, avoid obstacles meet friends and uncover mysteries surrounding your character. this is all done as you gain entrance to the Centre of the island temple. Your primary goal being to at the Centre of the island retrieve the elixir of life(the fountain of youth) or as called int he game the elixir of eternity. you do not know why you aim to acquire this substance until the end of the game this leaves the players world view open to figure out why the main character is so mysterious. as you play your character you become more connected to them through different amounts of interactions such as leveling up, acquiring equipment attaining abilities and adding accessories. the game contains horror themes alongside thmes of life and death immortality and mortality in nature. the primary story themes are hands, stars and plants. these core concepts narrow down to Lilypad’s, moon and creatures/mutants.

continuing to the end goal there as many obstacles not just platformer based but fighting based to avoid creatures. the island hold many ruined cities abandoned with references to Aztec civilizations and stories surrounding Eldorado city of gold. i wanted to tie this gane into ancient mythology with a spin of fantasy. the environment is harsh with jungle biomes and beautiful plants and vibrant colors.

 

RESEARCH AND MECHANICS

i looked at various games to gather and figure put the mechanical approache to my game idea and how it works      i had firts looked at skyrim and as a reference thougfh best my GUi design mechganically for the mapo and explored markers would be similair to sjyrims map system. i looked at otehr platfromer games and decided that i wanted to take a 3D platfrom approache in 3rd person for my mecghanics like the game jouirney rather than flat side screen like mario brothers.this though process of what way the game would work carried through into my designs. specifically hwp the main character would make it over highly built obstacles that require jumping and climbing kind of liek the old tomb rader games and crash bandicut. from looking at otehr gameplay examples i decided tht in order for the character to become more interactive you along the ourney can collect items that help further you in the game. these outlined areas are consumables that equal skill perks and abilities, weapons that help you fight that can be built from the tools/consumabke/wearables you can collect and the wearables outfits that give a fun delve into character creation and outfit change based on genshin impact i thouhght it would be fun for players to explroe develop and decided on what combinations would be best for there character and what they aim to do during the game such as class wise. for example i had decided the mechanical suystem would be based of dnd with acheivements and base stats you can level up as you defeat enemies you cane levele up in Strength, Interlegence and Dexterity this allows the individual player to decide what atributes they want the caharcter to excel at. it also allows a more efficient pathway with the wearables, consumables, tools and weapons.

one of the main starting functions i wanted the character to have was the ability to glide and jump with a small lillypad you aquire at the start of the game.  you can find bigger lillypads throughout the game which add more efficiency and altirtude to these glides and jumps this is o e of my main decided functions the lillypads different have 3 uses glide, shield and swim

 

 

MAP:

i created the map in a software called inkarnate from this point on i realiswd i wanted to stick with a paper/old fantsy calligraphy style of paper and textures that made things seem old and hand done like scrolls and old books to add a creepy atposhere to the style however i overall wanted to keep eveyrthing when drawing parraleled to nature and certain plants based on their colours

 

 

LEVEL DESIGN PROGRESSION AND CHALLENGED/OBSTACLES

there are multiple levels and obstancles i have thought about when creating the project maijnly when i had made the map i had thought if hoiwever for this project specifically i was to creat one outline level and so i designed the final level and obstacles as i believed it would be the most  interesting.

FOCUS OF CONCEPT WAS FINAL LEVEL:

GATEWAY- TEMPLE AT CENTRE OF ISLAND

structure of this level was to draw out the designs for the gateway leading into the swamp brdigde that crossed over rockey nmountain terrain and landed ont he side of a cliff based on a castle that had running waterfalls into a deep cliff side abyss and a bridge crossing over to the timple based of disneys atlantis and rivene the temple once getting through the inside would lead into a cave entrace based of the pirates of the caribean strabger tides cave this is wehere the end goal of the game wouold be for the elixir of eternity

 

PROPS:

the props are the usuable items in the game

CONSUMABLES:

the consumable items in the game which would give skill buff and effects would be as outlined to enhance characters performance i based this system of abilities on super mario brothers

mushrooms: higher jump and bounce

Lilypad: glide ability and water resistance depending on size

leaf: glide ability/float and stealth enhancements

flower: health regeneration

acorn: tuff/extra armor

 

 

WEAPONS:

mushrooms: smash weapon like a hamer

Lilypad: sheild

leaf: sword

flower: staff with spells depending on the flower

acorn: axe

 

TOOLS:

the following items can be turned into tools for collecting materials or creating cute wearable items such as umbrellas or capes the give  little perks but not abilities

 

 

PLANTS:

WEARABLES:

the items listed before can be turned into capes,hats and dresses for the main character you can only attain these after completing achievments to unlock the different styles i based thios system of genshin impact

hats:

3 types of illypad

3 different types of leafes

3 different mushrooms

flowers 3 different types

 

 

 

here for tge character design piece i use a sketchy style  to keep the renders simplistic using my references i explored with this characters design and how it implemented the story and furtehred it. i wated the main chadacter to be mysterious and based of a fantasy elven race however i wanted the character to be angelic and small like a fairy and nature based their outfit describing where they had been in the story. oveall i did many itterations specifically when trying to find a had that would best suit the character personality and the gravity of the tsory. i decided on a lillypad had as the final design and framed it to look like a bamboo hat that samurais woudl wear in japan angeling it it gave the character that sense of seriousness uniqueness and mystery i wanted to attain after that i followed the colour pallet of alillypad on water for the characters colour pallette i did experiment on the style of clothing that best fit her lillypad hat and settles on a flowery vine like tassled dress. after i had finished the design and colour i realised she was lacking texture and dimension to hwer desihgn for the final render so i added many types of paper textures in photoshop suing th emultiply, overlay and opacity settings i created textured bitmaps that added deoth to the character and alot of texture which added more gravity to her design and and the style of odl rusttic page which i was aiming for i had felt pleased with the final design however concluded something was missing to add character to the frame abd perfectly frame of highlight the characters story so i added a small strip to the side tht woud act as a professioal boundary/frame to tie the piece togetehr i believed having this fraem be based if the biome/peronality the character is from and is liek helped to shape the overall design of her story on one page so i decided to continue doing this for my otehr character renders

when designiong the character i took into  consideration cuetness level and sppeal with colours i wanted to theme to a dull pastel

 

 

the enemies deisigned for the game idea was simple and themed around planst and hands. overall the design i created for this level specifically wa to be the boss creature. this was to be a creature that posessed lots of hands. the reason i made the creature like this was to corealate  the underlyong theme of human hands grabbing beutifful nature the multiple hands describes from the designs sybolises and shows the distortion of our view distortion of perception i wanted to make a creature unlike the rest of my ideas such as plant animals and dangerous fantasy liek creature these ones i wanted to be creapy and distyrbing disfiqured and unsettling

the below drawing lays out my overally design of how the GUI functions during my work towards this prject i was un abkle to fully design the concepts for the GUI designs

 

 

CONCEPT DEVELOPMENT

 

 

RESEARCH

 

GAMEPLAY REFERENCES

 

 

JOURNEY:

 

RAIN WORLD:

GRISS:

 

ORI WILLOW WHISP:

SPIRIT FARER:

SUPERMARIO BROS:

ART STYLE REFERENCES

 

 

 

 

 

 

 

ART REFERENCES

 

ROUGH DRAFTS

 

 

 

 

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